Rouden
4523f96b10
Device Network refactor part 2: Prediction & DeviceLinking ( #44990 )
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* Refactor DeviceNetwork
* Singleton
* NetworkPayloads refactor
* Reorganize DeviceNetworkSystem
* Surveillance cameras
* Fix code
* Fix build
* Fix test fail by rewriting entire singleton logic
* Properly predict examine
* Update DeviceNetworkSystem.API.cs
* Update EntityTest.cs
* Update DeviceNetworkSystem.cs
* Alright I'll do this expensive check fine
* Fix disposals debug assert
* Implement device network static events support
* Use frozen dictionaries for performance
* Update SharedDeviceNetworkSystem.Payloads.cs
* Parallel payload handling support
* Fix some spagetti-code
* Optimize NetworkPayload cancellation
* Parallel payloads are now cancellable
* First attempt at prediction
* Add buffers
* Port most DeviceNetwork server-side to Shared + rename
* half-predicted device linking
* Fix cherry-pick consequences
* Fix sandbox violation
* Fix screens
* Fix robotics console
* Allow new methods for shared
* Mail fix
* Turret fix
* Fix network system method usage + signal and borg fix
* finally fix atmos devices OH MY GOOOD
* Remove stupid parallelism from fax
* Fix surveiollance cameras
* Working on a single thing for 2 days straight award
* Fix the test?
* Update units.yml
* Add IDevice interface because why not
* Add more device network suffixes
* Fix camera router failing test
* yaml linter peak
* Improve docs for DeviceNetworkHandlers
* fix build
* Update CartridgeLoaderSystem.Relay.cs
* Remove parallel system and EntitySystem post init
* Add more docs and also events
* Remove unnecessary caching
* Update DevicePayloadComponentSystem.cs
* Back to entity events
* Implement DeviceData
* Remove serializable from payloads
* Update DeviceData.cs
* Add a prototype for a singleton
* Fix tests
* Fix air alarms
* Update DeviceNetworkSystem.cs
* Fix cameras
* Make camera router event-less
* Fix atmos sync payloads, add more docs
* Remove singleton + instant packets
* oops remove public access
* Fix tests?
* Why the hell overload effect makes puddle sparks
* Apparently it was redundant
* Update gates.yml
* Finish documentation
* Review
* fix
* Fix build
* Update DeviceNetworkComponent.cs
* fix linter
* Mark relay properties as obsolete
* Fix obsoletes
* Update SharedDeviceNetworkSystem.API.cs
* Finish predicting DeviceNetworkSystem
* Struct payloads support (#blazinglyfastmemorysafe)
* Update DeviceNetworkTest.cs
* Code fixes + massive code cleanup
* Make device structs stuff better
* Move address prefix to DeviceNetworkComponent
* Refactor to use wrapper structs + ProtoIds
* Make device structs stuff better
* Move address prefix to DeviceNetworkComponent
* Locale fixes
* Fix tests
* DeviceConfigurator folder + attempt to UI predict
* Unfinished UI fix
* Doesn't know boolean logic award
* Update AtmosAlarmableSystem.cs
* Fix address predicted examine
* Partial fix to air alarmables
* Fix deployable turrets UI
* Fix firelocks, maybe
* Apparently Activatable UI was enough lol
* Fix surveillance cameras
* Rename `QueuePacket` into `SendPacket`
* Fix cameras
* New structs fixes, generalize and centralize code
* Stupid git grrrrr
* Simplify DeviceData as much as possible
* Update DeviceData.cs
* Fix
* Fix build
* Fix linter
* fix
* Update SurveillanceCameraSystem.cs
* Probably fix integration tests
* Serialization improvements & saveload fix
* build fix
* Review fixes
* Predict signal timer UI
* Update SignalTimerSystem.cs
* Replace a bunch of strings with ProtoId<>
* Cleanup DeviceLinking and add custom serializer
* Update DeviceLinkingTest.cs
* Merge JammerSystem into Shared, try to fix UIs
* Reorganize & cleanup
* Refactor device signal overload to entity effects
* Fix
* review
* fix UI
* more cleanup
* more doc
* fix UI part 100
* Update NetworkConfiguratorSystem.UI.cs
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Co-authored-by: Pok245 <113675512+Pok27@users.noreply.github.com>
2026-10-08 16:02:53 +00:00
Princess Cheeseballs
2c6ffecf62
Move GameTicker to Shared ( #45834 )
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* Scope creep my ass
* why was this shit not pushed????
* gone...
* fix that
* review plus buildd
* asfsafsafsafsafas
* grug
* burber
* I'll fix this later
* shrimply die
* also this
* it's snerf or snuthin
* assaads
* round snend
* aaaa
* fix this shit for real
* actually, don't start GameRules until MapInit now that I think aboot it.
* forgot u
* don't actually need this part nullable
* Deffer comp removal
* one liner
* do that too
* chungus
* Honestly makes more sense here, plus WHY are we doing all that shit on "GameRuleAdded" rather than GameRuleStarted(?)
* deferred removal :V
* aaaaaaaaaaaaaaa
* whhop
* Whoop
* better
* landmine that I placed for myself then forgot about lmao
* cleanup
* FUCKING `!`
* gotovo
* amogus
* please don't check by metadata I beg
* waawsasfdfsasfa
* sfafsasfafsas
* fdsaasffsasfa
* code
* fix
* fasasffasfasfsad
* chungaas
* I may be stupid
* gra
* graaaaaaaaaaaaaaaaa
* comment
* gra
* clearing is not predicted and would require major refactors, so don't cache on client.
* lame shit :P
* last holes
* nukeopsfsafsasafsfafsa
* why was that shit public bruh
* bubrbgwahrghfaka
* dynamic
* revert change that did nothing lmao
2026-09-16 19:34:19 +00:00