Files
RobustToolbox/Robust.Shared/GameObjects/ComponentState.cs
slarticodefast 4747e5a05a Add and update a lot of documentation (#6337)
* Serialization docs

Co-authored-by: Moony <moonheart08@users.noreply.github.com>

* ECS docs

Co-authored-by: Moony <moonheart08@users.noreply.github.com>

* scattered docs

Co-authored-by: Moony <moonheart08@users.noreply.github.com>

* Fixes

---------

Co-authored-by: Moony <moonheart08@users.noreply.github.com>
Co-authored-by: PJB3005 <pieterjan.briers+git@gmail.com>
2025-12-15 20:26:17 +01:00

76 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]
[Virtual]
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);
}
}