Fix server clock reset in NetworkTimeSynchronizer and client-side peer 1 avatar duplicate

- Move _clock.set_time(0.) inside the 'if not server' block in
  NetworkTimeSynchronizer.start() so the server's SystemClock isn't
  reset to zero — fixes -1.78 billion second offset panic on client
- Skip spawning peer 1's avatar on clients (the server replicates
  all avatars; spawning peer 1 locally creates a duplicate that
  the dedicated server doesn't have)
This commit is contained in:
2026-07-03 16:21:35 -04:00
parent aad186552c
commit 597d6dde2d
2 changed files with 9 additions and 3 deletions
+1 -2
View File
@@ -142,10 +142,9 @@ signal on_panic(offset: float)
func start() -> void:
if _active:
return
_clock.set_time(0.)
if not multiplayer.is_server():
_clock.set_time(0.)
_active = true
_sample_idx = 0
_sample_buffer = _RingBuffer.new(sync_samples)