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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@@ -5,8 +5,8 @@ using Content.Shared.ActionBlocker;
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using Content.Shared.Alert;
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using Content.Shared.Interaction;
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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.Players;
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using Robust.Shared.Serialization;
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@@ -16,12 +16,12 @@ using Robust.Shared.ViewVariables;
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namespace Content.Shared.Stunnable
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{
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[NetworkedComponent()]
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public abstract class SharedStunnableComponent : Component, IMoveSpeedModifier, IActionBlocker, IInteractHand
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{
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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public sealed override string Name => "Stunnable";
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public override uint? NetID => ContentNetIDs.STUNNABLE;
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public (TimeSpan Start, TimeSpan End)? StunnedTimer { get; protected set; }
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public (TimeSpan Start, TimeSpan End)? KnockdownTimer { get; protected set; }
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@@ -368,7 +368,7 @@ namespace Content.Shared.Stunnable
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public StunnableComponentState(
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(TimeSpan Start, TimeSpan End)? stunnedTimer, (TimeSpan Start, TimeSpan End)? knockdownTimer,
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(TimeSpan Start, TimeSpan End)? slowdownTimer, float walkModifierOverride, float runModifierOverride) : base(ContentNetIDs.STUNNABLE)
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(TimeSpan Start, TimeSpan End)? slowdownTimer, float walkModifierOverride, float runModifierOverride)
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{
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StunnedTimer = stunnedTimer;
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KnockdownTimer = knockdownTimer;
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