Release 2.4.6: Add SafeNakamaMultiplayerBridge subclass to fix dictionary lookup crashes
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Release / Build & Release (push) Successful in 7m22s
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@@ -2,6 +2,8 @@ extends Node
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## AuthManager - Centralized authentication handling for Nakama
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## Supports: Guest (device ID), Email/Password, Social (Google, Apple, Facebook)
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const SafeNakamaMultiplayerBridge = preload("res://scripts/services/safe_nakama_multiplayer_bridge.gd")
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# Signals
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signal auth_started
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signal auth_completed(success: bool, user_data: Dictionary)
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@@ -472,7 +474,7 @@ func _connect_socket() -> bool:
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return false
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# Initialize multiplayer bridge
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NakamaManager.bridge = NakamaMultiplayerBridge.new(NakamaManager.socket)
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NakamaManager.bridge = SafeNakamaMultiplayerBridge.new(NakamaManager.socket)
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NakamaManager.bridge.match_joined.connect(NakamaManager._on_bridge_match_joined)
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NakamaManager.bridge.match_join_error.connect(NakamaManager._on_bridge_match_join_error)
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multiplayer.set_multiplayer_peer(NakamaManager.bridge.multiplayer_peer)
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@@ -1,5 +1,7 @@
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extends Node
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const SafeNakamaMultiplayerBridge = preload("res://scripts/services/safe_nakama_multiplayer_bridge.gd")
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# Standard Nakama Configuration
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var nakama_server_key = OS.get_environment("NAKAMA_SERVER_KEY") if OS.has_environment("NAKAMA_SERVER_KEY") else ProjectSettings.get_setting("network/nakama/server_key", "defaultkey")
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var nakama_host = OS.get_environment("NAKAMA_HOST") if OS.has_environment("NAKAMA_HOST") else ProjectSettings.get_setting("network/nakama/host", "tektondash.vps.webdock.cloud")
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@@ -141,7 +143,7 @@ func connect_to_nakama_async(email: String = "", password: String = "") -> bool:
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bridge.leave()
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bridge = null
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bridge = NakamaMultiplayerBridge.new(socket)
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bridge = SafeNakamaMultiplayerBridge.new(socket)
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# Connect bridge signals
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bridge.match_joined.connect(_on_bridge_match_joined)
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@@ -0,0 +1,23 @@
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class_name SafeNakamaMultiplayerBridge
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extends NakamaMultiplayerBridge
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func _init(p_nakama_socket: NakamaSocket) -> void:
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super._init(p_nakama_socket)
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func _map_id_to_session(peer_id: int, session_id: String) -> void:
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_id_map[peer_id] = session_id
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if not _users.has(session_id):
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_users[session_id] = NakamaMultiplayerBridge.User.new(null)
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_users[session_id].peer_id = peer_id
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func _on_multiplayer_peer_packet_generated(peer_id: int, buffer: PackedByteArray) -> void:
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if match_state == MatchState.CONNECTED:
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var target_presences = null
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if peer_id > 0:
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if not _id_map.has(peer_id) or not _users.has(_id_map[peer_id]) or _users[_id_map[peer_id]].presence == null:
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push_error("Attempting to send RPC to unknown or uninitialized peer id: %s" % peer_id)
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return
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target_presences = [ _users[_id_map[peer_id]].presence ]
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_nakama_socket.send_match_state_raw_async(_match_id, rpc_op_code, buffer, target_presences)
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else:
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push_error("RPC sent while the NakamaMultiplayerBridge isn't connected!")
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