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[MP] Fix broken RPCs after dictionary keys type change #96915
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You could probably use
StringName::AlphCompare
for this instead of implementing something similar ad hoc?godot/core/string/string_name.h
Line 167 in 83d54ab
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Yeah, I looked into that, the problem is that AlphCompare expects
const StringName &
because it's meant for internal (templated) data structures (List
/HashMap
/etc) which implementssort_custom
as a template function whileArray.sort_custom
expects a callable because it's a bound data type (and the callable takesconst Variant &
arguments).So I don't think there's a way to reuse it directly. Maybe, we could use it inside
_sort_rpc_names
when we detect StringName and get (maybe?) a performance optimization? (I don't think the compiler is smart enough to optimize away the string conversion otherwise)There was a problem hiding this comment.
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Makes sense. BTW I wondered why we're using Variant for the rpc config and the names instead of explicitly Dictionary/String(Name)?
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That's a good question, IIRC originally that was to allow migrating from a dictionary to a refcounted/struct and handle compatibility internally without changing the function signature (that was before we had compatibility methods and so on).
I think at this point we could switch to dictionary (but then, the config of each method would still be composed of "variants" since that's what dictionary values are).
We could even switch to something like
HashMap<StringName,InternalStruct>
but that involves doing copies every time we cross the boundaries (e.g. gdextension ScriptExtension._get_rpc_config), and I'd rather do that in the multiplayer module itself where they can be properly cached.EDIT: Or... we could expose RPCConfig as a resource/refcounted, but do we want yet another multiplayer-related class in core?