[MP] Fix remote net ID cleanup

Synchronizers for spawned nodes were not correctly keeping track of the
net ID assigned by the remote, preventing the replication from
performing the proper cleanup.

This resulted in errors being thrown when sync messages were received
after despawn (which is possible due to their unreliable nature).

(cherry picked from commit 89dacb88ec)
This commit is contained in:
Fabio Alessandrelli 2024-01-14 20:13:35 +01:00 committed by Rémi Verschelde
parent 1dfd92797e
commit 0b03a281e1
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GPG Key ID: C3336907360768E1
2 changed files with 2 additions and 1 deletions

View File

@ -49,11 +49,11 @@ void MultiplayerSynchronizer::_stop() {
}
#endif
root_node_cache = ObjectID();
reset();
Node *node = is_inside_tree() ? get_node_or_null(root_path) : nullptr;
if (node) {
get_multiplayer()->object_configuration_remove(node, this);
}
reset();
}
void MultiplayerSynchronizer::_start() {

View File

@ -246,6 +246,7 @@ Error SceneReplicationInterface::on_replication_start(Object *p_obj, Variant p_c
uint32_t net_id = pending_sync_net_ids[0];
pending_sync_net_ids.pop_front();
peers_info[pending_spawn_remote].recv_sync_ids[net_id] = sync->get_instance_id();
sync->set_net_id(net_id);
// Try to apply spawn state (before ready).
if (pending_buffer_size > 0) {