// This Header is auto generated by BDSLiteLoader Toolchain
#pragma once
#define AUTO_GENERATED
#include "../Global.h"
#include "Core.hpp"

#define BEFORE_EXTRA

#undef BEFORE_EXTRA

namespace PlayerDataSystem {

#define AFTER_EXTRA

#undef AFTER_EXTRA
    MCAPI void forEachIdByPrecedence(struct PlayerStorageIds const &, class std::function<bool (std::string const &, std::string const &)>);
    MCAPI class Core::PathBuffer<std::string> getPlayerFilename(class Core::Path const &, std::string const &);
    MCAPI std::string getServerId(class LevelStorage &, struct PlayerStorageIds const &);
    MCAPI std::unique_ptr<class CompoundTag> legacyLoadClientPlayer(std::string const &, class Core::Path const &);
    MCAPI std::unique_ptr<class CompoundTag> legacyLoadPlayer(class LevelStorage &, std::string const &);
    MCAPI std::unique_ptr<class CompoundTag> loadLostData(class LevelStorage &, struct PlayerStorageIds const &, bool);
    MCAPI std::unique_ptr<class CompoundTag> loadPlayerData(class LevelStorage &, struct PlayerStorageIds const &, bool);
    MCAPI std::unique_ptr<class CompoundTag> loadPlayerDataFromTag(class LevelStorage &, class gsl::basic_string_span<char const, -1>);
    MCAPI std::string playerKey(class gsl::basic_string_span<char const, -1>);
    MCAPI std::string serverKey(class LevelStorage &, class gsl::basic_string_span<char const, -1>);
    MCAPI std::string serverKey(class LevelStorage &, class Player const &);

};