Pulling entity systems into direct fields in Clyde to make it now painful. This required adding an event to ClientEntityManager when these become available, as they are only available when the client is in a server/single player.
RaisePredictiveEvent was made to not check whether prediction is enabled in #3534. This doesn't make much sense to me and is causing various SS14 game logic to erroneously run when prediction is disabled.
Here's the fix PR. Also fixes the assert to actually work (checking Connected is wrong, it should've been InGame) and makes the new check also account for SinglePlayerGame.
* Warning fixes in Robust.Shared
* Robust.Client warning fixes
* Fix test failure
Test failures were due to broken system registrations for the client RobustUnitTest. It was accidentally registering some server systems, which means DebugPhysicsSystem wasn't gettings its dependencies properly.
Fixing this meant pulling half a dozen extra dependencies that client ContainerSystem and TransformSystem are supposed to have, but didn't.
Simulation input and Update() does not happen when prediction is disabled. Both of these can be re-opted in on a per-handler/system basis with a bool flag. Stuff like physics opts out of this now.
* ComponentNames are not sent over the network when components are created.
* Removed ComponentStates array from EntityState, now the state is stored directly inside the CompChange struct.
* Remove the unnecessary NetID property from ComponentState.
* Remove Component.NetworkSynchronizeExistence.
* Change GetNetComponents to return both the component and the component NetId.
* Remove public usages of the Component.NetID property.
* Adds the NetIDAttribute that can be applied to components.
* Removed Component.NetID.
* Revert changes to GetComponentState and how prediction works.
* Adds component netID automatic generation.
* Modifies ClientConsoleHost so that commands can be called before Initialize().
* Completely remove static NetIds.
* Renamed NetIDAttribute to NetworkedComponentAttribute.
* Fixing unit tests.