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.
175 lines
5.4 KiB
C#
175 lines
5.4 KiB
C#
using System;
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using Robust.Shared.GameStates;
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using Robust.Shared.IoC;
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using Robust.Shared.Players;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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namespace Robust.Shared.GameObjects
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{
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/// <summary>
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/// Serialized state of a <see cref="MetaDataComponent"/>.
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/// </summary>
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[Serializable, NetSerializable]
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public class MetaDataComponentState : ComponentState
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{
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/// <summary>
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/// The in-game name of this entity.
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/// </summary>
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public string? Name { get; }
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/// <summary>
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/// The in-game description of this entity.
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/// </summary>
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public string? Description { get; }
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/// <summary>
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/// The prototype this entity was created from, if any.
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/// </summary>
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public string? PrototypeId { get; }
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/// <summary>
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/// Constructs a new instance of <see cref="MetaDataComponentState"/>.
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/// </summary>
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/// <param name="name">The in-game name of this entity.</param>
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/// <param name="description">The in-game description of this entity.</param>
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/// <param name="prototypeId">The prototype this entity was created from, if any.</param>
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public MetaDataComponentState(string? name, string? description, string? prototypeId)
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{
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Name = name;
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Description = description;
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PrototypeId = prototypeId;
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}
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}
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/// <summary>
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/// Contains meta data about this entity that isn't component specific.
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/// </summary>
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public interface IMetaDataComponent
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{
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/// <summary>
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/// The in-game name of this entity.
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/// </summary>
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string EntityName { get; set; }
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/// <summary>
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/// The in-game description of this entity.
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/// </summary>
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string EntityDescription { get; set; }
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/// <summary>
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/// The prototype this entity was created from, if any.
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/// </summary>
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EntityPrototype? EntityPrototype { get; set; }
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}
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/// <inheritdoc cref="IMetaDataComponent"/>
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[ComponentReference(typeof(IMetaDataComponent))]
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[NetworkedComponent()]
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internal class MetaDataComponent : Component, IMetaDataComponent
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{
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[Dependency] private readonly IPrototypeManager _prototypes = default!;
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[DataField("name")]
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private string? _entityName;
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[DataField("desc")]
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private string? _entityDescription;
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private EntityPrototype? _entityPrototype;
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/// <inheritdoc />
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public override string Name => "MetaData";
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/// <inheritdoc />
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[ViewVariables(VVAccess.ReadWrite)]
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public string EntityName
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{
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get
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{
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if (_entityName == null)
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return _entityPrototype != null ? _entityPrototype.Name : string.Empty;
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return _entityName;
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}
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set
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{
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string? newValue = value;
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if (_entityPrototype != null && _entityPrototype.Name == newValue)
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newValue = null;
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if (_entityName == newValue)
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return;
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_entityName = newValue;
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Dirty();
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}
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}
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/// <inheritdoc />
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[ViewVariables(VVAccess.ReadWrite)]
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public string EntityDescription
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{
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get
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{
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if (_entityDescription == null)
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return _entityPrototype != null ? _entityPrototype.Description : string.Empty;
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return _entityDescription;
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}
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set
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{
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string? newValue = value;
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if (_entityPrototype != null && _entityPrototype.Description == newValue)
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newValue = null;
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if(_entityDescription == newValue)
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return;
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_entityDescription = newValue;
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Dirty();
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}
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}
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/// <inheritdoc />
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[ViewVariables]
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public EntityPrototype? EntityPrototype
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{
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get => _entityPrototype;
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set
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{
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_entityPrototype = value;
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Dirty();
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}
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}
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/// <param name="player"></param>
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/// <inheritdoc />
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public override ComponentState GetComponentState(ICommonSession player)
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{
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return new MetaDataComponentState(_entityName, _entityDescription, EntityPrototype?.ID);
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}
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/// <inheritdoc />
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public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
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{
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base.HandleComponentState(curState, nextState);
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if (!(curState is MetaDataComponentState state))
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return;
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_entityName = state.Name;
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_entityDescription = state.Description;
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if(state.PrototypeId != null)
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_entityPrototype = _prototypes.Index<EntityPrototype>(state.PrototypeId);
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}
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internal override void ClearTicks()
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{
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// Do not clear modified ticks.
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// MetaDataComponent is used in the game state system to carry initial data like prototype ID.
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// So it ALWAYS has to be sent.
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// (Creation can still be cleared though)
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ClearCreationTick();
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}
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}
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}
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