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Godot supports sending messages to "all but one peer" by sending a packet with a negative target (the negated ID of the excluded peer). The relay protocol was incorrectly interpreting the values and relaying the message to the wrong peers. This issue only affected "send_bytes" since the other subsystem (RPC and replication) "resolves" the correct IDs client-side (to match visibility information). |
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.. | ||
doc_classes | ||
editor | ||
config.py | ||
multiplayer_debugger.cpp | ||
multiplayer_debugger.h | ||
multiplayer_spawner.cpp | ||
multiplayer_spawner.h | ||
multiplayer_synchronizer.cpp | ||
multiplayer_synchronizer.h | ||
register_types.cpp | ||
register_types.h | ||
scene_cache_interface.cpp | ||
scene_cache_interface.h | ||
scene_multiplayer.cpp | ||
scene_multiplayer.h | ||
scene_replication_config.cpp | ||
scene_replication_config.h | ||
scene_replication_interface.cpp | ||
scene_replication_interface.h | ||
scene_rpc_interface.cpp | ||
scene_rpc_interface.h | ||
SCsub |