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path: root/modules/multiplayer/multiplayer_synchronizer.cpp
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2022-10-03[MP] Allow multiple synchronizers per node.Fabio Alessandrelli
The same node can now be controlled by multiple synchronizers at once. Spawn visibility is composed in OR across multiple synchronizers (i.e. if any synchronizer is visible to the peer, the object will be spawned). Synchronizers controlling spawned nodes can now have a different authority then the one spawning the node, in that case, the spawn variables for that specific synchronizer are simply ignored (other synchronizers with the same authority of the spawner will correctly synchronize variables on spawn). The SceneReplicationState class has been completly removed, since it was bloating the implementation, the state is now simply stored in the SceneReplicationInterface.
2022-09-19Change return type of `get_configuration_warnings` to `PackedStringArray`Marc Gilleron
2022-09-17[MP] Add warnings to spawner and synchronizer.Fabio Alessandrelli
MultiplayerSpawner: - When spawn_path is invalid. - When the auto spawn list is empty and _spawn_custom is not overridden. Note: We remove the warning for placeholder scripts since there's no way of knowing if they have a certain method. MultiplayerSynchronizer: - When root_path is invalid.
2022-07-29Remove Signal connect bindsJuan Linietsky
Remove the optional argument p_binds from `Object::connect` since it was deprecated by Callable.bind(). Changed all uses of it to Callable.bind()
2022-07-26[Net] Modularize multiplayer, expose MultiplayerAPI to extensions.Fabio Alessandrelli
- RPC configurations are now dictionaries. - Script.get_rpc_methods renamed to Script.get_rpc_config. - Node.rpc[_id] and Callable.rpc now return an Error. - Refactor MultiplayerAPI to allow extension. - New MultiplayerAPI.rpc method with Array argument (for scripts). - Move the default MultiplayerAPI implementation to a module.