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Beider avatar Beider commented on August 15, 2024

So I tracked it down to this method

	private void ServerOnPeerConnected(int PeerId)
	{
		MDLog.Info(LOG_CAT, "Peer [ID: {0}] connected", PeerId);
		OnPlayerJoined_Internal(PeerId);
		BroadcastNewPlayerJoined(PeerId);
		SendConnectionDataToClient(PeerId);
		SynchronizeNetworkedNodes(PeerId);
		Replicator.OnPlayerJoined(PeerId);
	}

Since I spawn the player on the join event it is created and then replicated again during SynchronizeNetworkedNodes.

I solved it by deferring the call to spawn the player, so now it looks like this.

	private void OnPlayerJoined(int PeerId)
	{
		// Set our name
		if (!MDStatics.IsNetworkActive() || _session.GetPlayerInfo(PeerId).IsNetworkMaster())
		{
			_session.GetPlayerInfo(PeerId).PlayerName = _txtPlayerName.Text;
		}
		if (_session.IsMaster())
		{
			CallDeferred(nameof(SpawnPlayer), PeerId);
		}
	}

	private void SpawnPlayer(int PeerId)
	{
		PlayerSpawnPoint point = (PlayerSpawnPoint)GetTree().GetNodesInGroup(ManagerBase.GROUP_SPAWN_POINT)[0];
		this.SpawnNetworkedNode("res://Scenes/Characters/PlayerCharacters/Elf/PlayerElf.tscn", "Player" + PeerId, PeerId, point.GetGlobalSpawnPosition().To3D());
	}

This fixes it however I don't know if this is something that perhaps should be rethought anyway, as I am sure others who use the framework will make the same mistake. Perhaps move the player joined event later or split it into two. One before synch and one after?

from mdframework.

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