I'm having trouble setting up an asynchronous TCP connection with a server I created; what I'm currently doing is:
- Creating a new StreamPeerTCP object on my script.
- Use
streamtcp.connect_to_host(server_ip, server_port)
The server-side looks correct (a new tcp client shows up), but on Godot I can't seem to find any way to set signals for successful StreamPeer connections nor signals for receiving packets - I'm currently having to rely on _process to check when the connection state of the StreamPeerTCP ever changed, and the SceneTree signals networkd_peer_connected
and connected_to_server
doesn't seem to trigger ever. Is this a bug?