105 lines
5.8 KiB
XML
105 lines
5.8 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="MultiplayerSynchronizer" inherits="Node" version="4.2" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../../doc/class.xsd">
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<brief_description>
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Synchronizes properties from the multiplayer authority to the remote peers.
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</brief_description>
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<description>
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By default, [MultiplayerSynchronizer] synchronizes configured properties to all peers.
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Visibility can be handled directly with [method set_visibility_for] or as-needed with [method add_visibility_filter] and [method update_visibility].
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[MultiplayerSpawner]s will handle nodes according to visibility of synchronizers as long as the node at [member root_path] was spawned by one.
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Internally, [MultiplayerSynchronizer] uses [method MultiplayerAPI.object_configuration_add] to notify synchronization start passing the [Node] at [member root_path] as the [code]object[/code] and itself as the [code]configuration[/code], and uses [method MultiplayerAPI.object_configuration_remove] to notify synchronization end in a similar way.
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[b]Note:[/b] Synchronization is not supported for [Object] type properties, like [Resource]. Properties that are unique to each peer, like the instance IDs of [Object]s (see [method Object.get_instance_id]) or [RID]s, will also not work in synchronization.
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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="add_visibility_filter">
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<return type="void" />
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<param index="0" name="filter" type="Callable" />
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<description>
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Adds a peer visibility filter for this synchronizer.
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[param filter] should take a peer ID [int] and return a [bool].
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</description>
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</method>
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<method name="get_visibility_for" qualifiers="const">
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<return type="bool" />
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<param index="0" name="peer" type="int" />
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<description>
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Queries the current visibility for peer [param peer].
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</description>
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</method>
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<method name="remove_visibility_filter">
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<return type="void" />
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<param index="0" name="filter" type="Callable" />
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<description>
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Removes a peer visibility filter from this synchronizer.
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</description>
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</method>
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<method name="set_visibility_for">
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<return type="void" />
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<param index="0" name="peer" type="int" />
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<param index="1" name="visible" type="bool" />
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<description>
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Sets the visibility of [param peer] to [param visible]. If [param peer] is [code]0[/code], the value of [member public_visibility] will be updated instead.
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</description>
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</method>
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<method name="update_visibility">
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<return type="void" />
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<param index="0" name="for_peer" type="int" default="0" />
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<description>
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Updates the visibility of [param for_peer] according to visibility filters. If [param for_peer] is [code]0[/code] (the default), all peers' visibilties are updated.
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</description>
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</method>
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</methods>
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<members>
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<member name="delta_interval" type="float" setter="set_delta_interval" getter="get_delta_interval" default="0.0">
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Time interval between delta synchronizations. When set to [code]0.0[/code] (the default), delta synchronizations happen every network process frame.
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</member>
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<member name="public_visibility" type="bool" setter="set_visibility_public" getter="is_visibility_public" default="true">
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Whether synchronization should be visible to all peers by default. See [method set_visibility_for] and [method add_visibility_filter] for ways of configuring fine-grained visibility options.
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</member>
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<member name="replication_config" type="SceneReplicationConfig" setter="set_replication_config" getter="get_replication_config">
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Resource containing which properties to synchronize.
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</member>
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<member name="replication_interval" type="float" setter="set_replication_interval" getter="get_replication_interval" default="0.0">
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Time interval between synchronizations. When set to [code]0.0[/code] (the default), synchronizations happen every network process frame.
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</member>
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<member name="root_path" type="NodePath" setter="set_root_path" getter="get_root_path" default="NodePath("..")">
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Node path that replicated properties are relative to.
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If [member root_path] was spawned by a [MultiplayerSpawner], the node will be also be spawned and despawned based on this synchronizer visibility options.
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</member>
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<member name="visibility_update_mode" type="int" setter="set_visibility_update_mode" getter="get_visibility_update_mode" enum="MultiplayerSynchronizer.VisibilityUpdateMode" default="0">
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Specifies when visibility filters are updated (see [enum VisibilityUpdateMode] for options).
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</member>
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</members>
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<signals>
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<signal name="delta_synchronized">
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<description>
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Emitted when a new delta synchronization state is received by this synchronizer after the properties have been updated.
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</description>
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</signal>
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<signal name="synchronized">
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<description>
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Emitted when a new synchronization state is received by this synchronizer after the properties have been updated.
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</description>
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</signal>
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<signal name="visibility_changed">
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<param index="0" name="for_peer" type="int" />
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<description>
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Emitted when visibility of [param for_peer] is updated. See [method update_visibility].
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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="VISIBILITY_PROCESS_IDLE" value="0" enum="VisibilityUpdateMode">
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Visibility filters are updated during process frames (see [constant Node.NOTIFICATION_INTERNAL_PROCESS]).
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</constant>
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<constant name="VISIBILITY_PROCESS_PHYSICS" value="1" enum="VisibilityUpdateMode">
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Visibility filters are updated during physics frames (see [constant Node.NOTIFICATION_INTERNAL_PHYSICS_PROCESS]).
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</constant>
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<constant name="VISIBILITY_PROCESS_NONE" value="2" enum="VisibilityUpdateMode">
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Visibility filters are not updated automatically, and must be updated manually by calling [method update_visibility].
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</constant>
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</constants>
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</class>
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