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[MP] Use get/set_indexed in MultiplayerSynchronizer #79479

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merged 1 commit into from
Jul 18, 2023

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Faless
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@Faless Faless commented Jul 14, 2023

Allows synchronizing (sub-)resource properties, transform components, etc. by using subnames.

As an example, .:transform.x will only synchronize the x component of the root transform instead of the whole transform.

This can also be used to synchronize a resource own properties, as long as they are synchronizable (i.e. the property itself is not an Object, RID, or Callable).

Allows synchronizing (sub-)resource properties, transform components,
etc. by using subnames.

As an example, `.:transform.x` will only synchronize the `x` component
of the root transform instead of the whole transform.

This can also be used to synchronize a resource own properties, as long
as they are synchronizable (i.e. the property itself is not an Object,
RID, or Callable).
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Faless commented Jul 14, 2023

Note, I'm tempted to consider this a bug-fix (i.e. cherry-pickable to 4.1.x), since this was the intended behavior since the beginning, but I'll let the production team decide on that, and in case it probably deserve to be tested in at least a couple of 4.2 betas.

@YuriSizov YuriSizov modified the milestones: 4.x, 4.2 Jul 14, 2023
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Faless commented Jul 14, 2023

Oh, and special thanks to @nlupugla for pointing out it was not working, as that prompted me to check the implementation realizing we were using simple get/set instead of the indexed version. 😅

@YuriSizov YuriSizov changed the title [MP] Use get/set indexed in MultiplayerSynchronizer [MP] Use get/set_indexed in MultiplayerSynchronizer Jul 18, 2023
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Makes sense. I agree with your conclusion about testing this before considering a cherry-pick.

@YuriSizov YuriSizov merged commit 5a565e0 into godotengine:master Jul 18, 2023
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Thanks!

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2 participants