Only @Ashley can handle this, If talking short: If client to connects to server, then disconnects. And then connects to fresh launched another server - there(Only on client side) will be undestroyable duplicates of each object in "Sync objects section" staying on positions were they was on previous server. If player refresh page\client and connect again - bug will not occur. So its repro only if you played once on one server and connect to another after it. Repro made on default multiplayer example. I will upload video of repro steps here too.
More detailed: Im making multiplayer game, its all in one capx. There is a server and client in separated by groups. Server part exports with NW.js, and client uploads on site via html5. When client plays on one server once, when he disconnect and connect to another server(that was launched during client was on old server) there will be all synchronised objects duplicated(Only on client side). And if you try to destroy it on client, they will respawn again, like its still connected to old server.
That means you cant make stable server-side game. Player after playing once on one server will have duplicated objects on other servers, until he refresh page.
Attach a Capx
https://dl.dropboxusercontent.com/u/950 ... P_bug.capx
Description of Capx
Repro made with default Multiplayer realtime game example - only thing added is button on client to move back from game to login menu. Nothing else was changed.
Steps to Reproduce Bug
- Export game via NW.js.
- Launch game from NW.js and connect to be host.
- Launch game from construct via chrome for example, and connect as client.
- Close NW Host.
- In Chrome game press spacebar to go back to menu.
- Launch again NW game and connect as host.
- Connect with chrome again.
Two peers, one from NW and your own in Chrome.
You will see third Peer - its duplicated peer from previous server.
- Chrome: (YES)
- FireFox: (YES)
Operating System and Service Pack
Construct 2 Version ID
Currently its r216, but was appeared in previous builds.