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

@@ -1,6 +1,5 @@
#nullable enable
using System;
using Content.Shared.NetIDs;
using Content.Shared.Weapons.Ranged.Components;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization;
@@ -15,8 +14,7 @@ namespace Content.Shared.Weapons.Ranged.Barrels.Components
public BatteryBarrelComponentState(
FireRateSelector fireRateSelector,
(int count, int max)? magazine) :
base(ContentNetIDs.BATTERY_BARREL)
(int count, int max)? magazine)
{
FireRateSelector = fireRateSelector;
Magazine = magazine;

View File

@@ -1,6 +1,5 @@
#nullable enable
using System;
using Content.Shared.NetIDs;
using Content.Shared.Weapons.Ranged.Components;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization;
@@ -19,8 +18,7 @@ namespace Content.Shared.Weapons.Ranged.Barrels.Components
(bool chambered, bool spent) chamber,
FireRateSelector fireRateSelector,
(int count, int max)? magazine,
string? soundGunshot) :
base(ContentNetIDs.BOLTACTION_BARREL)
string? soundGunshot)
{
Chamber = chamber;
FireRateSelector = fireRateSelector;

View File

@@ -1,6 +1,5 @@
#nullable enable
using System;
using Content.Shared.NetIDs;
using Content.Shared.Weapons.Ranged.Components;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization;
@@ -39,8 +38,7 @@ namespace Content.Shared.Weapons.Ranged.Barrels.Components
bool chambered,
FireRateSelector fireRateSelector,
(int count, int max)? magazine,
string? soundGunshot) :
base(ContentNetIDs.MAGAZINE_BARREL)
string? soundGunshot)
{
Chambered = chambered;
FireRateSelector = fireRateSelector;

View File

@@ -1,6 +1,5 @@
#nullable enable
using System;
using Content.Shared.NetIDs;
using Content.Shared.Weapons.Ranged.Components;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization;
@@ -19,8 +18,7 @@ namespace Content.Shared.Weapons.Ranged.Barrels.Components
(bool chambered, bool spent) chamber,
FireRateSelector fireRateSelector,
(int count, int max)? magazine,
string? soundGunshot) :
base(ContentNetIDs.PUMP_BARREL)
string? soundGunshot)
{
Chamber = chamber;
FireRateSelector = fireRateSelector;

View File

@@ -1,6 +1,5 @@
#nullable enable
using System;
using Content.Shared.NetIDs;
using Content.Shared.Weapons.Ranged.Components;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization;
@@ -19,8 +18,7 @@ namespace Content.Shared.Weapons.Ranged.Barrels.Components
int currentSlot,
FireRateSelector fireRateSelector,
bool?[] bullets,
string? soundGunshot) :
base(ContentNetIDs.REVOLVER_BARREL)
string? soundGunshot)
{
CurrentSlot = currentSlot;
FireRateSelector = fireRateSelector;

View File

@@ -1,19 +1,19 @@
#nullable enable
#nullable enable
using System;
using Content.Shared.NetIDs;
using Robust.Shared.GameObjects;
using Robust.Shared.GameStates;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Serialization;
namespace Content.Shared.Weapons.Ranged.Components
{
[NetworkedComponent()]
public abstract class SharedRangedWeaponComponent : Component
{
// Each RangedWeapon should have a RangedWeapon component +
// some kind of RangedBarrelComponent (this dictates what ammo is retrieved).
public override string Name => "RangedWeapon";
public override uint? NetID => ContentNetIDs.RANGED_WEAPON;
}
[Serializable, NetSerializable]
@@ -23,7 +23,7 @@ namespace Content.Shared.Weapons.Ranged.Components
public RangedWeaponComponentState(
FireRateSelector fireRateSelector
) : base(ContentNetIDs.RANGED_WEAPON)
)
{
FireRateSelector = fireRateSelector;
}