Files
RobustToolbox/Robust.Shared/GameObjects/Components/MetaDataComponent.cs
Acruid dadd7b4cc3 Remove Static Component NetIds (#1842)
* 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.
2021-07-12 10:23:13 +02:00

175 lines
5.4 KiB
C#

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