#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() { … }