Stop network serializing prototypes (#38602)
* Stop network serializing prototypes Send the damn proto ID instead. * Fix sandbox violation
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@@ -18,6 +18,7 @@ using Robust.Server.Audio;
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using Robust.Server.GameObjects;
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using Robust.Shared.Audio;
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using Robust.Shared.Map.Events;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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@@ -496,14 +497,15 @@ public sealed class NetworkConfiguratorSystem : SharedNetworkConfiguratorSystem
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return;
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var sources = _deviceLinkSystem.GetSourcePorts(sourceUid, sourceComponent);
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var sinks = _deviceLinkSystem.GetSinkPorts(sinkUid, sinkComponent);
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var sinks = _deviceLinkSystem.GetSinkPortIds((sinkUid, sinkComponent));
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var links = _deviceLinkSystem.GetLinks(sourceUid, sinkUid, sourceComponent);
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var defaults = _deviceLinkSystem.GetDefaults(sources);
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var sourceIds = sources.Select(s => (ProtoId<SourcePortPrototype>)s.ID).ToArray();
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var sourceAddress = Resolve(sourceUid, ref sourceNetworkComponent, false) ? sourceNetworkComponent.Address : "";
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var sinkAddress = Resolve(sinkUid, ref sinkNetworkComponent, false) ? sinkNetworkComponent.Address : "";
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var state = new DeviceLinkUserInterfaceState(sources, sinks, links, sourceAddress, sinkAddress, defaults);
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var state = new DeviceLinkUserInterfaceState(sourceIds, sinks, links, sourceAddress, sinkAddress, defaults);
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_uiSystem.SetUiState(configuratorUid, NetworkConfiguratorUiKey.Link, state);
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}
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