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.. meta::
:keywords: network
.. _class_MultiplayerSynchronizer:
MultiplayerSynchronizer
=======================
**繼承:** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>`
將屬性從多人遊戲權威同步到遠程對等體。
.. rst-class:: classref-introduction-group
說明
----
預設情況下,\ **MultiplayerSynchronizer** 會將配置的屬性同步到所有對等體。
可以使用 :ref:`set_visibility_for()<class_MultiplayerSynchronizer_method_set_visibility_for>` 直接處理可見性,也可以通過 :ref:`add_visibility_filter()<class_MultiplayerSynchronizer_method_add_visibility_filter>`:ref:`update_visibility()<class_MultiplayerSynchronizer_method_update_visibility>` 在需要時進行處理。
\ :ref:`MultiplayerSpawner<class_MultiplayerSpawner>` 會根據同步器的可見性來處理節點,只要 :ref:`root_path<class_MultiplayerSynchronizer_property_root_path>` 的節點是出生出來的。
內部而言,\ **MultiplayerSynchronizer** 使用 :ref:`MultiplayerAPI.object_configuration_add()<class_MultiplayerAPI_method_object_configuration_add>` 來通知同步開始,將位於 :ref:`root_path<class_MultiplayerSynchronizer_property_root_path>`:ref:`Node<class_Node>` 作為 ``object`` 傳入、將自己作為 ``configuration`` 傳入。使用 :ref:`MultiplayerAPI.object_configuration_remove()<class_MultiplayerAPI_method_object_configuration_remove>` 通知同步結束的方法相同。
\ **注意:**\ 不支援對 :ref:`Resource<class_Resource>`:ref:`Object<class_Object>` 型別屬性進行同步。對等體的唯一屬性也無法進行同步,例如 :ref:`Object<class_Object>` 的實例 ID:ref:`Object.get_instance_id()<class_Object_method_get_instance_id>`\ )或 :ref:`RID<class_RID>`\ 。
.. rst-class:: classref-reftable-group
屬性
----
.. table::
:widths: auto
+--------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+--------------------+
| :ref:`float<class_float>` | :ref:`delta_interval<class_MultiplayerSynchronizer_property_delta_interval>` | ``0.0`` |
+--------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+--------------------+
| :ref:`bool<class_bool>` | :ref:`public_visibility<class_MultiplayerSynchronizer_property_public_visibility>` | ``true`` |
+--------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+--------------------+
| :ref:`SceneReplicationConfig<class_SceneReplicationConfig>` | :ref:`replication_config<class_MultiplayerSynchronizer_property_replication_config>` | |
+--------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+--------------------+
| :ref:`float<class_float>` | :ref:`replication_interval<class_MultiplayerSynchronizer_property_replication_interval>` | ``0.0`` |
+--------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+--------------------+
| :ref:`NodePath<class_NodePath>` | :ref:`root_path<class_MultiplayerSynchronizer_property_root_path>` | ``NodePath("..")`` |
+--------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+--------------------+
| :ref:`VisibilityUpdateMode<enum_MultiplayerSynchronizer_VisibilityUpdateMode>` | :ref:`visibility_update_mode<class_MultiplayerSynchronizer_property_visibility_update_mode>` | ``0`` |
+--------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+--------------------+
.. rst-class:: classref-reftable-group
方法
----
.. table::
:widths: auto
+-------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------+
| |void| | :ref:`add_visibility_filter<class_MultiplayerSynchronizer_method_add_visibility_filter>`\ (\ filter\: :ref:`Callable<class_Callable>`\ ) |
+-------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`bool<class_bool>` | :ref:`get_visibility_for<class_MultiplayerSynchronizer_method_get_visibility_for>`\ (\ peer\: :ref:`int<class_int>`\ ) |const| |
+-------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------+
| |void| | :ref:`remove_visibility_filter<class_MultiplayerSynchronizer_method_remove_visibility_filter>`\ (\ filter\: :ref:`Callable<class_Callable>`\ ) |
+-------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------+
| |void| | :ref:`set_visibility_for<class_MultiplayerSynchronizer_method_set_visibility_for>`\ (\ peer\: :ref:`int<class_int>`, visible\: :ref:`bool<class_bool>`\ ) |
+-------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------+
| |void| | :ref:`update_visibility<class_MultiplayerSynchronizer_method_update_visibility>`\ (\ for_peer\: :ref:`int<class_int>` = 0\ ) |
+-------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------+
.. rst-class:: classref-section-separator
----
.. rst-class:: classref-descriptions-group
訊號
----
.. _class_MultiplayerSynchronizer_signal_delta_synchronized:
.. rst-class:: classref-signal
**delta_synchronized**\ (\ ) :ref:`🔗<class_MultiplayerSynchronizer_signal_delta_synchronized>`
屬性發生更新後,該同步器收到新的差異量同步狀態時發出。
.. rst-class:: classref-item-separator
----
.. _class_MultiplayerSynchronizer_signal_synchronized:
.. rst-class:: classref-signal
**synchronized**\ (\ ) :ref:`🔗<class_MultiplayerSynchronizer_signal_synchronized>`
屬性發生更新後,該同步器收到新的同步狀態時發出。
.. rst-class:: classref-item-separator
----
.. _class_MultiplayerSynchronizer_signal_visibility_changed:
.. rst-class:: classref-signal
**visibility_changed**\ (\ for_peer\: :ref:`int<class_int>`\ ) :ref:`🔗<class_MultiplayerSynchronizer_signal_visibility_changed>`
``for_peer`` 的可見性發生更新時發出。見 :ref:`update_visibility()<class_MultiplayerSynchronizer_method_update_visibility>`\ 。
.. rst-class:: classref-section-separator
----
.. rst-class:: classref-descriptions-group
列舉
----
.. _enum_MultiplayerSynchronizer_VisibilityUpdateMode:
.. rst-class:: classref-enumeration
enum **VisibilityUpdateMode**: :ref:`🔗<enum_MultiplayerSynchronizer_VisibilityUpdateMode>`
.. _class_MultiplayerSynchronizer_constant_VISIBILITY_PROCESS_IDLE:
.. rst-class:: classref-enumeration-constant
:ref:`VisibilityUpdateMode<enum_MultiplayerSynchronizer_VisibilityUpdateMode>` **VISIBILITY_PROCESS_IDLE** = ``0``
可見性篩檢程式的更新發生在處理影格中(見 :ref:`Node.NOTIFICATION_INTERNAL_PROCESS<class_Node_constant_NOTIFICATION_INTERNAL_PROCESS>`\ )。
.. _class_MultiplayerSynchronizer_constant_VISIBILITY_PROCESS_PHYSICS:
.. rst-class:: classref-enumeration-constant
:ref:`VisibilityUpdateMode<enum_MultiplayerSynchronizer_VisibilityUpdateMode>` **VISIBILITY_PROCESS_PHYSICS** = ``1``
可見性篩檢程式的更新發生在物理影格中(見 :ref:`Node.NOTIFICATION_INTERNAL_PHYSICS_PROCESS<class_Node_constant_NOTIFICATION_INTERNAL_PHYSICS_PROCESS>`\ )。
.. _class_MultiplayerSynchronizer_constant_VISIBILITY_PROCESS_NONE:
.. rst-class:: classref-enumeration-constant
:ref:`VisibilityUpdateMode<enum_MultiplayerSynchronizer_VisibilityUpdateMode>` **VISIBILITY_PROCESS_NONE** = ``2``
可見性篩檢程式不會自動更新,必須通過呼叫 :ref:`update_visibility()<class_MultiplayerSynchronizer_method_update_visibility>` 手動更新。
.. rst-class:: classref-section-separator
----
.. rst-class:: classref-descriptions-group
屬性說明
--------
.. _class_MultiplayerSynchronizer_property_delta_interval:
.. rst-class:: classref-property
:ref:`float<class_float>` **delta_interval** = ``0.0`` :ref:`🔗<class_MultiplayerSynchronizer_property_delta_interval>`
.. rst-class:: classref-property-setget
- |void| **set_delta_interval**\ (\ value\: :ref:`float<class_float>`\ )
- :ref:`float<class_float>` **get_delta_interval**\ (\ )
Time interval between delta synchronizations. Used when the replication is set to :ref:`SceneReplicationConfig.REPLICATION_MODE_ON_CHANGE<class_SceneReplicationConfig_constant_REPLICATION_MODE_ON_CHANGE>`. If set to ``0.0`` (the default), delta synchronizations happen every network process frame.
.. rst-class:: classref-item-separator
----
.. _class_MultiplayerSynchronizer_property_public_visibility:
.. rst-class:: classref-property
:ref:`bool<class_bool>` **public_visibility** = ``true`` :ref:`🔗<class_MultiplayerSynchronizer_property_public_visibility>`
.. rst-class:: classref-property-setget
- |void| **set_visibility_public**\ (\ value\: :ref:`bool<class_bool>`\ )
- :ref:`bool<class_bool>` **is_visibility_public**\ (\ )
預設情況下,同步是否應該對所有對等體可見。有關配置細細微性可見性選項的方法,請參閱 :ref:`set_visibility_for()<class_MultiplayerSynchronizer_method_set_visibility_for>`:ref:`add_visibility_filter()<class_MultiplayerSynchronizer_method_add_visibility_filter>`\ 。
.. rst-class:: classref-item-separator
----
.. _class_MultiplayerSynchronizer_property_replication_config:
.. rst-class:: classref-property
:ref:`SceneReplicationConfig<class_SceneReplicationConfig>` **replication_config** :ref:`🔗<class_MultiplayerSynchronizer_property_replication_config>`
.. rst-class:: classref-property-setget
- |void| **set_replication_config**\ (\ value\: :ref:`SceneReplicationConfig<class_SceneReplicationConfig>`\ )
- :ref:`SceneReplicationConfig<class_SceneReplicationConfig>` **get_replication_config**\ (\ )
包含要同步的屬性的資源。
.. rst-class:: classref-item-separator
----
.. _class_MultiplayerSynchronizer_property_replication_interval:
.. rst-class:: classref-property
:ref:`float<class_float>` **replication_interval** = ``0.0`` :ref:`🔗<class_MultiplayerSynchronizer_property_replication_interval>`
.. rst-class:: classref-property-setget
- |void| **set_replication_interval**\ (\ value\: :ref:`float<class_float>`\ )
- :ref:`float<class_float>` **get_replication_interval**\ (\ )
Time interval between synchronizations. Used when the replication is set to :ref:`SceneReplicationConfig.REPLICATION_MODE_ALWAYS<class_SceneReplicationConfig_constant_REPLICATION_MODE_ALWAYS>`. If set to ``0.0`` (the default), synchronizations happen every network process frame.
.. rst-class:: classref-item-separator
----
.. _class_MultiplayerSynchronizer_property_root_path:
.. rst-class:: classref-property
:ref:`NodePath<class_NodePath>` **root_path** = ``NodePath("..")`` :ref:`🔗<class_MultiplayerSynchronizer_property_root_path>`
.. rst-class:: classref-property-setget
- |void| **set_root_path**\ (\ value\: :ref:`NodePath<class_NodePath>`\ )
- :ref:`NodePath<class_NodePath>` **get_root_path**\ (\ )
複製屬性相對的節點路徑。
如果 :ref:`root_path<class_MultiplayerSynchronizer_property_root_path>` 是由 :ref:`MultiplayerSpawner<class_MultiplayerSpawner>` 生成的,則該節點也將根據此同步器可見性選項生成和消失。
.. rst-class:: classref-item-separator
----
.. _class_MultiplayerSynchronizer_property_visibility_update_mode:
.. rst-class:: classref-property
:ref:`VisibilityUpdateMode<enum_MultiplayerSynchronizer_VisibilityUpdateMode>` **visibility_update_mode** = ``0`` :ref:`🔗<class_MultiplayerSynchronizer_property_visibility_update_mode>`
.. rst-class:: classref-property-setget
- |void| **set_visibility_update_mode**\ (\ value\: :ref:`VisibilityUpdateMode<enum_MultiplayerSynchronizer_VisibilityUpdateMode>`\ )
- :ref:`VisibilityUpdateMode<enum_MultiplayerSynchronizer_VisibilityUpdateMode>` **get_visibility_update_mode**\ (\ )
Specifies when visibility filters are updated.
.. rst-class:: classref-section-separator
----
.. rst-class:: classref-descriptions-group
方法說明
--------
.. _class_MultiplayerSynchronizer_method_add_visibility_filter:
.. rst-class:: classref-method
|void| **add_visibility_filter**\ (\ filter\: :ref:`Callable<class_Callable>`\ ) :ref:`🔗<class_MultiplayerSynchronizer_method_add_visibility_filter>`
為該同步器新增對等體可見性篩檢程式。
\ ``filter`` 應該接受對等體 ID :ref:`int<class_int>`\ ,返回 :ref:`bool<class_bool>`\ 。
.. rst-class:: classref-item-separator
----
.. _class_MultiplayerSynchronizer_method_get_visibility_for:
.. rst-class:: classref-method
:ref:`bool<class_bool>` **get_visibility_for**\ (\ peer\: :ref:`int<class_int>`\ ) |const| :ref:`🔗<class_MultiplayerSynchronizer_method_get_visibility_for>`
查詢對等體 ``peer`` 的目前可見性。
.. rst-class:: classref-item-separator
----
.. _class_MultiplayerSynchronizer_method_remove_visibility_filter:
.. rst-class:: classref-method
|void| **remove_visibility_filter**\ (\ filter\: :ref:`Callable<class_Callable>`\ ) :ref:`🔗<class_MultiplayerSynchronizer_method_remove_visibility_filter>`
從該同步器中移除某個對等體的可見性篩檢程式。
.. rst-class:: classref-item-separator
----
.. _class_MultiplayerSynchronizer_method_set_visibility_for:
.. rst-class:: classref-method
|void| **set_visibility_for**\ (\ peer\: :ref:`int<class_int>`, visible\: :ref:`bool<class_bool>`\ ) :ref:`🔗<class_MultiplayerSynchronizer_method_set_visibility_for>`
``peer`` 的可見性設定為 ``visible``\ 。如果 ``peer````0``\ ,則會改為更新 :ref:`public_visibility<class_MultiplayerSynchronizer_property_public_visibility>` 的值。
.. rst-class:: classref-item-separator
----
.. _class_MultiplayerSynchronizer_method_update_visibility:
.. rst-class:: classref-method
|void| **update_visibility**\ (\ for_peer\: :ref:`int<class_int>` = 0\ ) :ref:`🔗<class_MultiplayerSynchronizer_method_update_visibility>`
根據可見性篩檢程式更新 ``for_peer`` 的可見性。如果 ``for_peer````0``\ (預設值),則更新所有對等體的可見性。
.. |virtual| replace:: :abbr:`virtual (本方法通常需要使用者覆寫才能生效。)`
.. |required| replace:: :abbr:`required (This method is required to be overridden when extending its base class.)`
.. |const| replace:: :abbr:`const (本方法沒有副作用。不會修改該實例的任何成員變數。)`
.. |vararg| replace:: :abbr:`vararg (本方法除了這裡描述的參數外,還可以接受任意數量的參數。)`
.. |constructor| replace:: :abbr:`constructor (本方法用於建構一個型別。)`
.. |static| replace:: :abbr:`static (本方法無需實例即可呼叫,因此可以直接使用類別名稱呼叫。)`
.. |operator| replace:: :abbr:`operator (本方法描述將本型別作為左運算元時可用的有效運算子。)`
.. |bitfield| replace:: :abbr:`BitField (此值是由下列旗標組成的位元遮罩整數。)`
.. |void| replace:: :abbr:`void (無回傳值。)`