diff options
Diffstat (limited to 'modules/multiplayer/doc_classes')
3 files changed, 59 insertions, 8 deletions
diff --git a/modules/multiplayer/doc_classes/MultiplayerSpawner.xml b/modules/multiplayer/doc_classes/MultiplayerSpawner.xml index 44ab34f52c..881796ed26 100644 --- a/modules/multiplayer/doc_classes/MultiplayerSpawner.xml +++ b/modules/multiplayer/doc_classes/MultiplayerSpawner.xml @@ -1,65 +1,83 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="MultiplayerSpawner" inherits="Node" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../../doc/class.xsd"> <brief_description> + Automatically replicates spawnable nodes from the authority to other multiplayer peers. </brief_description> <description> - This node uses [method MultiplayerAPI.object_configuration_add] to notify spawns passing the spawned node as the [code]object[/code] and itself as the [code]configuration[/code], and [method MultiplayerAPI.object_configuration_remove] to notify despawns in a similar way. + Spawnable scenes can be configured in the editor or through code (see [method add_spawnable_scene]). + Also supports custom node spawns through [method spawn], calling [method _spawn_custom] on all peers. + + Internally, [MultiplayerSpawner] uses [method MultiplayerAPI.object_configuration_add] to notify spawns passing the spawned node as the [code]object[/code] and itself as the [code]configuration[/code], and [method MultiplayerAPI.object_configuration_remove] to notify despawns in a similar way. </description> <tutorials> </tutorials> <methods> <method name="_spawn_custom" qualifiers="virtual"> - <return type="Object" /> + <return type="Node" /> <argument index="0" name="data" type="Variant" /> <description> + Method called on all peers when a custom spawn was requested by the authority using [method spawn]. Should return a [Node] that is not in the scene tree. + + [b]Note:[/b] Spawned nodes should [b]not[/b] be added to the scene with `add_child`. This is done automatically. </description> </method> <method name="add_spawnable_scene"> <return type="void" /> <argument index="0" name="path" type="String" /> <description> + Adds a scene path to spawnable scenes, making it automatically replicated from the multiplayer authority to other peers when added as children of the node pointed by [member spawn_path]. </description> </method> <method name="clear_spawnable_scenes"> <return type="void" /> <description> + Clears all spawnable scenes. Does not despawn existing instances on remote peers. </description> </method> <method name="get_spawnable_scene" qualifiers="const"> <return type="String" /> - <argument index="0" name="path" type="int" /> + <argument index="0" name="index" type="int" /> <description> + Returns the spawnable scene path by index. </description> </method> <method name="get_spawnable_scene_count" qualifiers="const"> <return type="int" /> <description> + Returns the count of spawnable scene paths. </description> </method> <method name="spawn"> <return type="Node" /> <argument index="0" name="data" type="Variant" default="null" /> <description> + Requests a custom spawn, with [code]data[/code] passed to [method _spawn_custom] on all peers. Returns the locally spawned node instance already inside the scene tree, and added as a child of the node pointed by [member spawn_path]. + + [b]Note:[/b] Spawnable scenes are spawned automatically. [method spawn] is only needed for custom spawns. </description> </method> </methods> <members> <member name="spawn_limit" type="int" setter="set_spawn_limit" getter="get_spawn_limit" default="0"> + Maximum nodes that is allowed to be spawned by this spawner. Includes both spawnable scenes and custom spawns. + + When set to [code]0[/code] (the default), there is no limit. </member> <member name="spawn_path" type="NodePath" setter="set_spawn_path" getter="get_spawn_path" default="NodePath("")"> + Path to the spawn root. Spawnable scenes that are added as direct children are replicated to other peers. </member> </members> <signals> <signal name="despawned"> - <argument index="0" name="scene_id" type="int" /> - <argument index="1" name="node" type="Node" /> + <argument index="0" name="node" type="Node" /> <description> + Emitted when a spawnable scene or custom spawn was despawned by the multiplayer authority. Only called on puppets. </description> </signal> <signal name="spawned"> - <argument index="0" name="scene_id" type="int" /> - <argument index="1" name="node" type="Node" /> + <argument index="0" name="node" type="Node" /> <description> + Emitted when a spawnable scene or custom spawn was spawned by the multiplayer authority. Only called on puppets. </description> </signal> </signals> diff --git a/modules/multiplayer/doc_classes/MultiplayerSynchronizer.xml b/modules/multiplayer/doc_classes/MultiplayerSynchronizer.xml index ebd1b50201..a2ea64061c 100644 --- a/modules/multiplayer/doc_classes/MultiplayerSynchronizer.xml +++ b/modules/multiplayer/doc_classes/MultiplayerSynchronizer.xml @@ -1,9 +1,15 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="MultiplayerSynchronizer" inherits="Node" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../../doc/class.xsd"> <brief_description> + Synchronizes properties from the multiplayer authority to the remote peers. </brief_description> <description> - The [MultiplayerSynchronizer] uses [method MultiplayerAPI.object_configuration_add] to notify synchronization start passing the [Node] at [member root_path] as the [code]object[/code] and itself as the [code]configuration[/code], and uses [method MultiplayerAPI.object_configuration_remove] to notify synchronization end in a similar way. + By default, [MultiplayerSynchronizer] synchronizes configured properties to all peers. + Visiblity can be handled directly with [method set_visibility_for] or as-needed with [method add_visibility_filter] and [method update_visibility]. + + [MultiplayerSpawner]s will handle nodes according to visibility of synchronizers as long as the node at [member root_path] was spawned by one. + + Internally, [MultiplayerSynchronizer] uses [method MultiplayerAPI.object_configuration_add] to notify synchronization start passing the [Node] at [member root_path] as the [code]object[/code] and itself as the [code]configuration[/code], and uses [method MultiplayerAPI.object_configuration_remove] to notify synchronization end in a similar way. </description> <tutorials> </tutorials> @@ -12,18 +18,23 @@ <return type="void" /> <argument index="0" name="filter" type="Callable" /> <description> + Adds a peer visibility filter for this synchronizer. + + [code]filter[/code] should take a peer id [int] and return a [bool]. </description> </method> <method name="get_visibility_for" qualifiers="const"> <return type="bool" /> <argument index="0" name="peer" type="int" /> <description> + Queries the current visibility for peer [code]peer[/code]. </description> </method> <method name="remove_visibility_filter"> <return type="void" /> <argument index="0" name="filter" type="Callable" /> <description> + Removes a peer visiblity filter from this synchronizer. </description> </method> <method name="set_visibility_for"> @@ -31,40 +42,52 @@ <argument index="0" name="peer" type="int" /> <argument index="1" name="visible" type="bool" /> <description> + Sets the visibility of [code]peer[/code] to [code]visible[/code]. If [code]peer[/code] is [code]0[/code], the value of [member public_visibility] will be updated instead. </description> </method> <method name="update_visibility"> <return type="void" /> <argument index="0" name="for_peer" type="int" default="0" /> <description> + Updates the visibility of [code]peer[/code] according to visibility filters. If [code]peer[/code] is [code]0[/code] (the default), all peers' visibilties are updated. </description> </method> </methods> <members> <member name="public_visibility" type="bool" setter="set_visibility_public" getter="is_visibility_public" default="true"> + Whether synchronization should be visible to all peers by default. See [method set_visibility_for] and [method add_visibility_filter] for ways of configuring fine-grained visibility options. </member> <member name="replication_config" type="SceneReplicationConfig" setter="set_replication_config" getter="get_replication_config"> + Resource containing which properties to synchronize. </member> <member name="replication_interval" type="float" setter="set_replication_interval" getter="get_replication_interval" default="0.0"> + Time interval between synchronizes. When set to [code]0.0[/code] (the default), synchronizes happen every network process frame. </member> <member name="root_path" type="NodePath" setter="set_root_path" getter="get_root_path" default="NodePath("..")"> + Node path that replicated properties are relative to. + If [member root_path] was spawned by a [MultiplayerSpawner], the node will be also be spawned and despawned based on this synchronizer visibility options. </member> <member name="visibility_update_mode" type="int" setter="set_visibility_update_mode" getter="get_visibility_update_mode" enum="MultiplayerSynchronizer.VisibilityUpdateMode" default="0"> + Specifies when visibility filters are updated (see [enum VisibilityUpdateMode] for options). </member> </members> <signals> <signal name="visibility_changed"> <argument index="0" name="for_peer" type="int" /> <description> + Emitted when visibility of [code]for_peer[/code] is updated. See [method update_visibility]. </description> </signal> </signals> <constants> <constant name="VISIBILITY_PROCESS_IDLE" value="0" enum="VisibilityUpdateMode"> + Visibility filters are updated every idle process frame. </constant> <constant name="VISIBILITY_PROCESS_PHYSICS" value="1" enum="VisibilityUpdateMode"> + Visibility filters are updated every physics process frame. </constant> <constant name="VISIBILITY_PROCESS_NONE" value="2" enum="VisibilityUpdateMode"> + Visibility filters are not updated automatically, and must be updated manually by calling [method update_visibility]. </constant> </constants> </class> diff --git a/modules/multiplayer/doc_classes/SceneReplicationConfig.xml b/modules/multiplayer/doc_classes/SceneReplicationConfig.xml index 1d6dec2f92..fc91592c7a 100644 --- a/modules/multiplayer/doc_classes/SceneReplicationConfig.xml +++ b/modules/multiplayer/doc_classes/SceneReplicationConfig.xml @@ -1,6 +1,7 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="SceneReplicationConfig" inherits="Resource" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../../doc/class.xsd"> <brief_description> + Configuration for properties to synchronize with a [MultiplayerSynchronizer]. </brief_description> <description> </description> @@ -12,35 +13,41 @@ <argument index="0" name="path" type="NodePath" /> <argument index="1" name="index" type="int" default="-1" /> <description> + Adds the property identified by the given [code]path[/code] to the list of the properties being synchronized, optionally passing an [code]index[/code]. </description> </method> <method name="get_properties" qualifiers="const"> <return type="NodePath[]" /> <description> + Returns a list of synchronized property [NodePath]s. </description> </method> <method name="has_property" qualifiers="const"> <return type="bool" /> <argument index="0" name="path" type="NodePath" /> <description> + Returns whether the given [code]path[/code] is configured for synchronization. </description> </method> <method name="property_get_index" qualifiers="const"> <return type="int" /> <argument index="0" name="path" type="NodePath" /> <description> + Finds the index of the given [code]path[/code]. </description> </method> <method name="property_get_spawn"> <return type="bool" /> <argument index="0" name="path" type="NodePath" /> <description> + Returns whether the property identified by the given [code]path[/code] is configured to be synchronized on spawn. </description> </method> <method name="property_get_sync"> <return type="bool" /> <argument index="0" name="path" type="NodePath" /> <description> + Returns whether the property identified by the given [code]path[/code] is configured to be synchronized on process. </description> </method> <method name="property_set_spawn"> @@ -48,6 +55,7 @@ <argument index="0" name="path" type="NodePath" /> <argument index="1" name="enabled" type="bool" /> <description> + Sets whether the property identified by the given [code]path[/code] is configured to be synchronized on spawn. </description> </method> <method name="property_set_sync"> @@ -55,12 +63,14 @@ <argument index="0" name="path" type="NodePath" /> <argument index="1" name="enabled" type="bool" /> <description> + Sets whether the property identified by the given [code]path[/code] is configured to be synchronized on process. </description> </method> <method name="remove_property"> <return type="void" /> <argument index="0" name="path" type="NodePath" /> <description> + Removes the property identified by the given [code]path[/code] from the configuration. </description> </method> </methods> |