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:
@@ -1,6 +1,5 @@
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#nullable enable
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using System;
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using Content.Shared.NetIDs;
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using Content.Shared.Weapons.Ranged.Components;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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@@ -15,8 +14,7 @@ namespace Content.Shared.Weapons.Ranged.Barrels.Components
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public BatteryBarrelComponentState(
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FireRateSelector fireRateSelector,
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(int count, int max)? magazine) :
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base(ContentNetIDs.BATTERY_BARREL)
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(int count, int max)? magazine)
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{
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FireRateSelector = fireRateSelector;
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Magazine = magazine;
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@@ -1,6 +1,5 @@
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#nullable enable
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using System;
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using Content.Shared.NetIDs;
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using Content.Shared.Weapons.Ranged.Components;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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@@ -19,8 +18,7 @@ namespace Content.Shared.Weapons.Ranged.Barrels.Components
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(bool chambered, bool spent) chamber,
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FireRateSelector fireRateSelector,
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(int count, int max)? magazine,
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string? soundGunshot) :
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base(ContentNetIDs.BOLTACTION_BARREL)
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string? soundGunshot)
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{
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Chamber = chamber;
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FireRateSelector = fireRateSelector;
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@@ -1,6 +1,5 @@
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#nullable enable
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using System;
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using Content.Shared.NetIDs;
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using Content.Shared.Weapons.Ranged.Components;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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@@ -39,8 +38,7 @@ namespace Content.Shared.Weapons.Ranged.Barrels.Components
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bool chambered,
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FireRateSelector fireRateSelector,
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(int count, int max)? magazine,
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string? soundGunshot) :
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base(ContentNetIDs.MAGAZINE_BARREL)
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string? soundGunshot)
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{
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Chambered = chambered;
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FireRateSelector = fireRateSelector;
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@@ -1,6 +1,5 @@
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#nullable enable
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using System;
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using Content.Shared.NetIDs;
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using Content.Shared.Weapons.Ranged.Components;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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@@ -19,8 +18,7 @@ namespace Content.Shared.Weapons.Ranged.Barrels.Components
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(bool chambered, bool spent) chamber,
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FireRateSelector fireRateSelector,
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(int count, int max)? magazine,
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string? soundGunshot) :
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base(ContentNetIDs.PUMP_BARREL)
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string? soundGunshot)
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{
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Chamber = chamber;
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FireRateSelector = fireRateSelector;
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@@ -1,6 +1,5 @@
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#nullable enable
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using System;
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using Content.Shared.NetIDs;
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using Content.Shared.Weapons.Ranged.Components;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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@@ -19,8 +18,7 @@ namespace Content.Shared.Weapons.Ranged.Barrels.Components
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int currentSlot,
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FireRateSelector fireRateSelector,
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bool?[] bullets,
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string? soundGunshot) :
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base(ContentNetIDs.REVOLVER_BARREL)
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string? soundGunshot)
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{
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CurrentSlot = currentSlot;
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FireRateSelector = fireRateSelector;
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@@ -1,19 +1,19 @@
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#nullable enable
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#nullable enable
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using System;
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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.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Weapons.Ranged.Components
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{
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[NetworkedComponent()]
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public abstract class SharedRangedWeaponComponent : Component
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{
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// Each RangedWeapon should have a RangedWeapon component +
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// some kind of RangedBarrelComponent (this dictates what ammo is retrieved).
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public override string Name => "RangedWeapon";
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public override uint? NetID => ContentNetIDs.RANGED_WEAPON;
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}
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[Serializable, NetSerializable]
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@@ -23,7 +23,7 @@ namespace Content.Shared.Weapons.Ranged.Components
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public RangedWeaponComponentState(
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FireRateSelector fireRateSelector
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) : base(ContentNetIDs.RANGED_WEAPON)
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)
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{
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FireRateSelector = fireRateSelector;
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}
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