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Display multiplayer authority ID in remote debugger #83437

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merged 1 commit into from
Oct 23, 2023

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SaracenOne
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Adds the multiplayer_authority ID value to the remote node debugger.
NVIDIA_Share_5BaKgFmKIn

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@Calinou Calinou left a comment

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I suggest using PROPERTY_USAGE_READ_ONLY so that the property is visible, but can't be edited (unless it makes sense to be editable).

PS: Would this approach be useful to implement godotengine/godot-proposals#8091?

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So I actually did originally use read-only here (along with adding to the constant list), but I was bothered somewhat by the lack of the ability to selected read-only values for copy-pasting, but I think you're right that it would be better to add it and improve the interactions with read only properties.

Regarding that proposal, yeah, I agree that that is a problem, I think we do need a more general-purpose way to define properties which make sense to only show up in the remote debugger. I wonder what would be the best way to implement this.

@SaracenOne SaracenOne force-pushed the multiplayer_authority_debug branch from e899c7a to 66ca317 Compare October 22, 2023 13:23
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Okay, updated, it's now flagged appropriately as read-only.

@akien-mga akien-mga merged commit 8d7f3d6 into godotengine:master Oct 23, 2023
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Thanks!

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3 participants