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>
This commit is contained in:
Acruid
2021-07-12 01:32:10 -07:00
committed by GitHub
parent baeabfd936
commit 59e5cc5e3c
103 changed files with 334 additions and 429 deletions

View File

@@ -3,17 +3,17 @@ using System;
using System.Collections;
using System.Collections.Generic;
using Content.Shared.Materials;
using Content.Shared.NetIDs;
using Robust.Shared.GameObjects;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables;
namespace Content.Shared.Lathe
{
[NetworkedComponent()]
public class SharedMaterialStorageComponent : Component, IEnumerable<KeyValuePair<string, int>>
{
public override string Name => "MaterialStorage";
public sealed override uint? NetID => ContentNetIDs.MATERIAL_STORAGE;
[ViewVariables]
protected virtual Dictionary<string, int> Storage { get; set; } = new();
@@ -72,7 +72,7 @@ namespace Content.Shared.Lathe
public class MaterialStorageState : ComponentState
{
public readonly Dictionary<string, int> Storage;
public MaterialStorageState(Dictionary<string, int> storage) : base(ContentNetIDs.MATERIAL_STORAGE)
public MaterialStorageState(Dictionary<string, int> storage)
{
Storage = storage;
}