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* Added a new special MetaDataComponent to store entity data that isn't specific to a component. * Adds ExposeData to MetaDataComponent. Name of the entity now defaults to the prototype name. * EntityStates changed so that the list of networked components is not sent every tick for a modified entity. * Code cleanup & doc comments. * MetaDataComponent Name and Description are taken from the prototype before storing them in the component. * Adds the EntityState serializer benchmark. This isn't a test, but is really useful. * Redesigned the logic in ServerGameStateManager. * Adds MetaDataComponent registration to the UnitTesting project.
27 lines
954 B
C#
27 lines
954 B
C#
namespace Robust.Shared.GameObjects
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{
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public static class NetIDs
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{
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public const uint BASIC_MOVER = 1;
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public const uint SLAVE_MOVER = 2;
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public const uint PLAYER_INPUT_MOVER = 3;
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public const uint META_DATA = 4;
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public const uint TRANSFORM = 5;
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public const uint PHYSICS = 6;
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public const uint PARTICLE_SYSTEM = 7;
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public const uint SPRITE = 8;
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public const uint POINT_LIGHT = 10;
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public const uint BOUNDING_BOX = 11;
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public const uint COLLIDABLE = 12;
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public const uint DIRECTION = 13;
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public const uint CLICKABLE = 14;
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public const uint COLLIDER = 15;
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public const uint KEY_BINDING_INPUT = 16;
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public const uint TRIGGERABLE = 20;
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public const uint AUDIO_PLAYER = 21;
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public const uint APPEARANCE = 22;
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public const uint SNAPGRID = 23;
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public const uint USERINTERFACE = 24;
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}
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}
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