You've already forked godot
mirror of
https://github.com/godotengine/godot.git
synced 2025-11-25 15:37:42 +00:00
removed _custom_spawner from error message
This commit is contained in:
@@ -238,7 +238,7 @@ Error SceneReplicationInterface::on_replication_start(Object *p_obj, Variant p_c
|
||||
|
||||
if (pending_spawn == p_obj->get_instance_id() && sync->get_multiplayer_authority() == pending_spawn_remote) {
|
||||
// Try to apply synchronizer Net ID
|
||||
ERR_FAIL_COND_V_MSG(pending_sync_net_ids.is_empty(), ERR_INVALID_DATA, vformat("The MultiplayerSynchronizer at path \"%s\" is unable to process the pending spawn since it has no network ID. This might happen when changing the multiplayer authority during the \"_ready\" callback. Make sure to only change the authority of multiplayer synchronizers during \"_enter_tree\" or the \"_spawn_custom\" callback of their multiplayer spawner.", sync->get_path()));
|
||||
ERR_FAIL_COND_V_MSG(pending_sync_net_ids.is_empty(), ERR_INVALID_DATA, vformat("The MultiplayerSynchronizer at path \"%s\" is unable to process the pending spawn since it has no network ID. This might happen when changing the multiplayer authority during the \"_ready\" callback. Make sure to only change the authority of multiplayer synchronizers during the \"_enter_tree\" callback of their multiplayer spawner.", sync->get_path()));
|
||||
ERR_FAIL_COND_V(!peers_info.has(pending_spawn_remote), ERR_INVALID_DATA);
|
||||
uint32_t net_id = pending_sync_net_ids.front()->get();
|
||||
pending_sync_net_ids.pop_front();
|
||||
|
||||
Reference in New Issue
Block a user