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+/*************************************************************************/
+/* scene_replication_config.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifndef SCENE_REPLICATION_CONFIG_H
+#define SCENE_REPLICATION_CONFIG_H
+
+#include "core/io/resource.h"
+
+#include "core/variant/typed_array.h"
+
+class SceneReplicationConfig : public Resource {
+ GDCLASS(SceneReplicationConfig, Resource);
+ OBJ_SAVE_TYPE(SceneReplicationConfig);
+ RES_BASE_EXTENSION("repl");
+
+private:
+ struct ReplicationProperty {
+ NodePath name;
+ bool spawn = true;
+ bool sync = true;
+
+ bool operator==(const ReplicationProperty &p_to) {
+ return name == p_to.name;
+ }
+
+ ReplicationProperty() {}
+
+ ReplicationProperty(const NodePath &p_name) {
+ name = p_name;
+ }
+ };
+
+ List<ReplicationProperty> properties;
+ List<NodePath> spawn_props;
+ List<NodePath> sync_props;
+
+protected:
+ static void _bind_methods();
+
+ bool _set(const StringName &p_name, const Variant &p_value);
+ bool _get(const StringName &p_name, Variant &r_ret) const;
+ void _get_property_list(List<PropertyInfo> *p_list) const;
+
+public:
+ TypedArray<NodePath> get_properties() const;
+
+ void add_property(const NodePath &p_path, int p_index = -1);
+ void remove_property(const NodePath &p_path);
+
+ int property_get_index(const NodePath &p_path) const;
+ bool property_get_spawn(const NodePath &p_path);
+ void property_set_spawn(const NodePath &p_path, bool p_enabled);
+
+ bool property_get_sync(const NodePath &p_path);
+ void property_set_sync(const NodePath &p_path, bool p_enabled);
+
+ const List<NodePath> &get_spawn_properties() { return spawn_props; }
+ const List<NodePath> &get_sync_properties() { return sync_props; }
+
+ SceneReplicationConfig() {}
+};
+
+#endif // SCENE_REPLICATION_CONFIG_H