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MultiplayerSynchronizer¶
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¶
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Methods¶
void |
add_visibility_filter(filter: Callable) |
get_visibility_for(peer: int) const |
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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¶
Time interval between delta synchronizations. When set to 0.0
(the default), delta synchronizations happen every network process frame.
bool public_visibility = true
🔗
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 🔗
void set_replication_config(value: SceneReplicationConfig)
SceneReplicationConfig get_replication_config()
Resource containing which properties to synchronize.
float replication_interval = 0.0
🔗
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
🔗
void set_visibility_update_mode(value: VisibilityUpdateMode)
VisibilityUpdateMode get_visibility_update_mode()
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.