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In Server/Client connections the assigned authority ID given with the "multiplayer.connected" signal is not synced between both parties. #12
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Did not mean to close this, it is still an issue. I checked and it occurs in 4.2 as well, not just 4.3 |
I solved this on one of my projects, but it was using an old version of matcha(I don't remember which commit). It was also spamming errors, I don't remember if I fixed that. I created a branch and copied changes from my project, feel free to have a look: https://github.com/masterthdev/godot-matcha/tree/sync-peer-ids |
Im currently at vacation. I take a look when im back. Sorry. |
Late reply, but this works without a hitch on 4.3 stable, thanks |
This fix can also work for mesh rooms with some tweaking. I don't know a lot about networking so there might be a cleaner solution, but I changed _on_got_offer() to create a new offer_peer if the offer_id doesn't match the answerer's rpc_id. Then the other peer creates the answer peer since the offer id matches. I also had to change Utils.gen_id() to take in an optional rpc_id, which it would use instead of the peer_id masterthdev added. edit: still have an issue where it sometimes doesn't seem to answer offers correctly |
Using Godot 4.3 Stable
With the "multiplayer.connected" signal, the id given is not synced when using Matcha.
ENet example for control, how it should work:
How it is currently behaving:
I have replicated this issue and it is present in an example project.
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