[MP] Fix spawned nodes not working after reset

Ensures that spawnable nodes (i.e. spawned nodes over which the local
instance has authority) always have a network ID, since they may lose it
after the multiplayer is reset (e.g. when changing the multiplayer peer).

(cherry picked from commit cb08f2a968)
This commit is contained in:
Fabio Alessandrelli 2024-01-14 20:09:58 +01:00 committed by Rémi Verschelde
parent 65049c3fe7
commit 1dfd92797e
No known key found for this signature in database
GPG Key ID: C3336907360768E1
1 changed files with 5 additions and 4 deletions

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@ -189,9 +189,6 @@ void SceneReplicationInterface::_node_ready(const ObjectID &p_oid) {
spawned_nodes.insert(oid);
if (_has_authority(spawner)) {
if (tobj.net_id == 0) {
tobj.net_id = ++last_net_id;
}
_update_spawn_visibility(0, oid);
}
}
@ -472,9 +469,13 @@ Error SceneReplicationInterface::_make_spawn_packet(Node *p_node, MultiplayerSpa
ERR_FAIL_COND_V(!multiplayer || !p_node || !p_spawner, ERR_BUG);
const ObjectID oid = p_node->get_instance_id();
const TrackedNode *tnode = tracked_nodes.getptr(oid);
TrackedNode *tnode = tracked_nodes.getptr(oid);
ERR_FAIL_NULL_V(tnode, ERR_INVALID_PARAMETER);
if (tnode->net_id == 0) {
// Ensure the node has an ID.
tnode->net_id = ++last_net_id;
}
uint32_t nid = tnode->net_id;
ERR_FAIL_COND_V(!nid, ERR_UNCONFIGURED);