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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@@ -1,6 +1,6 @@
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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.Players;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.Manager.Attributes;
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@@ -9,10 +9,10 @@ using Robust.Shared.ViewVariables;
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namespace Content.Shared.Stacks
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{
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[NetworkedComponent()]
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public abstract class SharedStackComponent : Component, ISerializationHooks
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{
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public sealed override string Name => "Stack";
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public sealed override uint? NetID => ContentNetIDs.STACK;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("stackType", required:true, customTypeSerializer:typeof(PrototypeIdSerializer<StackPrototype>))]
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@@ -48,7 +48,7 @@ namespace Content.Shared.Stacks
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public int Count { get; }
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public int MaxCount { get; }
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public StackComponentState(int count, int maxCount) : base(ContentNetIDs.STACK)
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public StackComponentState(int count, int maxCount)
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{
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Count = count;
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MaxCount = maxCount;
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