diff options
Diffstat (limited to 'modules/multiplayer')
-rw-r--r-- | modules/multiplayer/SCsub | 2 | ||||
-rw-r--r-- | modules/multiplayer/doc_classes/MultiplayerSynchronizer.xml | 4 | ||||
-rw-r--r-- | modules/multiplayer/multiplayer_spawner.cpp | 2 | ||||
-rw-r--r-- | modules/multiplayer/scene_replication_interface.cpp | 5 |
4 files changed, 8 insertions, 5 deletions
diff --git a/modules/multiplayer/SCsub b/modules/multiplayer/SCsub index ff33655537..e89038c3e0 100644 --- a/modules/multiplayer/SCsub +++ b/modules/multiplayer/SCsub @@ -8,7 +8,7 @@ env_mp = env_modules.Clone() module_obj = [] env_mp.add_source_files(module_obj, "*.cpp") -if env["tools"]: +if env.editor_build: env_mp.add_source_files(module_obj, "editor/*.cpp") env.modules_sources += module_obj diff --git a/modules/multiplayer/doc_classes/MultiplayerSynchronizer.xml b/modules/multiplayer/doc_classes/MultiplayerSynchronizer.xml index 9a4d755d64..42c190f504 100644 --- a/modules/multiplayer/doc_classes/MultiplayerSynchronizer.xml +++ b/modules/multiplayer/doc_classes/MultiplayerSynchronizer.xml @@ -5,7 +5,7 @@ </brief_description> <description> By default, [MultiplayerSynchronizer] synchronizes configured properties to all peers. - Visiblity can be handled directly with [method set_visibility_for] or as-needed with [method add_visibility_filter] and [method update_visibility]. + Visibility can be handled directly with [method set_visibility_for] or as-needed with [method add_visibility_filter] and [method update_visibility]. [MultiplayerSpawner]s will handle nodes according to visibility of synchronizers as long as the node at [member root_path] was spawned by one. @@ -34,7 +34,7 @@ <return type="void" /> <param index="0" name="filter" type="Callable" /> <description> - Removes a peer visiblity filter from this synchronizer. + Removes a peer visibility filter from this synchronizer. </description> </method> <method name="set_visibility_for"> diff --git a/modules/multiplayer/multiplayer_spawner.cpp b/modules/multiplayer/multiplayer_spawner.cpp index 9d28feef09..620e4f2f6c 100644 --- a/modules/multiplayer/multiplayer_spawner.cpp +++ b/modules/multiplayer/multiplayer_spawner.cpp @@ -94,7 +94,7 @@ PackedStringArray MultiplayerSpawner::get_configuration_warnings() const { warnings.push_back(RTR("A valid NodePath must be set in the \"Spawn Path\" property in order for MultiplayerSpawner to be able to spawn Nodes.")); } bool has_scenes = get_spawnable_scene_count() > 0; - // Can't check if method is overriden in placeholder scripts. + // Can't check if method is overridden in placeholder scripts. bool has_placeholder_script = get_script_instance() && get_script_instance()->is_placeholder(); if (!has_scenes && !GDVIRTUAL_IS_OVERRIDDEN(_spawn_custom) && !has_placeholder_script) { warnings.push_back(RTR("A list of PackedScenes must be set in the \"Auto Spawn List\" property in order for MultiplayerSpawner to automatically spawn them remotely when added as child of \"spawn_path\".")); diff --git a/modules/multiplayer/scene_replication_interface.cpp b/modules/multiplayer/scene_replication_interface.cpp index 6e3dbfab47..53d8e82dfc 100644 --- a/modules/multiplayer/scene_replication_interface.cpp +++ b/modules/multiplayer/scene_replication_interface.cpp @@ -125,9 +125,12 @@ Error SceneReplicationInterface::on_replication_start(Object *p_obj, Variant p_c MultiplayerSynchronizer *sync = Object::cast_to<MultiplayerSynchronizer>(p_config.get_validated_object()); ERR_FAIL_COND_V(!sync, ERR_INVALID_PARAMETER); + const ObjectID oid = node->get_instance_id(); + MultiplayerSpawner *spawner = rep_state->get_spawner(oid); + ERR_FAIL_COND_V_MSG(spawner && spawner->get_multiplayer_authority() != sync->get_multiplayer_authority(), ERR_INVALID_PARAMETER, "The authority of the MultiplayerSynchronizer \"" + String(sync->get_path()) + "\" differs from the authority of its \"root_node\" spawner and will not sync. Change the \"root_node\" of the MultiplayerSynchronizer to be a child of the scene root instead."); + // Add to synchronizer list and setup visibility. rep_state->config_add_sync(node, sync); - const ObjectID oid = node->get_instance_id(); sync->connect("visibility_changed", callable_mp(this, &SceneReplicationInterface::_visibility_changed).bind(oid)); if (multiplayer->has_multiplayer_peer() && sync->is_multiplayer_authority()) { _update_sync_visibility(0, oid); |