I am learning how to use Godot's multiplayer support, and I have run into a problem I can't resolve (and can't find a question and answer that fits my problem). I have distilled my problem down to the code I'm posting below. I also have the same code in a ready-to-use Godot project at https://www.soapspangledgames.com/godot/Server.zip
I'm using a custom compiled Godot 3.2 alpha.
Here is my server code (Server.tscn):
var m_nPort = 50000
var m_nMaxPlayers = 10
var m_aPlayers = Array()
print("Creating server on port " + str(m_nPort))
m_server = NetworkedMultiplayerENet.new()
print("Player connected with id " + str(id))
print("Player with id " + str(id) + " disconnected")
print("Players:" + str(m_aPlayers.size()))
Here is my client code (Client.tscn):
var m_nServerPort = 50000
var m_stServerAddress = "localhost"
print("Connecting to server at " + m_stServerAddress + " on port " + str(m_nServerPort))
m_client = NetworkedMultiplayerENet.new()
The server never registers the connection attempt from the client, as clientConnected(id) is never called. What am I doing wrong?