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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@@ -1,7 +1,7 @@
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using System;
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using Content.Shared.EffectBlocker;
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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.Players;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.Manager.Attributes;
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@@ -10,12 +10,11 @@ using Robust.Shared.ViewVariables;
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namespace Content.Shared.Standing
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{
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[RegisterComponent]
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[NetworkedComponent]
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public sealed class StandingStateComponent : Component, IEffectBlocker
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{
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public override string Name => "StandingState";
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public override uint? NetID => ContentNetIDs.STANDING_STATE;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("downSoundCollection")]
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public string? DownSoundCollection { get; } = "BodyFall";
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@@ -45,7 +44,7 @@ namespace Content.Shared.Standing
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{
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public bool Standing { get; }
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public StandingComponentState(bool standing) : base(ContentNetIDs.STANDING_STATE)
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public StandingComponentState(bool standing)
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{
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Standing = standing;
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}
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