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								/**************************************************************************/
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								/*  multiplayer_synchronizer.h                                            */
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								/**************************************************************************/
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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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								/*                                                                        */
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								/* Permission is hereby granted, free of charge, to any person obtaining  */
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								/* a copy of this software and associated documentation files (the        */
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								/* "Software"), to deal in the Software without restriction, including    */
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								/* without limitation the rights to use, copy, modify, merge, publish,    */
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								/* distribute, sublicense, and/or sell copies of the Software, and to     */
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								/* permit persons to whom the Software is furnished to do so, subject to  */
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								/* the following conditions:                                              */
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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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								/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF     */
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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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								/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE      */
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								/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                 */
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								/**************************************************************************/
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								#pragma once
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								#include "scene_replication_config.h"
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								#include "scene/main/node.h"
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								class MultiplayerSynchronizer : public Node {
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									GDCLASS(MultiplayerSynchronizer, Node);
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								public:
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									enum VisibilityUpdateMode {
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										VISIBILITY_PROCESS_IDLE,
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										VISIBILITY_PROCESS_PHYSICS,
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										VISIBILITY_PROCESS_NONE,
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									};
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								private:
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									struct Watcher {
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										NodePath prop;
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										uint64_t last_change_usec = 0;
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										Variant value;
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									};
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									Ref<SceneReplicationConfig> replication_config;
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									NodePath root_path = NodePath(".."); // Start with parent, like with AnimationPlayer.
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									uint64_t sync_interval_usec = 0;
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									uint64_t delta_interval_usec = 0;
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									VisibilityUpdateMode visibility_update_mode = VISIBILITY_PROCESS_IDLE;
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									HashSet<Callable> visibility_filters;
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									HashSet<int> peer_visibility;
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									Vector<Watcher> watchers;
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									uint64_t last_watch_usec = 0;
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									ObjectID root_node_cache;
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									uint64_t last_sync_usec = 0;
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									uint16_t last_inbound_sync = 0;
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									uint32_t net_id = 0;
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									bool sync_started = false;
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									static Object *_get_prop_target(Object *p_obj, const NodePath &p_prop);
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									void _start();
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									void _stop();
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									void _update_process();
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									Error _watch_changes(uint64_t p_usec);
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								protected:
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									static void _bind_methods();
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									void _notification(int p_what);
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								public:
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									static Error get_state(const List<NodePath> &p_properties, Object *p_obj, Vector<Variant> &r_variant, Vector<const Variant *> &r_variant_ptrs);
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									static Error set_state(const List<NodePath> &p_properties, Object *p_obj, const Vector<Variant> &p_state);
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									void reset();
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									Node *get_root_node();
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									uint32_t get_net_id() const;
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									void set_net_id(uint32_t p_net_id);
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									bool update_outbound_sync_time(uint64_t p_usec);
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									bool update_inbound_sync_time(uint16_t p_network_time);
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									PackedStringArray get_configuration_warnings() const override;
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									void set_replication_interval(double p_interval);
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									double get_replication_interval() const;
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									void set_delta_interval(double p_interval);
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									double get_delta_interval() const;
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									void set_replication_config(Ref<SceneReplicationConfig> p_config);
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									Ref<SceneReplicationConfig> get_replication_config();
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									void set_root_path(const NodePath &p_path);
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									NodePath get_root_path() const;
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									virtual void set_multiplayer_authority(int p_peer_id, bool p_recursive = true) override;
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									bool is_visibility_public() const;
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									void set_visibility_public(bool p_public);
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									bool is_visible_to(int p_peer);
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									void set_visibility_for(int p_peer, bool p_visible);
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									bool get_visibility_for(int p_peer) const;
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									void update_visibility(int p_for_peer);
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									void set_visibility_update_mode(VisibilityUpdateMode p_mode);
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									void add_visibility_filter(Callable p_callback);
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									void remove_visibility_filter(Callable p_callback);
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									VisibilityUpdateMode get_visibility_update_mode() const;
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									List<Variant> get_delta_state(uint64_t p_cur_usec, uint64_t p_last_usec, uint64_t &r_indexes);
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									List<NodePath> get_delta_properties(uint64_t p_indexes);
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									SceneReplicationConfig *get_replication_config_ptr() const;
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									MultiplayerSynchronizer();
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								};
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								VARIANT_ENUM_CAST(MultiplayerSynchronizer::VisibilityUpdateMode);
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