godot/modules/multiplayer/multiplayer_synchronizer.cpp

/**************************************************************************/
/*  multiplayer_synchronizer.cpp                                          */
/**************************************************************************/
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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#include "multiplayer_synchronizer.h"

#include "core/config/engine.h"
#include "scene/main/multiplayer_api.h"

Object *MultiplayerSynchronizer::_get_prop_target(Object *p_obj, const NodePath &p_path) {}

void MultiplayerSynchronizer::_stop() {}

void MultiplayerSynchronizer::_start() {}

void MultiplayerSynchronizer::_update_process() {}

Node *MultiplayerSynchronizer::get_root_node() {}

void MultiplayerSynchronizer::reset() {}

uint32_t MultiplayerSynchronizer::get_net_id() const {}

void MultiplayerSynchronizer::set_net_id(uint32_t p_net_id) {}

bool MultiplayerSynchronizer::update_outbound_sync_time(uint64_t p_usec) {}

bool MultiplayerSynchronizer::update_inbound_sync_time(uint16_t p_network_time) {}

PackedStringArray MultiplayerSynchronizer::get_configuration_warnings() const {}

Error MultiplayerSynchronizer::get_state(const List<NodePath> &p_properties, Object *p_obj, Vector<Variant> &r_variant, Vector<const Variant *> &r_variant_ptrs) {}

Error MultiplayerSynchronizer::set_state(const List<NodePath> &p_properties, Object *p_obj, const Vector<Variant> &p_state) {}

bool MultiplayerSynchronizer::is_visibility_public() const {}

void MultiplayerSynchronizer::set_visibility_public(bool p_visible) {}

bool MultiplayerSynchronizer::is_visible_to(int p_peer) {}

void MultiplayerSynchronizer::add_visibility_filter(Callable p_callback) {}

void MultiplayerSynchronizer::remove_visibility_filter(Callable p_callback) {}

void MultiplayerSynchronizer::set_visibility_for(int p_peer, bool p_visible) {}

bool MultiplayerSynchronizer::get_visibility_for(int p_peer) const {}

void MultiplayerSynchronizer::set_visibility_update_mode(VisibilityUpdateMode p_mode) {}

MultiplayerSynchronizer::VisibilityUpdateMode MultiplayerSynchronizer::get_visibility_update_mode() const {}

void MultiplayerSynchronizer::_bind_methods() {}

void MultiplayerSynchronizer::_notification(int p_what) {}

void MultiplayerSynchronizer::set_replication_interval(double p_interval) {}

double MultiplayerSynchronizer::get_replication_interval() const {}

void MultiplayerSynchronizer::set_delta_interval(double p_interval) {}

double MultiplayerSynchronizer::get_delta_interval() const {}

void MultiplayerSynchronizer::set_replication_config(Ref<SceneReplicationConfig> p_config) {}

Ref<SceneReplicationConfig> MultiplayerSynchronizer::get_replication_config() {}

void MultiplayerSynchronizer::update_visibility(int p_for_peer) {}

void MultiplayerSynchronizer::set_root_path(const NodePath &p_path) {}

NodePath MultiplayerSynchronizer::get_root_path() const {}

void MultiplayerSynchronizer::set_multiplayer_authority(int p_peer_id, bool p_recursive) {}

Error MultiplayerSynchronizer::_watch_changes(uint64_t p_usec) {}

List<Variant> MultiplayerSynchronizer::get_delta_state(uint64_t p_cur_usec, uint64_t p_last_usec, uint64_t &r_indexes) {}

List<NodePath> MultiplayerSynchronizer::get_delta_properties(uint64_t p_indexes) {}

SceneReplicationConfig *MultiplayerSynchronizer::get_replication_config_ptr() const {}

MultiplayerSynchronizer::MultiplayerSynchronizer() {}