godot/modules/multiplayer/doc_classes/MultiplayerSynchronizer.xml
Rémi Verschelde 81064cc239
Doctool: Remove version attribute from XML header
We don't use that info for anything, and it generates unnecessary diffs
every time we bump the minor version (and CI failures if we forget to
sync some files from opt-in modules (mono, text_server_fb).
2023-07-06 10:08:21 +02:00

105 lines
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XML

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