/**
 * Marks an entity as replicated and stores its peer-shared `network_id`.
 *
 * Replication is opt-in: only entities with this component are visible to
 * the network layer. Add it before adding any other replicated component;
 * remove it to stop replication (the entity stays alive locally).
 *
 * `network_id` is assigned automatically by {@link NetworkSystem.link} when
 * the component is added to an entity. If the value is non-negative at link
 * time, the system uses it as an explicit hint (typical when a packet from a
 * remote peer carries a `network_id` that must map to a fresh local entity).
 *
 * `owner_peer_id` is the peer that has authority over this entity. Default
 * value `-1` means "the local peer" (server-spawned entities on the server,
 * or unowned). Game logic uses this to decide whether to trust incoming
 * mutations or to predict locally.
 *
 * @author Alex Goldring
 * @copyright Company Named Limited (c) 2026
 */
export class NetworkIdentity {
    /**
     * Peer-shared identifier. Negative until {@link NetworkSystem.link} runs.
     * @type {number}
     */
    network_id: number;
    /**
     * Peer that authoritatively owns this entity, or -1 for "local / server-owned".
     * @type {number}
     */
    owner_peer_id: number;
    /**
     * Reserved for game-defined replication policy bits (priority class,
     * always-relevant flag, interpolation profile, etc.). Layout is up to the game.
     * @type {number}
     */
    replication_flags: number;
    /**
     *
     * @param {NetworkIdentity} other
     * @returns {boolean}
     */
    equals(other: NetworkIdentity): boolean;
    /**
     *
     * @returns {number}
     */
    hash(): number;
    /**
     * @readonly
     * @type {boolean}
     */
    readonly isNetworkIdentity: boolean;
}
export namespace NetworkIdentity {
    let typeName: string;
}
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