MultiplayerAPI is_network_server Fails Silently
Removes the error message when the network peer is not valid and returns false instead. This makes it simpler to make games that are both on/offline by replacing server checks of ''' if is_instance_valid(get_tree().network_peer) and get_tree().is_network_server(): # Do server things ''' with ''' if get_tree().is_network_server(): # Do server things ''' Requires no changes to the docs because both the MultiplayerAPI and SceneTree docs don't mention the error.
This commit is contained in:
parent
bd42a6c51e
commit
74379b15ff
1 changed files with 1 additions and 3 deletions
|
@ -1170,9 +1170,7 @@ int MultiplayerAPI::get_network_unique_id() const {
|
|||
}
|
||||
|
||||
bool MultiplayerAPI::is_network_server() const {
|
||||
// XXX Maybe fail silently? Maybe should actually return true to make development of both local and online multiplayer easier?
|
||||
ERR_FAIL_COND_V_MSG(!network_peer.is_valid(), false, "No network peer is assigned. I can't be a server.");
|
||||
return network_peer->is_server();
|
||||
return network_peer.is_valid() && network_peer->is_server();
|
||||
}
|
||||
|
||||
void MultiplayerAPI::set_refuse_new_network_connections(bool p_refuse) {
|
||||
|
|
Loading…
Reference in a new issue