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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().

\ MultiplayerSpawner\ s 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 Object\ s (see Object.get_instance_id()) or RID\ s, will also not work in synchronization.

Properties

floatdelta_interval0.0
boolpublic_visibilitytrue
SceneReplicationConfigreplication_config
floatreplication_interval0.0
NodePathroot_pathNodePath("..")
VisibilityUpdateModevisibility_update_mode0

Methods

voidadd_visibility_filter\ (\ filter: Callable\ )
boolget_visibility_for\ (\ peer: int\ ) const
voidremove_visibility_filter\ (\ filter: Callable\ )
voidset_visibility_for\ (\ peer: int, visible: bool\ )
voidupdate_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.


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.