* serv3 in shared pt 1 * beginning of deepclone api * progress in implementing ideepclone & serv3 in content * adds target * its cant hurt you it cant hurt you * more changes to content.server * adds dataclasses * almost there * renamed & edited entry * finishes refactoring content to use serv3 * gasmixture runtimes, next: reagentunit * fucin hell that was an annoying one * adds flags * fixes some yaml errors * removes comment * fixes generic components for now * removes todo actually clones values my god paul fixes bug involving resolving custom data classes from other proj renames dataclass fixes spritecomp adds WithFormat.Constants support * adds deepclone to ResistanceSet * adds a bunch of deepclone implementations adds a deepclone analyzer (TODO) adds a deep clone fallback for classes & structs * fixes a bunch of runtimes * adds deepclone to entityuid * adds generator to sln * gets rid of warnings * fixes * argh * componentdata refactors * more deepclone impl * heck me i reworked all of content deepclone * renames custom dataclasstarget * misc * reworks prototypes * deepclone nuke * renamed customdataclass attribute * fixes everything * misc fixed * the killcommit * getting there * changed yamlfieldattribute namespace * adds back iselfserialize * renames everything to data(field/definition) * ouch * Fix most errors on content * Fix more errors in content * Fix some components * work on tests * fixes some customdataclasses * fuggin shit * yes * yeas * Remove data classes * Data field naming fixes * arg * Git resetti RobustToolbox * Merge fixes * General fixes * Fix startup serialization errors * Fix DamageContainerPrototype when supported classes or types are null * Implement construction graph step type serializer * Fix up construction serialization * Fix up construction serialization part 2 * Fix null list in technology database component * Fix body serialization * Fix entity storage serialization * Fix actions serialization * Fix AI serialization * Fix reaction serialization * Fix body serialization * Fix grid atmosphere serialization * Rename IServ3Manager to ISerializationManager * Convert every non generic serializer to the new format, general fixes * Serialization and body system fix * pushinheritance fix * Update all prototypes to have a parent and have consistent id/parent properties * Merge fixes * smh my head * cuddling slaps * Content commit for engine PR * stuff * more fixes * argh * yes even you are fixed * changelog fixes * fixes seeds * argh * Test fixes * Add writing for alert order prototype * Fix alert order writing * FIX * its been alot ok * Fix the rest of the visualizers * Fix server alerts component tests * Fix alert prototype tests not using the read value * Fix alert prototype tests initializing serialization multiple times * THIS IS AN AMERICAN CODEBASE GOD BLESS THE USA * Add ImplicitDataDefinitionForInheritors to IMechanismBehavior Fixes the behaviors not being found * Fix NRE in strap component Good night to the 1 buckle optimization * Fix clothing component slot flags serialization tag * Fix body component in all components test * Merge fixes * ffs * Make construction graph prototype use serialization hooks * human yaml linted * a * Do the thing for construction * stuff * a * monke see yaml linter * LINT HARDER * Remove redundant todo * yes * Add skip hook argument to readers and copiers * we gamin * test/datafield fixes * adds more verbose validation * moves linter to action * Improve construction graph step type serializer error message * Fix ammo box component NRE * gamin * some updates to the linter * yes * removes that test * misc fixes * array fix priority fix misc fixes * adds proper info the validation * adds alwaysrelevant usa * Make yaml linter take half as long to run (~50% less) * Make yaml linter 5 times faster (~80% less execution time) * based vera being based * fixes mapsaving * warning cleanup & moves surpressor * removes old msbuild targets * Revert "Make yaml linter 5 times faster (~80% less execution time)" This reverts commit 3e6091359a26252c3e98828199553de668031c63. * Add -nowarn to yaml linter run configuration * Improve yaml linter message feedback * Make dependencies an argument instead of a property on the serialization manager * yamllinting slaps * Clean up type serializers * Move yaml linter code to its own method * Fix yaml errors * Change yaml linter action name and remove -nowarn * yaml linter please shut * Git resetti robust toolbox Co-authored-by: Paul <ritter.paul1+git@googlemail.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
126 lines
4.3 KiB
C#
126 lines
4.3 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.Access;
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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.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.Manager.Attributes;
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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 HashSet<string> _denyTags = new();
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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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[field: DataField("access")]
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[ViewVariables]
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public List<HashSet<string>> AccessLists { get; } = new();
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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 Initialize()
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{
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base.Initialize();
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var proto = IoCManager.Resolve<IPrototypeManager>();
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foreach (var level in AccessLists.SelectMany(c => c).Union(DenyTags))
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{
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if (!proto.HasIndex<AccessLevelPrototype>(level))
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{
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Logger.ErrorS("access", $"Invalid access level: {level}");
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}
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}
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}
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}
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}
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