Attention: Here be dragons (unstable version)

This is the latest (unstable) version of this documentation, which may document features not available in or compatible with released stable versions of Redot.

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(filter: Callable)

bool

get_visibility_for(peer: int) const

void

remove_visibility_filter(filter: Callable)

void

set_visibility_for(peer: int, visible: bool)

void

update_visibility(for_peer: int = 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(for_peer: int) 🔗

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(value: float)

  • float get_delta_interval()

Time interval between delta synchronizations. Used when the replication is set to SceneReplicationConfig.REPLICATION_MODE_ON_CHANGE. If set to 0.0 (the default), delta synchronizations happen every network process frame.


bool public_visibility = true 🔗

  • void set_visibility_public(value: bool)

  • 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(value: float)

  • float get_replication_interval()

Time interval between synchronizations. Used when the replication is set to SceneReplicationConfig.REPLICATION_MODE_ALWAYS. If 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(filter: Callable) 🔗

Adds a peer visibility filter for this synchronizer.

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


bool get_visibility_for(peer: int) const 🔗

Queries the current visibility for peer peer.


void remove_visibility_filter(filter: Callable) 🔗

Removes a peer visibility filter from this synchronizer.


void set_visibility_for(peer: int, visible: bool) 🔗

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


void update_visibility(for_peer: int = 0) 🔗

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