Open person-615 opened 3 months ago
Did not mean to close this, it is still an issue. I checked and it occurs in 4.2 as well, not just 4.3
I solved this on one of my projects, but it was using an old version of matcha(I don't remember which commit). It was also spamming errors, I don't remember if I fixed that.
I created a branch and copied changes from my project, feel free to have a look: https://github.com/masterthdev/godot-matcha/tree/sync-peer-ids
Im currently at vacation. I take a look when im back. Sorry.
masterthdev commented
Late reply, but this works without a hitch on 4.3 stable, thanks
This fix can also work for mesh rooms with some tweaking. I don't know a lot about networking so there might be a cleaner solution, but I changed _on_got_offer() to create a new offer_peer if the offer_id doesn't match the answerer's rpc_id. Then the other peer creates the answer peer since the offer id matches. I also had to change Utils.gen_id() to take in an optional rpc_id, which it would use instead of the peer_id masterthdev added.
edit: still have an issue where it sometimes doesn't seem to answer offers correctly
Using Godot 4.3 Stable
With the "multiplayer.connected" signal, the id given is not synced when using Matcha.
ENet example for control, how it should work:
How it is currently behaving:
I have replicated this issue and it is present in an example project.