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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using System;
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using System;
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using System.Collections.Generic;
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using Content.Shared.Movement.Components;
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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.Reflection;
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using Robust.Shared.Serialization;
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@@ -13,13 +13,13 @@ using static Content.Shared.Inventory.EquipmentSlotDefines;
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namespace Content.Shared.Inventory
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{
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[NetworkedComponent()]
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public abstract class SharedInventoryComponent : Component, IMoveSpeedModifier
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{
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[Dependency] protected readonly IReflectionManager ReflectionManager = default!;
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[Dependency] protected readonly IDynamicTypeFactory DynamicTypeFactory = default!;
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public sealed override string Name => "Inventory";
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public sealed override uint? NetID => ContentNetIDs.STORAGE;
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[ViewVariables]
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protected Inventory InventoryInstance { get; private set; } = default!;
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@@ -52,7 +52,7 @@ namespace Content.Shared.Inventory
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public List<KeyValuePair<Slots, EntityUid>> Entities { get; }
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public KeyValuePair<Slots, (EntityUid entity, bool fits)>? HoverEntity { get; }
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public InventoryComponentState(List<KeyValuePair<Slots, EntityUid>> entities, KeyValuePair<Slots, (EntityUid entity, bool fits)>? hoverEntity = null) : base(ContentNetIDs.STORAGE)
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public InventoryComponentState(List<KeyValuePair<Slots, EntityUid>> entities, KeyValuePair<Slots, (EntityUid entity, bool fits)>? hoverEntity = null)
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{
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Entities = entities;
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HoverEntity = hoverEntity;
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