d4dd859991
Move the former "spawnables" functions to a dedicated MultiplayerReplicator class. Support custom overrides in replicator. Spawn/despawn messages can now contain a state. The state can be automatically encoded/decoded by passing the desired object properties to `spawnable_config`. You can use script properties to optimize the state representation. 2 Callables can be also specified to completely override the default implementation for sending and receiving the spawn/despawn event. (9 bytes overhead, and there's room for improvement here). When using a custom implementation `spawn` and `despawn` can be called with any Object, `send_spawn`/`send_despawn` can receive any Variant as a state, and the path is not required. Two new functions, `spawn` and `despawn`, convey the implementation independent method for requesting a spawn/despawn of an Object, while `send_spawn` and `send_despawn` represent the more low-level send event for a Variant to be used by the custom implementations.
140 lines
7.8 KiB
XML
140 lines
7.8 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="MultiplayerReplicator" inherits="Object" version="4.0">
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<brief_description>
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</brief_description>
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<description>
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</description>
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<tutorials>
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</tutorials>
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<methods>
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<method name="decode_state">
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<return type="int" enum="Error" />
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<argument index="0" name="scene_id" type="int" />
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<argument index="1" name="object" type="Object" />
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<argument index="2" name="data" type="PackedByteArray" />
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<description>
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Decode the given [code]data[/code] representing a spawnable state into [code]object[/code] using the configuration associated with the provided [code]scene_id[/code]. This function is called automatically when a client receives a server spawn for a scene with [constant REPLICATION_MODE_SERVER]. See [method spawn_config].
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Tip: You may find this function useful in servers when parsing spawn requests from clients, or when implementing your own logic with [constant REPLICATION_MODE_CUSTOM].
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</description>
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</method>
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<method name="despawn">
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<return type="int" enum="Error" />
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<argument index="0" name="scene_id" type="int" />
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<argument index="1" name="object" type="Object" />
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<argument index="2" name="peer_id" type="int" default="0" />
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<description>
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</description>
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</method>
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<method name="encode_state">
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<return type="PackedByteArray" />
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<argument index="0" name="scene_id" type="int" />
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<argument index="1" name="object" type="Object" />
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<description>
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Encode the given [code]object[/code] using the configuration associated with the provided [code]scene_id[/code]. This function is called automatically when the server spawns scenes with [constant REPLICATION_MODE_SERVER]. See [method spawn_config].
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Tip: You may find this function useful when requesting spawns from clients to server, or when implementing your own logic with [constant REPLICATION_MODE_CUSTOM].
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</description>
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</method>
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<method name="send_despawn">
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<return type="int" enum="Error" />
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<argument index="0" name="peer_id" type="int" />
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<argument index="1" name="scene_id" type="int" />
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<argument index="2" name="data" type="Variant" default="null" />
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<argument index="3" name="path" type="NodePath" default="NodePath("")" />
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<description>
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Sends a despawn request for the scene identified by [code]scene_id[/code] to the given [code]peer_id[/code] (see [method MultiplayerPeer.set_target_peer]). If the scene is configured as [constant REPLICATION_MODE_SERVER] (see [method spawn_config]) and the request is sent by the server (see [method MultiplayerAPI.is_network_server]), the receiving peer(s) will automatically queue for deletion the node at [code]path[/code] and emit the signal [signal despawned]. In all other cases no deletion happens, and the signal [signal despawn_requested] is emitted instead.
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</description>
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</method>
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<method name="send_spawn">
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<return type="int" enum="Error" />
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<argument index="0" name="peer_id" type="int" />
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<argument index="1" name="scene_id" type="int" />
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<argument index="2" name="data" type="Variant" default="null" />
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<argument index="3" name="path" type="NodePath" default="NodePath("")" />
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<description>
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Sends a spawn request for the scene identified by [code]scene_id[/code] to the given [code]peer_id[/code] (see [method MultiplayerPeer.set_target_peer]). If the scene is configured as [constant REPLICATION_MODE_SERVER] (see [method spawn_config]) and the request is sent by the server (see [method MultiplayerAPI.is_network_server]), the receiving peer(s) will automatically instantiate that scene, add it to the [SceneTree] at the given [code]path[/code] and emit the signal [signal spawned]. In all other cases no instantiation happens, and the signal [signal spawn_requested] is emitted instead.
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</description>
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</method>
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<method name="spawn">
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<return type="int" enum="Error" />
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<argument index="0" name="scene_id" type="int" />
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<argument index="1" name="object" type="Object" />
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<argument index="2" name="peer_id" type="int" default="0" />
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<description>
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</description>
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</method>
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<method name="spawn_config">
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<return type="int" enum="Error" />
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<argument index="0" name="scene_id" type="int" />
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<argument index="1" name="spawn_mode" type="int" enum="MultiplayerReplicator.ReplicationMode" />
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<argument index="2" name="properties" type="StringName[]" default="[]" />
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<argument index="3" name="custom_send" type="Callable" />
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<argument index="4" name="custom_receive" type="Callable" />
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<description>
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Configures the MultiplayerAPI to track instances of the [PackedScene] identified by [code]scene_id[/code] (see [method ResourceLoader.get_resource_uid]) for the purpose of network replication. When [code]mode[/code] is [constant REPLICATION_MODE_SERVER], the specified [code]properties[/code] will also be replicated to clients during the initial spawn.
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Tip: You can use a custom property in the scene main script to return a customly optimized state representation.
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</description>
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</method>
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</methods>
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<signals>
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<signal name="despawn_requested">
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<argument index="0" name="id" type="int" />
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<argument index="1" name="scene_id" type="int" />
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<argument index="2" name="parent" type="Node" />
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<argument index="3" name="name" type="String" />
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<argument index="4" name="data" type="PackedByteArray" />
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<description>
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Emitted when a network despawn request has been received from a client, or for a [PackedScene] that has been configured as [constant REPLICATION_MODE_CUSTOM].
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</description>
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</signal>
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<signal name="despawned">
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<argument index="0" name="scene_id" type="int" />
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<argument index="1" name="node" type="Node" />
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<description>
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Emitted on a client before deleting a local Node upon receiving a despawn request from the server.
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</description>
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</signal>
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<signal name="replicated_instance_added">
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<argument index="0" name="scene_id" type="int" />
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<argument index="1" name="node" type="Node" />
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<description>
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Emitted when an instance of a [PackedScene] that has been configured for networking enters the [SceneTree]. See [method spawn_config].
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</description>
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</signal>
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<signal name="replicated_instance_removed">
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<argument index="0" name="scene_id" type="int" />
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<argument index="1" name="node" type="Node" />
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<description>
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Emitted when an instance of a [PackedScene] that has been configured for networking leaves the [SceneTree]. See [method spawn_config].
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</description>
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</signal>
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<signal name="spawn_requested">
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<argument index="0" name="id" type="int" />
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<argument index="1" name="scene_id" type="int" />
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<argument index="2" name="parent" type="Node" />
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<argument index="3" name="name" type="String" />
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<argument index="4" name="data" type="PackedByteArray" />
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<description>
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Emitted when a network spawn request has been received from a client, or for a [PackedScene] that has been configured as [constant REPLICATION_MODE_CUSTOM].
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</description>
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</signal>
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<signal name="spawned">
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<argument index="0" name="scene_id" type="int" />
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<argument index="1" name="node" type="Node" />
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<description>
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Emitted on a client after a new Node is instantiated locally and added to the SceneTree upon receiving a spawn request from the server.
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</description>
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</signal>
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</signals>
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<constants>
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<constant name="REPLICATION_MODE_NONE" value="0" enum="ReplicationMode">
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Used with [method spawn_config] to identify a [PackedScene] that should not be replicated.
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</constant>
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<constant name="REPLICATION_MODE_SERVER" value="1" enum="ReplicationMode">
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Used with [method spawn_config] to identify a [PackedScene] that should be automatically replicated from server to clients.
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</constant>
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<constant name="REPLICATION_MODE_CUSTOM" value="2" enum="ReplicationMode">
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Used with [method spawn_config] to identify a [PackedScene] that can be manually replicated among peers.
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</constant>
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</constants>
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</class>
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