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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@@ -1,16 +1,16 @@
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#nullable enable
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using System;
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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.Serialization;
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namespace Content.Shared.Projectiles
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{
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[NetworkedComponent()]
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public abstract class SharedProjectileComponent : Component
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{
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private bool _ignoreShooter = true;
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public override string Name => "Projectile";
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public override uint? NetID => ContentNetIDs.PROJECTILE;
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public EntityUid Shooter { get; protected set; }
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@@ -29,7 +29,7 @@ namespace Content.Shared.Projectiles
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[NetSerializable, Serializable]
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protected class ProjectileComponentState : ComponentState
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{
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public ProjectileComponentState(EntityUid shooter, bool ignoreShooter) : base(ContentNetIDs.PROJECTILE)
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public ProjectileComponentState(EntityUid shooter, bool ignoreShooter)
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{
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Shooter = shooter;
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IgnoreShooter = ignoreShooter;
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