* Fix namespaces and optimize imports * Cleanup fixes * Merge conflict fixes * Merge conflict fixes * Merge conflict fixes
124 lines
4.4 KiB
C#
124 lines
4.4 KiB
C#
#nullable enable
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Content.Server.GameObjects.Components.GUI;
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using Content.Server.GameObjects.Components.Items.Storage;
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using Content.Server.Interfaces;
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using Content.Server.Interfaces.GameObjects.Components.Items;
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using Content.Shared.GameObjects.Components.Inventory;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Access
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{
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/// <summary>
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/// Stores access levels necessary to "use" an entity
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/// and allows checking if something or somebody is authorized with these access levels.
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/// </summary>
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[PublicAPI]
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[RegisterComponent]
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public class AccessReader : Component
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{
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public override string Name => "AccessReader";
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private readonly List<ISet<string>> _accessLists = new List<ISet<string>>();
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private readonly HashSet<string> _denyTags = new HashSet<string>();
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/// <summary>
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/// List of access lists to check allowed against. For an access check to pass
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/// there has to be an access list that is a subset of the access in the checking list.
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/// </summary>
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[ViewVariables] public IList<ISet<string>> AccessLists => _accessLists;
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/// <summary>
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/// The set of tags that will automatically deny an allowed check, if any of them are present.
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/// </summary>
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[ViewVariables] public ISet<string> DenyTags => _denyTags;
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/// <summary>
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/// Searches an <see cref="IAccess"/> in the entity itself, in its active hand or in its ID slot.
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/// Then compares the found access with the configured access lists to see if it is allowed.
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/// </summary>
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/// <remarks>
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/// If no access is found, an empty set is used instead.
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/// </remarks>
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/// <param name="entity">The entity to be searched for access.</param>
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public bool IsAllowed(IEntity entity)
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{
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var tags = FindAccessTags(entity);
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return IsAllowed(tags);
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}
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public bool IsAllowed(IAccess access)
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{
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return IsAllowed(access.Tags);
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}
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public bool IsAllowed(ICollection<string> accessTags)
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{
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if (_denyTags.Overlaps(accessTags))
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{
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// Sec owned by cargo.
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return false;
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}
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return _accessLists.Count == 0 || _accessLists.Any(a => a.IsSubsetOf(accessTags));
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}
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public static ICollection<string> FindAccessTags(IEntity entity)
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{
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if (entity.TryGetComponent(out IAccess accessComponent))
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{
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return accessComponent.Tags;
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}
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if (entity.TryGetComponent(out IHandsComponent handsComponent))
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{
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var activeHandEntity = handsComponent.GetActiveHand?.Owner;
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if (activeHandEntity != null &&
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activeHandEntity.TryGetComponent(out IAccess handAccessComponent))
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{
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return handAccessComponent.Tags;
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}
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}
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else
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{
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return Array.Empty<string>();
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}
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if (entity.TryGetComponent(out InventoryComponent inventoryComponent))
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{
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if (inventoryComponent.HasSlot(EquipmentSlotDefines.Slots.IDCARD) &&
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inventoryComponent.TryGetSlotItem(EquipmentSlotDefines.Slots.IDCARD, out ItemComponent item) &&
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item.Owner.TryGetComponent(out IAccess idAccessComponent)
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)
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{
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return idAccessComponent.Tags;
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}
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}
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return Array.Empty<string>();
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}
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataReadWriteFunction("access", new List<List<string>>(),
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v =>
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{
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if (v.Count != 0)
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{
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_accessLists.Clear();
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_accessLists.AddRange(v.Select(a => new HashSet<string>(a)));
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}
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},
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() => _accessLists.Select(p => new List<string>(p)).ToList());
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}
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}
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}
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