Files
RobustToolbox/Robust.Shared/GameObjects/IComponent.cs
Acruid 2183cd7ca1 Massive Namespace Cleanup (#1544)
* Removed the Interfaces folder.
* All objects inside the GameObjects subfolders are now in the GameObjects namespace.
* Added a Resharper DotSettings file to mark the GameObjects subfolders as not providing namespaces.
* Simplified Robust.client.Graphics namespace.
* Automated remove redundant using statements.
2021-02-10 23:27:19 -08:00

145 lines
6.2 KiB
C#

using Robust.Shared.Network;
using Robust.Shared.Players;
using Robust.Shared.Serialization;
using Robust.Shared.Timing;
namespace Robust.Shared.GameObjects
{
/// <remarks>
/// Base component for the ECS system.
/// All discoverable implementations of IComponent must override the <see cref="Name" />.
/// Instances are dynamically instantiated by a <c>ComponentFactory</c>, and will have their IoC Dependencies resolved.
/// </remarks>
public interface IComponent : IEntityEventSubscriber
{
/// <summary>
/// Represents the network ID for the component.
/// The network ID is used to determine which component will receive the component state
/// on the other side of the network.
/// If this is <c>null</c>, the component is not replicated across the network.
/// </summary>
/// <seealso cref="NetworkSynchronizeExistence" />
/// <seealso cref="IComponentRegistration.NetID" />
uint? NetID { get; }
/// <summary>
/// Name that this component is represented with in prototypes.
/// </summary>
/// <seealso cref="IComponentRegistration.Name" />
string Name { get; }
/// <summary>
/// Whether the Owner has been paused.
/// </summary>
bool Paused { get; }
/// <summary>
/// Whether the client should synchronize component additions and removals.
/// If this is false and the component gets added or removed server side, the client will not do the same.
/// If this is true and the server adds or removes the component, the client will do as such too.
/// This flag has no effect if <see cref="NetID" /> is <c>null</c>.
/// This is disabled by default, usually the client builds their instance from a prototype.
/// </summary>
/// <seealso cref="IComponentRegistration.NetworkSynchronizeExistence" />
bool NetworkSynchronizeExistence { get; }
/// <summary>
/// Whether this component should be synchronized with clients when modified.
/// If this is true, the server will synchronize all client instances with the data in this instance.
/// If this is false, clients can modify the data in their instances without being overwritten by the server.
/// This flag has no effect if <see cref="NetID" /> is <c>null</c>.
/// This is enabled by default.
/// </summary>
bool NetSyncEnabled { get; }
/// <summary>
/// Entity that this component is attached to.
/// </summary>
IEntity Owner { get; }
/// <summary>
/// Component has been properly initialized.
/// </summary>
bool Initialized { get; }
/// <summary>
/// This is true when the component is active. Set this value to start or stop the component.
/// </summary>
bool Running { get; set; }
/// <summary>
/// True if the component has been removed from its owner, AKA deleted.
/// </summary>
bool Deleted { get; }
/// <summary>
/// Marks the component as dirty so that the network will re-sync it with clients.
/// </summary>
void Dirty();
/// <summary>
/// This is the tick the component was created.
/// </summary>
GameTick CreationTick { get; }
/// <summary>
/// This is the last game tick Dirty() was called.
/// </summary>
GameTick LastModifiedTick { get; }
/// <summary>
/// Called when the component is removed from an entity.
/// Shuts down the component.
/// This should be called AFTER any inheriting classes OnRemove code has run. This should be last.
/// </summary>
void OnRemove();
/// <summary>
/// Called when all of the entity's other components have been added and are available,
/// But are not necessarily initialized yet. DO NOT depend on the values of other components to be correct.
/// </summary>
void Initialize();
/// <summary>
/// This allows setting of the component's parameters from YAML once it is instantiated.
/// This should basically be overridden by every inheriting component, as parameters will be different
/// across the board.
/// </summary>
void ExposeData(ObjectSerializer serializer);
/// <summary>
/// Handles a local incoming component message.
/// </summary>
/// <param name="message">Incoming event message.</param>
/// <param name="component">The local component that sent the message.</param>
void HandleMessage(ComponentMessage message, IComponent? component);
/// <summary>
/// Handles an incoming component message from the server.
/// </summary>
/// <param name="message">Incoming event message.</param>
/// <param name="netChannel">The channel of the remote client that sent the message.</param>
/// <param name="session">The session data for the player who sent this message. Null if this is a client.</param>
void HandleNetworkMessage(ComponentMessage message, INetChannel netChannel, ICommonSession? session = null);
/// <summary>
/// Get the component's state for replicating on the client.
/// </summary>
/// <returns>ComponentState object</returns>
ComponentState GetComponentState();
/// <summary>
/// Handles an incoming component state from the server.
/// </summary>
/// <remarks>
/// This function should only be called on the client.
/// Both, one, or neither of the two states can be null.
/// On the next tick, curState will be nextState.
/// Passing null for both arguments should do nothing.
/// </remarks>
/// <param name="curState">Current component state for this tick.</param>
/// <param name="nextState">Next component state for the next tick.</param>
void HandleComponentState(ComponentState? curState, ComponentState? nextState);
}
}