using Robust.Shared.GameStates;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.Set;
namespace Content.Shared.DeviceLinking;
[RegisterComponent]
[NetworkedComponent] // for interactions. Actual state isn't currently synced.
[Access(typeof(SharedDeviceLinkSystem))]
public sealed class DeviceLinkSinkComponent : Component
{
///
/// The ports this sink has
///
[DataField("ports", customTypeSerializer: typeof(PrototypeIdHashSetSerializer))]
public HashSet? Ports;
///
/// Used for removing a sink from all linked sources when it gets removed
///
[DataField("links")]
public HashSet LinkedSources = new();
}