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