Fix text prop caching and an exception in Server.cs
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@ -139,7 +139,7 @@ namespace Cyber.Networking.Serverside {
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SendToAll(PktType.TextMessage, new TextMessagePkt("Server: " + args[0]));
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});
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gameObject.AddComponent<Syncer>();
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Syncer = gameObject.AddComponent<Syncer>();
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return true;
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}
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@ -63,10 +63,20 @@ namespace Cyber.Util {
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/// <param name="forceRender">Whether the texture should be rendered
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/// again even if it's cached.</param>
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public static Texture2D GetText(TextTextureProperties text, bool forceRender = false) {
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if (forceRender || !Cache.ContainsKey(text.Text)) {
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Cache[text.Text] = Singleton.RenderText(text);
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string Hash = CreateHash(text);
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if (forceRender || !Cache.ContainsKey(Hash)) {
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Cache[Hash] = Singleton.RenderText(text);
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Term.Println("Created a new texture for:");
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Term.Println(Hash);
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Term.Println("====");
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}
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return Cache[text.Text];
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return Cache[Hash];
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}
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private static string CreateHash(TextTextureProperties text) {
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return text.Text + "," + text.Width + "," + text.Height + "," +
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text.FontSize + "," + text.Background.r + "," +
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text.Background.g + "," + text.Background.b;
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}
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}
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}
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