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Refresh button doesn't close out network connections #63760
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I believe this may not be a bug. I assume you refer to the button that restarts the running instance from the editor, and if so it just closes the process as if you were closing the window or press Alt+F4. I'm not familiar with the new Multiplayer API but if you initiated the connections manually, you are probably expected to terminate them too - so you can do it e.g. in On the other hand if the Multiplayer API initiates those connections automatically it could indeed be expected to terminate them automatically on close too. Cc @Faless Edit: didn't mean to close, misclick. |
The editor debugger uses |
Indeed. If that's a problem for more users we could maybe add an option so that the Stop / Restart buttons actually send a quit request to the running instance instead of If it's mostly useful for networked apps, it could be part of godotengine/godot-proposals#522 (comment) among advanced run options. |
Yep this makes perfect sense. It is a bit of a 'stretch' to call this an issue, again it's only in editor but I think there would be a use for a graceful quit in-editor. I imagine this may be useful when building plugins around the editor as well. Appreciate the response! |
Godot version
4.0 latest
System information
Windows 10
Issue description
Very Minor thing I saw and wasn't sure if it was a bug or not, when using the high-level multi-player and having a client connected to a server, if you use the 'restart' button connections to that server aren't terminated during the reload. Eventually these connections will timeout but it can cause unexpected behavior.
Steps to reproduce
Minimal reproduction project
No response
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