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godotengine
GitHub Repository: godotengine/godot
Path: blob/master/modules/multiplayer/doc_classes/MultiplayerSpawner.xml
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="MultiplayerSpawner" inherits="Node" keywords="network" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../../doc/class.xsd">
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<brief_description>
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Automatically replicates spawnable nodes from the authority to other multiplayer peers.
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</brief_description>
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<description>
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Spawnable scenes can be configured in the editor or through code (see [method add_spawnable_scene]).
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Also supports custom node spawns through [method spawn], calling [member spawn_function] on all peers.
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Internally, [MultiplayerSpawner] uses [method MultiplayerAPI.object_configuration_add] to notify spawns passing the spawned node as the [code]object[/code] and itself as the [code]configuration[/code], and [method MultiplayerAPI.object_configuration_remove] to notify despawns in a similar way.
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</description>
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<tutorials>
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</tutorials>
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<methods>
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<method name="add_spawnable_scene">
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<return type="void" />
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<param index="0" name="path" type="String" />
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<description>
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Adds a scene path to spawnable scenes, making it automatically replicated from the multiplayer authority to other peers when added as children of the node pointed by [member spawn_path].
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</description>
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</method>
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<method name="clear_spawnable_scenes">
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<return type="void" />
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<description>
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Clears all spawnable scenes. Does not despawn existing instances on remote peers.
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</description>
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</method>
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<method name="get_spawnable_scene" qualifiers="const">
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<return type="String" />
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<param index="0" name="index" type="int" />
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<description>
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Returns the spawnable scene path by index.
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</description>
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</method>
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<method name="get_spawnable_scene_count" qualifiers="const">
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<return type="int" />
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<description>
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Returns the count of spawnable scene paths.
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</description>
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</method>
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<method name="spawn">
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<return type="Node" />
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<param index="0" name="data" type="Variant" default="null" />
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<description>
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Requests a custom spawn, with [param data] passed to [member spawn_function] on all peers. Returns the locally spawned node instance already inside the scene tree, and added as a child of the node pointed by [member spawn_path].
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[b]Note:[/b] Spawnable scenes are spawned automatically. [method spawn] is only needed for custom spawns.
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</description>
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</method>
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</methods>
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<members>
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<member name="spawn_function" type="Callable" setter="set_spawn_function" getter="get_spawn_function">
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Method called on all peers when a custom [method spawn] is requested by the authority. Will receive the [code]data[/code] parameter, and should return a [Node] that is not in the scene tree.
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[b]Note:[/b] The returned node should [b]not[/b] be added to the scene with [method Node.add_child]. This is done automatically.
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</member>
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<member name="spawn_limit" type="int" setter="set_spawn_limit" getter="get_spawn_limit" default="0">
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Maximum number of nodes allowed to be spawned by this spawner. Includes both spawnable scenes and custom spawns.
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When set to [code]0[/code] (the default), there is no limit.
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</member>
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<member name="spawn_path" type="NodePath" setter="set_spawn_path" getter="get_spawn_path" default="NodePath(&quot;&quot;)">
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Path to the spawn root. Spawnable scenes that are added as direct children are replicated to other peers.
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</member>
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</members>
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<signals>
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<signal name="despawned">
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<param index="0" name="node" type="Node" />
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<description>
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Emitted when a spawnable scene or custom spawn was despawned by the multiplayer authority. Only called on remote peers.
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</description>
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</signal>
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<signal name="spawned">
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<param index="0" name="node" type="Node" />
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<description>
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Emitted when a spawnable scene or custom spawn was spawned by the multiplayer authority. Only called on remote peers.
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</description>
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</signal>
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</signals>
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</class>
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