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