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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@@ -1,8 +1,8 @@
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#nullable enable
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using System;
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using System.Collections.Generic;
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using Content.Shared.NetIDs;
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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.Physics;
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using Robust.Shared.Serialization;
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@@ -12,10 +12,10 @@ using Robust.Shared.ViewVariables;
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namespace Content.Shared.Doors
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{
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[NetworkedComponent()]
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public abstract class SharedDoorComponent : Component
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{
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public override string Name => "Door";
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public override uint? NetID => ContentNetIDs.DOOR;
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[ComponentDependency]
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protected readonly SharedAppearanceComponent? AppearanceComponent = null;
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@@ -167,7 +167,7 @@ namespace Content.Shared.Doors
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public readonly List<EntityUid> CurrentlyCrushing;
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public readonly TimeSpan CurTime;
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public DoorComponentState(SharedDoorComponent.DoorState doorState, TimeSpan? startTime, List<EntityUid> currentlyCrushing, TimeSpan curTime) : base(ContentNetIDs.DOOR)
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public DoorComponentState(SharedDoorComponent.DoorState doorState, TimeSpan? startTime, List<EntityUid> currentlyCrushing, TimeSpan curTime)
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{
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DoorState = doorState;
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StartTime = startTime;
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