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	[Net] Refactor RPCs, remove RSETs
In this PR: - Removed rset - rpc_config can now optionally configure transfer mode (reliable/unreliable/ordered) and channel (channels are not actually implemented yet.) - Refactor how the RPC id is computed to minimize the logic in Node and scripts that now only needs a single `get_rpc_methods` function.
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					 23 changed files with 251 additions and 1545 deletions
				
			
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			@ -71,17 +71,7 @@ public:
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	void set_path(const String &p_path);
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	virtual Vector<ScriptNetData> get_rpc_methods() const;
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	virtual uint16_t get_rpc_method_id(const StringName &p_method) const;
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	virtual StringName get_rpc_method(uint16_t p_id) const;
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	virtual MultiplayerAPI::RPCMode get_rpc_mode_by_id(uint16_t p_id) const;
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	virtual MultiplayerAPI::RPCMode get_rpc_mode(const StringName &p_method) const;
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	virtual Vector<ScriptNetData> get_rset_properties() const;
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	virtual uint16_t get_rset_property_id(const StringName &p_variable) const;
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	virtual StringName get_rset_property(uint16_t p_id) const;
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	virtual MultiplayerAPI::RPCMode get_rset_mode_by_id(uint16_t p_id) const;
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	virtual MultiplayerAPI::RPCMode get_rset_mode(const StringName &p_variable) const;
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	virtual const Vector<MultiplayerAPI::RPCConfig> get_rpc_methods() const;
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	virtual void refcount_incremented();
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	virtual bool refcount_decremented();
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