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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.
115 lines
4.6 KiB
C#
115 lines
4.6 KiB
C#
using System;
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using Robust.Shared.GameStates;
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using Robust.Shared.Network;
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using Robust.Shared.Players;
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using Robust.Shared.Timing;
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namespace Robust.Shared.GameObjects
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{
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/// <remarks>
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/// Base component for the ECS system.
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/// All discoverable implementations of IComponent must override the <see cref="Name" />.
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/// Instances are dynamically instantiated by a <c>ComponentFactory</c>, and will have their IoC Dependencies resolved.
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/// </remarks>
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public interface IComponent
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{
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/// <summary>
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/// Name that this component is represented with in prototypes.
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/// </summary>
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/// <seealso cref="IComponentRegistration.Name" />
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string Name { get; }
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/// <summary>
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/// Whether the Owner has been paused.
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/// </summary>
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bool Paused { get; }
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/// <summary>
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/// The current lifetime stage of this component. You can use this to check
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/// if the component is initialized or being deleted.
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/// </summary>
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ComponentLifeStage LifeStage { get; }
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/// <summary>
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/// Whether this component should be synchronized with clients when modified.
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/// If this is true, the server will synchronize all client instances with the data in this instance.
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/// If this is false, clients can modify the data in their instances without being overwritten by the server.
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/// This flag has no effect if <see cref="NetworkedComponentAttribute" /> is not defined on the component.
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/// This is enabled by default.
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/// </summary>
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bool NetSyncEnabled { get; }
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/// <summary>
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/// Entity that this component is attached to.
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/// </summary>
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IEntity Owner { get; }
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/// <summary>
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/// Component has been properly initialized.
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/// </summary>
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bool Initialized { get; }
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/// <summary>
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/// This is true when the component is active.
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/// </summary>
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bool Running { get; }
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/// <summary>
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/// True if the component has been removed from its owner, AKA deleted.
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/// </summary>
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bool Deleted { get; }
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/// <summary>
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/// Marks the component as dirty so that the network will re-sync it with clients.
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/// </summary>
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void Dirty();
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/// <summary>
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/// This is the tick the component was created.
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/// </summary>
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GameTick CreationTick { get; }
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/// <summary>
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/// This is the last game tick Dirty() was called.
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/// </summary>
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GameTick LastModifiedTick { get; }
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/// <summary>
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/// Handles a local incoming component message.
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/// </summary>
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/// <param name="message">Incoming event message.</param>
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/// <param name="component">The local component that sent the message.</param>
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[Obsolete("Component Messages are deprecated, use Entity Events instead.")]
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void HandleMessage(ComponentMessage message, IComponent? component);
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/// <summary>
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/// Handles an incoming component message from the server.
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/// </summary>
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/// <param name="message">Incoming event message.</param>
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/// <param name="netChannel">The channel of the remote client that sent the message.</param>
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/// <param name="session">The session data for the player who sent this message. Null if this is a client.</param>
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[Obsolete("Component Messages are deprecated, use Entity Events instead.")]
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void HandleNetworkMessage(ComponentMessage message, INetChannel netChannel, ICommonSession? session = null);
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/// <summary>
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/// Get the component's state for replicating on the client.
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/// </summary>
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/// <param name="player"></param>
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/// <returns>ComponentState object</returns>
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ComponentState GetComponentState(ICommonSession player);
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/// <summary>
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/// Handles an incoming component state from the server.
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/// </summary>
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/// <remarks>
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/// This function should only be called on the client.
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/// Both, one, or neither of the two states can be null.
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/// On the next tick, curState will be nextState.
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/// Passing null for both arguments should do nothing.
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/// </remarks>
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/// <param name="curState">Current component state for this tick.</param>
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/// <param name="nextState">Next component state for the next tick.</param>
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void HandleComponentState(ComponentState? curState, ComponentState? nextState);
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}
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}
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