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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@@ -12,9 +12,9 @@ using Content.Shared.Body.Template;
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using Content.Shared.Damage;
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using Content.Shared.Damage.Components;
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using Content.Shared.Movement.Components;
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using Content.Shared.NetIDs;
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using Content.Shared.Standing;
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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.Players;
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using Robust.Shared.Prototypes;
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@@ -26,14 +26,14 @@ using Robust.Shared.ViewVariables;
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namespace Content.Shared.Body.Components
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{
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// TODO BODY Damage methods for collections of IDamageableComponents
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[NetworkedComponent()]
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public abstract class SharedBodyComponent : Component, IBodyPartContainer, ISerializationHooks
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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public override string Name => "Body";
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public override uint? NetID => ContentNetIDs.BODY;
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[ViewVariables]
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[DataField("template", required: true)]
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private string? TemplateId { get; } = default;
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@@ -711,7 +711,7 @@ namespace Content.Shared.Body.Components
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public readonly (string slot, EntityUid partId)[] PartIds;
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public BodyComponentState((string slot, EntityUid partId)[] partIds) : base(ContentNetIDs.BODY)
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public BodyComponentState((string slot, EntityUid partId)[] partIds)
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{
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PartIds = partIds;
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}
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