Files
RobustToolbox/Robust.Shared/GameObjects/ComponentState.cs
TayrtahnandGitHub d2792926e5 Remove [Virtual] attributes from abstract/sealed classes (#6482)
Removed [Virtual] attributes that shouldn't be there
2026-03-24 23:41:58 -04:00

75 lines
2.9 KiB
C#

using System;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
namespace Robust.Shared.GameObjects;
/// <summary>
/// An abstract base class for a component's network state. For simple cases, you can automatically generate this using
/// <see cref="AutoGenerateComponentStateAttribute"/> and <see cref="AutoNetworkedFieldAttribute"/>.
/// </summary>
/// <remarks>
/// <para>
/// If your component's state is particularly complex, or you otherwise want manual control, you can implement this
/// directly and register necessary event handlers for <see cref="ComponentHandleState"/> and
/// <see cref="ComponentGetState"/>.
/// </para>
/// <para>
/// How state is actually applied for a component, and what it looks like, is user defined. For an example, look at
/// <see cref="OccluderComponent.OccluderComponentState"/>.
/// </para>
/// </remarks>
[RequiresSerializable]
[Serializable, NetSerializable]
public abstract class ComponentState : IComponentState;
/// <summary>
/// Represents the state of a component for networking purposes.
/// </summary>
public interface IComponentState;
/// <summary>
/// Internal for RT, you probably want <see cref="IComponentDeltaState{TState}"/>.
/// </summary>
public interface IComponentDeltaState : IComponentState
{
public void ApplyToFullState(IComponentState fullState);
public IComponentState CreateNewFullState(IComponentState fullState);
}
/// <summary>
/// Interface for component states that only contain partial state data. The actual delta state class should be a
/// separate class from the full component states.
/// </summary>
/// <typeparam name="TState">The full-state class associated with this partial state</typeparam>
public interface IComponentDeltaState<TState> : IComponentDeltaState where TState: IComponentState
{
/// <summary>
/// This function will apply the current delta state to the provided full state, modifying it in the process.
/// </summary>
public void ApplyToFullState(TState fullState);
/// <summary>
/// This function should take in a full state and return a new full state with the current delta applied,
/// WITHOUT modifying the original input state.
/// </summary>
public TState CreateNewFullState(TState fullState);
void IComponentDeltaState.ApplyToFullState(IComponentState fullState)
{
if (fullState is not TState state)
throw new Exception($"Unexpected type. Expected {typeof(TState).Name} but got {fullState.GetType().Name}");
ApplyToFullState(state);
}
IComponentState IComponentDeltaState.CreateNewFullState(IComponentState fullState)
{
if (fullState is not TState state)
throw new Exception($"Unexpected type. Expected {typeof(TState).Name} but got {fullState.GetType().Name}");
return CreateNewFullState(state);
}
}