MultiplayerSynchronizer

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Published: Sep 16, 2025 License: MIT Imports: 24 Imported by: 0

Documentation

Overview

By default, graphics.gd/classdb/MultiplayerSynchronizer synchronizes configured properties to all peers.

Visibility can be handled directly with Instance.SetVisibilityFor or as-needed with Instance.AddVisibilityFilter and Instance.UpdateVisibility.

[graphics.gd/classdb/MultiplayerSpawner]s will handle nodes according to visibility of synchronizers as long as the node at Instance.RootPath was spawned by one.

Internally, graphics.gd/classdb/MultiplayerSynchronizer uses graphics.gd/classdb/MultiplayerAPI.Instance.ObjectConfigurationAdd to notify synchronization start passing the graphics.gd/classdb/Node at Instance.RootPath as the object and itself as the configuration, and uses graphics.gd/classdb/MultiplayerAPI.Instance.ObjectConfigurationRemove to notify synchronization end in a similar way.

Note: Synchronization is not supported for graphics.gd/classdb/Object type properties, like graphics.gd/classdb/Resource. Properties that are unique to each peer, like the instance IDs of [graphics.gd/classdb/Object]s (see graphics.gd/classdb/Object.Instance.GetInstanceId) or [Resource.ID]s, will also not work in synchronization.

Index

Constants

This section is empty.

Variables

This section is empty.

Functions

This section is empty.

Types

type Advanced

type Advanced = class

Advanced exposes a 1:1 low-level instance of the class, undocumented, for those who know what they are doing.

type Any

type Any interface {
	gd.IsClass
	AsMultiplayerSynchronizer() Instance
}

type Expanded

type Expanded [1]gdclass.MultiplayerSynchronizer

func (Expanded) UpdateVisibility

func (self Expanded) UpdateVisibility(for_peer int)

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

type Extension

type Extension[T gdclass.Interface] struct{ gdclass.Extension[T, Instance] }

Extension can be embedded in a new struct to create an extension of this class. T should be the type that is embedding this Extension

func (*Extension[T]) AsMultiplayerSynchronizer

func (self *Extension[T]) AsMultiplayerSynchronizer() Instance

func (*Extension[T]) AsNode

func (self *Extension[T]) AsNode() Node.Instance

func (*Extension[T]) AsObject

func (self *Extension[T]) AsObject() [1]gd.Object

type ID

type ID Object.ID

ID is a typed object ID (reference) to an instance of this class, use it to store references to objects with unknown lifetimes, as an ID will not panic on use if the underlying object has been destroyed.

func (ID) Instance

func (id ID) Instance() (Instance, bool)

type Instance

type Instance [1]gdclass.MultiplayerSynchronizer

Instance of the class with convieniently typed arguments and results.

var Nil Instance

Nil is a nil/null instance of the class. Equivalent to the zero value.

func New

func New() Instance

func (Instance) AddVisibilityFilter

func (self Instance) AddVisibilityFilter(filter func(peer_id int) bool)

Adds a peer visibility filter for this synchronizer.

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

func (Instance) AsMultiplayerSynchronizer

func (self Instance) AsMultiplayerSynchronizer() Instance

func (Instance) AsNode

func (self Instance) AsNode() Node.Instance

func (Instance) AsObject

func (self Instance) AsObject() [1]gd.Object

func (Instance) DeltaInterval

func (self Instance) DeltaInterval() Float.X

func (Instance) GetVisibilityFor

func (self Instance) GetVisibilityFor(peer int) bool

Queries the current visibility for peer 'peer'.

func (Instance) ID

func (self Instance) ID() ID

func (Instance) OnDeltaSynchronized

func (self Instance) OnDeltaSynchronized(cb func(), flags ...Signal.Flags)

func (Instance) OnSynchronized

func (self Instance) OnSynchronized(cb func(), flags ...Signal.Flags)

func (Instance) OnVisibilityChanged

func (self Instance) OnVisibilityChanged(cb func(for_peer int), flags ...Signal.Flags)

func (Instance) PublicVisibility

func (self Instance) PublicVisibility() bool

func (Instance) RemoveVisibilityFilter

func (self Instance) RemoveVisibilityFilter(filter Callable.Function)

Removes a peer visibility filter from this synchronizer.

func (Instance) ReplicationConfig

func (self Instance) ReplicationConfig() SceneReplicationConfig.Instance

func (Instance) ReplicationInterval

func (self Instance) ReplicationInterval() Float.X

func (Instance) RootPath

func (self Instance) RootPath() string

func (Instance) SetDeltaInterval

func (self Instance) SetDeltaInterval(value Float.X)

func (*Instance) SetObject

func (self *Instance) SetObject(obj [1]gd.Object) bool

func (Instance) SetPublicVisibility

func (self Instance) SetPublicVisibility(value bool)

func (Instance) SetReplicationConfig

func (self Instance) SetReplicationConfig(value SceneReplicationConfig.Instance)

func (Instance) SetReplicationInterval

func (self Instance) SetReplicationInterval(value Float.X)

func (Instance) SetRootPath

func (self Instance) SetRootPath(value string)

func (Instance) SetVisibilityFor

func (self Instance) SetVisibilityFor(peer int, visible bool)

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

func (Instance) SetVisibilityUpdateMode

func (self Instance) SetVisibilityUpdateMode(value VisibilityUpdateMode)

func (Instance) UpdateVisibility

func (self Instance) UpdateVisibility()

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

func (Instance) Virtual

func (self Instance) Virtual(name string) reflect.Value

func (Instance) VisibilityUpdateMode

func (self Instance) VisibilityUpdateMode() VisibilityUpdateMode

type VisibilityUpdateMode

type VisibilityUpdateMode int //gd:MultiplayerSynchronizer.VisibilityUpdateMode
const (
	// Visibility filters are updated during process frames (see [Node.NotificationInternalProcess]).
	VisibilityProcessIdle VisibilityUpdateMode = 0
	// Visibility filters are updated during physics frames (see [Node.NotificationInternalPhysicsProcess]).
	VisibilityProcessPhysics VisibilityUpdateMode = 1
	// Visibility filters are not updated automatically, and must be updated manually by calling [Instance.UpdateVisibility].
	VisibilityProcessNone VisibilityUpdateMode = 2
)

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