* shuffles devicelist to shared, adds an overlay for devicelist * adds space property to overlay * moves networkconfigurator to shared, makes devicelistsystem clientside check activedevicelist * dirties components upon change, adds networkedcomponent to sharednetworkconfigurator * state handlers for networked components * whoops * lots of shuffling, renaming, and access changes * randomizes color for every new entity added to the overlay * adds a client-side action to clear all network overlays if they're active * clones action (oops) * localization, adds a command for clearing network link overlays (in case the action disappears) * moves the entity manager up into the bui fields * makes that a dependency * attempts to just directly get the color from the dict when drawing, now * fixes up a few comments * adds dirty on init to devicelistcomponent * hacky solution related to mapping with a networkconfigurator * more stricter bound on that hacky solution * just checks if the life stage is initialized instead of if the entity was initialized * moves getalldevices to shared * readds linq import * tries to ensure that the show button is toggled on if the device we're trying to configure is currently being tracked by the overlay * some reorganization
72 lines
2.4 KiB
C#
72 lines
2.4 KiB
C#
using System.Linq;
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using Content.Server.DeviceNetwork.Components;
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using Content.Shared.DeviceNetwork;
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using Content.Shared.Interaction;
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using JetBrains.Annotations;
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namespace Content.Server.DeviceNetwork.Systems;
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[UsedImplicitly]
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public sealed class DeviceListSystem : SharedDeviceListSystem
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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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SubscribeLocalEvent<DeviceListComponent, BeforeBroadcastAttemptEvent>(OnBeforeBroadcast);
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SubscribeLocalEvent<DeviceListComponent, BeforePacketSentEvent>(OnBeforePacketSent);
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}
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/// <summary>
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/// Gets the given device list as a dictionary
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/// </summary>
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public Dictionary<string, EntityUid> GetDeviceList(EntityUid uid, DeviceListComponent? deviceList = null)
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{
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if (!Resolve(uid, ref deviceList))
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return new Dictionary<string, EntityUid>();
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var devices = new Dictionary<string, EntityUid>(deviceList.Devices.Count);
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foreach (var deviceUid in deviceList.Devices)
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{
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if (!TryComp(deviceUid, out DeviceNetworkComponent? deviceNet))
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continue;
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devices.Add(deviceNet.Address, deviceUid);
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}
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return devices;
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}
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/// <summary>
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/// Filters the broadcasts recipient list against the device list as either an allow or deny list depending on the components IsAllowList field
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/// </summary>
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private void OnBeforeBroadcast(EntityUid uid, DeviceListComponent component, BeforeBroadcastAttemptEvent args)
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{
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//Don't filter anything if the device list is empty
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if (component.Devices.Count == 0)
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{
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if (component.IsAllowList) args.Cancel();
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return;
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}
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HashSet<DeviceNetworkComponent> filteredRecipients = new(args.Recipients.Count);
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foreach (var recipient in args.Recipients)
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{
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if (component.Devices.Contains(recipient.Owner) == component.IsAllowList) filteredRecipients.Add(recipient);
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}
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args.ModifiedRecipients = filteredRecipients;
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}
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/// <summary>
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/// Filters incoming packets if that is enabled <see cref="OnBeforeBroadcast"/>
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/// </summary>
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private void OnBeforePacketSent(EntityUid uid, DeviceListComponent component, BeforePacketSentEvent args)
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{
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if (component.HandleIncomingPackets && component.Devices.Contains(args.Sender) != component.IsAllowList)
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args.Cancel();
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}
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}
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