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Event.FireToClient fixups #573
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The handle does not get mutated here, so it is safe. Since we don't currently support cloning event handles or copying events, this also facilitates the only easy way of firing an existing game- created event to a client.
Event.FireToClient should not care whether or not broadcasting is enabled for the event since we're already intentionally not broadcasting.
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Funny thing is, dontbroadcast bugged me on the previous PR #505. |
@Benoist3012 Yes, that was the original intent. The example code in that PR showed it working, when it really didn't. I had either missed that case in my testing, or tested before adding the handle ownership check. |
Line 135 in 0aa1137 |
@KyleSanderson I think we want to keep that check since the handle gets freed at the end of that path. |
This should land in 1.8 too! |
What all is left holding us up from just making 1.9 the stable branch?
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On Feb 18, 2017, at 5:26 PM, peace-maker ***@***.***> wrote:
This should land in 1.8 too!
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This removes a couple of checks that are IMO unnecessary. See commit messages for details and reasoning.