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:
@@ -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)
|
||||
|
||||
Reference in New Issue
Block a user