Update trivial components to use auto comp states (#20539)
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@@ -1,17 +1,10 @@
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using System.Linq;
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using Content.Shared.DeviceNetwork.Components;
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using Robust.Shared.GameStates;
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namespace Content.Shared.DeviceNetwork.Systems;
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public abstract class SharedDeviceListSystem : EntitySystem
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{
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public override void Initialize()
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{
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SubscribeLocalEvent<DeviceListComponent, ComponentGetState>(GetDeviceListState);
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SubscribeLocalEvent<DeviceListComponent, ComponentHandleState>(HandleDeviceListState);
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}
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/// <summary>
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/// Updates the device list stored on this entity.
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/// </summary>
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@@ -57,23 +50,6 @@ public abstract class SharedDeviceListSystem : EntitySystem
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protected virtual void UpdateShutdownSubscription(EntityUid uid, List<EntityUid> devicesList, List<EntityUid> oldDevices)
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{
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}
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private void GetDeviceListState(EntityUid uid, DeviceListComponent comp, ref ComponentGetState args)
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{
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args.State = new DeviceListComponentState(GetNetEntitySet(comp.Devices), comp.IsAllowList, comp.HandleIncomingPackets);
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}
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private void HandleDeviceListState(EntityUid uid, DeviceListComponent comp, ref ComponentHandleState args)
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{
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if (args.Current is not DeviceListComponentState state)
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{
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return;
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}
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comp.Devices = EnsureEntitySet<DeviceListComponent>(state.Devices, uid);
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comp.HandleIncomingPackets = state.HandleIncomingPackets;
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comp.IsAllowList = state.IsAllowList;
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}
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}
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public sealed class DeviceListUpdateEvent : EntityEventArgs
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