As said in the title, I have a function connected to the signal multiplayer.peer_disconnected that sets multiplayer.multiplayer_peer to null.
Doing that crashes the clients, but not the server. If I deffer setting multiplayer_peer to null works but doesn’t feel correct. What is the correct way to terminate networking from the client perspective?
Extra: netiher godot or logs of appdata show any error, even when using --verbose