MultiplayerSynchronizer

Inherits: Node < Object

Synchronizes properties from the multiplayer authority to the remote peers.

Description

By default, MultiplayerSynchronizer synchronizes configured properties to all peers.

Visibility can be handled directly with set_visibility_for or as-needed with add_visibility_filter and update_visibility.

MultiplayerSpawners will handle nodes according to visibility of synchronizers as long as the node at root_path was spawned by one.

Internally, MultiplayerSynchronizer uses MultiplayerAPI.object_configuration_add to notify synchronization start passing the Node at root_path as the object and itself as the configuration, and uses MultiplayerAPI.object_configuration_remove to notify synchronization end in a similar way.

Note: Synchronization is not supported for Object type properties, like Resource. Properties that are unique to each peer, like the instance IDs of Objects (see Object.get_instance_id) or RIDs, will also not work in synchronization.

Properties

float

delta_interval

0.0

bool

public_visibility

true

SceneReplicationConfig

replication_config

float

replication_interval

0.0

NodePath

root_path

NodePath(“..”)

VisibilityUpdateMode

visibility_update_mode

0

Methods

void

add_visibility_filter ( Callable filter )

bool

get_visibility_for ( int peer ) const

void

remove_visibility_filter ( Callable filter )

void

set_visibility_for ( int peer, bool visible )

void

update_visibility ( int for_peer=0 )


Signals

delta_synchronized ( )

Emitted when a new delta synchronization state is received by this synchronizer after the properties have been updated.


synchronized ( )

Emitted when a new synchronization state is received by this synchronizer after the properties have been updated.


visibility_changed ( int for_peer )

Emitted when visibility of for_peer is updated. See update_visibility.


Enumerations

enum VisibilityUpdateMode:

VisibilityUpdateMode VISIBILITY_PROCESS_IDLE = 0

Visibility filters are updated during process frames (see Node.NOTIFICATION_INTERNAL_PROCESS).

VisibilityUpdateMode VISIBILITY_PROCESS_PHYSICS = 1

Visibility filters are updated during physics frames (see Node.NOTIFICATION_INTERNAL_PHYSICS_PROCESS).

VisibilityUpdateMode VISIBILITY_PROCESS_NONE = 2

Visibility filters are not updated automatically, and must be updated manually by calling update_visibility.


Property Descriptions

float delta_interval = 0.0

  • void set_delta_interval ( float value )

  • float get_delta_interval ( )

Time interval between delta synchronizations. When set to 0.0 (the default), delta synchronizations happen every network process frame.


bool public_visibility = true

  • void set_visibility_public ( bool value )

  • bool is_visibility_public ( )

Whether synchronization should be visible to all peers by default. See set_visibility_for and add_visibility_filter for ways of configuring fine-grained visibility options.


SceneReplicationConfig replication_config

Resource containing which properties to synchronize.


float replication_interval = 0.0

  • void set_replication_interval ( float value )

  • float get_replication_interval ( )

Time interval between synchronizations. When set to 0.0 (the default), synchronizations happen every network process frame.


NodePath root_path = NodePath("..")

Node path that replicated properties are relative to.

If root_path was spawned by a MultiplayerSpawner, the node will be also be spawned and despawned based on this synchronizer visibility options.


VisibilityUpdateMode visibility_update_mode = 0

Specifies when visibility filters are updated (see VisibilityUpdateMode for options).


Method Descriptions

void add_visibility_filter ( Callable filter )

Adds a peer visibility filter for this synchronizer.

filter should take a peer ID int and return a bool.


bool get_visibility_for ( int peer ) const

Queries the current visibility for peer peer.


void remove_visibility_filter ( Callable filter )

Removes a peer visibility filter from this synchronizer.


void set_visibility_for ( int peer, bool visible )

Sets the visibility of peer to visible. If peer is 0, the value of public_visibility will be updated instead.


void update_visibility ( int for_peer=0 )

Updates the visibility of for_peer according to visibility filters. If for_peer is 0 (the default), all peers’ visibilties are updated.

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© Copyright 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0). Revision 53e837c6.

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