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class_name MultiplayerSynchronizer2
extends Node


signal property_changed(property_name: String, value: Variant)

@export var root_node: Node
@export var properties: Array[String]

var skip_setter: Dictionary[String, bool]


func _enter_tree() -> void:
	for property in properties:
		skip_setter.set(property, false)
		if not multiplayer.is_server():
			if multiplayer.get_peers().size() > 0:
				sync_initial_value.rpc_id(1, property)
			else:
				multiplayer.peer_connected.connect(func(_id: int):
					sync_initial_value.rpc_id(1, property)
				)


func set_property(property_name: String, value: Variant) -> void:
	if not skip_setter.get(property_name, false):
		sync_property.rpc(property_name, value)


@rpc("any_peer", "call_local")
func sync_property(property_name: String, value: Variant) -> void:
	skip_setter.set(property_name, true)
	root_node.set(property_name, value)
	property_changed.emit(property_name, value)
	skip_setter.set(property_name, false)


@rpc("any_peer", "call_remote")
func sync_initial_value(property_name: String) -> void:
	sync_property.rpc_id(multiplayer.get_remote_sender_id(), property_name, root_node.get(property_name))