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Add peer visibility to MultiplayerSynchronizer.
MultiplayerSynchronizers can now be configured to limit their visibility to a subset of the connected peers, if the synchronized node was spawned by a MultiplayerSpawner (either automatically or via custom spawn) the given node will also be despawned remotely. The replication system doesn't have the logic to handle subspawn directly, but it is possible to handle them appropriately by manually updating the visibility of the parent before changing the one of the nested spawns via the "update_visibility" function. The visibility of each MultiplayerSynchronizer can be controlled by adding or remove filters via "[add|remove]_visibility_filter(callable)". To further optimize the network code, visibility filters can be configured to be automatically updated during idle or physics frame, or set to always require manual update (via the "update_visibility" function).
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@@ -463,8 +463,12 @@ bool MultiplayerAPI::is_cache_confirmed(NodePath p_path, int p_peer) {
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return cache->is_cache_confirmed(p_path, p_peer);
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}
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bool MultiplayerAPI::send_object_cache(Object *p_obj, NodePath p_path, int p_peer_id, int &r_id) {
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return cache->send_object_cache(p_obj, p_path, p_peer_id, r_id);
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bool MultiplayerAPI::send_object_cache(Object *p_obj, int p_peer_id, int &r_id) {
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return cache->send_object_cache(p_obj, p_peer_id, r_id);
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}
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int MultiplayerAPI::make_object_cache(Object *p_obj) {
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return cache->make_object_cache(p_obj);
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}
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Object *MultiplayerAPI::get_cached_object(int p_from, uint32_t p_cache_id) {
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