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Use Core/Scene stringnames consistently
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@@ -35,7 +35,6 @@
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#include "core/debugger/engine_debugger.h"
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#include "core/io/marshalls.h"
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#include "scene/main/node.h"
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#include "scene/scene_string_names.h"
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#define MAKE_ROOM(m_amount) \
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if (packet_cache.size() < m_amount) \
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@@ -236,7 +235,7 @@ Error SceneReplicationInterface::on_replication_start(Object *p_obj, Variant p_c
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sync_nodes.insert(sid);
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// Update visibility.
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sync->connect("visibility_changed", callable_mp(this, &SceneReplicationInterface::_visibility_changed).bind(sync->get_instance_id()));
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sync->connect(SceneStringName(visibility_changed), callable_mp(this, &SceneReplicationInterface::_visibility_changed).bind(sync->get_instance_id()));
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_update_sync_visibility(0, sync);
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if (pending_spawn == p_obj->get_instance_id() && sync->get_multiplayer_authority() == pending_spawn_remote) {
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@@ -273,7 +272,7 @@ Error SceneReplicationInterface::on_replication_stop(Object *p_obj, Variant p_co
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ERR_FAIL_COND_V(!node || p_config.get_type() != Variant::OBJECT, ERR_INVALID_PARAMETER);
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MultiplayerSynchronizer *sync = Object::cast_to<MultiplayerSynchronizer>(p_config.get_validated_object());
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ERR_FAIL_NULL_V(sync, ERR_INVALID_PARAMETER);
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sync->disconnect("visibility_changed", callable_mp(this, &SceneReplicationInterface::_visibility_changed));
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sync->disconnect(SceneStringName(visibility_changed), callable_mp(this, &SceneReplicationInterface::_visibility_changed));
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// Untrack synchronizer.
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const ObjectID oid = node->get_instance_id();
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const ObjectID sid = sync->get_instance_id();
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