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https://github.com/space-wizards/RobustToolbox.git
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* 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.
61 lines
2.0 KiB
C#
61 lines
2.0 KiB
C#
using System;
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using System.Collections.Generic;
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using Robust.Shared.Maths;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Dynamics;
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using Robust.Shared.Physics.Dynamics.Joints;
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using Robust.Shared.Serialization;
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namespace Robust.Shared.GameObjects
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{
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[Serializable, NetSerializable]
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public class PhysicsComponentState : ComponentState
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{
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public readonly bool CanCollide;
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public readonly bool SleepingAllowed;
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public readonly bool FixedRotation;
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public readonly BodyStatus Status;
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public readonly List<Fixture> Fixtures;
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public readonly List<Joint> Joints;
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public readonly Vector2 LinearVelocity;
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public readonly float AngularVelocity;
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public readonly BodyType BodyType;
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/// <summary>
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///
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/// </summary>
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/// <param name="canCollide"></param>
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/// <param name="sleepingAllowed"></param>
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/// <param name="fixedRotation"></param>
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/// <param name="status"></param>
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/// <param name="fixtures"></param>
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/// <param name="joints"></param>
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/// <param name="linearVelocity">Current linear velocity of the entity in meters per second.</param>
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/// <param name="angularVelocity">Current angular velocity of the entity in radians per sec.</param>
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/// <param name="bodyType"></param>
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public PhysicsComponentState(
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bool canCollide,
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bool sleepingAllowed,
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bool fixedRotation,
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BodyStatus status,
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List<Fixture> fixtures,
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List<Joint> joints,
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Vector2 linearVelocity,
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float angularVelocity,
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BodyType bodyType)
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{
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CanCollide = canCollide;
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SleepingAllowed = sleepingAllowed;
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FixedRotation = fixedRotation;
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Status = status;
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Fixtures = fixtures;
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Joints = joints;
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LinearVelocity = linearVelocity;
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AngularVelocity = angularVelocity;
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BodyType = bodyType;
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}
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}
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}
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