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godot-docs/classes/class_multiplayersynchronizer.rst
2022-08-31 15:18:54 +02:00

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.. DO NOT EDIT THIS FILE!!!
.. Generated automatically from Godot engine sources.
.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py.
.. XML source: https://github.com/godotengine/godot/tree/master/modules/multiplayer/doc_classes/MultiplayerSynchronizer.xml.
.. _class_MultiplayerSynchronizer:
MultiplayerSynchronizer
=======================
**Inherits:** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>`
Synchronizes properties from the multiplayer authority to the remote peers.
Description
-----------
By default, ``MultiplayerSynchronizer`` synchronizes configured properties to all peers.
Visiblity can be handled directly with :ref:`set_visibility_for<class_MultiplayerSynchronizer_method_set_visibility_for>` or as-needed with :ref:`add_visibility_filter<class_MultiplayerSynchronizer_method_add_visibility_filter>` and :ref:`update_visibility<class_MultiplayerSynchronizer_method_update_visibility>`.
\ :ref:`MultiplayerSpawner<class_MultiplayerSpawner>`\ s will handle nodes according to visibility of synchronizers as long as the node at :ref:`root_path<class_MultiplayerSynchronizer_property_root_path>` was spawned by one.
Internally, ``MultiplayerSynchronizer`` uses :ref:`MultiplayerAPI.object_configuration_add<class_MultiplayerAPI_method_object_configuration_add>` to notify synchronization start passing the :ref:`Node<class_Node>` at :ref:`root_path<class_MultiplayerSynchronizer_property_root_path>` as the ``object`` and itself as the ``configuration``, and uses :ref:`MultiplayerAPI.object_configuration_remove<class_MultiplayerAPI_method_object_configuration_remove>` to notify synchronization end in a similar way.
Properties
----------
+--------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+--------------------+
| :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`` |
+--------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+--------------------+
Methods
-------
+-------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`add_visibility_filter<class_MultiplayerSynchronizer_method_add_visibility_filter>` **(** :ref:`Callable<class_Callable>` filter **)** |
+-------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`bool<class_bool>` | :ref:`get_visibility_for<class_MultiplayerSynchronizer_method_get_visibility_for>` **(** :ref:`int<class_int>` peer **)** |const| |
+-------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`remove_visibility_filter<class_MultiplayerSynchronizer_method_remove_visibility_filter>` **(** :ref:`Callable<class_Callable>` filter **)** |
+-------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`set_visibility_for<class_MultiplayerSynchronizer_method_set_visibility_for>` **(** :ref:`int<class_int>` peer, :ref:`bool<class_bool>` visible **)** |
+-------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`update_visibility<class_MultiplayerSynchronizer_method_update_visibility>` **(** :ref:`int<class_int>` for_peer=0 **)** |
+-------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------+
Signals
-------
.. _class_MultiplayerSynchronizer_signal_visibility_changed:
- **visibility_changed** **(** :ref:`int<class_int>` for_peer **)**
Emitted when visibility of ``for_peer`` is updated. See :ref:`update_visibility<class_MultiplayerSynchronizer_method_update_visibility>`.
Enumerations
------------
.. _enum_MultiplayerSynchronizer_VisibilityUpdateMode:
.. _class_MultiplayerSynchronizer_constant_VISIBILITY_PROCESS_IDLE:
.. _class_MultiplayerSynchronizer_constant_VISIBILITY_PROCESS_PHYSICS:
.. _class_MultiplayerSynchronizer_constant_VISIBILITY_PROCESS_NONE:
enum **VisibilityUpdateMode**:
- **VISIBILITY_PROCESS_IDLE** = **0** --- Visibility filters are updated every idle process frame.
- **VISIBILITY_PROCESS_PHYSICS** = **1** --- Visibility filters are updated every physics process frame.
- **VISIBILITY_PROCESS_NONE** = **2** --- Visibility filters are not updated automatically, and must be updated manually by calling :ref:`update_visibility<class_MultiplayerSynchronizer_method_update_visibility>`.
Property Descriptions
---------------------
.. _class_MultiplayerSynchronizer_property_public_visibility:
- :ref:`bool<class_bool>` **public_visibility**
+-----------+------------------------------+
| *Default* | ``true`` |
+-----------+------------------------------+
| *Setter* | set_visibility_public(value) |
+-----------+------------------------------+
| *Getter* | is_visibility_public() |
+-----------+------------------------------+
Whether synchronization should be visible to all peers by default. See :ref:`set_visibility_for<class_MultiplayerSynchronizer_method_set_visibility_for>` and :ref:`add_visibility_filter<class_MultiplayerSynchronizer_method_add_visibility_filter>` for ways of configuring fine-grained visibility options.
----
.. _class_MultiplayerSynchronizer_property_replication_config:
- :ref:`SceneReplicationConfig<class_SceneReplicationConfig>` **replication_config**
+----------+-------------------------------+
| *Setter* | set_replication_config(value) |
+----------+-------------------------------+
| *Getter* | get_replication_config() |
+----------+-------------------------------+
Resource containing which properties to synchronize.
----
.. _class_MultiplayerSynchronizer_property_replication_interval:
- :ref:`float<class_float>` **replication_interval**
+-----------+---------------------------------+
| *Default* | ``0.0`` |
+-----------+---------------------------------+
| *Setter* | set_replication_interval(value) |
+-----------+---------------------------------+
| *Getter* | get_replication_interval() |
+-----------+---------------------------------+
Time interval between synchronizes. When set to ``0.0`` (the default), synchronizes happen every network process frame.
----
.. _class_MultiplayerSynchronizer_property_root_path:
- :ref:`NodePath<class_NodePath>` **root_path**
+-----------+----------------------+
| *Default* | ``NodePath("..")`` |
+-----------+----------------------+
| *Setter* | set_root_path(value) |
+-----------+----------------------+
| *Getter* | get_root_path() |
+-----------+----------------------+
Node path that replicated properties are relative to.
If :ref:`root_path<class_MultiplayerSynchronizer_property_root_path>` was spawned by a :ref:`MultiplayerSpawner<class_MultiplayerSpawner>`, the node will be also be spawned and despawned based on this synchronizer visibility options.
----
.. _class_MultiplayerSynchronizer_property_visibility_update_mode:
- :ref:`VisibilityUpdateMode<enum_MultiplayerSynchronizer_VisibilityUpdateMode>` **visibility_update_mode**
+-----------+-----------------------------------+
| *Default* | ``0`` |
+-----------+-----------------------------------+
| *Setter* | set_visibility_update_mode(value) |
+-----------+-----------------------------------+
| *Getter* | get_visibility_update_mode() |
+-----------+-----------------------------------+
Specifies when visibility filters are updated (see :ref:`VisibilityUpdateMode<enum_MultiplayerSynchronizer_VisibilityUpdateMode>` for options).
Method Descriptions
-------------------
.. _class_MultiplayerSynchronizer_method_add_visibility_filter:
- void **add_visibility_filter** **(** :ref:`Callable<class_Callable>` filter **)**
Adds a peer visibility filter for this synchronizer.
\ ``filter`` should take a peer id :ref:`int<class_int>` and return a :ref:`bool<class_bool>`.
----
.. _class_MultiplayerSynchronizer_method_get_visibility_for:
- :ref:`bool<class_bool>` **get_visibility_for** **(** :ref:`int<class_int>` peer **)** |const|
Queries the current visibility for peer ``peer``.
----
.. _class_MultiplayerSynchronizer_method_remove_visibility_filter:
- void **remove_visibility_filter** **(** :ref:`Callable<class_Callable>` filter **)**
Removes a peer visiblity filter from this synchronizer.
----
.. _class_MultiplayerSynchronizer_method_set_visibility_for:
- void **set_visibility_for** **(** :ref:`int<class_int>` peer, :ref:`bool<class_bool>` visible **)**
Sets the visibility of ``peer`` to ``visible``. If ``peer`` is ``0``, the value of :ref:`public_visibility<class_MultiplayerSynchronizer_property_public_visibility>` will be updated instead.
----
.. _class_MultiplayerSynchronizer_method_update_visibility:
- void **update_visibility** **(** :ref:`int<class_int>` for_peer=0 **)**
Updates the visibility of ``peer`` according to visibility filters. If ``peer`` is ``0`` (the default), all peers' visibilties are updated.
.. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
.. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`
.. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`
.. |constructor| replace:: :abbr:`constructor (This method is used to construct a type.)`
.. |static| replace:: :abbr:`static (This method doesn't need an instance to be called, so it can be called directly using the class name.)`
.. |operator| replace:: :abbr:`operator (This method describes a valid operator to use with this type as left-hand operand.)`