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[MP] Avoid error spam in relay protocol when clients disconnect #95192

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Faless
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@Faless Faless commented Aug 6, 2024

When multiple clients are connected, and the server is using the relay sub-protocol, it might happen that a client disconnects while a packet sent to it from another peer is still in transit.

In that case, when the packet reaches the server for relaying, it used to generate an error (as the destination client did no longer exists).

This commit changes check to suppress the error message while still skipping the packet.

Fixes #70505

When multiple clients are connected, and the server is using the relay
sub-protocol, it might happen that a client disconnects while a packet
sent to it from another peer is still in transit.

In that case, when the packet reaches the server for relaying, it used
to generate an error (as the destination client did no longer exists).

This commit changes check to suppress the error message while still
skipping the packet.
@Faless Faless added bug topic:multiplayer cherrypick:4.1 Considered for cherry-picking into a future 4.1.x release cherrypick:4.2 Considered for cherry-picking into a future 4.2.x release labels Aug 6, 2024
@Faless Faless added this to the 4.3 milestone Aug 6, 2024
@akien-mga akien-mga merged commit 4359c28 into godotengine:master Aug 6, 2024
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@akien-mga
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Thanks!

@Faless Faless deleted the mp/quite_relay_to_disconnected branch August 6, 2024 11:02
@makeryangcom
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Thank you for your efforts; my logs will be much cleaner now. Thanks again.

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Successfully merging this pull request may close these issues.

MultiplayerSynchronizer and RPCs lead to errors on the server when a client disconnects
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