virtualize all net ids to reduce net traffic
This commit is contained in:
@@ -16,7 +16,9 @@ namespace Content.Shared.GameObjects.Components.Cargo
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public class CargoOrderDatabaseState : ComponentState
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{
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public readonly List<CargoOrderData> Orders;
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public CargoOrderDatabaseState(List<CargoOrderData> orders) : base(ContentNetIDs.CARGO_ORDER_DATABASE)
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public override uint NetID => ContentNetIDs.CARGO_ORDER_DATABASE;
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public CargoOrderDatabaseState(List<CargoOrderData> orders)
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{
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Orders = orders;
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}
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@@ -88,7 +88,9 @@ namespace Content.Shared.GameObjects.Components.Cargo
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public class GalacticMarketState : ComponentState
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{
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public List<string> Products;
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public GalacticMarketState(List<string> technologies) : base(ContentNetIDs.GALACTIC_MARKET)
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public override uint NetID => ContentNetIDs.GALACTIC_MARKET;
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public GalacticMarketState(List<string> technologies)
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{
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Products = technologies;
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}
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@@ -22,8 +22,9 @@ namespace Content.Shared.GameObjects.Components.Chemistry
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public ReagentUnit CurrentVolume { get; }
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public ReagentUnit TotalVolume { get; }
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public InjectorToggleMode CurrentMode { get; }
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public override uint NetID => ContentNetIDs.REAGENT_INJECTOR;
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public InjectorComponentState(ReagentUnit currentVolume, ReagentUnit totalVolume, InjectorToggleMode currentMode) : base(ContentNetIDs.REAGENT_INJECTOR)
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public InjectorComponentState(ReagentUnit currentVolume, ReagentUnit totalVolume, InjectorToggleMode currentMode)
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{
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CurrentVolume = currentVolume;
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TotalVolume = totalVolume;
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@@ -20,7 +20,9 @@ namespace Content.Shared.GameObjects.Components.Chemistry
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[Serializable, NetSerializable]
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public class SolutionComponentState : ComponentState
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{
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public SolutionComponentState() : base(ContentNetIDs.SOLUTION) { }
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public override uint NetID => ContentNetIDs.SOLUTION;
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public SolutionComponentState() { }
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}
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/// <inheritdoc />
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@@ -16,8 +16,9 @@ namespace Content.Shared.GameObjects
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public class DamageComponentState : ComponentState
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{
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public Dictionary<DamageType, int> CurrentDamage = new Dictionary<DamageType, int>();
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public override uint NetID => ContentNetIDs.DAMAGEABLE;
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public DamageComponentState(Dictionary<DamageType, int> damage) : base(ContentNetIDs.DAMAGEABLE)
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public DamageComponentState(Dictionary<DamageType, int> damage)
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{
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CurrentDamage = damage;
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}
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@@ -59,8 +59,9 @@ namespace Content.Shared.GameObjects.Components.Instruments
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public class InstrumentState : ComponentState
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{
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public bool Playing { get; }
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public override uint NetID => ContentNetIDs.INSTRUMENTS;
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public InstrumentState(bool playing, uint sequencerTick = 0) : base(ContentNetIDs.INSTRUMENTS)
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public InstrumentState(bool playing, uint sequencerTick = 0)
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{
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Playing = playing;
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}
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@@ -27,8 +27,9 @@ namespace Content.Shared.GameObjects.Components.Interactable
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public class MultiToolComponentState : ComponentState
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{
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public ToolQuality Quality { get; }
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public override uint NetID => ContentNetIDs.MULTITOOLS;
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public MultiToolComponentState(ToolQuality quality) : base(ContentNetIDs.MULTITOOLS)
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public MultiToolComponentState(ToolQuality quality)
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{
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Quality = quality;
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}
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@@ -41,8 +42,9 @@ namespace Content.Shared.GameObjects.Components.Interactable
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public float Fuel { get; }
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public bool Activated { get; }
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public ToolQuality Quality { get; }
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public override uint NetID => ContentNetIDs.WELDER;
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public WelderComponentState(float fuelCapacity, float fuel, bool activated) : base(ContentNetIDs.WELDER)
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public WelderComponentState(float fuelCapacity, float fuel, bool activated)
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{
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FuelCapacity = fuelCapacity;
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Fuel = fuel;
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@@ -51,8 +51,9 @@ namespace Content.Shared.GameObjects
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protected class InventoryComponentState : ComponentState
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{
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public List<KeyValuePair<Slots, EntityUid>> Entities { get; }
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public override uint NetID => ContentNetIDs.STORAGE;
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public InventoryComponentState(List<KeyValuePair<Slots, EntityUid>> entities) : base(ContentNetIDs.STORAGE)
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public InventoryComponentState(List<KeyValuePair<Slots, EntityUid>> entities)
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{
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Entities = entities;
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}
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@@ -7,8 +7,9 @@ namespace Content.Shared.GameObjects.Components.Items
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public class ClothingComponentState : ItemComponentState
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{
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public string ClothingEquippedPrefix { get; set; }
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public override uint NetID => ContentNetIDs.CLOTHING;
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public ClothingComponentState(string clothingEquippedPrefix, string equippedPrefix) : base(equippedPrefix, ContentNetIDs.CLOTHING)
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public ClothingComponentState(string clothingEquippedPrefix, string equippedPrefix) : base(equippedPrefix)
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{
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ClothingEquippedPrefix = clothingEquippedPrefix;
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}
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@@ -8,15 +8,12 @@ namespace Content.Shared.GameObjects.Components.Items
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public class ItemComponentState : ComponentState
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{
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public string EquippedPrefix { get; set; }
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public override uint NetID => ContentNetIDs.ITEM;
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public ItemComponentState(string equippedPrefix) : base(ContentNetIDs.ITEM)
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public ItemComponentState(string equippedPrefix)
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{
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EquippedPrefix = equippedPrefix;
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}
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protected ItemComponentState(string equippedPrefix, uint netId) : base(netId)
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{
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EquippedPrefix = equippedPrefix;
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}
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}
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}
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@@ -74,8 +74,9 @@ namespace Content.Shared.GameObjects.Components.Items
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{
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public TimeSpan? CooldownStart { get; set; }
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public TimeSpan? CooldownEnd { get; set; }
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public override uint NetID => ContentNetIDs.ITEMCOOLDOWN;
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public ItemCooldownComponentState() : base(ContentNetIDs.ITEMCOOLDOWN)
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public ItemCooldownComponentState()
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{
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}
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}
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@@ -17,8 +17,9 @@ namespace Content.Shared.GameObjects
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{
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public readonly Dictionary<string, EntityUid> Hands;
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public readonly string ActiveIndex;
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public override uint NetID => ContentNetIDs.HANDS;
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public HandsComponentState(Dictionary<string, EntityUid> hands, string activeIndex) : base(ContentNetIDs.HANDS)
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public HandsComponentState(Dictionary<string, EntityUid> hands, string activeIndex)
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{
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Hands = hands;
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ActiveIndex = activeIndex;
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@@ -57,9 +57,9 @@ namespace Content.Shared.GameObjects.Components.Mobs
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{
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public bool IsInCombatMode { get; }
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public TargetingZone TargetingZone { get; }
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public override uint NetID => ContentNetIDs.COMBATMODE;
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public CombatModeComponentState(bool isInCombatMode, TargetingZone targetingZone)
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: base(ContentNetIDs.COMBATMODE)
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{
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IsInCombatMode = isInCombatMode;
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TargetingZone = targetingZone;
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@@ -69,7 +69,9 @@ namespace Content.Shared.GameObjects.Components.Mobs
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[NetSerializable]
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private sealed class HumanoidAppearanceComponentState : ComponentState
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{
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public HumanoidAppearanceComponentState(HumanoidCharacterAppearance appearance, Sex sex) : base(ContentNetIDs.HUMANOID_APPEARANCE)
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public override uint NetID => ContentNetIDs.HUMANOID_APPEARANCE;
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public HumanoidAppearanceComponentState(HumanoidCharacterAppearance appearance, Sex sex)
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{
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Appearance = appearance;
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Sex = sex;
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@@ -24,8 +24,9 @@ namespace Content.Shared.GameObjects.Components.Mobs
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public class OverlayEffectComponentState : ComponentState
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{
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public ScreenEffects ScreenEffect;
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public override uint NetID => ContentNetIDs.OVERLAYEFFECTS;
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public OverlayEffectComponentState(ScreenEffects screenEffect) : base(ContentNetIDs.OVERLAYEFFECTS)
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public OverlayEffectComponentState(ScreenEffects screenEffect)
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{
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ScreenEffect = screenEffect;
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}
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@@ -19,8 +19,9 @@ namespace Content.Shared.GameObjects.Components.Mobs
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public class StatusEffectComponentState : ComponentState
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{
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public Dictionary<StatusEffect, string> StatusEffects;
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public override uint NetID => ContentNetIDs.STATUSEFFECTS;
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public StatusEffectComponentState(Dictionary<StatusEffect, string> statusEffects) : base(ContentNetIDs.STATUSEFFECTS)
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public StatusEffectComponentState(Dictionary<StatusEffect, string> statusEffects)
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{
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StatusEffects = statusEffects;
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}
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@@ -14,8 +14,9 @@ namespace Content.Shared.GameObjects.Components.Observer
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public class GhostComponentState : ComponentState
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{
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public bool CanReturnToBody { get; }
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public override uint NetID => ContentNetIDs.GHOST;
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public GhostComponentState(bool canReturnToBody) : base(ContentNetIDs.GHOST)
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public GhostComponentState(bool canReturnToBody)
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{
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CanReturnToBody = canReturnToBody;
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}
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@@ -166,10 +166,11 @@ namespace Content.Shared.GameObjects.Components.PDA
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public UplinkCategory Category;
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public string Description;
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public string ListingName;
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public override uint NetID => ContentNetIDs.PDA;
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public UplinkListingData(string listingName,string itemId,
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int price, UplinkCategory category,
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string description) : base(ContentNetIDs.PDA)
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string description)
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{
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ListingName = listingName;
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Price = price;
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@@ -117,7 +117,9 @@ namespace Content.Shared.GameObjects.Components.Research
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public class LatheDatabaseState : ComponentState
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{
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public readonly List<string> Recipes;
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public LatheDatabaseState(List<string> recipes) : base(ContentNetIDs.LATHE_DATABASE)
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public override uint NetID => ContentNetIDs.LATHE_DATABASE;
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public LatheDatabaseState(List<string> recipes)
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{
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Recipes = recipes;
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}
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@@ -69,7 +69,9 @@ namespace Content.Shared.GameObjects.Components.Research
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public class MaterialStorageState : ComponentState
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{
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public readonly Dictionary<string, int> Storage;
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public MaterialStorageState(Dictionary<string, int> storage) : base(ContentNetIDs.MATERIAL_STORAGE)
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public override uint NetID => ContentNetIDs.MATERIAL_STORAGE;
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public MaterialStorageState(Dictionary<string, int> storage)
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{
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Storage = storage;
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}
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@@ -63,7 +63,9 @@ namespace Content.Shared.GameObjects.Components.Research
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public class ProtolatheDatabaseState : ComponentState
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{
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public readonly List<string> Recipes;
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public ProtolatheDatabaseState(List<string> recipes) : base(ContentNetIDs.PROTOLATHE_DATABASE)
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public override uint NetID => ContentNetIDs.PROTOLATHE_DATABASE;
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public ProtolatheDatabaseState(List<string> recipes)
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{
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Recipes = recipes;
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}
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@@ -104,12 +104,14 @@ namespace Content.Shared.GameObjects.Components.Research
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public class TechnologyDatabaseState : ComponentState
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{
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public List<string> Technologies;
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public TechnologyDatabaseState(List<string> technologies) : base(ContentNetIDs.TECHNOLOGY_DATABASE)
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public override uint NetID => ContentNetIDs.TECHNOLOGY_DATABASE;
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public TechnologyDatabaseState(List<string> technologies)
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{
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Technologies = technologies;
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}
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public TechnologyDatabaseState(List<TechnologyPrototype> technologies) : base(ContentNetIDs.TECHNOLOGY_DATABASE)
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public TechnologyDatabaseState(List<TechnologyPrototype> technologies)
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{
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Technologies = new List<string>();
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foreach (var technology in technologies)
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@@ -12,7 +12,9 @@ namespace Content.Shared.GameObjects.Components
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[Serializable, NetSerializable]
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protected sealed class HandheldLightComponentState : ComponentState
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{
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public HandheldLightComponentState(float? charge) : base(ContentNetIDs.HANDHELD_LIGHT)
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public override uint NetID => ContentNetIDs.HANDHELD_LIGHT;
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public HandheldLightComponentState(float? charge)
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{
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Charge = charge;
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}
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@@ -107,8 +107,9 @@ namespace Content.Shared.GameObjects.Components
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{
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public int Count { get; }
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public int MaxCount { get; }
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public override uint NetID => ContentNetIDs.STACK;
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public StackComponentState(int count, int maxCount) : base(ContentNetIDs.STACK)
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public StackComponentState(int count, int maxCount)
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{
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Count = count;
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MaxCount = maxCount;
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@@ -20,7 +20,9 @@ namespace Content.Shared.GameObjects.Components.Weapons.Ranged
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/// </remarks>
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public (int count, int max)? MagazineCount { get; }
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public BallisticMagazineWeaponComponentState(bool chambered, (int count, int max)? magazineCount) : base(ContentNetIDs.BALLISTIC_MAGAZINE_WEAPON)
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public override uint NetID => ContentNetIDs.BALLISTIC_MAGAZINE_WEAPON;
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public BallisticMagazineWeaponComponentState(bool chambered, (int count, int max)? magazineCount)
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{
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Chambered = chambered;
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MagazineCount = magazineCount;
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@@ -12,7 +12,7 @@ namespace Content.Shared.Materials
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/// Materials are read-only storage for the properties of specific materials.
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/// Properties should be intrinsic (or at least as much is necessary for game purposes).
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/// </summary>
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public class Material : IExposeData
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public class Material : IExposeData
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{
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public string Name => _name;
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private string _name = "unobtanium";
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Submodule RobustToolbox updated: ec0f4b35f7...dc518ad1a7
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