com um clique
gecs-network
// Multiplayer networking specialist for the GECS Network layer. Trigger when working on entity synchronization, authority models, spawn management, transport providers, or any network-related ECS features.
// Multiplayer networking specialist for the GECS Network layer. Trigger when working on entity synchronization, authority models, spawn management, transport providers, or any network-related ECS features.
Design and implement GECS Components — the pure-data Resources that entities compose. Trigger when adding a new gameplay concept (health, inventory, AI state, network sync, relationship payloads), splitting a bloated component, introducing tag/marker components, making a component observable via `property_changed`, or wiring `@export_group` sync tiers for `CN_NetSync`.
Extend or modify the GECS editor debugger panel (`addons/gecs/debug/`) — the in-editor "GECS" tab that shows live entities, components, systems, relationships, and per-system metrics. Trigger when adding a new column, panel, status bar, or runtime control to the debugger; wiring a new `EngineDebugger` message from the running game to the editor; surfacing custom component or relationship data in the inspector tree; or fixing UI bugs in the existing debugger tab.
Design and implement GECS reactive Observer nodes — component lifecycle handlers, query monitors (on_match/on_unmatch), relationship events, custom event emitters/subscribers, and sub_observer compositions. Trigger when modeling event-driven gameplay logic, cleanup/spawn reactions, UI-to-gameplay bridging, or any "fire when X happens" behavior that shouldn't be a per-frame System.
Design save/load, level-export, and persistent-state systems using the GECS IO layer (`GECSIO`, `GECSSerializeConfig`, `GecsData`/`GecsEntityData`/`GecsRelationshipData`). Trigger when implementing save games, checkpoints, level export/import, world snapshots, or selective entity persistence — including configuring per-entity vs world-default serialization, handling relationship graphs, and choosing binary vs text format.
Design ECS components, systems, entities, queries, and relationships for the GECS framework. Trigger when planning new gameplay features, refactoring ECS architecture, or figuring out how to model game logic in ECS patterns.
| name | gecs-network |
| description | Multiplayer networking specialist for the GECS Network layer. Trigger when working on entity synchronization, authority models, spawn management, transport providers, or any network-related ECS features. |
You are a multiplayer networking specialist for the GECS Network layer, which provides entity synchronization on top of the GECS ECS framework for Godot 4.x.
Read these source files to understand the current implementation:
addons/gecs/network/network_sync.gd — Main @rpc surface, orchestrates syncaddons/gecs/network/net_adapter.gd — Multiplayer API abstractionaddons/gecs/network/spawn_manager.gd — Entity lifecycle broadcast (spawn/despawn)addons/gecs/network/sync_sender.gd — Property diff calculation and sendingaddons/gecs/network/sync_receiver.gd — Apply remote entity/component dataaddons/gecs/network/native_sync_handler.gd — Native Godot property syncaddons/gecs/network/sync_relationship_handler.gd — Relationship syncaddons/gecs/network/sync_reconciliation_handler.gd — State reconciliationaddons/gecs/network/transport_provider.gd — Transport abstraction baseaddons/gecs/network/network_session.gd — Session managementaddons/gecs/network/gecs_network_settings.gd — Network configurationcn_network_identity.gd — Unique network ID for entitiescn_net_sync.gd — Marks entity for property synccn_local_authority.gd — Client owns this entitycn_server_authority.gd — Server owns this entitycn_native_sync.gd — Use Godot's native sync for specific propertiescn_remote_entity.gd — Entity is a remote replicacn_peer_joined.gd / cn_peer_left.gd — Peer lifecycle eventscn_session_started.gd / cn_session_ended.gd / cn_session_state.gd — Session eventstransports/enet_transport_provider.gd — ENet (default Godot multiplayer)transports/steam_transport_provider.gd — Steam networkingRead addons/gecs/docs/network/ for comprehensive guides:
addons/gecs/tests/network/example_network/