Fix WebSocketServer relaying message 2 times.

The WebSocketMultiplayerPeer was relaying the same message two times,
both in _server_relay and _process_multiplayer (which was only supposed
to store the packet, given the server was one of the destination).

_process_multiplayer now only store the packet, and calls _server_relay
which will relay the message to other clients if needed.
This commit is contained in:
Fabio Alessandrelli 2019-08-19 18:15:50 +02:00
parent cce148b024
commit d1539db2c6

View file

@ -296,8 +296,6 @@ void WebSocketMultiplayerPeer::_process_multiplayer(Ref<WebSocketPeer> p_peer, u
ERR_FAIL_COND(type != SYS_NONE); // Only server sends sys messages
ERR_FAIL_COND(from != p_peer_id); // Someone is cheating
_server_relay(from, to, in_buffer, size); // Relay if needed
if (to == 1) { // This is for the server
_store_pkt(from, to, in_buffer, data_size);
@ -312,13 +310,9 @@ void WebSocketMultiplayerPeer::_process_multiplayer(Ref<WebSocketPeer> p_peer, u
// All but one, for us if not excluded
if (_peer_id != -(int32_t)p_peer_id)
_store_pkt(from, to, in_buffer, data_size);
} else {
// Send to specific peer
ERR_FAIL_COND(!_peer_map.has(to));
get_peer(to)->put_packet(in_buffer, size);
}
// Relay if needed (i.e. "to" includes a peer that is not the server)
_server_relay(from, to, in_buffer, size);
} else {