[MP] Gracefully handle cache confirmation of deleted nodes #90027
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
It's possible that after sending a cached node reference (e.g. RPC or static MultiplayerSynchronizer) the reference node is removed from tree before the remote peer(s) can confirm the referenced path.
To better detect that case, and avoid spamming errors when it happens, this commit modifies the multiplayer API caching protocol, to send the received ID instead of the Node path when sending the confirmation packet.
This is a breaking change because it makes the runtime multiplayer protocol incompatible with previous versions of Godot.
Fixes #85883
Fixes #86909