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authorKyle <eichlinkyle@gmail.com>2021-03-01 08:25:07 -0500
committerKyle <eichlinkyle@gmail.com>2021-03-01 08:25:07 -0500
commit74379b15ff7f534730557836be901e3c8a3cd2f8 (patch)
treeec664ba934f402b82a213718abe56ac4773af3a7 /core/io
parentbd42a6c51e384f55bbfda9ce64f85b471dbabda6 (diff)
MultiplayerAPI is_network_server Fails Silently
Removes the error message when the network peer is not valid and returns false instead. This makes it simpler to make games that are both on/offline by replacing server checks of ''' if is_instance_valid(get_tree().network_peer) and get_tree().is_network_server(): # Do server things ''' with ''' if get_tree().is_network_server(): # Do server things ''' Requires no changes to the docs because both the MultiplayerAPI and SceneTree docs don't mention the error.
Diffstat (limited to 'core/io')
-rw-r--r--core/io/multiplayer_api.cpp4
1 files changed, 1 insertions, 3 deletions
diff --git a/core/io/multiplayer_api.cpp b/core/io/multiplayer_api.cpp
index 6b550e69c8..90831dbf9b 100644
--- a/core/io/multiplayer_api.cpp
+++ b/core/io/multiplayer_api.cpp
@@ -1170,9 +1170,7 @@ int MultiplayerAPI::get_network_unique_id() const {
}
bool MultiplayerAPI::is_network_server() const {
- // XXX Maybe fail silently? Maybe should actually return true to make development of both local and online multiplayer easier?
- ERR_FAIL_COND_V_MSG(!network_peer.is_valid(), false, "No network peer is assigned. I can't be a server.");
- return network_peer->is_server();
+ return network_peer.is_valid() && network_peer->is_server();
}
void MultiplayerAPI::set_refuse_new_network_connections(bool p_refuse) {