[MP] Fix complete_auth notifying the wrong peer
The SceneMultiplayer complete_auth method was not configuring the
multiplayer peer correctly, causing it to potentially send the
notification to the wrong peer, on the wrong channel, and/or with an
incorrect transfer mode.
(cherry picked from commit 4826c14d20
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parent
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@ -483,9 +483,14 @@ Error SceneMultiplayer::complete_auth(int p_peer) {
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ERR_FAIL_COND_V(!pending_peers.has(p_peer), ERR_INVALID_PARAMETER);
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ERR_FAIL_COND_V(!pending_peers.has(p_peer), ERR_INVALID_PARAMETER);
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ERR_FAIL_COND_V_MSG(pending_peers[p_peer].local, ERR_FILE_CANT_WRITE, "The authentication session was already marked as completed.");
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ERR_FAIL_COND_V_MSG(pending_peers[p_peer].local, ERR_FILE_CANT_WRITE, "The authentication session was already marked as completed.");
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pending_peers[p_peer].local = true;
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pending_peers[p_peer].local = true;
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// Notify the remote peer that the authentication has completed.
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// Notify the remote peer that the authentication has completed.
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uint8_t buf[2] = { NETWORK_COMMAND_SYS, SYS_COMMAND_AUTH };
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uint8_t buf[2] = { NETWORK_COMMAND_SYS, SYS_COMMAND_AUTH };
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multiplayer_peer->set_target_peer(p_peer);
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multiplayer_peer->set_transfer_channel(0);
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multiplayer_peer->set_transfer_mode(MultiplayerPeer::TRANSFER_MODE_RELIABLE);
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Error err = _send(buf, 2);
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Error err = _send(buf, 2);
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// The remote peer already reported the authentication as completed, so admit the peer.
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// The remote peer already reported the authentication as completed, so admit the peer.
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// May generate new packets, so it must happen after sending confirmation.
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// May generate new packets, so it must happen after sending confirmation.
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if (pending_peers[p_peer].remote) {
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if (pending_peers[p_peer].remote) {
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