#ifndef NET_ACTION_INFO_H
#define NET_ACTION_INFO_H

/*************************************************************************/
/*  net_action_info.h                                                    */
/*************************************************************************/
/*                         This file is part of:                         */
/*                          PANDEMONIUM ENGINE                           */
/*             https://github.com/Relintai/pandemonium_engine            */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar.                              */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).   */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
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/* a copy of this software and associated documentation files (the       */
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/* the following conditions:                                             */
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/*************************************************************************/

#include "core/string/string_name.h"
#include "input_network_encoder.h"
#include "net_action_processor.h"

struct NetActionInfo {
	NetActionId id = UINT32_MAX;
	/// The event function
	StringName act_func;
	/// The event function encoding
	StringName act_encoding_func;
	/// If true the client can trigger this action.
	bool can_client_trigger;
	/// If true the client who triggered the event will wait the server validation to execute the event.
	bool wait_server_validation;
	/// The function to validate the event: Only executed on the server.
	StringName server_action_validation_func;
	/// The network_encoder used to encode decode the environment data.
	Ref<InputNetworkEncoder> network_encoder;

	bool operator==(const NetActionInfo &p_other) const;
	bool operator<(const NetActionInfo &p_other) const;
};

#endif