SceneReplicationConfig ​
Inherits: Resource < RefCounted < Object
Configuration for properties to synchronize with a MultiplayerSynchronizer.
Methods
void | add_property(path: NodePath, index: int = -1) |
get_properties() const | |
has_property(path: NodePath) const | |
property_get_index(path: NodePath) const | |
property_get_spawn(path: NodePath) | |
property_get_sync(path: NodePath) | |
property_get_watch(path: NodePath) | |
void | property_set_replication_mode(path: NodePath, mode: ReplicationMode) |
void | property_set_spawn(path: NodePath, enabled: bool) |
void | property_set_sync(path: NodePath, enabled: bool) |
void | property_set_watch(path: NodePath, enabled: bool) |
void | remove_property(path: NodePath) |
Enumerations
enum ReplicationMode: 🔗
ReplicationMode REPLICATION_MODE_NEVER = 0
Do not keep the given property synchronized.
ReplicationMode REPLICATION_MODE_ALWAYS = 1
Replicate the given property on process by constantly sending updates using unreliable transfer mode.
ReplicationMode REPLICATION_MODE_ON_CHANGE = 2
Replicate the given property on process by sending updates using reliable transfer mode when its value changes.
Method Descriptions
void add_property(path: NodePath, index: int = -1) 🔗
Adds the property identified by the given path
to the list of the properties being synchronized, optionally passing an index
.
Note: For details on restrictions and limitations on property synchronization, see MultiplayerSynchronizer.
Array[NodePath] get_properties() const 🔗
Returns a list of synchronized property NodePaths.
bool has_property(path: NodePath) const 🔗
Returns true
if the given path
is configured for synchronization.
int property_get_index(path: NodePath) const 🔗
Finds the index of the given path
.
ReplicationMode property_get_replication_mode(path: NodePath) 🔗
Returns the replication mode for the property identified by the given path
. See ReplicationMode.
bool property_get_spawn(path: NodePath) 🔗
Returns true
if the property identified by the given path
is configured to be synchronized on spawn.
bool property_get_sync(path: NodePath) 🔗
Deprecated: Use property_get_replication_mode instead.
Returns true
if the property identified by the given path
is configured to be synchronized on process.
bool property_get_watch(path: NodePath) 🔗
Deprecated: Use property_get_replication_mode instead.
Returns true
if the property identified by the given path
is configured to be reliably synchronized when changes are detected on process.
void property_set_replication_mode(path: NodePath, mode: ReplicationMode) 🔗
Sets the synchronization mode for the property identified by the given path
. See ReplicationMode.
void property_set_spawn(path: NodePath, enabled: bool) 🔗
Sets whether the property identified by the given path
is configured to be synchronized on spawn.
void property_set_sync(path: NodePath, enabled: bool) 🔗
Deprecated: Use property_set_replication_mode with REPLICATION_MODE_ALWAYS instead.
Sets whether the property identified by the given path
is configured to be synchronized on process.
void property_set_watch(path: NodePath, enabled: bool) 🔗
Deprecated: Use property_set_replication_mode with REPLICATION_MODE_ON_CHANGE instead.
Sets whether the property identified by the given path
is configured to be reliably synchronized when changes are detected on process.
void remove_property(path: NodePath) 🔗
Removes the property identified by the given path
from the configuration.