Remove Static Component NetIds (#4247)
* Remove the unnecessary NetID property from ComponentState. * Remove Component.NetworkSynchronizeExistence. * Removed Component.NetID. * Adds component netID automatic generation. * Removed NetIdAttribute from serverside components with no corresponding clientside registration. * Completely remove static NetIds. * Renamed NetIDAttribute to NetworkedComponentAttribute. * Add GenerateNetIds calls to client and server entry points. Add test to make sure auto generated NetIds are identical. * Component changes when rebasing that I am too lazy to rewrite into the branch. Co-authored-by: Vera Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
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@@ -5,7 +5,6 @@ using Content.Shared.ActionBlocker;
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using Content.Shared.Examine;
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using Content.Shared.Interaction;
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using Content.Shared.Interaction.Events;
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using Content.Shared.NetIDs;
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using Content.Shared.Notification.Managers;
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using Content.Shared.Verbs;
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using Content.Shared.Weapons.Ranged.Barrels.Components;
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@@ -13,6 +12,7 @@ using Robust.Server.GameObjects;
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using Robust.Shared.Audio;
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using Robust.Shared.Containers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameStates;
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using Robust.Shared.Localization;
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using Robust.Shared.Map;
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using Robust.Shared.Player;
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@@ -27,13 +27,13 @@ namespace Content.Server.Weapon.Ranged.Barrels.Components
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/// Shotguns mostly
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/// </summary>
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[RegisterComponent]
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[NetworkedComponent()]
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public sealed class BoltActionBarrelComponent : ServerRangedBarrelComponent, IMapInit, IExamine
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{
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// Originally I had this logic shared with PumpBarrel and used a couple of variables to control things
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// but it felt a lot messier to play around with, especially when adding verbs
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public override string Name => "BoltActionBarrel";
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public override uint? NetID => ContentNetIDs.BOLTACTION_BARREL;
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public override int ShotsLeft
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{
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@@ -2,7 +2,6 @@ using System.Collections.Generic;
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using System.Threading.Tasks;
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using Content.Server.Weapon.Ranged.Ammunition.Components;
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using Content.Shared.Interaction;
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using Content.Shared.NetIDs;
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using Content.Shared.Notification;
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using Content.Shared.Notification.Managers;
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using Content.Shared.Weapons.Ranged.Barrels.Components;
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@@ -10,6 +9,7 @@ using Robust.Server.GameObjects;
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using Robust.Shared.Audio;
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using Robust.Shared.Containers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameStates;
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using Robust.Shared.Localization;
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using Robust.Shared.Map;
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using Robust.Shared.Player;
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@@ -25,10 +25,10 @@ namespace Content.Server.Weapon.Ranged.Barrels.Components
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/// Bolt-action rifles
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/// </summary>
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[RegisterComponent]
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[NetworkedComponent()]
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public sealed class PumpBarrelComponent : ServerRangedBarrelComponent, IMapInit, ISerializationHooks
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{
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public override string Name => "PumpBarrel";
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public override uint? NetID => ContentNetIDs.PUMP_BARREL;
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public override int ShotsLeft
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{
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@@ -4,7 +4,6 @@ using Content.Server.Weapon.Ranged.Ammunition.Components;
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using Content.Shared.ActionBlocker;
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using Content.Shared.Interaction;
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using Content.Shared.Interaction.Events;
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using Content.Shared.NetIDs;
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using Content.Shared.Notification.Managers;
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using Content.Shared.Verbs;
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using Content.Shared.Weapons.Ranged.Barrels.Components;
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@@ -12,6 +11,7 @@ using Robust.Server.GameObjects;
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using Robust.Shared.Audio;
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using Robust.Shared.Containers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameStates;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Map;
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@@ -25,12 +25,12 @@ using Robust.Shared.ViewVariables;
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namespace Content.Server.Weapon.Ranged.Barrels.Components
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{
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[RegisterComponent]
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[NetworkedComponent()]
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public sealed class RevolverBarrelComponent : ServerRangedBarrelComponent, ISerializationHooks
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{
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[Dependency] private readonly IRobustRandom _random = default!;
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public override string Name => "RevolverBarrel";
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public override uint? NetID => ContentNetIDs.REVOLVER_BARREL;
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[ViewVariables]
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[DataField("caliber")]
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@@ -9,13 +9,13 @@ using Content.Shared.ActionBlocker;
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using Content.Shared.Damage;
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using Content.Shared.Interaction;
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using Content.Shared.Interaction.Events;
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using Content.Shared.NetIDs;
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using Content.Shared.Verbs;
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using Content.Shared.Weapons.Ranged.Barrels.Components;
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using Robust.Server.GameObjects;
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using Robust.Shared.Audio;
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using Robust.Shared.Containers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameStates;
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using Robust.Shared.Localization;
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using Robust.Shared.Map;
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using Robust.Shared.Player;
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@@ -26,10 +26,10 @@ using Robust.Shared.ViewVariables;
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namespace Content.Server.Weapon.Ranged.Barrels.Components
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{
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[RegisterComponent]
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[NetworkedComponent()]
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public sealed class ServerBatteryBarrelComponent : ServerRangedBarrelComponent
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{
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public override string Name => "BatteryBarrel";
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public override uint? NetID => ContentNetIDs.BATTERY_BARREL;
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// The minimum change we need before we can fire
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[DataField("lowerChargeLimit")]
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@@ -8,7 +8,6 @@ using Content.Shared.ActionBlocker;
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using Content.Shared.Examine;
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using Content.Shared.Interaction;
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using Content.Shared.Interaction.Events;
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using Content.Shared.NetIDs;
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using Content.Shared.Notification.Managers;
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using Content.Shared.Verbs;
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using Content.Shared.Weapons.Ranged;
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@@ -17,6 +16,7 @@ using Robust.Server.GameObjects;
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using Robust.Shared.Audio;
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using Robust.Shared.Containers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameStates;
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using Robust.Shared.Localization;
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using Robust.Shared.Map;
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using Robust.Shared.Player;
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@@ -28,10 +28,10 @@ using Robust.Shared.ViewVariables;
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namespace Content.Server.Weapon.Ranged.Barrels.Components
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{
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[RegisterComponent]
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[NetworkedComponent()]
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public sealed class ServerMagazineBarrelComponent : ServerRangedBarrelComponent, IExamine
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{
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public override string Name => "MagazineBarrel";
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public override uint? NetID => ContentNetIDs.MAGAZINE_BARREL;
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[ViewVariables]
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private ContainerSlot _chamberContainer = default!;
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