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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@@ -1,9 +1,9 @@
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#nullable enable
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#nullable enable
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using System;
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using Content.Shared.CCVar;
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using Content.Shared.NetIDs;
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using Robust.Shared.Configuration;
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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.Maths;
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using Robust.Shared.Players;
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@@ -15,6 +15,7 @@ namespace Content.Shared.Movement.Components
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{
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[RegisterComponent]
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[ComponentReference(typeof(IMoverComponent))]
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[NetworkedComponent()]
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public class SharedPlayerInputMoverComponent : Component, IMoverComponent
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{
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// This class has to be able to handle server TPS being lower than client FPS.
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@@ -42,7 +43,6 @@ namespace Content.Shared.Movement.Components
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[ComponentDependency] private readonly MovementSpeedModifierComponent? _movementSpeed = default!;
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public override string Name => "PlayerInputMover";
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public override uint? NetID => ContentNetIDs.PLAYER_INPUT_MOVER;
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private GameTick _lastInputTick;
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private ushort _lastInputSubTick;
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@@ -238,8 +238,7 @@ namespace Content.Shared.Movement.Components
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{
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public MoveButtons Buttons { get; }
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public MoverComponentState(MoveButtons buttons) : base(ContentNetIDs
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.PLAYER_INPUT_MOVER)
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public MoverComponentState(MoveButtons buttons)
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{
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Buttons = buttons;
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}
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