Remove usage of CreateNetMessage. (#7563)

This commit is contained in:
Pieter-Jan Briers
2022-04-15 20:55:49 +02:00
committed by GitHub
parent 353a7aa210
commit b3e7c7af1f
14 changed files with 20 additions and 20 deletions

View File

@@ -49,7 +49,7 @@ public sealed class GamePrototypeLoadManager : IGamePrototypeLoadManager
private void LoadPrototypeData(string prototypeData)
{
LoadedPrototypes.Add(prototypeData);
var msg = _netManager.CreateNetMessage<GamePrototypeLoadMessage>();
var msg = new GamePrototypeLoadMessage();
msg.PrototypeData = prototypeData;
_netManager.ServerSendToAll(msg); // everyone load it up!
_prototypeManager.LoadString(prototypeData, true); // server needs it too.
@@ -63,7 +63,7 @@ public sealed class GamePrototypeLoadManager : IGamePrototypeLoadManager
// Just dump all the prototypes on connect, before them missing could be an issue.
foreach (var prototype in LoadedPrototypes)
{
var msg = _netManager.CreateNetMessage<GamePrototypeLoadMessage>();
var msg = new GamePrototypeLoadMessage();
msg.PrototypeData = prototype;
e.Channel.SendMessage(msg);
}