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>
This commit is contained in:
Acruid
2021-07-12 01:32:10 -07:00
committed by GitHub
parent baeabfd936
commit 59e5cc5e3c
103 changed files with 334 additions and 429 deletions

View File

@@ -1,6 +1,6 @@
using System;
using Content.Shared.NetIDs;
using System;
using Robust.Shared.GameObjects;
using Robust.Shared.GameStates;
using Robust.Shared.Players;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
@@ -9,10 +9,10 @@ using Robust.Shared.ViewVariables;
namespace Content.Shared.Singularity.Components
{
[RegisterComponent]
[NetworkedComponent]
public class SingularityDistortionComponent : Component
{
public override string Name => "SingularityDistortion";
public override uint? NetID => ContentNetIDs.SINGULARITY_DISTORTION;
[DataField("intensity")]
private float _intensity = 0.25f;
@@ -56,7 +56,7 @@ namespace Content.Shared.Singularity.Components
[Serializable, NetSerializable]
public class SingularityDistortionComponentState : ComponentState
{
public SingularityDistortionComponentState(float intensity, float falloff) : base(ContentNetIDs.SINGULARITY_DISTORTION)
public SingularityDistortionComponentState(float intensity, float falloff)
{
Intensity = intensity;
Falloff = falloff;