Don't reset MultiplayerAPI when setting same peer.
A GDScript call to: `multiplayer.network_peer.some_prop = true` seems to transalte to: ``` var temp = multiplayer.network_peer temp.some_prop = true multiplayer.network_peer = temp ``` Which caused the MultiplayerAPI to be resetted. The call to set_network_peer is now ignored if the peer that's beeing set is the same as the currently set one.
This commit is contained in:
parent
1f7846abf8
commit
60d235622d
1 changed files with 2 additions and 0 deletions
|
@ -132,6 +132,8 @@ void MultiplayerAPI::set_root_node(Node *p_node) {
|
|||
|
||||
void MultiplayerAPI::set_network_peer(const Ref<NetworkedMultiplayerPeer> &p_peer) {
|
||||
|
||||
if (p_peer == network_peer) return; // Nothing to do
|
||||
|
||||
if (network_peer.is_valid()) {
|
||||
network_peer->disconnect("peer_connected", this, "_add_peer");
|
||||
network_peer->disconnect("peer_disconnected", this, "_del_peer");
|
||||
|
|
Loading…
Reference in a new issue