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//! # State Mesh Module
//!
//! This module provides distributed state management through interconnected state nodes.
//! It's designed for collaborative applications where different parts of the state need
//! to be synchronized across multiple sources with intelligent conflict resolution.
//!
//! ## Features
//!
//! - **Distributed State**: State represented as nodes in a graph
//! - **Conflict Resolution**: Pluggable conflict resolution strategies
//! - **State Propagation**: Automatic propagation of updates to connected nodes
//! - **Flexible Topology**: Arbitrary connection patterns between nodes
//!
//! ## Use Cases
//!
//! - Collaborative editing (like Google Docs)
//! - Multiplayer games with state synchronization
//! - Distributed systems with eventual consistency
//! - P2P applications with shared state
//!
//! ## Example
//!
//! ```rust
//! use zed::StateNode;
//!
//! #[derive(Clone, Debug, PartialEq)]
//! struct Document {
//! content: String,
//! version: u32,
//! }
//!
//! # fn main() {
//! let mut node1 = StateNode::new("user1".to_string(), Document {
//! content: "Hello".to_string(),
//! version: 1,
//! });
//!
//! let node2 = StateNode::new("user2".to_string(), Document {
//! content: "Hi".to_string(),
//! version: 2,
//! });
//!
//! // Set up last-write-wins conflict resolution
//! node1.set_conflict_resolver(|current: &mut Document, remote: &Document| {
//! if remote.version > current.version {
//! *current = remote.clone();
//! }
//! });
//!
//! node1.connect(node2);
//! node1.propagate_update(); // Sync states
//! # }
//! ```
use HashMap;
use Arc;
/// Type alias for node identifiers
pub type NodeId = String;
/// Type alias for conflict resolution functions
///
/// The function takes a mutable reference to the current state and an immutable
/// reference to the remote state, allowing you to implement various conflict
/// resolution strategies like last-write-wins, merge, or custom logic.
pub type ConflictResolver<T> = ;
/// Type alias for the connections map
pub type StateNodeConnections<T> = ;
/// A node in the state mesh representing a piece of distributed state.
///
/// Each node maintains its own state and connections to other nodes. When conflicts
/// arise between different versions of state, the node uses its conflict resolver
/// to determine how to merge or choose between conflicting states.