godot/core/multiplayer
Fabio Alessandrelli ddee5f6050 Add peer visibility to MultiplayerSynchronizer.
MultiplayerSynchronizers can now be configured to limit their visibility
to a subset of the connected peers, if the synchronized node was spawned
by a MultiplayerSpawner (either automatically or via custom spawn) the
given node will also be despawned remotely.

The replication system doesn't have the logic to handle subspawn
directly, but it is possible to handle them appropriately by manually
updating the visibility of the parent before changing the one of the
nested spawns via the "update_visibility" function.

The visibility of each MultiplayerSynchronizer can be controlled by
adding or remove filters via "[add|remove]_visibility_filter(callable)".

To further optimize the network code, visibility filters can be configured
to be automatically updated during idle or physics frame, or set to always
require manual update (via the "update_visibility" function).
2022-07-20 19:08:35 +02:00
..
multiplayer_api.cpp Add peer visibility to MultiplayerSynchronizer. 2022-07-20 19:08:35 +02:00
multiplayer_api.h Add peer visibility to MultiplayerSynchronizer. 2022-07-20 19:08:35 +02:00
multiplayer_peer.cpp Clean up Hash Functions 2022-06-20 12:54:19 +02:00
multiplayer_peer.h Update copyright statements to 2022 2022-01-03 21:27:34 +01:00
multiplayer.h finish renaming AUTH to AUTHORITY 2022-05-25 14:31:46 -05:00
SCsub [Net] Move multiplayer to core subdir, split RPCManager. 2021-09-07 11:14:30 +02:00