I'm making a 2-player multiplayer game. how do I kick the player that is left when one player leaves?

Godot Version

4.5

Question

I have a settings menu where when the quit button is pressed, the player is then loaded into the title screen. the other player does not get kicked, but instead gets errors. mostly “ on_sync_receive: Ignoring sync data from non-authority or for missing node.
<C++ Error> Condition “true” is true. Continuing.
<C++ Source> modules/multiplayer/scene_replication_interface.cpp:877 @ on_sync_receive()”.

I have tried many ways to fix or change this, but I really just need to make a variable in a global share across all instances so both players get booted at the same time. I don’t know if what I jsut said is possible or makes sense, at this point I’ll take any help I can get.

another thing I found that might work is this, but I don’t know how to check what multiplayer peer I currently am and then booting the other one, and then booting myself.

func _on_quit_game_pressed() -> void:
	multiplayer.multiplayer_peer.disconnect_peer(1)
	get_tree().change_scene_to_file("res://scenes/New_Title.tscn")

You can use the multiplayer.peer_disconnected signal to track when a player leaves the game