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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... rst-class:: classref-introduction-groupDescription-----------By default, **MultiplayerSynchronizer** synchronizes configured properties to all peers.Visibility 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.\ **Note:** Synchronization is not supported for :ref:`Object<class_Object>` type properties, like :ref:`Resource<class_Resource>`. Properties that are unique to each peer, like the instance IDs of :ref:`Object<class_Object>`\ s (see :ref:`Object.get_instance_id()<class_Object_method_get_instance_id>`) or :ref:`RID<class_RID>`\ s, will also not work in synchronization... rst-class:: classref-reftable-groupProperties----------.. 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-groupMethods-------.. 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-groupSignals-------.. _class_MultiplayerSynchronizer_signal_delta_synchronized:.. rst-class:: classref-signal**delta_synchronized**\ (\ ) :ref:`🔗<class_MultiplayerSynchronizer_signal_delta_synchronized>`Emitted when a new delta synchronization state is received by this synchronizer after the properties have been updated... rst-class:: classref-item-separator----.. _class_MultiplayerSynchronizer_signal_synchronized:.. rst-class:: classref-signal**synchronized**\ (\ ) :ref:`🔗<class_MultiplayerSynchronizer_signal_synchronized>`Emitted when a new synchronization state is received by this synchronizer after the properties have been updated... 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>`Emitted when visibility of ``for_peer`` is updated. See :ref:`update_visibility()<class_MultiplayerSynchronizer_method_update_visibility>`... rst-class:: classref-section-separator----.. rst-class:: classref-descriptions-groupEnumerations------------.. _enum_MultiplayerSynchronizer_VisibilityUpdateMode:.. rst-class:: classref-enumerationenum **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``Visibility filters are updated during process frames (see :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``Visibility filters are updated during physics frames (see :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``Visibility filters are not updated automatically, and must be updated manually by calling :ref:`update_visibility()<class_MultiplayerSynchronizer_method_update_visibility>`... rst-class:: classref-section-separator----.. rst-class:: classref-descriptions-groupProperty Descriptions---------------------.. _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**\ (\ )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... 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**\ (\ )Resource containing which properties to synchronize... 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**\ (\ )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... 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-groupMethod Descriptions-------------------.. _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>`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>`... 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>`Queries the current visibility for peer ``peer``... 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>`Removes a peer visibility filter from this synchronizer... 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>`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... 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>`Updates the visibility of ``for_peer`` according to visibility filters. If ``for_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.)`.. |required| replace:: :abbr:`required (This method is required to be overridden when extending its base class.)`.. |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.)`.. |bitfield| replace:: :abbr:`BitField (This value is an integer composed as a bitmask of the following flags.)`.. |void| replace:: :abbr:`void (No return value.)`
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