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Hi there! We've been adapting the script to make it work properly on Godot 4.2.2. Here are the changes we had to introduce to make it work for us.
SERVER_INFO
packet parsing (it was just picking the port and ignoring address and peer name).listen
(not present anymore in Godot 4.2.2) tobind
.hole_punched
, so if a new socket starts immediately afterwards, there won't be any problems with the port being in use.server_udp
andpeer_udp
are closed before emittinghole_punched
.Hope this is useful!