virtualize all net ids to reduce net traffic

This commit is contained in:
Tyler Young
2020-06-08 06:31:54 -04:00
parent d724c56d38
commit 027c338c5f
27 changed files with 64 additions and 33 deletions

View File

@@ -16,7 +16,9 @@ namespace Content.Shared.GameObjects.Components.Cargo
public class CargoOrderDatabaseState : ComponentState
{
public readonly List<CargoOrderData> Orders;
public CargoOrderDatabaseState(List<CargoOrderData> orders) : base(ContentNetIDs.CARGO_ORDER_DATABASE)
public override uint NetID => ContentNetIDs.CARGO_ORDER_DATABASE;
public CargoOrderDatabaseState(List<CargoOrderData> orders)
{
Orders = orders;
}

View File

@@ -88,7 +88,9 @@ namespace Content.Shared.GameObjects.Components.Cargo
public class GalacticMarketState : ComponentState
{
public List<string> Products;
public GalacticMarketState(List<string> technologies) : base(ContentNetIDs.GALACTIC_MARKET)
public override uint NetID => ContentNetIDs.GALACTIC_MARKET;
public GalacticMarketState(List<string> technologies)
{
Products = technologies;
}

View File

@@ -22,8 +22,9 @@ namespace Content.Shared.GameObjects.Components.Chemistry
public ReagentUnit CurrentVolume { get; }
public ReagentUnit TotalVolume { get; }
public InjectorToggleMode CurrentMode { get; }
public override uint NetID => ContentNetIDs.REAGENT_INJECTOR;
public InjectorComponentState(ReagentUnit currentVolume, ReagentUnit totalVolume, InjectorToggleMode currentMode) : base(ContentNetIDs.REAGENT_INJECTOR)
public InjectorComponentState(ReagentUnit currentVolume, ReagentUnit totalVolume, InjectorToggleMode currentMode)
{
CurrentVolume = currentVolume;
TotalVolume = totalVolume;

View File

@@ -20,7 +20,9 @@ namespace Content.Shared.GameObjects.Components.Chemistry
[Serializable, NetSerializable]
public class SolutionComponentState : ComponentState
{
public SolutionComponentState() : base(ContentNetIDs.SOLUTION) { }
public override uint NetID => ContentNetIDs.SOLUTION;
public SolutionComponentState() { }
}
/// <inheritdoc />

View File

@@ -16,8 +16,9 @@ namespace Content.Shared.GameObjects
public class DamageComponentState : ComponentState
{
public Dictionary<DamageType, int> CurrentDamage = new Dictionary<DamageType, int>();
public override uint NetID => ContentNetIDs.DAMAGEABLE;
public DamageComponentState(Dictionary<DamageType, int> damage) : base(ContentNetIDs.DAMAGEABLE)
public DamageComponentState(Dictionary<DamageType, int> damage)
{
CurrentDamage = damage;
}

View File

@@ -59,8 +59,9 @@ namespace Content.Shared.GameObjects.Components.Instruments
public class InstrumentState : ComponentState
{
public bool Playing { get; }
public override uint NetID => ContentNetIDs.INSTRUMENTS;
public InstrumentState(bool playing, uint sequencerTick = 0) : base(ContentNetIDs.INSTRUMENTS)
public InstrumentState(bool playing, uint sequencerTick = 0)
{
Playing = playing;
}

View File

@@ -27,8 +27,9 @@ namespace Content.Shared.GameObjects.Components.Interactable
public class MultiToolComponentState : ComponentState
{
public ToolQuality Quality { get; }
public override uint NetID => ContentNetIDs.MULTITOOLS;
public MultiToolComponentState(ToolQuality quality) : base(ContentNetIDs.MULTITOOLS)
public MultiToolComponentState(ToolQuality quality)
{
Quality = quality;
}
@@ -41,8 +42,9 @@ namespace Content.Shared.GameObjects.Components.Interactable
public float Fuel { get; }
public bool Activated { get; }
public ToolQuality Quality { get; }
public override uint NetID => ContentNetIDs.WELDER;
public WelderComponentState(float fuelCapacity, float fuel, bool activated) : base(ContentNetIDs.WELDER)
public WelderComponentState(float fuelCapacity, float fuel, bool activated)
{
FuelCapacity = fuelCapacity;
Fuel = fuel;

View File

@@ -51,8 +51,9 @@ namespace Content.Shared.GameObjects
protected class InventoryComponentState : ComponentState
{
public List<KeyValuePair<Slots, EntityUid>> Entities { get; }
public override uint NetID => ContentNetIDs.STORAGE;
public InventoryComponentState(List<KeyValuePair<Slots, EntityUid>> entities) : base(ContentNetIDs.STORAGE)
public InventoryComponentState(List<KeyValuePair<Slots, EntityUid>> entities)
{
Entities = entities;
}

View File

@@ -7,8 +7,9 @@ namespace Content.Shared.GameObjects.Components.Items
public class ClothingComponentState : ItemComponentState
{
public string ClothingEquippedPrefix { get; set; }
public override uint NetID => ContentNetIDs.CLOTHING;
public ClothingComponentState(string clothingEquippedPrefix, string equippedPrefix) : base(equippedPrefix, ContentNetIDs.CLOTHING)
public ClothingComponentState(string clothingEquippedPrefix, string equippedPrefix) : base(equippedPrefix)
{
ClothingEquippedPrefix = clothingEquippedPrefix;
}

View File

@@ -8,15 +8,12 @@ namespace Content.Shared.GameObjects.Components.Items
public class ItemComponentState : ComponentState
{
public string EquippedPrefix { get; set; }
public override uint NetID => ContentNetIDs.ITEM;
public ItemComponentState(string equippedPrefix) : base(ContentNetIDs.ITEM)
public ItemComponentState(string equippedPrefix)
{
EquippedPrefix = equippedPrefix;
}
protected ItemComponentState(string equippedPrefix, uint netId) : base(netId)
{
EquippedPrefix = equippedPrefix;
}
}
}

View File

@@ -74,8 +74,9 @@ namespace Content.Shared.GameObjects.Components.Items
{
public TimeSpan? CooldownStart { get; set; }
public TimeSpan? CooldownEnd { get; set; }
public override uint NetID => ContentNetIDs.ITEMCOOLDOWN;
public ItemCooldownComponentState() : base(ContentNetIDs.ITEMCOOLDOWN)
public ItemCooldownComponentState()
{
}
}

View File

@@ -17,8 +17,9 @@ namespace Content.Shared.GameObjects
{
public readonly Dictionary<string, EntityUid> Hands;
public readonly string ActiveIndex;
public override uint NetID => ContentNetIDs.HANDS;
public HandsComponentState(Dictionary<string, EntityUid> hands, string activeIndex) : base(ContentNetIDs.HANDS)
public HandsComponentState(Dictionary<string, EntityUid> hands, string activeIndex)
{
Hands = hands;
ActiveIndex = activeIndex;

View File

@@ -57,9 +57,9 @@ namespace Content.Shared.GameObjects.Components.Mobs
{
public bool IsInCombatMode { get; }
public TargetingZone TargetingZone { get; }
public override uint NetID => ContentNetIDs.COMBATMODE;
public CombatModeComponentState(bool isInCombatMode, TargetingZone targetingZone)
: base(ContentNetIDs.COMBATMODE)
{
IsInCombatMode = isInCombatMode;
TargetingZone = targetingZone;

View File

@@ -69,7 +69,9 @@ namespace Content.Shared.GameObjects.Components.Mobs
[NetSerializable]
private sealed class HumanoidAppearanceComponentState : ComponentState
{
public HumanoidAppearanceComponentState(HumanoidCharacterAppearance appearance, Sex sex) : base(ContentNetIDs.HUMANOID_APPEARANCE)
public override uint NetID => ContentNetIDs.HUMANOID_APPEARANCE;
public HumanoidAppearanceComponentState(HumanoidCharacterAppearance appearance, Sex sex)
{
Appearance = appearance;
Sex = sex;

View File

@@ -24,8 +24,9 @@ namespace Content.Shared.GameObjects.Components.Mobs
public class OverlayEffectComponentState : ComponentState
{
public ScreenEffects ScreenEffect;
public override uint NetID => ContentNetIDs.OVERLAYEFFECTS;
public OverlayEffectComponentState(ScreenEffects screenEffect) : base(ContentNetIDs.OVERLAYEFFECTS)
public OverlayEffectComponentState(ScreenEffects screenEffect)
{
ScreenEffect = screenEffect;
}

View File

@@ -19,8 +19,9 @@ namespace Content.Shared.GameObjects.Components.Mobs
public class StatusEffectComponentState : ComponentState
{
public Dictionary<StatusEffect, string> StatusEffects;
public override uint NetID => ContentNetIDs.STATUSEFFECTS;
public StatusEffectComponentState(Dictionary<StatusEffect, string> statusEffects) : base(ContentNetIDs.STATUSEFFECTS)
public StatusEffectComponentState(Dictionary<StatusEffect, string> statusEffects)
{
StatusEffects = statusEffects;
}

View File

@@ -14,8 +14,9 @@ namespace Content.Shared.GameObjects.Components.Observer
public class GhostComponentState : ComponentState
{
public bool CanReturnToBody { get; }
public override uint NetID => ContentNetIDs.GHOST;
public GhostComponentState(bool canReturnToBody) : base(ContentNetIDs.GHOST)
public GhostComponentState(bool canReturnToBody)
{
CanReturnToBody = canReturnToBody;
}

View File

@@ -166,10 +166,11 @@ namespace Content.Shared.GameObjects.Components.PDA
public UplinkCategory Category;
public string Description;
public string ListingName;
public override uint NetID => ContentNetIDs.PDA;
public UplinkListingData(string listingName,string itemId,
int price, UplinkCategory category,
string description) : base(ContentNetIDs.PDA)
string description)
{
ListingName = listingName;
Price = price;

View File

@@ -117,7 +117,9 @@ namespace Content.Shared.GameObjects.Components.Research
public class LatheDatabaseState : ComponentState
{
public readonly List<string> Recipes;
public LatheDatabaseState(List<string> recipes) : base(ContentNetIDs.LATHE_DATABASE)
public override uint NetID => ContentNetIDs.LATHE_DATABASE;
public LatheDatabaseState(List<string> recipes)
{
Recipes = recipes;
}

View File

@@ -69,7 +69,9 @@ namespace Content.Shared.GameObjects.Components.Research
public class MaterialStorageState : ComponentState
{
public readonly Dictionary<string, int> Storage;
public MaterialStorageState(Dictionary<string, int> storage) : base(ContentNetIDs.MATERIAL_STORAGE)
public override uint NetID => ContentNetIDs.MATERIAL_STORAGE;
public MaterialStorageState(Dictionary<string, int> storage)
{
Storage = storage;
}

View File

@@ -63,7 +63,9 @@ namespace Content.Shared.GameObjects.Components.Research
public class ProtolatheDatabaseState : ComponentState
{
public readonly List<string> Recipes;
public ProtolatheDatabaseState(List<string> recipes) : base(ContentNetIDs.PROTOLATHE_DATABASE)
public override uint NetID => ContentNetIDs.PROTOLATHE_DATABASE;
public ProtolatheDatabaseState(List<string> recipes)
{
Recipes = recipes;
}

View File

@@ -104,12 +104,14 @@ namespace Content.Shared.GameObjects.Components.Research
public class TechnologyDatabaseState : ComponentState
{
public List<string> Technologies;
public TechnologyDatabaseState(List<string> technologies) : base(ContentNetIDs.TECHNOLOGY_DATABASE)
public override uint NetID => ContentNetIDs.TECHNOLOGY_DATABASE;
public TechnologyDatabaseState(List<string> technologies)
{
Technologies = technologies;
}
public TechnologyDatabaseState(List<TechnologyPrototype> technologies) : base(ContentNetIDs.TECHNOLOGY_DATABASE)
public TechnologyDatabaseState(List<TechnologyPrototype> technologies)
{
Technologies = new List<string>();
foreach (var technology in technologies)

View File

@@ -12,7 +12,9 @@ namespace Content.Shared.GameObjects.Components
[Serializable, NetSerializable]
protected sealed class HandheldLightComponentState : ComponentState
{
public HandheldLightComponentState(float? charge) : base(ContentNetIDs.HANDHELD_LIGHT)
public override uint NetID => ContentNetIDs.HANDHELD_LIGHT;
public HandheldLightComponentState(float? charge)
{
Charge = charge;
}

View File

@@ -107,8 +107,9 @@ namespace Content.Shared.GameObjects.Components
{
public int Count { get; }
public int MaxCount { get; }
public override uint NetID => ContentNetIDs.STACK;
public StackComponentState(int count, int maxCount) : base(ContentNetIDs.STACK)
public StackComponentState(int count, int maxCount)
{
Count = count;
MaxCount = maxCount;

View File

@@ -20,7 +20,9 @@ namespace Content.Shared.GameObjects.Components.Weapons.Ranged
/// </remarks>
public (int count, int max)? MagazineCount { get; }
public BallisticMagazineWeaponComponentState(bool chambered, (int count, int max)? magazineCount) : base(ContentNetIDs.BALLISTIC_MAGAZINE_WEAPON)
public override uint NetID => ContentNetIDs.BALLISTIC_MAGAZINE_WEAPON;
public BallisticMagazineWeaponComponentState(bool chambered, (int count, int max)? magazineCount)
{
Chambered = chambered;
MagazineCount = magazineCount;