diff --git a/modules/enet/networked_multiplayer_enet.cpp b/modules/enet/networked_multiplayer_enet.cpp index aa5069943d6..6890487cf55 100644 --- a/modules/enet/networked_multiplayer_enet.cpp +++ b/modules/enet/networked_multiplayer_enet.cpp @@ -174,14 +174,20 @@ Error NetworkedMultiplayerENet::create_client(const String &p_address, int p_por ip = IP::get_singleton()->resolve_hostname(p_address, IP::TYPE_IPV4); #endif - ERR_FAIL_COND_V_MSG(!ip.is_valid(), ERR_CANT_RESOLVE, "Couldn't resolve the server IP address or domain name."); + if (!ip.is_valid()) { + enet_host_destroy(host); + ERR_FAIL_V_MSG(ERR_CANT_RESOLVE, "Couldn't resolve the server IP address or domain name."); + } } ENetAddress address; #ifdef GODOT_ENET enet_address_set_ip(&address, ip.get_ipv6(), 16); #else - ERR_FAIL_COND_V_MSG(!ip.is_ipv4(), ERR_INVALID_PARAMETER, "Connecting to an IPv6 server isn't supported when using vanilla ENet. Recompile Godot with the bundled ENet library."); + if (!ip.is_ipv4()) { + enet_host_destroy(host); + ERR_FAIL_V_MSG(ERR_INVALID_PARAMETER, "Connecting to an IPv6 server isn't supported when using vanilla ENet. Recompile Godot with the bundled ENet library."); + } address.host = *(uint32_t *)ip.get_ipv4(); #endif address.port = p_port; @@ -193,7 +199,7 @@ Error NetworkedMultiplayerENet::create_client(const String &p_address, int p_por if (peer == nullptr) { enet_host_destroy(host); - ERR_FAIL_COND_V_MSG(!peer, ERR_CANT_CREATE, "Couldn't connect to the ENet multiplayer server."); + ERR_FAIL_V_MSG(ERR_CANT_CREATE, "Couldn't connect to the ENet multiplayer server."); } // Technically safe to ignore the peer or anything else.