From cb08f2a9689eff85256e020608ac264bcdaf57f7 Mon Sep 17 00:00:00 2001 From: Fabio Alessandrelli Date: Sun, 14 Jan 2024 20:09:58 +0100 Subject: [PATCH] [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). --- modules/multiplayer/scene_replication_interface.cpp | 9 +++++---- 1 file changed, 5 insertions(+), 4 deletions(-) diff --git a/modules/multiplayer/scene_replication_interface.cpp b/modules/multiplayer/scene_replication_interface.cpp index 31307e648de3..c3d239e4b75c 100644 --- a/modules/multiplayer/scene_replication_interface.cpp +++ b/modules/multiplayer/scene_replication_interface.cpp @@ -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);