onready var ... --> @onready var ...
 
NetworkedMultiplayerENet.new() --> ENetMultiplayerPeer.new()
 
get_tree().network_peer > multiplayer.multiplayer_peer
 
get_tree().connect("network_peer_connected", self, "_on_network_peer_connected") --> multiplayer.peer_connected.connect(_on_network_peer_connected)
 
get_tree().connect("network_peer_disconnected", self, "_on_network_peer_disconnected") --> multiplayer.peer_disconnected.connect(_on_network_peer_disconnected)
 
get_tree().connect("server_disconnected", self, "_on_server_disconnected") --> multiplayer.server_disconnected.connect(_on_server_disconnected)
 
get_tree().is_network_server() --> multiplayer.is_server()
 
yield(get_tree().create_timer(2.0), "timeout") --> await(get_tree().create_timer(2.0).timeout)
 
peer.close_connection() --> peer.close()
 
SyncManager.connect("sync_started", self, "_on_SyncManager_sync_started") --> SyncManager.sync_started.connect(_on_SyncManager_sync_started) <- we can extrapolate this for all SyncManager signals
 
set_network_master(1) --> set_multiplayer_authority(1)
 
get_tree().get_network_unique_id() --> multiplayer.get_unique_id()
 
PoolByteArray --> PackedByteArray
 
dir.dir_exists(LOG_FILE_DIRECTORY) --> DirAccess.dir_exists_absolute(LOG_FILE_DIRECTORY)
 
dir.make_dir(LOG_FILE_DIRECTORY) --> DirAccess.make_dir_absolute(LOG_FILE_DIRECTORY)
 
OS.get_datetime(true) --> Time.get_datetime_dict_from_system()
 
remotesync func setup_match(info: Dictionary) -> void:
-->
@rpc("any_peer", "call_local")
func setup_match(info: Dictionary) -> void: