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mirror of https://github.com/godotengine/godot.git synced 2025-11-04 12:00:25 +00:00

Fix LogMultiplayer example in docs

Fixes issues:
 - `server_disconnected` signal not being emitted
 - `multiplayer.get_remote_sender_id()` returning `0`
This commit is contained in:
Martin Riesz
2025-02-01 12:04:09 +00:00
parent 1586c5674b
commit 805865d218

View File

@@ -18,10 +18,12 @@
# Just passthrough base signals (copied to var to avoid cyclic reference)
var cts = connected_to_server
var cf = connection_failed
var sd = server_disconnected
var pc = peer_connected
var pd = peer_disconnected
base_multiplayer.connected_to_server.connect(func(): cts.emit())
base_multiplayer.connection_failed.connect(func(): cf.emit())
base_multiplayer.server_disconnected.connect(func(): sd.emit())
base_multiplayer.peer_connected.connect(func(id): pc.emit(id))
base_multiplayer.peer_disconnected.connect(func(id): pd.emit(id))
@@ -59,6 +61,9 @@
func _get_unique_id() -> int:
return base_multiplayer.get_unique_id()
func _get_remote_sender_id() -> int:
return base_multiplayer.get_remote_sender_id()
func _get_peer_ids() -> PackedInt32Array:
return base_multiplayer.get_peers()
[/gdscript]