To ensure we free up the UDP port even if a script is holding a reference to the underlying host, we need to explicitly destroy it on close.
@@ -301,6 +301,7 @@ void ENetMultiplayerPeer::close() {
}
for (KeyValue<int, Ref<ENetConnection>> &E : hosts) {
E.value->flush();
+ E.value->destroy();
active_mode = MODE_NONE;