Refactor serialization copying to use source generators (#19412)

This commit is contained in:
DrSmugleaf
2023-08-22 18:14:33 -07:00
committed by GitHub
parent 08b43990ab
commit a88e747a0b
1737 changed files with 2532 additions and 2521 deletions

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@@ -6,7 +6,7 @@ namespace Content.Shared.Movement.Components;
/// Added to an enabled jetpack. Tracks gas usage on server / effect spawning on client.
/// </summary>
[RegisterComponent, NetworkedComponent]
public sealed class ActiveJetpackComponent : Component
public sealed partial class ActiveJetpackComponent : Component
{
public float EffectCooldown = 0.3f;
public TimeSpan TargetTime = TimeSpan.Zero;

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@@ -6,7 +6,7 @@ namespace Content.Shared.Movement.Components;
/// Automatically rotates eye upon grid traversals.
/// </summary>
[RegisterComponent, NetworkedComponent]
public sealed class AutoOrientComponent : Component
public sealed partial class AutoOrientComponent : Component
{
}

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@@ -7,7 +7,7 @@ namespace Content.Shared.Movement.Components
/// Changes footstep sound
/// </summary>
[RegisterComponent, NetworkedComponent]
public sealed class FootstepModifierComponent : Component
public sealed partial class FootstepModifierComponent : Component
{
[DataField("footstepSoundCollection", required: true)]
public SoundSpecifier Sound = default!;

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@@ -6,6 +6,6 @@ namespace Content.Shared.Movement.Components;
/// Special component to allow an entity to navigate kudzu without slowdown.
/// </summary>
[RegisterComponent, NetworkedComponent]
public sealed class IgnoreKudzuComponent : Component
public sealed partial class IgnoreKudzuComponent : Component
{
}

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@@ -8,7 +8,7 @@ namespace Content.Shared.Movement.Components
{
[RegisterComponent]
[NetworkedComponent]
public sealed class InputMoverComponent : Component
public sealed partial class InputMoverComponent : Component
{
// This class has to be able to handle server TPS being lower than client FPS.
// While still having perfectly responsive movement client side.

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@@ -4,7 +4,7 @@ using Robust.Shared.GameStates;
namespace Content.Shared.Movement.Components;
[RegisterComponent, NetworkedComponent]
public sealed class JetpackComponent : Component
public sealed partial class JetpackComponent : Component
{
[ViewVariables(VVAccess.ReadWrite), DataField("moleUsage")]
public float MoleUsage = 0.012f;

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@@ -6,7 +6,7 @@ namespace Content.Shared.Movement.Components;
/// Added to someone using a jetpack for movement purposes
/// </summary>
[RegisterComponent, NetworkedComponent]
public sealed class JetpackUserComponent : Component
public sealed partial class JetpackUserComponent : Component
{
public EntityUid Jetpack;
}

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@@ -8,7 +8,7 @@ namespace Content.Shared.Movement.Components
/// </summary>
[RegisterComponent]
[NetworkedComponent()]
public sealed class MobMoverComponent : Component
public sealed partial class MobMoverComponent : Component
{
private float _stepSoundDistance;
[DataField("grabRange")] public float GrabRange = 1.0f;

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@@ -7,7 +7,7 @@ namespace Content.Shared.Movement.Components;
/// i.e. when weightless they're floaty but still have free movement.
/// </summary>
[RegisterComponent, NetworkedComponent]
public sealed class MovementAlwaysTouchingComponent : Component
public sealed partial class MovementAlwaysTouchingComponent : Component
{
}

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@@ -3,13 +3,13 @@ using Robust.Shared.GameStates;
namespace Content.Shared.Movement.Components;
[RegisterComponent, NetworkedComponent]
public sealed class MovementBodyPartComponent : Component
public sealed partial class MovementBodyPartComponent : Component
{
[DataField("walkSpeed")]
public readonly float WalkSpeed = MovementSpeedModifierComponent.DefaultBaseWalkSpeed;
public float WalkSpeed = MovementSpeedModifierComponent.DefaultBaseWalkSpeed;
[DataField("sprintSpeed")]
public readonly float SprintSpeed = MovementSpeedModifierComponent.DefaultBaseSprintSpeed;
public float SprintSpeed = MovementSpeedModifierComponent.DefaultBaseSprintSpeed;
[DataField("acceleration")]
public float Acceleration = MovementSpeedModifierComponent.DefaultAcceleration;

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@@ -13,7 +13,7 @@ namespace Content.Shared.Movement.Components
/// Ignores gravity entirely.
/// </summary>
[RegisterComponent, NetworkedComponent]
public sealed class MovementIgnoreGravityComponent : Component
public sealed partial class MovementIgnoreGravityComponent : Component
{
/// <summary>
/// Whether or not gravity is on or off for this object.

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@@ -9,7 +9,7 @@ namespace Content.Shared.Movement.Components
/// </summary>
[RegisterComponent]
[NetworkedComponent, Access(typeof(MovementSpeedModifierSystem))]
public sealed class MovementSpeedModifierComponent : Component
public sealed partial class MovementSpeedModifierComponent : Component
{
// Weightless
public const float DefaultMinimumFrictionSpeed = 0.005f;

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@@ -7,6 +7,6 @@ namespace Content.Shared.Movement.Components;
/// Exists just to listen to a single event. What a life.
/// </summary>
[NetworkedComponent, RegisterComponent] // must be networked to properly predict adding & removal
public sealed class SlowedByContactComponent : Component
public sealed partial class SlowedByContactComponent : Component
{
}

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@@ -5,4 +5,4 @@ namespace Content.Shared.Movement.Events;
/// <summary>
/// Raised on a jetpack whenever it is toggled.
/// </summary>
public sealed class ToggleJetpackEvent : InstantActionEvent {}
public sealed partial class ToggleJetpackEvent : InstantActionEvent {}