[MP] RPC visibility.
Implemented using MultiplayerSynchronizers. If you didn't use the synchronizer visibility features, nothing changes. If you were using visibility, RPCs to broadcast should now behave as expected in most configurations (i.e. by sending the RPC to _visible_ peers). If you want to limit the visibility of RPCs for a node, add a synchronizer for it, and configure the visibility via "set_visibility_for" or by adding a visibility filter.
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@ -125,6 +125,8 @@ public:
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Error on_despawn_receive(int p_from, const uint8_t *p_buffer, int p_buffer_len);
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Error on_sync_receive(int p_from, const uint8_t *p_buffer, int p_buffer_len);
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bool is_rpc_visible(const ObjectID &p_oid, int p_peer) const;
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SceneReplicationInterface(SceneMultiplayer *p_multiplayer) {
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multiplayer = p_multiplayer;
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}
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