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.

(cherry picked from commit 74379b15ff)
This commit is contained in:
Kyle 2021-03-01 08:25:07 -05:00 committed by Rémi Verschelde
parent 6026de80e7
commit f218e9e929
No known key found for this signature in database
GPG key ID: C3336907360768E1

View file

@ -796,9 +796,7 @@ 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) {