* Add nullable to some Content.Shared files. * Use [NotNullWhen(true)] * Undo adding now redundant !'s * Forgot one * Add a ton more nullable * You can guess * Fix some issues * It actually compiles now * Auto stash before merge of "null2" and "origin/master" * I lied * enable annotations -> enable * Revert ActionBlockerSystem.cs to original * Fix ActionBlockerSystem.cs * More nullable * Undo some added exclamation marks * Fix issues * Update Content.Shared/Maps/ContentTileDefinition.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Resolve some issues * Remove unused method * Fix more issues * Fix more issues * Fix more issues * Fix more issues * Fix issue, rollback SharedGhostComponent.cs * Update submodule * Fix issue, invert some if-statements to reduce nesting * Revert RobustToolbox * FIx things broken by merge * Some fixes - Replaced with string.Empty - Remove some exclamation marks - Revert file * Some fixes * Trivial #nullable enable * Fix null ables Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
69 lines
2.0 KiB
C#
69 lines
2.0 KiB
C#
#nullable enable
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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using System;
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using System.Collections.Generic;
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namespace Content.Shared.GameObjects.Components
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{
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public class SharedConfigurationComponent : Component
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{
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public override string Name => "Configuration";
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[Serializable, NetSerializable]
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public class ConfigurationBoundUserInterfaceState : BoundUserInterfaceState
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{
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public Dictionary<string, string> Config { get; }
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public ConfigurationBoundUserInterfaceState(Dictionary<string, string> config)
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{
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Config = config;
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}
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}
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/// <summary>
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/// Message sent to other components on this entity when DeviceNetwork configuration updated.
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/// </summary>
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public class ConfigUpdatedComponentMessage : ComponentMessage
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{
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public Dictionary<string, string> Config { get; }
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public ConfigUpdatedComponentMessage(Dictionary<string, string> config)
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{
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Config = config;
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}
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}
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/// <summary>
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/// Message data sent from client to server when the device configuration is updated.
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/// </summary>
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[Serializable, NetSerializable]
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public class ConfigurationUpdatedMessage : BoundUserInterfaceMessage
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{
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public Dictionary<string, string> Config { get; }
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public ConfigurationUpdatedMessage(Dictionary<string, string> config)
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{
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Config = config;
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}
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}
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[Serializable, NetSerializable]
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public class ValidationUpdateMessage : BoundUserInterfaceMessage
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{
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public string ValidationString { get; }
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public ValidationUpdateMessage(string validationString)
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{
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ValidationString = validationString;
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}
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}
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[Serializable, NetSerializable]
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public enum ConfigurationUiKey
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{
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Key
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}
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}
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}
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