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								/*  scene_replication_config.h                                            */
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								/*                         This file is part of:                          */
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								/*                             GODOT ENGINE                               */
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								/*                        https://godotengine.org                         */
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								/**************************************************************************/
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								/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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								/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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								/* Permission is hereby granted, free of charge, to any person obtaining  */
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								/* "Software"), to deal in the Software without restriction, including    */
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								/*                                                                        */
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								/* The above copyright notice and this permission notice shall be         */
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								/* included in all copies or substantial portions of the Software.        */
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								/*                                                                        */
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								/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,        */
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								/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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								/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY   */
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								/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,   */
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								/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                 */
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								/**************************************************************************/
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								#ifndef SCENE_REPLICATION_CONFIG_H
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								#define SCENE_REPLICATION_CONFIG_H
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								#include "core/io/resource.h"
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								#include "core/variant/typed_array.h"
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								class SceneReplicationConfig : public Resource {
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									GDCLASS(SceneReplicationConfig, Resource);
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									OBJ_SAVE_TYPE(SceneReplicationConfig);
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									RES_BASE_EXTENSION("repl");
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								public:
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									enum ReplicationMode {
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										REPLICATION_MODE_NEVER,
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										REPLICATION_MODE_ALWAYS,
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										REPLICATION_MODE_ON_CHANGE,
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									};
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								private:
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									struct ReplicationProperty {
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										NodePath name;
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										bool spawn = true;
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										ReplicationMode mode = REPLICATION_MODE_ALWAYS;
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										bool operator==(const ReplicationProperty &p_to) {
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											return name == p_to.name;
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										}
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										ReplicationProperty() {}
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										ReplicationProperty(const NodePath &p_name) {
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											name = p_name;
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										}
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									};
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									List<ReplicationProperty> properties;
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									List<NodePath> spawn_props;
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									List<NodePath> sync_props;
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									List<NodePath> watch_props;
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									bool dirty = false;
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									void _update();
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								protected:
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									static void _bind_methods();
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									bool _set(const StringName &p_name, const Variant &p_value);
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									bool _get(const StringName &p_name, Variant &r_ret) const;
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									void _get_property_list(List<PropertyInfo> *p_list) const;
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								public:
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									TypedArray<NodePath> get_properties() const;
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									void add_property(const NodePath &p_path, int p_index = -1);
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									void remove_property(const NodePath &p_path);
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									bool has_property(const NodePath &p_path) const;
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									int property_get_index(const NodePath &p_path) const;
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									bool property_get_spawn(const NodePath &p_path);
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									void property_set_spawn(const NodePath &p_path, bool p_enabled);
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									bool property_get_sync(const NodePath &p_path);
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									void property_set_sync(const NodePath &p_path, bool p_enabled);
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									bool property_get_watch(const NodePath &p_path);
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									void property_set_watch(const NodePath &p_path, bool p_enabled);
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									ReplicationMode property_get_replication_mode(const NodePath &p_path);
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									void property_set_replication_mode(const NodePath &p_path, ReplicationMode p_mode);
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									const List<NodePath> &get_spawn_properties();
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									const List<NodePath> &get_sync_properties();
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									const List<NodePath> &get_watch_properties();
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									SceneReplicationConfig() {}
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								};
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								VARIANT_ENUM_CAST(SceneReplicationConfig::ReplicationMode);
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								#endif // SCENE_REPLICATION_CONFIG_H
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