I'm building a lobby-based multiplayer game where players and freely connect/disconnect during the match.
When clients connect to the lobby, I notice that the debug terminal is flooded with "Node not found" / "Failed to get RPC" errors from the other players RPC's. After a couple seconds, (presumably when the player nodes are all loaded), this stops and the game continues.
This is mostly harmless, except when my internet connection is poor. When I test the game on my phone's hotspot, the errors may stall before crashing the game.
(Might be worth mentioning is that this is intended to be a browser game, so I'm using the WebSocketClient with the High Level Multiplayer)
My assumption is that this is because the server is trying to rpc real-time info of the pre-existing players onto the newly-connected client before that client has loaded the players.
How can I prevent this from happening?
In my current set-up, the client loads the World scene after it connects to the server as a peer. Then, the nodes in the World scene rpc "initializerpcsender" on the server via the _ready() function.