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SceneSynchronizerDebugger::singleton()->print(WARNING, "The peer_controller is owned by the server, there is no client that can control it; please assign the proper authority.", "CONTROLLER-" + std::to_string(authority_peer));
SceneSynchronizerDebugger::singleton()->print(WARNING, "You should never call the function `set_server_controlled` on the client, this has an effect only if called on the server.", "CONTROLLER-" + std::to_string(authority_peer));
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} elseif (is_nonet_controller()) {
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// There is no networking, the same instance is both the client and the
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// server already, nothing to do.
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server_controlled = p_server_controlled;
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} else {
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#ifdef DEBUG_ENABLED
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ASSERT_NO_ENTRY_MSG("Unreachable, all the cases are handled.");
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#endif
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}
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} else {
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// This called during initialization or on the editor, nothing special just
SceneSynchronizerDebugger::singleton()->print(WARNING, "`receive_input` called on the `AutonomousServerController` - If this is called just after `set_server_controlled(true)` is called, you can ignore this warning, as the client is not aware about the switch for a really small window after this function call.", "CONTROLLER-" + std::to_string(peer_controller->authority_peer));
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SceneSynchronizerDebugger::singleton()->print(ERROR, "`receive_input` called on the `AutonomousServerController` it should not happen by design. This is a bug.", "CONTROLLER-" + std::to_string(peer_controller->authority_peer));
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