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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@@ -1,4 +1,4 @@
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#nullable enable
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#nullable enable
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using System;
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using System.Collections.Generic;
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using System.Diagnostics.CodeAnalysis;
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@@ -8,8 +8,8 @@ using Content.Shared.Alert;
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using Content.Shared.Damage;
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using Content.Shared.Damage.Components;
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using Content.Shared.MobState.State;
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using Content.Shared.NetIDs;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameStates;
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using Robust.Shared.Players;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.Manager.Attributes;
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@@ -23,12 +23,11 @@ namespace Content.Shared.MobState.Components
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/// Additionally, it handles sending effects to clients
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/// (such as blur effect for unconsciousness) and managing the health HUD.
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/// </summary>
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[NetworkedComponent()]
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public abstract class SharedMobStateComponent : Component, IMobStateComponent, IActionBlocker
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{
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public override string Name => "MobState";
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public override uint? NetID => ContentNetIDs.MOB_STATE;
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/// <summary>
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/// States that this <see cref="SharedMobStateComponent"/> mapped to
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/// the amount of damage at which they are triggered.
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@@ -401,7 +400,7 @@ namespace Content.Shared.MobState.Components
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{
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public readonly int? CurrentThreshold;
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public MobStateComponentState(int? currentThreshold) : base(ContentNetIDs.MOB_STATE)
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public MobStateComponentState(int? currentThreshold)
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{
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CurrentThreshold = currentThreshold;
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}
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