Add objects ID inverse mapping from client to server for proper C# networking codegen

This commit is contained in:
Wojtek Figat
2023-06-18 19:27:46 +02:00
parent dd8817582a
commit 228ef4e130
4 changed files with 49 additions and 11 deletions

View File

@@ -279,6 +279,20 @@ namespace FlaxEngine
[LibraryImport("FlaxEngine", EntryPoint = "ObjectInternal_FromUnmanagedPtr", StringMarshalling = StringMarshalling.Custom, StringMarshallingCustomType = typeof(Interop.StringMarshaller))]
public static partial Object FromUnmanagedPtr(IntPtr ptr);
/// <summary>
/// Maps the object ID using the current Scripting::ObjectsLookupIdMapping (key to value). Used to map prefab object IDs into prefab instance object IDs, or when using network replication IDs table.
/// </summary>
/// <param name="id">Inout object identifier mapped as a result or unchanged if not mapped.</param>
[LibraryImport("FlaxEngine", EntryPoint = "ObjectInternal_MapObjectID")]
public static partial void MapObjectID(ref Guid id);
/// <summary>
/// Remaps the object ID using the current Scripting::ObjectsLookupIdMapping (value to key). Used to remap prefab instance IDs into prefab object IDs, or when using network replication IDs table.
/// </summary>
/// <param name="id">Inout object identifier mapped as a result or unchanged if not mapped.</param>
[LibraryImport("FlaxEngine", EntryPoint = "ObjectInternal_RemapObjectID")]
public static partial void RemapObjectID(ref Guid id);
/// <inheritdoc />
public override int GetHashCode()
{