Access refactor
Access is now done through a list of access lists, instead of the necessary/sufficient system that was extremely confusing. Added a "deny" list so you can screw over sec. Cleaned the API up so it all uses sets and such. PDA now relays access read-only to fix edge cases.
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@@ -1,4 +1,5 @@
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using System.Collections.Generic;
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using System.Linq;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Server.Interfaces;
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using Content.Server.Interfaces.GameObjects;
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@@ -180,7 +181,7 @@ namespace Content.Server.GameObjects.Components.Access
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true,
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targetIdComponent.FullName,
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targetIdComponent.JobTitle,
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targetAccessComponent.GetTags(),
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targetAccessComponent.Tags.ToArray(),
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_privilegedIdContainer.ContainedEntity?.Name ?? "",
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_targetIdContainer.ContainedEntity?.Name ?? "");
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}
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