* 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>
30 lines
812 B
C#
30 lines
812 B
C#
#nullable enable
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using System;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Suspicion
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{
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[NetworkedComponent()]
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public abstract class SharedSuspicionRoleComponent : Component
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{
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public sealed override string Name => "SuspicionRole";
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}
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[Serializable, NetSerializable]
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public class SuspicionRoleComponentState : ComponentState
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{
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public readonly string? Role;
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public readonly bool? Antagonist;
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public readonly (string name, EntityUid)[] Allies;
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public SuspicionRoleComponentState(string? role, bool? antagonist, (string name, EntityUid)[] allies)
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{
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Role = role;
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Antagonist = antagonist;
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Allies = allies;
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}
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}
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}
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