Revert "virtualize all net ids to reduce net traffic"

This reverts commit 027c338c5f.

Formatting fix left in.
This commit is contained in:
Tyler Young
2020-06-08 16:49:05 -04:00
parent e85b839d27
commit c3fd0ef882
25 changed files with 31 additions and 62 deletions

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@@ -16,9 +16,7 @@ namespace Content.Shared.GameObjects.Components.Cargo
public class CargoOrderDatabaseState : ComponentState
{
public readonly List<CargoOrderData> Orders;
public override uint NetID => ContentNetIDs.CARGO_ORDER_DATABASE;
public CargoOrderDatabaseState(List<CargoOrderData> orders)
public CargoOrderDatabaseState(List<CargoOrderData> orders) : base(ContentNetIDs.CARGO_ORDER_DATABASE)
{
Orders = orders;
}

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@@ -88,9 +88,7 @@ namespace Content.Shared.GameObjects.Components.Cargo
public class GalacticMarketState : ComponentState
{
public List<string> Products;
public override uint NetID => ContentNetIDs.GALACTIC_MARKET;
public GalacticMarketState(List<string> technologies)
public GalacticMarketState(List<string> technologies) : base(ContentNetIDs.GALACTIC_MARKET)
{
Products = technologies;
}

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@@ -22,9 +22,8 @@ namespace Content.Shared.GameObjects.Components.Chemistry
public ReagentUnit CurrentVolume { get; }
public ReagentUnit TotalVolume { get; }
public InjectorToggleMode CurrentMode { get; }
public override uint NetID => ContentNetIDs.REAGENT_INJECTOR;
public InjectorComponentState(ReagentUnit currentVolume, ReagentUnit totalVolume, InjectorToggleMode currentMode)
public InjectorComponentState(ReagentUnit currentVolume, ReagentUnit totalVolume, InjectorToggleMode currentMode) : base(ContentNetIDs.REAGENT_INJECTOR)
{
CurrentVolume = currentVolume;
TotalVolume = totalVolume;

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@@ -20,9 +20,7 @@ namespace Content.Shared.GameObjects.Components.Chemistry
[Serializable, NetSerializable]
public class SolutionComponentState : ComponentState
{
public override uint NetID => ContentNetIDs.SOLUTION;
public SolutionComponentState() { }
public SolutionComponentState() : base(ContentNetIDs.SOLUTION) { }
}
/// <inheritdoc />

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@@ -16,9 +16,8 @@ namespace Content.Shared.GameObjects
public class DamageComponentState : ComponentState
{
public Dictionary<DamageType, int> CurrentDamage = new Dictionary<DamageType, int>();
public override uint NetID => ContentNetIDs.DAMAGEABLE;
public DamageComponentState(Dictionary<DamageType, int> damage)
public DamageComponentState(Dictionary<DamageType, int> damage) : base(ContentNetIDs.DAMAGEABLE)
{
CurrentDamage = damage;
}

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@@ -59,9 +59,8 @@ namespace Content.Shared.GameObjects.Components.Instruments
public class InstrumentState : ComponentState
{
public bool Playing { get; }
public override uint NetID => ContentNetIDs.INSTRUMENTS;
public InstrumentState(bool playing, uint sequencerTick = 0)
public InstrumentState(bool playing, uint sequencerTick = 0) : base(ContentNetIDs.INSTRUMENTS)
{
Playing = playing;
}

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@@ -27,9 +27,8 @@ namespace Content.Shared.GameObjects.Components.Interactable
public class MultiToolComponentState : ComponentState
{
public ToolQuality Quality { get; }
public override uint NetID => ContentNetIDs.MULTITOOLS;
public MultiToolComponentState(ToolQuality quality)
public MultiToolComponentState(ToolQuality quality) : base(ContentNetIDs.MULTITOOLS)
{
Quality = quality;
}
@@ -42,9 +41,8 @@ namespace Content.Shared.GameObjects.Components.Interactable
public float Fuel { get; }
public bool Activated { get; }
public ToolQuality Quality { get; }
public override uint NetID => ContentNetIDs.WELDER;
public WelderComponentState(float fuelCapacity, float fuel, bool activated)
public WelderComponentState(float fuelCapacity, float fuel, bool activated) : base(ContentNetIDs.WELDER)
{
FuelCapacity = fuelCapacity;
Fuel = fuel;

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@@ -51,9 +51,8 @@ namespace Content.Shared.GameObjects
protected class InventoryComponentState : ComponentState
{
public List<KeyValuePair<Slots, EntityUid>> Entities { get; }
public override uint NetID => ContentNetIDs.STORAGE;
public InventoryComponentState(List<KeyValuePair<Slots, EntityUid>> entities)
public InventoryComponentState(List<KeyValuePair<Slots, EntityUid>> entities) : base(ContentNetIDs.STORAGE)
{
Entities = entities;
}

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@@ -7,9 +7,8 @@ namespace Content.Shared.GameObjects.Components.Items
public class ClothingComponentState : ItemComponentState
{
public string ClothingEquippedPrefix { get; set; }
public override uint NetID => ContentNetIDs.CLOTHING;
public ClothingComponentState(string clothingEquippedPrefix, string equippedPrefix) : base(equippedPrefix)
public ClothingComponentState(string clothingEquippedPrefix, string equippedPrefix) : base(equippedPrefix, ContentNetIDs.CLOTHING)
{
ClothingEquippedPrefix = clothingEquippedPrefix;
}

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@@ -8,12 +8,15 @@ namespace Content.Shared.GameObjects.Components.Items
public class ItemComponentState : ComponentState
{
public string EquippedPrefix { get; set; }
public override uint NetID => ContentNetIDs.ITEM;
public ItemComponentState(string equippedPrefix)
public ItemComponentState(string equippedPrefix) : base(ContentNetIDs.ITEM)
{
EquippedPrefix = equippedPrefix;
}
protected ItemComponentState(string equippedPrefix, uint netId) : base(netId)
{
EquippedPrefix = equippedPrefix;
}
}
}

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@@ -74,9 +74,8 @@ namespace Content.Shared.GameObjects.Components.Items
{
public TimeSpan? CooldownStart { get; set; }
public TimeSpan? CooldownEnd { get; set; }
public override uint NetID => ContentNetIDs.ITEMCOOLDOWN;
public ItemCooldownComponentState()
public ItemCooldownComponentState() : base(ContentNetIDs.ITEMCOOLDOWN)
{
}
}

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@@ -17,9 +17,8 @@ namespace Content.Shared.GameObjects
{
public readonly Dictionary<string, EntityUid> Hands;
public readonly string ActiveIndex;
public override uint NetID => ContentNetIDs.HANDS;
public HandsComponentState(Dictionary<string, EntityUid> hands, string activeIndex)
public HandsComponentState(Dictionary<string, EntityUid> hands, string activeIndex) : base(ContentNetIDs.HANDS)
{
Hands = hands;
ActiveIndex = activeIndex;

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@@ -57,9 +57,9 @@ namespace Content.Shared.GameObjects.Components.Mobs
{
public bool IsInCombatMode { get; }
public TargetingZone TargetingZone { get; }
public override uint NetID => ContentNetIDs.COMBATMODE;
public CombatModeComponentState(bool isInCombatMode, TargetingZone targetingZone)
: base(ContentNetIDs.COMBATMODE)
{
IsInCombatMode = isInCombatMode;
TargetingZone = targetingZone;

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@@ -69,9 +69,7 @@ namespace Content.Shared.GameObjects.Components.Mobs
[NetSerializable]
private sealed class HumanoidAppearanceComponentState : ComponentState
{
public override uint NetID => ContentNetIDs.HUMANOID_APPEARANCE;
public HumanoidAppearanceComponentState(HumanoidCharacterAppearance appearance, Sex sex)
public HumanoidAppearanceComponentState(HumanoidCharacterAppearance appearance, Sex sex) : base(ContentNetIDs.HUMANOID_APPEARANCE)
{
Appearance = appearance;
Sex = sex;

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@@ -24,9 +24,8 @@ namespace Content.Shared.GameObjects.Components.Mobs
public class OverlayEffectComponentState : ComponentState
{
public ScreenEffects ScreenEffect;
public override uint NetID => ContentNetIDs.OVERLAYEFFECTS;
public OverlayEffectComponentState(ScreenEffects screenEffect)
public OverlayEffectComponentState(ScreenEffects screenEffect) : base(ContentNetIDs.OVERLAYEFFECTS)
{
ScreenEffect = screenEffect;
}

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@@ -19,9 +19,8 @@ namespace Content.Shared.GameObjects.Components.Mobs
public class StatusEffectComponentState : ComponentState
{
public Dictionary<StatusEffect, string> StatusEffects;
public override uint NetID => ContentNetIDs.STATUSEFFECTS;
public StatusEffectComponentState(Dictionary<StatusEffect, string> statusEffects)
public StatusEffectComponentState(Dictionary<StatusEffect, string> statusEffects) : base(ContentNetIDs.STATUSEFFECTS)
{
StatusEffects = statusEffects;
}

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@@ -14,9 +14,8 @@ namespace Content.Shared.GameObjects.Components.Observer
public class GhostComponentState : ComponentState
{
public bool CanReturnToBody { get; }
public override uint NetID => ContentNetIDs.GHOST;
public GhostComponentState(bool canReturnToBody)
public GhostComponentState(bool canReturnToBody) : base(ContentNetIDs.GHOST)
{
CanReturnToBody = canReturnToBody;
}

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@@ -166,11 +166,10 @@ namespace Content.Shared.GameObjects.Components.PDA
public UplinkCategory Category;
public string Description;
public string ListingName;
public override uint NetID => ContentNetIDs.PDA;
public UplinkListingData(string listingName,string itemId,
int price, UplinkCategory category,
string description)
string description) : base(ContentNetIDs.PDA)
{
ListingName = listingName;
Price = price;

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@@ -117,9 +117,7 @@ namespace Content.Shared.GameObjects.Components.Research
public class LatheDatabaseState : ComponentState
{
public readonly List<string> Recipes;
public override uint NetID => ContentNetIDs.LATHE_DATABASE;
public LatheDatabaseState(List<string> recipes)
public LatheDatabaseState(List<string> recipes) : base(ContentNetIDs.LATHE_DATABASE)
{
Recipes = recipes;
}

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@@ -69,9 +69,7 @@ namespace Content.Shared.GameObjects.Components.Research
public class MaterialStorageState : ComponentState
{
public readonly Dictionary<string, int> Storage;
public override uint NetID => ContentNetIDs.MATERIAL_STORAGE;
public MaterialStorageState(Dictionary<string, int> storage)
public MaterialStorageState(Dictionary<string, int> storage) : base(ContentNetIDs.MATERIAL_STORAGE)
{
Storage = storage;
}

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@@ -63,9 +63,7 @@ namespace Content.Shared.GameObjects.Components.Research
public class ProtolatheDatabaseState : ComponentState
{
public readonly List<string> Recipes;
public override uint NetID => ContentNetIDs.PROTOLATHE_DATABASE;
public ProtolatheDatabaseState(List<string> recipes)
public ProtolatheDatabaseState(List<string> recipes) : base(ContentNetIDs.PROTOLATHE_DATABASE)
{
Recipes = recipes;
}

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@@ -104,14 +104,12 @@ namespace Content.Shared.GameObjects.Components.Research
public class TechnologyDatabaseState : ComponentState
{
public List<string> Technologies;
public override uint NetID => ContentNetIDs.TECHNOLOGY_DATABASE;
public TechnologyDatabaseState(List<string> technologies)
public TechnologyDatabaseState(List<string> technologies) : base(ContentNetIDs.TECHNOLOGY_DATABASE)
{
Technologies = technologies;
}
public TechnologyDatabaseState(List<TechnologyPrototype> technologies)
public TechnologyDatabaseState(List<TechnologyPrototype> technologies) : base(ContentNetIDs.TECHNOLOGY_DATABASE)
{
Technologies = new List<string>();
foreach (var technology in technologies)

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@@ -12,9 +12,7 @@ namespace Content.Shared.GameObjects.Components
[Serializable, NetSerializable]
protected sealed class HandheldLightComponentState : ComponentState
{
public override uint NetID => ContentNetIDs.HANDHELD_LIGHT;
public HandheldLightComponentState(float? charge)
public HandheldLightComponentState(float? charge) : base(ContentNetIDs.HANDHELD_LIGHT)
{
Charge = charge;
}

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@@ -107,9 +107,8 @@ namespace Content.Shared.GameObjects.Components
{
public int Count { get; }
public int MaxCount { get; }
public override uint NetID => ContentNetIDs.STACK;
public StackComponentState(int count, int maxCount)
public StackComponentState(int count, int maxCount) : base(ContentNetIDs.STACK)
{
Count = count;
MaxCount = maxCount;

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@@ -20,9 +20,7 @@ namespace Content.Shared.GameObjects.Components.Weapons.Ranged
/// </remarks>
public (int count, int max)? MagazineCount { get; }
public override uint NetID => ContentNetIDs.BALLISTIC_MAGAZINE_WEAPON;
public BallisticMagazineWeaponComponentState(bool chambered, (int count, int max)? magazineCount)
public BallisticMagazineWeaponComponentState(bool chambered, (int count, int max)? magazineCount) : base(ContentNetIDs.BALLISTIC_MAGAZINE_WEAPON)
{
Chambered = chambered;
MagazineCount = magazineCount;