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https://github.com/jcreek/CosmicClash.git
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fix multiplayer snapshot disconnect race
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@@ -71,6 +71,7 @@ var is_server := false
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var is_client := false
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var _peer: MultiplayerPeer # keep a strong ref alongside multiplayer.multiplayer_peer
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var active_transport := ""
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var _invalidated_peer_ids: Dictionary = {}
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var rtt_ms := -1.0 # min-RTT sample currently in the window; -1 = no sample yet
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var clock_offset_ms := 0.0 # add to a local Time.get_ticks_msec() reading to estimate the server's clock
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@@ -127,6 +128,27 @@ func poll() -> void:
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multiplayer.poll()
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# A peer can be removed from the transport while Godot is still draining the
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# same poll batch. During that interval get_peers() may still contain it, but
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# an RPC send already fails because ENet has torn down its channels.
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func invalidate_peer(peer_id: int) -> void:
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_invalidated_peer_ids[peer_id] = true
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func can_send_to_peer(peer_id: int) -> bool:
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if _invalidated_peer_ids.has(peer_id):
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return false
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if _peer == null or _peer is OfflineMultiplayerPeer:
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return false
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# A listening server's peer status is transport/version-specific; the
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# authoritative server is valid as soon as it owns a peer and the target
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# appears in get_peers(). Clients, however, must not dispatch while their
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# connection is still handshaking.
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if not is_server and _peer.get_connection_status() != MultiplayerPeer.CONNECTION_CONNECTED:
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return false
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return peer_id in multiplayer.get_peers()
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func available_transports() -> PackedStringArray:
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var transports := PackedStringArray([TRANSPORT_ENET])
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if SteamTransportScript.new().is_available():
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@@ -185,6 +207,7 @@ func shutdown() -> void:
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peer.close()
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multiplayer.multiplayer_peer = OfflineMultiplayerPeer.new()
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_peer = null
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_invalidated_peer_ids.clear()
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active_transport = ""
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is_server = false
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is_client = false
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