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author | Fabio Alessandrelli <fabio.alessandrelli@gmail.com> | 2024-03-29 22:35:03 +0100 |
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committer | Fabio Alessandrelli <fabio.alessandrelli@gmail.com> | 2024-03-29 23:11:04 +0100 |
commit | 4b973f451e4c5d929baeac7e86ebd3cb3e4c60a8 (patch) | |
tree | 37e649b99987a605f890bb3c7d5fe0be5f8a372c /modules/gdscript/language_server/gdscript_language_protocol.cpp | |
parent | 29b3d9e9e538f0aa8effc8ad8bf19a2915292a89 (diff) | |
download | redot-engine-4b973f451e4c5d929baeac7e86ebd3cb3e4c60a8.tar.gz |
[MP] Gracefully handle cache confirmation of deleted nodes
It's possible that after sending a cached node reference (e.g. RPC or
static MultiplayerSynchronizer) the reference node is removed from tree
before the remote peer(s) can confirm the referenced path.
To better detect that case, and avoid spamming errors when it happens,
this commit modifies the multiplayer API caching protocol, to send the
received ID instead of the Node path when sending the confirmation
packet.
**This is a breaking change** because it makes the runtime multiplayer
protocol incompatible with previous versions of Godot.
Diffstat (limited to 'modules/gdscript/language_server/gdscript_language_protocol.cpp')
0 files changed, 0 insertions, 0 deletions