text: /*************************************************************************/
  /*  packed_scene.cpp                                                     */
  /*************************************************************************/
  /*                       This file is part of:                           */
  /*                           GODOT ENGINE                                */
  /*                    http://www.godotengine.org                         */
  /*************************************************************************/
  /* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur.                 */
  /*                                                                       */
  /* 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.                */
  /*************************************************************************/
  #include "packed_scene.h"
  #include "globals.h"
  #include "io/resource_loader.h"
  #include "scene/3d/spatial.h"
  #include "scene/gui/control.h"
  #include "scene/2d/node_2d.h"
  #include "scene/main/instance_placeholder.h"
  
  #define PACK_VERSION 2
  
  bool SceneState::can_instance() const {
  
  	return nodes.size()>0;
  }
  
  
  Node *SceneState::instance(bool p_gen_edit_state) const {
  
  	// nodes where instancing failed (because something is missing)
  	List<Node*> stray_instances;
  
  #define NODE_FROM_ID(p_name,p_id)\
  	Node *p_name;\
  	if (p_id&FLAG_ID_IS_PATH) {\
  		NodePath np=node_paths[p_id&FLAG_MASK];\
  		p_name=ret_nodes[0]->_get_node(np);\
  	} else {\
  		ERR_FAIL_INDEX_V(p_id&FLAG_MASK,nc,NULL);\
  		p_name=ret_nodes[p_id&FLAG_MASK];\
  	}
  
  	int nc = nodes.size();
  	ERR_FAIL_COND_V(nc==0,NULL);
  
  	const StringName*snames=NULL;
  	int sname_count=names.size();
  	if (sname_count)
  		snames=&names[0];
  
  	const Variant*props=NULL;
  	int prop_count=variants.size();
  	if (prop_count)
  		props=&variants[0];
  
  	//Vector<Variant> properties;
  
  	const NodeData *nd = &nodes[0];
  
  	Node **ret_nodes=(Node**)alloca( sizeof(Node*)*nc );
  
  	bool gen_node_path_cache=p_gen_edit_state && node_path_cache.empty();
  
  	for(int i=0;i<nc;i++) {
  
  		const NodeData &n=nd[i];
  
  		Node *parent=NULL;
  
  		if (i>0) {
  
  			NODE_FROM_ID(nparent,n.parent);
  #ifdef DEBUG_ENABLED
  			if (!nparent && n.parent&FLAG_ID_IS_PATH) {
  
  				WARN_PRINT(String("Parent path '"+String(node_paths[n.parent&FLAG_MASK])+"' for node '"+String(snames[n.name])+"' has vanished when instancing: '"+get_path()+"'.").ascii().get_data());
  
  			}
  #endif
  			parent=nparent;
  		}
  
  		Node *node=NULL;
  
  		if (i==0 && base_scene_idx>=0) {
  			//scene inheritance on root node
              //print_line("scene inherit");
  			Ref<PackedScene> sdata = props[ base_scene_idx ];
  			ERR_FAIL_COND_V( !sdata.is_valid(), NULL);
  			node = sdata->instance(p_gen_edit_state);
  			ERR_FAIL_COND_V(!node,NULL);
  			if (p_gen_edit_state) {
  				node->set_scene_inherited_state(sdata->get_state());
  			}
  
  		} else if (n.instance>=0) {
  			//instance a scene into this node
              //print_line("instance");
  			if (n.instance&FLAG_INSTANCE_IS_PLACEHOLDER) {
  
  				String path = props[n.instance&FLAG_MASK];
  				if (disable_placeholders) {
  
  					Ref<PackedScene> sdata = ResourceLoader::load(path,"PackedScene");
  					ERR_FAIL_COND_V( !sdata.is_valid(), NULL);
  					node = sdata->instance(p_gen_edit_state);
  					ERR_FAIL_COND_V(!node,NULL);
  				} else {
  					InstancePlaceholder *ip = memnew( InstancePlaceholder );
  					ip->set_instance_path(path);
  					node=ip;
  				}
  				node->set_scene_instance_load_placeholder(true);
  			} else {
  				Ref<PackedScene> sdata = props[ n.instance&FLAG_MASK ];
  				ERR_FAIL_COND_V( !sdata.is_valid(), NULL);
  				node = sdata->instance(p_gen_edit_state);
  				ERR_FAIL_COND_V(!node,NULL);
  
  			}
  
  		} else if (n.type==TYPE_INSTANCED) {
  			//print_line("instanced");
  			//get the node from somewhere, it likely already exists from another instance
  			if (parent) {
  				node=parent->_get_child_by_name(snames[n.name]);
  #ifdef DEBUG_ENABLED
  				if (!node) {
  					WARN_PRINT(String("Node '"+String(ret_nodes[0]->get_path_to(parent))+"/"+String(snames[n.name])+"' was modified from inside a instance, but it has vanished.").ascii().get_data());
  				}
  #endif
  			}
  		} else if (ObjectTypeDB::is_type_enabled(snames[n.type])) {
              //print_line("created");
  			//node belongs to this scene and must be created
  			Object * obj = ObjectTypeDB::instance(snames[ n.type ]);
  			if (!obj || !obj->cast_to<Node>()) {
  				if (obj) {
  					memdelete(obj);
  					obj=NULL;
  				}
  				WARN_PRINT(String("Warning node of type "+snames[n.type].operator String()+" does not exist.").ascii().get_data());
  				if (n.parent>=0 && n.parent<nc && ret_nodes[n.parent]) {
  					if (ret_nodes[n.parent]->cast_to<Spatial>()) {
  						obj = memnew( Spatial );
  					} else if (ret_nodes[n.parent]->cast_to<Control>()) {
  						obj = memnew( Control );
  					} else if (ret_nodes[n.parent]->cast_to<Node2D>()) {
  						obj = memnew( Node2D );
  					}
  
  				}
  				if (!obj) {
  					obj = memnew( Node );
  				}
  			}
  
  			node = obj->cast_to<Node>();
  
  		}
  
  
  		if (node) {
  			// may not have found the node (part of instanced scene and removed)
  			// if found all is good, otherwise ignore
  
  			//properties
  			int nprop_count=n.properties.size();
  			if (nprop_count) {
  
  				const NodeData::Property* nprops=&n.properties[0];
  
  				for(int j=0;j<nprop_count;j++) {
  
  					bool valid;
  					ERR_FAIL_INDEX_V( nprops[j].name, sname_count, NULL );
  					ERR_FAIL_INDEX_V( nprops[j].value, prop_count, NULL );
  
  					node->set(snames[ nprops[j].name ],props[ nprops[j].value ],&valid);
  				}
  			}
  
  			//name
  
  			//groups
  			for(int j=0;j<n.groups.size();j++) {
  
  				ERR_FAIL_INDEX_V( n.groups[j], sname_count, NULL );
  				node->add_to_group( snames[ n.groups[j] ], true );
  			}
  
  			if (n.instance>=0 || n.type!=TYPE_INSTANCED) {
  				//if node was not part of instance, must set it's name, parenthood and ownership
  				if (i>0) {
  					if (parent) {
  						parent->_add_child_nocheck(node,snames[n.name]);
  					} else {
  						//it may be possible that an instanced scene has changed
  						//and the node has nowhere to go anymore
  						stray_instances.push_back(node); //can't be added, go to stray list
  					}
  				} else {
  					node->_set_name_nocheck( snames[ n.name ] );
  				}
  
  			}
  
  			if (n.owner>=0) {
  
  				NODE_FROM_ID(owner,n.owner);
  				if (owner)
  					node->_set_owner_nocheck(owner);
  			}
  
  
  		}
  
  
  		ret_nodes[i]=node;
  
  		if (node && gen_node_path_cache && ret_nodes[0]) {
  			NodePath n = ret_nodes[0]->get_path_to(node);
  			node_path_cache[n]=i;
  		}
  	}
  
  
  	//do connections
  
  	int cc = connections.size();
  	const ConnectionData *cdata = connections.ptr();
  
  	for(int i=0;i<cc;i++) {
  
  		const ConnectionData &c=cdata[i];
  		//ERR_FAIL_INDEX_V( c.from, nc, NULL );
  		//ERR_FAIL_INDEX_V( c.to, nc, NULL );
  
  		NODE_FROM_ID(cfrom,c.from);
  		NODE_FROM_ID(cto,c.to);
  
  		if (!cfrom || !cto)
  			continue;
  
  		Vector<Variant> binds;
  		if (c.binds.size()) {
  			binds.resize(c.binds.size());
  			for(int j=0;j<c.binds.size();j++)
  				binds[j]=props[ c.binds[j] ];
  		}
  
  
  		cfrom->connect( snames[ c.signal], cto, snames[ c.method], binds,CONNECT_PERSIST|c.flags );
  	}
  
  	//Node *s = ret_nodes[0];
  
  	//remove nodes that could not be added, likely as a result that
  	while(stray_instances.size()) {
  		memdelete(stray_instances.front()->get());
  		stray_instances.pop_front();;
  	}
  
  	for(int i=0;i<editable_instances.size();i++) {
  		Node *ei = ret_nodes[0]->_get_node(editable_instances[i]);
  		if (ei) {
  			ret_nodes[0]->set_editable_instance(ei,true);
  		}
  	}
  
  	return ret_nodes[0];
  
  }
  
  
  static int _nm_get_string(const String& p_string, Map<StringName,int> &name_map) {
  
  	if (name_map.has(p_string))
  		return name_map[p_string];
  
  	int idx = name_map.size();
  	name_map[p_string]=idx;
  	return idx;
  }
  
  static int _vm_get_variant(const Variant& p_variant, HashMap<Variant,int,VariantHasher> &variant_map) {
  
  	if (variant_map.has(p_variant))
  		return variant_map[p_variant];
  
  	int idx = variant_map.size();
  	variant_map[p_variant]=idx;
  	return idx;
  }
  
  Error SceneState::_parse_node(Node *p_owner,Node *p_node,int p_parent_idx, Map<StringName,int> &name_map,HashMap<Variant,int,VariantHasher> &variant_map,Map<Node*,int> &node_map,Map<Node*,int> &nodepath_map) {
  
  
  	// this function handles all the work related to properly packing scenes, be it
  	// instanced or inherited.
  	// given the complexity of this process, an attempt will be made to properly
  	// document it. if you fail to understand something, please ask!
  
  	//discard nodes that do not belong to be processed
  	if (p_node!=p_owner && p_node->get_owner()!=p_owner && !p_owner->is_editable_instance(p_node->get_owner()))
  		return OK;
  
  	// save the child instanced scenes that are chosen as editable, so they can be restored
  	// upon load back
  	if (p_node!=p_owner && p_node->get_filename()!=String() && p_owner->is_editable_instance(p_node))
  		editable_instances.push_back(p_owner->get_path_to(p_node));
  
  	NodeData nd;
  
  	nd.name=_nm_get_string(p_node->get_name(),name_map);
  	nd.instance=-1; //not instanced by default
  
  	// if this node is part of an instanced scene or sub-instanced scene
  	// we need to get the corresponding instance states.
  	// with the instance states, we can query for identical properties/groups
  	// and only save what has changed
  
  	List<PackState> pack_state_stack;
  
  	bool instanced_by_owner=true;
  
  	{
  		Node *n=p_node;
  
  		while(n) {
  
  			if (n==p_owner) {
  
  				Ref<SceneState> state = n->get_scene_inherited_state();
  				if (state.is_valid()) {
  					int node = state->find_node_by_path(n->get_path_to(p_node));
  					if (node>=0) {
  						//this one has state for this node, save
  						PackState ps;
  						ps.node=node;
  						ps.state=state;
  						pack_state_stack.push_front(ps);
  						instanced_by_owner=false;
  					}
  				}
  
  				if (p_node->get_filename()!=String() && p_node->get_owner()==p_owner && instanced_by_owner) {
  
  					if (p_node->get_scene_instance_load_placeholder()) {
  						//it's a placeholder, use the placeholder path
  						nd.instance=_vm_get_variant(p_node->get_filename(),variant_map);
  						nd.instance|=FLAG_INSTANCE_IS_PLACEHOLDER;
  					} else {
  						//must instance ourselves
  						Ref<PackedScene> instance = ResourceLoader::load(p_node->get_filename());
  						if (!instance.is_valid()) {
  							return ERR_CANT_OPEN;
  						}
  
  						nd.instance=_vm_get_variant(instance,variant_map);
  					}
  				}
  				n=NULL;
  			} else {
  				if (n->get_filename()!=String()) {
  					//is an instance
  					Ref<SceneState> state = n->get_scene_instance_state();
  					if (state.is_valid()) {
  						int node = state->find_node_by_path(n->get_path_to(p_node));
  						if (node>=0) {
  							//this one has state for this node, save
  							PackState ps;
  							ps.node=node;
  							ps.state=state;
  							pack_state_stack.push_back(ps);
  						}
  					}
  
  				}
  				n=n->get_owner();
  			}
  		}
  	}
  
  #if 0
  
  	Ref<SceneState> base_scene = p_node->get_scene_inherited_state(); //for inheritance
  	Ref<SceneState> instance_state;
  	int instance_state_node=-1;
  
  	if (base_scene.is_valid() && (p_node==p_owner || p_node->get_owner()==p_owner)) {
  		//scene inheritance in use, see if this node is actually inherited
  		NodePath path = p_owner->get_path_to(p_node);
  		instance_state_node = base_scene->find_node_by_path(path);
  		if (instance_state_node>=0) {
  			instance_state=base_scene;
  		}
  	}
  
  	// check that this is a directly instanced scene from the scene being packed, if so
  	// this information must be saved. Of course, if using scene instancing and this node
  	// does belong to base scene, ignore.
  
  	if (instance_state.is_null() && p_node!=p_owner && p_node->get_owner()==p_owner && p_node->get_filename()!="") {
  
  		//instanced, only direct sub-scnes are supported of course
  		Ref<PackedScene> instance = ResourceLoader::load(p_node->get_filename());
  		if (!instance.is_valid()) {
  			return ERR_CANT_OPEN;
  		}
  
  		nd.instance=_vm_get_variant(instance,variant_map);
  
  	} else {
  
  		nd.instance=-1;
  	}
  
  	// finally, if this does not belong to scene inheritance, check
  	// if it belongs to scene instancing
  
  	if (instance_state.is_null() && p_node!=p_owner) {
  		//if not affected by scene inheritance, this may be
  		if (p_node->get_owner()==p_owner && p_node->get_filename()!=String()) {
  			instance_state=p_node->get_scene_instance_state();
  			if (instance_state.is_valid()) {
  				instance_state_node=instance_state->find_node_by_path(p_node->get_path_to(p_node));
  			}
  
  		} else if (p_node->get_owner()!=p_owner && p_owner->is_editable_instance(p_node->get_owner())) {
  			instance_state=p_node->get_owner()->get_scene_instance_state();
  			if (instance_state.is_valid()) {
  				instance_state_node=instance_state->find_node_by_path(p_node->get_owner()->get_path_to(p_node));
  			}
  		}
  	}
  #endif
  	int subscene_prop_search_from=0;
  
  	// all setup, we then proceed to check all properties for the node
  	// and save the ones that are worth saving
  
  	List<PropertyInfo> plist;
  	p_node->get_property_list(&plist);
  
  
  	for (List<PropertyInfo>::Element *E=plist.front();E;E=E->next()) {
  
  
  		if (!(E->get().usage & PROPERTY_USAGE_STORAGE)) {
  			continue;
  		}
  
  		String name = E->get().name;
  		Variant value = p_node->get( E->get().name );
  
  
  		bool isdefault = ((E->get().usage & PROPERTY_USAGE_STORE_IF_NONZERO) && value.is_zero()) || ((E->get().usage & PROPERTY_USAGE_STORE_IF_NONONE) && value.is_one());
  
  //		if (nd.instance<0 && ((E->get().usage & PROPERTY_USAGE_STORE_IF_NONZERO) && value.is_zero()) || ((E->get().usage & PROPERTY_USAGE_STORE_IF_NONONE) && value.is_one())) {
  //			continue;
  //		}
  
  
  
  		//print_line("PASSED!");
  		//print_line("at: "+String(p_node->get_name())+"::"+name+": -  nz: "+itos(E->get().usage&PROPERTY_USAGE_STORE_IF_NONZERO)+" no: "+itos(E->get().usage&PROPERTY_USAGE_STORE_IF_NONONE));
  		//print_line("value: "+String(value)+" is zero: "+itos(value.is_zero())+" is one" +itos(value.is_one()));
  
  		if (pack_state_stack.size()) {
  			// we are on part of an instanced subscene
  			// or part of instanced scene.
  			// only save what has been changed
  			// only save changed properties in instance
  
  			if (E->get().usage & PROPERTY_USAGE_NO_INSTANCE_STATE || E->get().name=="__meta__") {
  				//property has requested that no instance state is saved, sorry
  				//also, meta won't be overriden or saved
  				continue;
  			}
  
  			bool exists=false;
  			Variant original;
  
  			for (List<PackState>::Element *F=pack_state_stack.back();F;F=F->prev()) {
  				//check all levels of pack to see if the property exists somewhere
  				const PackState &ps=F->get();
  
  				original = ps.state->get_property_value(ps.node,E->get().name,exists);
  				if (exists) {
  					break;
  				}
  			}
  
  			if (exists && p_node->get_script_instance()) {
  				//if this is an overriden value by another script, save it anyway
  				//as the script change will erase it
  				//https://github.com/godotengine/godot/issues/2958
  
  				bool valid=false;
  				p_node->get_script_instance()->get_property_type(name,&valid);
  				if (valid) {
  					exists=false;
  					isdefault=false;
  				}
  			}
  
  
  			if (exists && bool(Variant::evaluate(Variant::OP_EQUAL,value,original))) {
  				//exists and did not change
  				continue;
  			}
  
  			if (!exists && isdefault) {
  				//does not exist in original node, but it's the default value
  				//so safe to skip too.
  				continue;
  			}
  
  
  		} else  {
  
  			if (isdefault) {
  				//it's the default value, no point in saving it
  				continue;
  			}
  		}
  
  		NodeData::Property prop;
  		prop.name=_nm_get_string( name,name_map);
  		prop.value=_vm_get_variant( value, variant_map);
  		nd.properties.push_back(prop);
  
  	}
  
  
  	// save the groups this node is into
  	// discard groups that come from the original scene
  
  	List<Node::GroupInfo> groups;
  	p_node->get_groups(&groups);
  	for(List<Node::GroupInfo>::Element *E=groups.front();E;E=E->next()) {
  		Node::GroupInfo &gi=E->get();
  
  		if (!gi.persistent)
  			continue;
  //		if (instance_state_node>=0 && instance_state->is_node_in_group(instance_state_node,gi.name))
  //			continue; //group was instanced, don't add here
  
  		bool skip=false;
  		for (List<PackState>::Element *F=pack_state_stack.front();F;F=F->next()) {
  			//check all levels of pack to see if the group was added somewhere
  			const PackState &ps=F->get();
  			if (ps.state->is_node_in_group(ps.node,gi.name)) {
  				skip=true;
  				break;
  			}
  		}
  
  		if (skip)
  			continue;
  
  		nd.groups.push_back(_nm_get_string(gi.name,name_map));
  	}
  
  
  	// save the right owner
  	// for the saved scene root this is -1
  	// for nodes of the saved scene this is 0
  	// for nodes of instanced scenes this is >0
  
  	if (p_node==p_owner) {
  		//saved scene root
  		nd.owner=-1;
  	} else if (p_node->get_owner()==p_owner) {
  		//part of saved scene
  		nd.owner=0;
  	} else {
  
  		nd.owner=-1;
  #if 0
  		// this is pointless, if this was instanced by something else,
  		// the owner will already be set.
  
  		if (node_map.has(p_node->get_owner())) {
  			//maybe an existing saved node
  			nd.owner=node_map[p_node->get_owner()];
  		} else {
  			//not saved, use nodepath map
  			int sidx;
  			if (nodepath_map.has(p_node->get_owner())) {
  				sidx=nodepath_map[p_node->get_owner()];
  			} else {
  				sidx=nodepath_map.size();
  				nodepath_map[p_node->get_owner()]=sidx;
  			}
  
  			nd.owner=FLAG_ID_IS_PATH|sidx;
  
  		}
  #endif
  
  
  	}
  
  	// Save the right type. If this node was created by an instance
  	// then flag that the node should not be created but reused	
  	if (pack_state_stack.empty()) {
  		//this node is not part of an instancing process, so save the type
  		nd.type=_nm_get_string(p_node->get_type(),name_map);
  	} else {
  		// this node is part of an instanced process, so do not save the type.
  		// instead, save that it was instanced
  		nd.type=TYPE_INSTANCED;
  	}
  
  
  	// determine whether to save this node or not
  	// if this node is part of an instanced sub-scene, we can skip storing it if basically
  	// no properties changed and no groups were added to it.
  	// below condition is true for all nodes of the scene being saved, and ones in subscenes
  	// that hold changes
  
  	bool save_node = nd.properties.size() || nd.groups.size(); // some local properties or groups exist
  	save_node = save_node || p_node==p_owner; // owner is always saved
  	save_node = save_node || (p_node->get_owner()==p_owner && instanced_by_owner); //part of scene and not instanced
  
  
  	int idx = nodes.size();
  	int parent_node=NO_PARENT_SAVED;
  
  	if (save_node) {
  
  		//don't save the node if nothing and subscene
  
  		node_map[p_node]=idx;
  
  		//ok validate parent node
  		if (p_parent_idx==NO_PARENT_SAVED) {
  
  			int sidx;
  			if (nodepath_map.has(p_node->get_parent())) {
  				sidx=nodepath_map[p_node->get_parent()];
  			} else {
  				sidx=nodepath_map.size();
  				nodepath_map[p_node->get_parent()]=sidx;
  			}
  
  			nd.parent=FLAG_ID_IS_PATH|sidx;
  		} else {
  			nd.parent=p_parent_idx;
  		}
  
  		parent_node=idx;
  		nodes.push_back(nd);
  
  	}
  
  
  	for(int i=0;i<p_node->get_child_count();i++) {
  
  		Node *c=p_node->get_child(i);
  		Error err = _parse_node(p_owner,c,parent_node,name_map,variant_map,node_map,nodepath_map);
  		if (err)
  			return err;
  	}
  
  	return OK;
  
  }
  
  Error SceneState::_parse_connections(Node *p_owner,Node *p_node, Map<StringName,int> &name_map,HashMap<Variant,int,VariantHasher> &variant_map,Map<Node*,int> &node_map,Map<Node*,int> &nodepath_map) {
  
  	if (p_node!=p_owner && p_node->get_owner() && p_node->get_owner()!=p_owner && !p_owner->is_editable_instance(p_node->get_owner()))
  		return OK;
  
  
  	List<MethodInfo> _signals;
  	p_node->get_signal_list(&_signals);
  
  	//ERR_FAIL_COND_V( !node_map.has(p_node), ERR_BUG);
  	//NodeData &nd = nodes[node_map[p_node]];
  
  
  	for(List<MethodInfo>::Element *E=_signals.front();E;E=E->next()) {
  
  		List<Node::Connection> conns;
  		p_node->get_signal_connection_list(E->get().name,&conns);
  		for(List<Node::Connection>::Element *F=conns.front();F;F=F->next()) {
  
  			const Node::Connection &c = F->get();
  
  			if (!(c.flags&CONNECT_PERSIST)) //only persistent connections get saved
  				continue;
  
  			// only connections that originate or end into main saved scene are saved
  			// everything else is discarded
  
  			Node *n=c.target->cast_to<Node>();
  			if (!n) {
  				continue;
  			}
  
  			//source node is outside saved scene?
  			bool src_is_out = p_node!=p_owner && (p_node->get_filename()!=String() || p_node->get_owner()!=p_owner);
  			//target node is outside saved scene?
  			bool dst_is_out = n!=p_owner && (n->get_filename()!=String() || n->get_owner()!=p_owner);
  
  			//if both are out, ignore connection
  			if (src_is_out && dst_is_out) {
  				continue;
  			}
  
  
  			{
  				Node *nl=p_node;
  
  				bool exists=false;
  
  				while(nl) {
  
  					if (nl==p_owner) {
  
  						Ref<SceneState> state = nl->get_scene_inherited_state();
  						if (state.is_valid()) {
  							int from_node = state->find_node_by_path(nl->get_path_to(p_node));
  							int to_node = state->find_node_by_path(nl->get_path_to(n));
  
  							if (from_node>=0 && to_node>=0) {
  								//this one has state for this node, save
  								if (state->is_connection(from_node,c.signal,to_node,c.method)) {
  									exists=true;
  									break;
  								}
  							}
  						}
  
  						nl=NULL;
  					} else {
  						if (nl->get_filename()!=String()) {
  							//is an instance
  							Ref<SceneState> state = nl->get_scene_instance_state();
  							if (state.is_valid()) {
  								int from_node = state->find_node_by_path(nl->get_path_to(p_node));
  								int to_node = state->find_node_by_path(nl->get_path_to(n));
  
  								if (from_node>=0 && to_node>=0) {
  									//this one has state for this node, save
  									if (state->is_connection(from_node,c.signal,to_node,c.method)) {
  										exists=true;
  										break;
  									}
  								}
  							}
  
  						}
  						nl=nl->get_owner();
  					}
  				}
  
  				if (exists) {
  					continue;
  				}
  
  			}
  
  
  			int src_id;
  
  			if (node_map.has(p_node)) {
  				src_id=node_map[p_node];
  			} else {
  				if (nodepath_map.has(p_node)) {
  					src_id=FLAG_ID_IS_PATH|nodepath_map[p_node];
  				} else {
  					int sidx=nodepath_map.size();
  					nodepath_map[p_node]=sidx;
  					src_id=FLAG_ID_IS_PATH|sidx;
  				}
  			}
  
  
  
  			int target_id;
  
  			if (node_map.has(n)) {
  				target_id=node_map[n];
  			} else {
  				if (nodepath_map.has(n)) {
  					target_id=FLAG_ID_IS_PATH|nodepath_map[n];
  				} else {
  					int sidx=nodepath_map.size();
  					nodepath_map[n]=sidx;
  					target_id=FLAG_ID_IS_PATH|sidx;
  				}
  			}
  
  			ConnectionData cd;
  			cd.from=src_id;
  			cd.to=target_id;
  			cd.method=_nm_get_string(c.method,name_map);
  			cd.signal=_nm_get_string(c.signal,name_map);
  			cd.flags=c.flags;
  			for(int i=0;i<c.binds.size();i++) {
  
  				cd.binds.push_back( _vm_get_variant(c.binds[i],variant_map));
  			}
  			connections.push_back(cd);
  		}
  	}
  
  	for(int i=0;i<p_node->get_child_count();i++) {
  
  		Node *c=p_node->get_child(i);
  		Error err = _parse_connections(p_owner,c,name_map,variant_map,node_map,nodepath_map);
  		if (err)
  			return err;
  	}
  
  	return OK;
  }
  
  
  Error SceneState::pack(Node *p_scene) {
  	ERR_FAIL_NULL_V( p_scene, ERR_INVALID_PARAMETER );
  
  
  	clear();
  
  	Node *scene = p_scene;
  
  	Map<StringName,int> name_map;
  	HashMap<Variant,int,VariantHasher> variant_map;
  	Map<Node*,int> node_map;
  	Map<Node*,int> nodepath_map;
  
  	//if using scene inheritance, pack the scene it inherits from
  	if (scene->get_scene_inherited_state().is_valid()) {
  		String path = scene->get_scene_inherited_state()->get_path();
  		Ref<PackedScene> instance = ResourceLoader::load(path);
  		if (instance.is_valid()) {
  
  			base_scene_idx=_vm_get_variant(instance,variant_map);
  		}
  	}
  	//instanced, only direct sub-scnes are supported of course
  
  
  	Error err = _parse_node(scene,scene,-1,name_map,variant_map,node_map,nodepath_map);
  	if (err) {
  		clear();
  		ERR_FAIL_V(err);
  	}
  
  	err = _parse_connections(scene,scene,name_map,variant_map,node_map,nodepath_map);
  	if (err) {
  		clear();
  		ERR_FAIL_V(err);
  	}
  
  	names.resize(name_map.size());
  
  	for(Map<StringName,int>::Element *E=name_map.front();E;E=E->next()) {
  
  		names[E->get()]=E->key();
  	}
  
  	variants.resize(variant_map.size());
  	const Variant *K=NULL;
  	while((K=variant_map.next(K))) {
  
  		int idx = variant_map[*K];
  		variants[idx]=*K;
  	}
  
  	node_paths.resize(nodepath_map.size());
  	for(Map<Node*,int>::Element *E=nodepath_map.front();E;E=E->next()) {
  
  		node_paths[E->get()]=scene->get_path_to(E->key());
  	}
  
  
  	return OK;
  }
  
  void SceneState::set_path(const String &p_path) {
  
  	path=p_path;
  }
  
  String SceneState::get_path() const{
  
  	return path;
  }
  
  void SceneState::clear() {
  
  	names.clear();
  	variants.clear();
  	nodes.clear();
  	connections.clear();
  	node_path_cache.clear();
  	node_paths.clear();
  	editable_instances.clear();
  	base_scene_idx=-1;
  
  }
  
  Ref<SceneState> SceneState::_get_base_scene_state() const {
  
  	if (base_scene_idx>=0) {
  
  		Ref<PackedScene> ps = variants[base_scene_idx];
  		if (ps.is_valid()) {
  			return ps->get_state();
  		}
  	}
  
  	return Ref<SceneState>();
  }
  
  int SceneState::find_node_by_path(const NodePath& p_node) const {
  
  	if (!node_path_cache.has(p_node)) {		
  		if (_get_base_scene_state().is_valid()) {
  			int idx = _get_base_scene_state()->find_node_by_path(p_node);
  			if (idx>=0) {
  				if (!base_scene_node_remap.has(idx)) {
  					int ridx = nodes.size() + base_scene_node_remap.size();
  					base_scene_node_remap[ridx]=idx;
  				}
  
  				return base_scene_node_remap[idx];
  			}
  		}
  		return -1;
  	}
  
  	int nid = node_path_cache[p_node];
  
  	if (_get_base_scene_state().is_valid() && !base_scene_node_remap.has(nid)) {
  		//for nodes that _do_ exist in current scene, still try to look for
  		//the node in the instanced scene, as a property may be missing
  		//from the local one
  		int idx = _get_base_scene_state()->find_node_by_path(p_node);
  		base_scene_node_remap[nid]=idx;
  
  	}
  
  	return nid;
  }
  Variant SceneState::get_property_value(int p_node, const StringName& p_property, bool &found) const {
  
  	found=false;
  
  	ERR_FAIL_COND_V(p_node<0,Variant());
  
  	if (p_node<nodes.size()) {
  		//find in built-in nodes
  		int pc = nodes[p_node].properties.size();
  		const StringName* namep = names.ptr();
  
  		const NodeData::Property *p=nodes[p_node].properties.ptr();
  		for(int i=0;i<pc;i++) {
  			if (p_property==namep[p[i].name]) {
  				found=true;
  				return variants[p[i].value];
  			}
  		}
  	}
  
  	//property not found, try on instance
  
  	if (base_scene_node_remap.has(p_node)) {
  		return _get_base_scene_state()->get_property_value(base_scene_node_remap[p_node],p_property,found);
  	}
  
  	return Variant();
  }
  
  bool SceneState::is_node_in_group(int p_node,const StringName& p_group) const {
  
  	ERR_FAIL_COND_V(p_node<0,false);
  
  	if (p_node<nodes.size()) {
  		const StringName* namep = names.ptr();
  		for(int i=0;i<nodes[p_node].groups.size();i++) {
  			if (namep[nodes[p_node].groups[i]]==p_group)
  				return true;
  		}
  	}
  
  	if (base_scene_node_remap.has(p_node)) {
  		return _get_base_scene_state()->is_node_in_group(base_scene_node_remap[p_node],p_group);
  	}
  
  	return false;
  }
  
  bool SceneState::disable_placeholders=false;
  
  void SceneState::set_disable_placeholders(bool p_disable) {
  
  	disable_placeholders=p_disable;
  }
  
  bool SceneState::is_connection(int p_node,const StringName& p_signal,int p_to_node,const StringName& p_to_method) const {
  
  	ERR_FAIL_COND_V(p_node<0,false);
  	ERR_FAIL_COND_V(p_to_node<0,false);
  
  	if (p_node<nodes.size() && p_to_node<nodes.size()) {
  
  		int signal_idx=-1;
  		int method_idx=-1;
  		for(int i=0;i<names.size();i++) {
  			if (names[i]==p_signal) {
  				signal_idx=i;
  			} else if (names[i]==p_to_method) {
  				method_idx=i;
  			}
  		}
  
  		if (signal_idx>=0 && method_idx>=0) {
  			//signal and method strings are stored..
  
  			for(int i=0;i<connections.size();i++) {
  
  				if (connections[i].from==p_node && connections[i].to==p_to_node && connections[i].signal==signal_idx && connections[i].method==method_idx) {
  
  					return true;
  				}
  			}
  		}
  	}
  
  	if (base_scene_node_remap.has(p_node) && base_scene_node_remap.has(p_to_node)) {
  		return _get_base_scene_state()->is_connection(base_scene_node_remap[p_node],p_signal,base_scene_node_remap[p_to_node],p_to_method);
  	}
  
  	return false;
  
  }
  
  
  void SceneState::set_bundled_scene(const Dictionary& d) {
  
  
  	ERR_FAIL_COND( !d.has("names"));
  	ERR_FAIL_COND( !d.has("variants"));
  	ERR_FAIL_COND( !d.has("node_count"));
  	ERR_FAIL_COND( !d.has("nodes"));
  	ERR_FAIL_COND( !d.has("conn_count"));
  	ERR_FAIL_COND( !d.has("conns"));
  //	ERR_FAIL_COND( !d.has("path"));
  
  	int version=1;
  	if (d.has("version"))
  		version=d["version"];
  
  	if (version>PACK_VERSION) {
  		ERR_EXPLAIN("Save format version too new!");
  		ERR_FAIL();
  	}
  
  	DVector<String> snames = d["names"];
  	if (snames.size()) {
  
  		int namecount = snames.size();
  		names.resize(namecount);
  		DVector<String>::Read r =snames.read();
  		for(int i=0;i<names.size();i++)
  			names[i]=r[i];
  	}
  
  	Array svariants = d["variants"];
  
  	if (svariants.size()) {
  		int varcount=svariants.size();
  		variants.resize(varcount);
  		for(int i=0;i<varcount;i++) {
  
  			variants[i]=svariants[i];
  		}
  
  	} else {
  		variants.clear();
  	}
  
  	nodes.resize(d["node_count"]);
  	int nc=nodes.size();
  	if (nc) {
  		DVector<int> snodes = d["nodes"];
  		DVector<int>::Read r = snodes.read();
  		int idx=0;
  		for(int i=0;i<nc;i++) {
  			NodeData &nd = nodes[i];
  			nd.parent=r[idx++];
  			nd.owner=r[idx++];
  			nd.type=r[idx++];
  			nd.name=r[idx++];
  			nd.instance=r[idx++];
  			nd.properties.resize(r[idx++]);
  			for(int j=0;j<nd.properties.size();j++) {
  
  				nd.properties[j].name=r[idx++];
  				nd.properties[j].value=r[idx++];
  			}
  			nd.groups.resize(r[idx++]);
  			for(int j=0;j<nd.groups.size();j++) {
  
  				nd.groups[j]=r[idx++];
  			}
  		}
  
  	}
  
  	connections.resize(d["conn_count"]);
  	int cc=connections.size();
  
  	if (cc) {
  
  		DVector<int> sconns = d["conns"];
  		DVector<int>::Read r = sconns.read();
  		int idx=0;
  		for(int i=0;i<cc;i++) {
  			ConnectionData &cd = connections[i];
  			cd.from=r[idx++];
  			cd.to=r[idx++];
  			cd.signal=r[idx++];
  			cd.method=r[idx++];
  			cd.flags=r[idx++];
  			cd.binds.resize(r[idx++]);
  
  			for(int j=0;j<cd.binds.size();j++) {
  
  				cd.binds[j]=r[idx++];
  			}
  		}
  
  	}
  
  	Array np;
  	if (d.has("node_paths")) {
  		np=d["node_paths"];
  	}
  	node_paths.resize(np.size());
  	for(int i=0;i<np.size();i++) {
  		node_paths[i]=np[i];
  	}
  
  	Array ei;
  	if (d.has("editable_instances")) {
  		ei=d["editable_instances"];
  	}
  
  	if (d.has("base_scene")) {
  		base_scene_idx=d["base_scene"];
  	}
  
  	editable_instances.resize(ei.size());
  	for(int i=0;i<editable_instances.size();i++) {
  		editable_instances[i]=ei[i];
  	}
  
  //	path=d["path"];
  
  }
  
  Dictionary SceneState::get_bundled_scene() const {
  
  	DVector<String> rnames;
  	rnames.resize(names.size());
  
  	if (names.size()) {
  
  		DVector<String>::Write r=rnames.write();
  
  		for(int i=0;i<names.size();i++)
  			r[i]=names[i];
  	}
  
  	Dictionary d;
  	d["names"]=rnames;
  	d["variants"]=variants;
  
  	Vector<int> rnodes;
  	d["node_count"]=nodes.size();
  
  	for(int i=0;i<nodes.size();i++) {
  
  		const NodeData &nd=nodes[i];
  		rnodes.push_back(nd.parent);
  		rnodes.push_back(nd.owner);
  		rnodes.push_back(nd.type);
  		rnodes.push_back(nd.name);
  		rnodes.push_back(nd.instance);
  		rnodes.push_back(nd.properties.size());
  		for(int j=0;j<nd.properties.size();j++) {
  
  			rnodes.push_back(nd.properties[j].name);
  			rnodes.push_back(nd.properties[j].value);
  		}
  		rnodes.push_back(nd.groups.size());
  		for(int j=0;j<nd.groups.size();j++) {
  
  			rnodes.push_back(nd.groups[j]);
  		}
  	}
  
  	d["nodes"]=rnodes;
  
  	Vector<int> rconns;
  	d["conn_count"]=connections.size();
  
  	for(int i=0;i<connections.size();i++) {
  
  		const ConnectionData &cd=connections[i];
  		rconns.push_back(cd.from);
  		rconns.push_back(cd.to);
  		rconns.push_back(cd.signal);
  		rconns.push_back(cd.method);
  		rconns.push_back(cd.flags);
  		rconns.push_back(cd.binds.size());
  		for(int j=0;j<cd.binds.size();j++)
  			rconns.push_back(cd.binds[j]);
  
  	}
  
  	d["conns"]=rconns;
  
  	Array rnode_paths;
  	rnode_paths.resize(node_paths.size());
  	for(int i=0;i<node_paths.size();i++) {
  		rnode_paths[i]=node_paths[i];
  	}	
  	d["node_paths"]=rnode_paths;
  
  	Array reditable_instances;
  	reditable_instances.resize(editable_instances.size());
  	for(int i=0;i<editable_instances.size();i++) {
  		reditable_instances[i]=editable_instances[i];
  	}
  	d["editable_instances"]=reditable_instances;
  	if (base_scene_idx>=0) {
  		d["base_scene"]=base_scene_idx;
  	}
  
  	d["version"]=PACK_VERSION;
  
  //	d["path"]=path;
  
  	return d;
  
  
  }
  
  int SceneState::get_node_count() const {
  
  	return nodes.size();
  }
  
  StringName SceneState::get_node_type(int p_idx) const {
  
  	ERR_FAIL_INDEX_V(p_idx,nodes.size(),StringName());
  	if (nodes[p_idx].type==TYPE_INSTANCED)
  		return StringName();
  	return names[nodes[p_idx].type];
  }
  
  StringName SceneState::get_node_name(int p_idx) const {
  
  	ERR_FAIL_INDEX_V(p_idx,nodes.size(),StringName());
  	return names[nodes[p_idx].name];
  }
  
  Ref<PackedScene> SceneState::get_node_instance(int p_idx) const {
  	ERR_FAIL_INDEX_V(p_idx,nodes.size(),Ref<PackedScene>());
  
  	if (nodes[p_idx].instance>=0) {
  		return variants[nodes[p_idx].instance];
  	} else if (nodes[p_idx].parent<0 || nodes[p_idx].parent==NO_PARENT_SAVED) {
  
  		if (base_scene_idx>=0) {
  			return variants[base_scene_idx];
  		}
  	}
  
  
  
  	return Ref<PackedScene>();
  
  
  }
  Vector<StringName> SceneState::get_node_groups(int p_idx) const{
  	ERR_FAIL_INDEX_V(p_idx,nodes.size(),Vector<StringName>());
  	Vector<StringName> groups;
  	for(int i=0;i<nodes[p_idx].groups.size();i++) {
  		groups.push_back(names[nodes[p_idx].groups[i]]);
  	}
  	return groups;
  }
  
  
  NodePath SceneState::get_node_path(int p_idx,bool p_for_parent) const {
  
  	ERR_FAIL_INDEX_V(p_idx,nodes.size(),NodePath());
  
  	if (nodes[p_idx].parent<0 || nodes[p_idx].parent==NO_PARENT_SAVED) {
  		if (p_for_parent) {
  			return NodePath();
  		} else {
  			return NodePath(".");
  		}
  	}
  
  	Vector<StringName> sub_path;
  	NodePath base_path;
  	int nidx=p_idx;
  	while(true) {
  		if (nodes[nidx].parent==NO_PARENT_SAVED || nodes[nidx].parent<0) {
  
  			sub_path.insert(0,".");
  			break;
  		}
  
  		if (!p_for_parent || p_idx!=nidx) {
  			sub_path.insert(0,names[nodes[nidx].name]);
  		}
  
  		if (nodes[nidx].parent&FLAG_ID_IS_PATH) {
  			base_path=node_paths[nodes[nidx].parent&FLAG_MASK];
  			break;
  		} else {
  			nidx=nodes[nidx].parent&FLAG_MASK;
  		}
  	}
  
  	for(int i=0;i<base_path.get_name_count();i++) {
  		StringName sn = base_path.get_name(i);
  		sub_path.insert(0,base_path.get_name(i));
  	}
  
  	if (sub_path.empty()) {
  		return NodePath(".");
  	}
  
  	return NodePath(sub_path,false);
  
  }
  
  int SceneState::get_node_property_count(int p_idx) const {
  
  	ERR_FAIL_INDEX_V(p_idx,nodes.size(),-1);
  	return nodes[p_idx].properties.size();
  
  }
  StringName SceneState::get_node_property_name(int p_idx,int p_prop) const{
  	ERR_FAIL_INDEX_V(p_idx,nodes.size(),StringName());
  	ERR_FAIL_INDEX_V(p_prop,nodes[p_idx].properties.size(),StringName());
  	return names[nodes[p_idx].properties[p_prop].name];
  
  }
  Variant SceneState::get_node_property_value(int p_idx,int p_prop) const{
  	ERR_FAIL_INDEX_V(p_idx,nodes.size(),Variant());
  	ERR_FAIL_INDEX_V(p_prop,nodes[p_idx].properties.size(),Variant());
  
  	return variants[nodes[p_idx].properties[p_prop].value];
  }
  
  
  NodePath SceneState::get_node_owner_path(int p_idx) const {
  
  	ERR_FAIL_INDEX_V(p_idx,nodes.size(),NodePath());
  	if (nodes[p_idx].owner<0 || nodes[p_idx].owner==NO_PARENT_SAVED)
  		return NodePath(); //root likely
  	if (nodes[p_idx].owner&FLAG_ID_IS_PATH) {
  		return node_paths[nodes[p_idx].owner&FLAG_MASK];
  	} else {
  		return get_node_path(nodes[p_idx].owner&FLAG_MASK);
  	}
  }
  
  int SceneState::get_connection_count() const {
  
  	return connections.size();
  }
  NodePath SceneState::get_connection_source(int p_idx) const{
  
  	ERR_FAIL_INDEX_V(p_idx,connections.size(),NodePath());
  	if (connections[p_idx].from&FLAG_ID_IS_PATH) {
  		return node_paths[connections[p_idx].from&FLAG_MASK];
  	} else {
  		return get_node_path(connections[p_idx].from&FLAG_MASK);
  	}
  
  }
  
  StringName SceneState::get_connection_signal(int p_idx) const{
  
  	ERR_FAIL_INDEX_V(p_idx,connections.size(),StringName());
  	return names[connections[p_idx].signal];
  
  }
  NodePath SceneState::get_connection_target(int p_idx) const{
  
  	ERR_FAIL_INDEX_V(p_idx,connections.size(),NodePath());
  	if (connections[p_idx].to&FLAG_ID_IS_PATH) {
  		return node_paths[connections[p_idx].to&FLAG_MASK];
  	} else {
  		return get_node_path(connections[p_idx].to&FLAG_MASK);
  	}
  
  }
  StringName SceneState::get_connection_method(int p_idx) const{
  
  	ERR_FAIL_INDEX_V(p_idx,connections.size(),StringName());
  	return names[connections[p_idx].method];
  
  }
  int SceneState::get_connection_flags(int p_idx) const{
  
  	ERR_FAIL_INDEX_V(p_idx,connections.size(),-1);
  	return connections[p_idx].flags;
  }
  
  Array SceneState::get_connection_binds(int p_idx) const {
  
  	ERR_FAIL_INDEX_V(p_idx,connections.size(),-1);
  	Array binds;
  	for(int i=0;i<connections[p_idx].binds.size();i++) {
  		binds.push_back(variants[connections[p_idx].binds[i]]);
  	}
  	return binds;
  }
  
  Vector<NodePath> SceneState::get_editable_instances() const {
  	return editable_instances;
  }
  //add
  
  int SceneState::add_name(const StringName& p_name) {
  
  	names.push_back(p_name);
  	return names.size()-1;
  }
  
  int SceneState::add_value(const Variant& p_value) {
  
  	variants.push_back(p_value);
  	return variants.size()-1;
  }
  
  int SceneState::add_node_path(const NodePath& p_path){
  
  	node_paths.push_back(p_path);
  	return  (node_paths.size()-1)|FLAG_ID_IS_PATH;
  }
  int SceneState::add_node(int p_parent,int p_owner,int p_type,int p_name, int p_instance){
  
  	NodeData nd;
  	nd.parent=p_parent;
  	nd.owner=p_owner;
  	nd.type=p_type;
  	nd.name=p_name;
  	nd.instance=p_instance;
  
  	nodes.push_back(nd);
  
  	return nodes.size()-1;
  }
  void SceneState::add_node_property(int p_node,int p_name,int p_value){
  
  	ERR_FAIL_INDEX(p_node,nodes.size());
  	ERR_FAIL_INDEX(p_name,names.size());
  	ERR_FAIL_INDEX(p_value,variants.size());
  
  	NodeData::Property prop;
  	prop.name=p_name;
  	prop.value=p_value;
  	nodes[p_node].properties.push_back(prop);
  }
  void SceneState::add_node_group(int p_node,int p_group){
  
  	ERR_FAIL_INDEX(p_node,nodes.size());
  	ERR_FAIL_INDEX(p_group,names.size());
  	nodes[p_node].groups.push_back(p_group);
  
  }
  void SceneState::set_base_scene(int p_idx){
  
  	ERR_FAIL_INDEX(p_idx,variants.size());
  	base_scene_idx=p_idx;
  }
  void SceneState::add_connection(int p_from,int p_to, int p_signal, int p_method, int p_flags,const Vector<int>& p_binds){
  
  	ERR_FAIL_INDEX(p_signal,names.size());
  	ERR_FAIL_INDEX(p_method,names.size());
  
  	for(int i=0;i<p_binds.size();i++) {
  		ERR_FAIL_INDEX(p_binds[i],variants.size());
  	}
  	ConnectionData c;
  	c.from=p_from;
  	c.to=p_to;
  	c.signal=p_signal;
  	c.method=p_method;
  	c.flags=p_flags;
  	c.binds=p_binds;
  	connections.push_back(c);
  
  }
  void SceneState::add_editable_instance(const NodePath& p_path){
  
  	editable_instances.push_back(p_path);
  }
  
  
  
  SceneState::SceneState() {
  
  	base_scene_idx=-1;
  	last_modified_time=0;
  }
  
  
  ////////////////
  
  
  
  void PackedScene::_set_bundled_scene(const Dictionary& d) {
  
  	state->set_bundled_scene(d);
  }
  
  Dictionary PackedScene::_get_bundled_scene() const {
  
  	return state->get_bundled_scene();
  }
  
  
  Error PackedScene::pack(Node *p_scene) {
  
  	return state->pack(p_scene);
  }
  
  void PackedScene::clear() {
  
  	state->clear();
  }
  
  bool PackedScene::can_instance() const {
  
  	return state->can_instance();
  }
  
  Node *PackedScene::instance(bool p_gen_edit_state) const {
  
  #ifndef TOOLS_ENABLED
  	if (p_gen_edit_state) {
  		ERR_EXPLAIN("Edit state is only for editors, does not work without tools compiled");
  		ERR_FAIL_COND_V(p_gen_edit_state,NULL);
  	}
  #endif
  
  	Node *s = state->instance(p_gen_edit_state);
  	if (!s)
  		return NULL;
  
  	if (p_gen_edit_state) {
  		s->set_scene_instance_state(state);
  	}
  
  	if (get_path()!="" && get_path().find("::")==-1)
  		s->set_filename(get_path());
  
  
  	s->notification(Node::NOTIFICATION_INSTANCED);
  
  	return s;
  }
  
  void PackedScene::recreate_state() {
  
  	state = Ref<SceneState>( memnew( SceneState ));
  	state->set_path(get_path());
  #ifdef TOOLS_ENABLED
  	state->set_last_modified_time(get_last_modified_time());
  #endif
  }
  
  Ref<SceneState> PackedScene::get_state() {
  
  	return state;
  }
  
  void PackedScene::set_path(const String& p_path,bool p_take_over) {
  
  	state->set_path(p_path);
  	Resource::set_path(p_path,p_take_over);
  }
  
  
  void PackedScene::_bind_methods() {
  
  	ObjectTypeDB::bind_method(_MD("pack","path:Node"),&PackedScene::pack);
  	ObjectTypeDB::bind_method(_MD("instance:Node","gen_edit_state"),&PackedScene::instance,DEFVAL(false));
  	ObjectTypeDB::bind_method(_MD("can_instance"),&PackedScene::can_instance);
  	ObjectTypeDB::bind_method(_MD("_set_bundled_scene"),&PackedScene::_set_bundled_scene);
  	ObjectTypeDB::bind_method(_MD("_get_bundled_scene"),&PackedScene::_get_bundled_scene);
  
  	ADD_PROPERTY( PropertyInfo(Variant::DICTIONARY,"_bundled"),_SCS("_set_bundled_scene"),_SCS("_get_bundled_scene"));
  
  }
  
  PackedScene::PackedScene() {
  
  	state = Ref<SceneState>( memnew( SceneState ));
  
  }
  