Predict dumping (#32394)
* Predict dumping - This got soaped really fucking hard. - Dumping is predicted, this required disposals to be predicte.d - Disposals required mailing (because it's tightly coupled), and a smidge of other content systems. - I also had to fix a compnetworkgenerator issue at the same time so it wouldn't mispredict. * Fix a bunch of stuff * nasty merge * Some reviews * Some more reviews while I stash * Fix merge * Fix merge * Half of review * Review * re(h)f * lizards * feexes * feex
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@@ -2,7 +2,6 @@ using System.Linq;
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using System.Numerics;
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using Content.Server.Administration;
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using Content.Server.Chat.Managers;
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using Content.Server.DeviceNetwork.Components;
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using Content.Server.DeviceNetwork.Systems;
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using Content.Server.GameTicking;
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using Content.Server.GameTicking.Events;
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@@ -19,6 +18,7 @@ using Content.Shared.Administration;
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using Content.Shared.CCVar;
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using Content.Shared.Damage.Components;
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using Content.Shared.DeviceNetwork;
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using Content.Shared.DeviceNetwork.Components;
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using Content.Shared.GameTicking;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Movement.Components;
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@@ -26,20 +26,17 @@ using Content.Shared.Parallax.Biomes;
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using Content.Shared.Salvage;
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using Content.Shared.Shuttles.Components;
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using Content.Shared.Tiles;
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using Robust.Server.GameObjects;
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using Robust.Shared.Collections;
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using Robust.Shared.Configuration;
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using Robust.Shared.Console;
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using Robust.Shared.EntitySerialization;
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using Robust.Shared.EntitySerialization.Systems;
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using Robust.Shared.Map;
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using Robust.Shared.Map.Components;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Spawners;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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using TimedDespawnComponent = Robust.Shared.Spawners.TimedDespawnComponent;
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namespace Content.Server.Shuttles.Systems;
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