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

@@ -1,13 +1,13 @@
#nullable enable
#nullable enable
using System;
using Content.Shared.ActionBlocker;
using Content.Shared.Alert;
using Content.Shared.Movement;
using Content.Shared.Movement.Components;
using Content.Shared.NetIDs;
using Content.Shared.Physics.Pull;
using Robust.Shared.Containers;
using Robust.Shared.GameObjects;
using Robust.Shared.GameStates;
using Robust.Shared.Log;
using Robust.Shared.Map;
using Robust.Shared.Physics;
@@ -17,10 +17,10 @@ using Robust.Shared.Serialization;
namespace Content.Shared.Pulling.Components
{
[NetworkedComponent()]
public abstract class SharedPullableComponent : Component, IRelayMoveInput
{
public override string Name => "Pullable";
public override uint? NetID => ContentNetIDs.PULLABLE;
[ComponentDependency] private readonly PhysicsComponent? _physics = default!;
@@ -381,7 +381,7 @@ namespace Content.Shared.Pulling.Components
{
public readonly EntityUid? Puller;
public PullableComponentState(EntityUid? puller) : base(ContentNetIDs.PULLABLE)
public PullableComponentState(EntityUid? puller)
{
Puller = puller;
}