Skip to content

MultiplayerSynchronizer stops syncing node when node owned by another client is freed #100873

Open
@DerekFrostbeard

Description

@DerekFrostbeard

Tested versions

v4.3.stable.official [77dcf97]

System information

Windows 11

Issue description

Each client owns a player which has a MultiplayerSpawner to spawn their character. When any character dies, the MultiplayerSynchronizer of other spawned characters stops synchronizing the value property even though freeing one character instance should not affect other characters.

https://forum.godotengine.org/t/multiplayersynchronizer-bug/95995

Steps to reproduce

Click the following buttons on three instances:

Instance 1:
Host

Instance 2:
Join
Spawn

Instance 3:
Join
Spawn
Kill

Instance 2:
Increment Value
Print Value

My output is:

1: 0
2222222222: 1
3333333333: 0

But I expect it to be:

1: 1
2222222222: 1
3333333333: 1

This seems to fix the bug: https://youtu.be/_ItA2r69c-Q?t=175 1.

Minimal reproduction project (MRP)

https://github.com/DerekFrostbeard/MultiplayerSynchronizerQuestion

Metadata

Metadata

Assignees

No one assigned

    Type

    No type

    Projects

    No projects

    Milestone

    No milestone

    Relationships

    None yet

    Development

    No branches or pull requests

    Issue actions