fix: pass Godot 4.7 multiplayer test suite

This commit is contained in:
Josh Creek
2026-09-01 08:24:33 +01:00
parent 76aad61191
commit c5678ce877
5 changed files with 13 additions and 12 deletions
+5 -5
View File
@@ -45,21 +45,21 @@ func begin_queue(new_ticket_id: String, new_playlist: String) -> bool:
func apply_ticket_update(update: Dictionary) -> bool:
if not _has_string(update, "ticket_id") or not update.has("revision") or not update.has("state"):
return _request_resync(ticket_id)
return _request_resync(self.ticket_id)
if ticket_id.is_empty() or String(update["ticket_id"]) != ticket_id:
return _request_resync(ticket_id)
return _request_resync(self.ticket_id)
var incoming_revision := int(update["revision"])
if incoming_revision < revision:
return false
if incoming_revision == revision:
if _ticket_differs(update):
return _request_resync(ticket_id)
return _request_resync(self.ticket_id)
return true
if incoming_revision > revision + 1:
return _request_resync(ticket_id)
return _request_resync(self.ticket_id)
var incoming_state := String(update["state"])
if not _is_ticket_state(incoming_state):
return _request_resync(ticket_id)
return _request_resync(self.ticket_id)
revision = incoming_revision
phase = incoming_state
if update.has("playlist"):