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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@@ -52,14 +52,14 @@ namespace Content.Shared.GameObjects.Components.Access
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public readonly string TargetIdName;
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public readonly string TargetIdFullName;
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public readonly string TargetIdJobTitle;
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public readonly List<string> TargetIdAccessList;
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public readonly string[] TargetIdAccessList;
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public IdCardConsoleBoundUserInterfaceState(bool isPrivilegedIdPresent,
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bool isPrivilegedIdAuthorized,
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bool isTargetIdPresent,
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string targetIdFullName,
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string targetIdJobTitle,
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List<string> targetIdAccessList, string privilegedIdName, string targetIdName)
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string[] targetIdAccessList, string privilegedIdName, string targetIdName)
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{
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IsPrivilegedIdPresent = isPrivilegedIdPresent;
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IsPrivilegedIdAuthorized = isPrivilegedIdAuthorized;
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