fix: connect multiplayer signals before setting peer to avoid race condition

This commit is contained in:
2026-04-13 04:39:43 +02:00
parent bcbf722b97
commit ef771ff220

View File

@@ -15,9 +15,9 @@ func start_server(port: int, max_clients: int) -> void:
if err != OK:
push_error("[Server] Port %d konnte nicht gebunden werden: %s" % [port, error_string(err)])
return
multiplayer.multiplayer_peer = peer
multiplayer.peer_connected.connect(_on_peer_connected)
multiplayer.peer_disconnected.connect(_on_peer_disconnected)
multiplayer.multiplayer_peer = peer
print("[Server] Gestartet auf Port %d" % port)
@@ -27,9 +27,9 @@ func join_server(ip: String, port: int) -> void:
if err != OK:
push_error("[Client] Verbindung zu %s:%d fehlgeschlagen: %s" % [ip, port, error_string(err)])
return
multiplayer.multiplayer_peer = peer
multiplayer.connected_to_server.connect(_on_connected_to_server)
multiplayer.connection_failed.connect(_on_connection_failed)
multiplayer.multiplayer_peer = peer
func _on_peer_connected(id: int) -> void: