mirror of
https://github.com/space-wizards/RobustToolbox.git
synced 2026-02-15 03:30:53 +01:00
* 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.
116 lines
5.8 KiB
C#
116 lines
5.8 KiB
C#
using System;
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using Robust.Client.Audio.Midi;
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using Robust.Client.Console;
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using Robust.Client.Debugging;
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using Robust.Client.GameObjects;
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using Robust.Client.GameStates;
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using Robust.Client.Graphics;
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using Robust.Client.Graphics.Clyde;
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using Robust.Client.Input;
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using Robust.Client.Map;
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using Robust.Client.Placement;
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using Robust.Client.Player;
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using Robust.Client.Prototypes;
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using Robust.Client.Reflection;
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using Robust.Client.ResourceManagement;
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using Robust.Client.State;
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using Robust.Client.Timing;
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using Robust.Client.UserInterface;
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using Robust.Client.Utility;
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using Robust.Client.ViewVariables;
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using Robust.Shared;
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using Robust.Shared.Console;
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using Robust.Shared.ContentPack;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Network;
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using Robust.Shared.Players;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Reflection;
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using Robust.Shared.Timing;
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namespace Robust.Client
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{
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internal static class ClientIoC
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{
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public static void RegisterIoC(GameController.DisplayMode mode)
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{
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SharedIoC.RegisterIoC();
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IoCManager.Register<IGameTiming, ClientGameTiming>();
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IoCManager.Register<IClientGameTiming, ClientGameTiming>();
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IoCManager.Register<IPrototypeManager, ClientPrototypeManager>();
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IoCManager.Register<IMapManager, ClientMapManager>();
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IoCManager.Register<IMapManagerInternal, ClientMapManager>();
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IoCManager.Register<IClientMapManager, ClientMapManager>();
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IoCManager.Register<IEntityManager, ClientEntityManager>();
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IoCManager.Register<IEntityLookup, EntityLookup>();
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IoCManager.Register<IReflectionManager, ClientReflectionManager>();
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IoCManager.Register<IConsoleHost, ClientConsoleHost>();
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IoCManager.Register<IClientConsoleHost, ClientConsoleHost>();
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IoCManager.Register<IComponentFactory, ClientComponentFactory>();
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IoCManager.Register<ITileDefinitionManager, ClydeTileDefinitionManager>();
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IoCManager.Register<IClydeTileDefinitionManager, ClydeTileDefinitionManager>();
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IoCManager.Register<GameController, GameController>();
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IoCManager.Register<IGameController, GameController>();
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IoCManager.Register<IGameControllerInternal, GameController>();
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IoCManager.Register<IResourceManager, ResourceCache>();
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IoCManager.Register<IResourceManagerInternal, ResourceCache>();
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IoCManager.Register<IResourceCache, ResourceCache>();
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IoCManager.Register<IResourceCacheInternal, ResourceCache>();
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IoCManager.Register<IClientNetManager, NetManager>();
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IoCManager.Register<IClientEntityManager, ClientEntityManager>();
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IoCManager.Register<IClientEntityManagerInternal, ClientEntityManager>();
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IoCManager.Register<IEntityNetworkManager, ClientEntityManager>();
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IoCManager.Register<IClientGameStateManager, ClientGameStateManager>();
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IoCManager.Register<IBaseClient, BaseClient>();
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IoCManager.Register<IPlayerManager, PlayerManager>();
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IoCManager.Register<ISharedPlayerManager, PlayerManager>();
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IoCManager.Register<IStateManager, StateManager>();
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IoCManager.Register<IUserInterfaceManager, UserInterfaceManager>();
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IoCManager.Register<IUserInterfaceManagerInternal, UserInterfaceManager>();
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IoCManager.Register<IDebugDrawing, DebugDrawing>();
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IoCManager.Register<IDebugDrawingManager, DebugDrawingManager>();
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IoCManager.Register<ILightManager, LightManager>();
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IoCManager.Register<IDiscordRichPresence, DiscordRichPresence>();
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IoCManager.Register<IMidiManager, MidiManager>();
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IoCManager.Register<IAuthManager, AuthManager>();
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switch (mode)
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{
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case GameController.DisplayMode.Headless:
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IoCManager.Register<IClyde, ClydeHeadless>();
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IoCManager.Register<IClipboardManager, ClydeHeadless>();
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IoCManager.Register<IClydeAudio, ClydeHeadless>();
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IoCManager.Register<IClydeInternal, ClydeHeadless>();
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IoCManager.Register<IInputManager, InputManager>();
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IoCManager.Register<IFileDialogManager, DummyFileDialogManager>();
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IoCManager.Register<IUriOpener, UriOpenerDummy>();
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break;
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case GameController.DisplayMode.Clyde:
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IoCManager.Register<IClyde, Clyde>();
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IoCManager.Register<IClipboardManager, Clyde>();
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IoCManager.Register<IClydeAudio, Clyde>();
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IoCManager.Register<IClydeInternal, Clyde>();
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IoCManager.Register<IInputManager, ClydeInputManager>();
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IoCManager.Register<IFileDialogManager, FileDialogManager>();
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IoCManager.Register<IUriOpener, UriOpener>();
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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IoCManager.Register<IFontManager, FontManager>();
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IoCManager.Register<IFontManagerInternal, FontManager>();
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IoCManager.Register<IEyeManager, EyeManager>();
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IoCManager.Register<IPlacementManager, PlacementManager>();
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IoCManager.Register<IOverlayManager, OverlayManager>();
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IoCManager.Register<IOverlayManagerInternal, OverlayManager>();
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IoCManager.Register<IViewVariablesManager, ViewVariablesManager>();
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IoCManager.Register<IViewVariablesManagerInternal, ViewVariablesManager>();
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IoCManager.Register<IClientConGroupController, ClientConGroupController>();
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IoCManager.Register<IScriptClient, ScriptClient>();
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}
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}
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}
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