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>
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@@ -3,13 +3,13 @@ using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Threading.Tasks;
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using Content.Shared.NetIDs;
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using NUnit.Framework;
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using Robust.Client.GameObjects;
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using Robust.Client.GameStates;
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using Robust.Server.Player;
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using Robust.Shared;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameStates;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Players;
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@@ -391,10 +391,10 @@ namespace Content.IntegrationTests.Tests.Networking
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}
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}
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[NetworkedComponent()]
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private sealed class PredictionTestComponent : Component
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{
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public override string Name => "PredictionTest";
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public override uint? NetID => ContentNetIDs.PREDICTION_TEST;
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private bool _foo;
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@@ -428,7 +428,7 @@ namespace Content.IntegrationTests.Tests.Networking
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{
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public bool Foo { get; }
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public PredictionComponentState(bool foo) : base(ContentNetIDs.PREDICTION_TEST)
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public PredictionComponentState(bool foo)
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{
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Foo = foo;
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}
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