using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.Set;
using Robust.Shared.Timing;
namespace Content.Shared.DeviceLinking;
[RegisterComponent]
[NetworkedComponent] // for interactions. Actual state isn't currently synced.
[Access(typeof(SharedDeviceLinkSystem))]
public sealed partial class DeviceLinkSinkComponent : Component
{
///
/// The ports this sink has
///
[DataField]
public HashSet> Ports = new();
///
/// Used for removing a sink from all linked sources when this component gets removed.
/// This is not serialized to yaml as it can be inferred from source components.
///
[ViewVariables]
public HashSet LinkedSources = new();
///
/// The tick was set at. Used to calculate the real value for the current tick.
///
[Access(typeof(SharedDeviceLinkSystem), Other = AccessPermissions.None)]
public GameTick InvokeCounterTick;
///
/// Counter used to throttle device invocations to avoid infinite loops.
///
///
/// This is stored relative to . For reading the real value,
/// should be used.
///
[DataField]
[Access(typeof(SharedDeviceLinkSystem), Other = AccessPermissions.None)]
public int InvokeCounter;
///
/// How high the invoke counter is allowed to get before the links to the sink are removed and the DeviceLinkOverloadedEvent gets raised
/// If the invoke limit is smaller than 1 the sink can't overload
///
[DataField]
public int InvokeLimit = 10;
}