Component Messaging Rework (#36)
* Remove DiscoBall. * Changes `IEntity.AddComponent(IComponent)` to `IEntity.AddComponent<T>`. * Pulled ComponentManager registration out of Component into Entity. * Killed component message params. * Updated engine submodule.
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@@ -256,18 +256,17 @@ namespace Content.Server.GameObjects
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ActiveIndex = orderedHands[index];
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}
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public override void HandleNetworkMessage(IncomingEntityComponentMessage message)
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public override void HandleMessage(object owner, ComponentMessage message)
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{
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if (message.MessageParameters.Count != 1)
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base.HandleMessage(owner, message);
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switch (message)
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{
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return;
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case ClientChangedHandMsg msg:
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if (HasHand(msg.Index))
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ActiveIndex = msg.Index;
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break;
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}
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var index = message.MessageParameters[0];
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if (index is string newIndex && HasHand(newIndex))
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{
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ActiveIndex = newIndex;
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}
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base.HandleNetworkMessage(message);
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}
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}
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}
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