Access logs tweaks and fixes (#23096)
* Fix AccessRecord not serializing correctly on map saves * record struct my beloved * Final tweaks * pro * This is no longer necessary
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@@ -1,3 +1,5 @@
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using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using Content.Shared.Access.Components;
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using Content.Shared.DeviceLinking.Events;
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using Content.Shared.Emag.Components;
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@@ -8,8 +10,6 @@ using Content.Shared.PDA;
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using Content.Shared.StationRecords;
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using Robust.Shared.Containers;
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using Robust.Shared.GameStates;
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using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using Content.Shared.GameTicking;
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using Robust.Shared.Collections;
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using Robust.Shared.Prototypes;
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@@ -26,7 +26,7 @@ public sealed class AccessReaderSystem : EntitySystem
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[Dependency] private readonly SharedHandsSystem _handsSystem = default!;
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[Dependency] private readonly SharedIdCardSystem _idCardSystem = default!;
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[Dependency] private readonly SharedContainerSystem _containerSystem = default!;
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[Dependency] private readonly SharedStationRecordsSystem _records = default!;
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[Dependency] private readonly SharedStationRecordsSystem _recordsSystem = default!;
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public override void Initialize()
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{
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@@ -42,7 +42,7 @@ public sealed class AccessReaderSystem : EntitySystem
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private void OnGetState(EntityUid uid, AccessReaderComponent component, ref ComponentGetState args)
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{
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args.State = new AccessReaderComponentState(component.Enabled, component.DenyTags, component.AccessLists,
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_records.Convert(component.AccessKeys), component.AccessLog, component.AccessLogLimit);
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_recordsSystem.Convert(component.AccessKeys), component.AccessLog, component.AccessLogLimit);
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}
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private void OnHandleState(EntityUid uid, AccessReaderComponent component, ref ComponentHandleState args)
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@@ -348,6 +348,9 @@ public sealed class AccessReaderSystem : EntitySystem
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/// <param name="accessor">The accessor to log</param>
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private void LogAccess(Entity<AccessReaderComponent> ent, EntityUid accessor)
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{
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if (IsPaused(ent))
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return;
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if (ent.Comp.AccessLog.Count >= ent.Comp.AccessLogLimit)
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ent.Comp.AccessLog.Dequeue();
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