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A couple uses of UniqueID in functions have been kept for backwards compatibility, but honestly I'm not sure if those need to remain either
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Won't this break ULX extensions that access ucl.authed? |
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That's true, I assumed that there was no need for other addons to access that table directly when I wrote this. Maybe it could just be able to use multiple player identifiers as a key like |
JarosLucky
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Hey, without call PLAYER:UniqueID() somehere in PlayerInitialSpawn before PLAYER.query. Hook call PlayerInitialSpawn sendAutocompletes, gives instant error.
Thought about it for a bit, got an idea for a (sorta) compatibility fix: Using a metatable, we can make __newindex give/set SteamIDs internally even when UniqueIDs are passed. |
Alright, I think I might've finally come up with a potential way to deal with this problem. It's a bit weird, but stick with me here. No matter what ID I tried in testing the length of a SteamID64 (ex. |
Fix issues with ULib.ucl.query calls before PlayerInitialSpawn
NOTE: This change also requires the matching ULX pull request to avoid breakage: TeamUlysses/ulx#226
This PR has two main changes that impact UCL:
ucl.updateClientUCLPlayer( id, data )anducl.updateClientUCLGroup( name, data )ucl.authednow uses SteamID64 internally instead of UniqueIDTested both in a local server and on a public server for a couple weeks now with no regressions found.