Fix incorrect Caller after nested Rpc calls.#123
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andy013 wants to merge 186 commits intoFacepunch:masterfrom
Closed
Fix incorrect Caller after nested Rpc calls.#123andy013 wants to merge 186 commits intoFacepunch:masterfrom
Caller after nested Rpc calls.#123andy013 wants to merge 186 commits intoFacepunch:masterfrom
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This commit imports the C# engine code and game files, excluding C++ source code. [Source-Commit: ceb3d758046e50faa6258bc3b658a30c97743268]
…acepunch#3432) Resolves Facepunch/sbox-issues#9604
…cene.PhysicsWorld (Facepunch#3433) Resolves Facepunch/sbox-issues#9598 (Fixes issues where traces in the editor can throw NREs after exiting play mode)
* Skip menu editor code outside of the menu project * Asset Browser: skip menu project assets in Everything and Recents
Add slight delay because windows may still briefly hold a lock on some files even after the process exited
…een different commits
* Refactor sync script Use single filter repo call Use globs instead of python madness Ensure shallow clone is clean before working on it * Add dry run option to sync script * Add public gitattributes
* Fix leaky swapchain when resizing on game mode and dispose of handle after usage VideoRecorder would get a strong handle copy of the swapchain every frame and retain it, causing native to fail to shutdown the copies from it Made usage of getting native swapchain consistent on managed on other stuff, doing it like this ensures GC properly disposes of the strong handles even not disposing explicitly Remove now unused ScreenRecorder.def and ScreenshotService.def There are still optimizations to swapchain I'd like to send on another commit, game is allocating way more swapchains than needed even without the leak, has two completely different paths depending if you are MSAA or not, this can all be much simpler https://files.facepunch.com/sampavlovic/1b1811b1/EjDyxbTahs.png * Remove NativeLayerRenderTarget, was unused and fucked * Keep it as an ITexture/HRenderTextureStrong in managed so we avoid IDisposable, ReadTextureAsync with ITexture
…h#3449) * Support instanced tint on Blendable and Material::From( i ) Blendable supports vertex tint color, but was initially intended for world geometry so there was no point in working with instance color, now works fine https://files.facepunch.com/sampavlovic/1b2611b1/sbox-dev_qkWlvBOXW8.png * Build shaders
* More robust downloading of artifacts Don't download to a temp file first Try to retry download up to 3 times, if it fails Fail Bootstrap if any download fails * Fix contentbuilder and shadercompiler not forwarding to stdout
…eleted Move filter implementation to python so we have more flexibility when implementing filters. Make sure deleted files are properly filtered by evaluating globs in the filter itself not before. Make sure deleted LFS files are accounted for by scanning the history of the shallow clone for delete/changed lfs files. Whitelist some additional shaders.
* Fix terrain seams and optimize Overlap LODs by one step to fix holes in LOD transitions Reuse vertices that exist on same key when building diamond square https://files.facepunch.com/sampavlovic/1b2411b1/8mb.video-eW2-tNb22a60.mp4 * Add NoTile class and make terrain use it https://files.facepunch.com/sampavlovic/1b2411b1/sbox-dev_R1FwUmLhvu.mp4 https://files.facepunch.com/sampavlovic/1b2411b1/sbox-dev_YhKyIwvhve.mp4 * Sure why not Mr. Robot
This reverts commit dd44dc6.
* SceneEditorSession: make game vs editor scenes more distinct, Scene is whichever is currently active * Route prefab update, model reload etc events to both scenes if needed * SceneTree update checking a bit cleaner * Bring back GameEditorSessions instead, so undo, selection etc can all be linked 1:1 with scenes again * tweak and tidy
…llscreening at a low resolution preset (Facepunch#3457)
…e scene (Facepunch#3456) Fixes Facepunch/sbox-issues#9567
Co-authored-by: aidencurtis <109600275+aidencurtis@users.noreply.github.com>
Fixes public tests failing because of missing directory.
- Can now use modifier keys alongside the Mouse Wheel (lets you do CTRL+MWHEELUP, CTRL+MWHEELDOWN, ect) - Keybinds are now captured on release instead of on press (Previously pressing CTRL+D would just capture CTRL so you'd have to hold CTRL before capturing and then press D)
…stead of source file
Fixes an overload of Gizmo.Draw.Model returning SceneObject instead of SceneModel
…epunch#3610) --------- Co-authored-by: johncosfm <splatterbiker@gmail.com>
--------- Co-authored-by: DrakeFruit <foxflowgaming@gmail.com> Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>
…acepunch#3613) * Fixes GameObject references in GameObjectSystem NetLists and NetDictionaries being null on clients. * dotnet format --------- Co-authored-by: Andy <10728824+andy013@users.noreply.github.com>
Tint pause button blue when the game is paused.
- `PolygonMesh.SetFaceTextureCoords()` now properly sets `IsDirty` - Added `PolygonMesh.GetFaceTextureCoords()` - Added `FastTextureWindow` (which extends RectEditor.Window) and `FastTextureSettings` classes - Added `MeshRectangle` which is a RectEditor `Rectangle` that contains faces from a mesh unwrapped within the rectangle, reflecting any transform changes made back to the associated mesh faces - Added `EdgeAwareFaceUnwrapper` class which handles all UV unwrapping - Added a "Fast Texturing Tool" button to the Mapping Tool's Texture Mode which opens a FastTextureWindow with the selected faces. This can also be opened with the shortcut CTRL+G (from the Texture Mode OR the Face Mode) - If a Fast Texturing Tool window is open and the faces are deselected (or the user exits the Mapping Tool) the window will automatically close itself - Implemented U/V Alignment Settings (+ Horizontal/Vertical Flip) - Implemented Inset X/Y Settings - Implemented Square Unwrap, Planar Unwrap, and Use Existing mapping modes - If the selected material has a rect asset, you can double-click on a rect to automatically fit your UV rectangle to the one you double-clicked. (You can also toggle the visibility of the material's rects) - Implemented the "Pick Edge" button which allows you to select an edge from the unwrap and automatically orient the UVs so that the selected edge is aligned with the grid. - Added `Rectangle,CanDelete`, used by MeshRectangles so they cant be deleted - Fixed `RectView.DragResizeRect` behaviour so that resizing a rect will snap the dragged edges to the grid instead of just increasing/decreasing by the grid size - Added Panning/Zooming to the Rect Editor - Disabling the Grid in the RectEditor now disables grid snapping - Can now resize rects in on themselves to resize in the other direction without making an invalid rect - Added Tile View to RectView
Member
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One for @kurozael to look at |
Contributor
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I'll take a look but at a glance it seems like a complicated way to solve the problem |
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Fix incorrect
Callerafter nestedRpccalls.Issue: #2363
Changes
Callerin the outerRpcso that any internal calls useConnection.LocalCalleronce the nestedRpchas finishedCallingtoIsRemoteCallfor clarityPreCallas it is no longer neededNotes
There are 2 bugs in the current code.
Rpcthat is nested within another one, it will permanently change theCallereven once you exit back to the originalRpcscope.Callingboolthat should betruewhen theRpcwas invoked remotely is alwaysfalsewhen accessed within anRpc.I found the name
Callingto be quite confusing so I renamed it toIsRemoteCallwhich I think is clearer. I can change it back if you disagree. (Maybe I still need to keepCallingand mark it as obsolete for people who are currently using it? I doubt anyone will be using it since it's broken)I'm not sure if this is the best way to solve this but it's the only way I could come up with after thinking about it for a while. If you have any better ideas let me know and I can try and rework it.
How It Works
InvokeInstanceRpc/IncomingStaticRpcMsgsetsPendingRpcCaller__rpc_Wrapper/OnCallRpcconsumes pending caller and createsWithCallerscopenullpending caller, correctly useConnection.LocalCalleragainDemo Project: rpc_caller_fix.zip
This is small project I made for testing the changes. To use it, just hit play, connect with a client and then look at the server logs.
The code is setup like this so that the broadcast is called in the middle of the Rpc:
Current Behavior:
After Fix: