feature: allow calling [Command]s on server-only directly. #3450#3451
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feature: allow calling [Command]s on server-only directly. #3450#3451
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CmdOnAnimationServerMessage still fails to weave properly: [Command]
private void CmdOnAnimationServerMessage(int stateHash, float normalizedTime, int layerId, float weight, byte[] parameters)
{
//IL_001b: Expected O, but got I4
//IL_001b: Expected F4, but got O
if (NetworkServer.active && !NetworkClient.active)
{
((NetworkAnimator)/*Error near IL_001b: Stack underflow*/).UserCode_CmdOnAnimationServerMessage__Int32__Single__Int32__Single__Byte[]((int)/*Error near IL_001b: Stack underflow*/, (float)/*Error near IL_001b: Stack underflow*/, (int)/*Error near IL_001b: Stack underflow*/, (float)this, (byte[])stateHash);
return;
}
NetworkWriterPooled writer = NetworkWriterPool.Get();
writer.WriteInt(stateHash);
writer.WriteFloat(normalizedTime);
writer.WriteInt(layerId);
writer.WriteFloat(weight);
writer.WriteBytesAndSize(parameters);
SendCommandInternal("System.Void Mirror.NetworkAnimator::CmdOnAnimationServerMessage(System.Int32,System.Single,System.Int32,System.Single,System.Byte[])", -1895293543, writer, 0);
NetworkWriterPool.Return(writer);
} |
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NEW PLAN
MrG:
Command(allowServerCall = true)]TODO
calling [Command] on server-only gives the following error:
before:
after:
use cases in ummorpg. before: