* 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
46 lines
1.3 KiB
C#
46 lines
1.3 KiB
C#
using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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namespace Content.Shared.DeviceNetwork;
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[RegisterComponent]
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[NetworkedComponent]
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[Access(typeof(SharedDeviceListSystem))]
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public sealed class DeviceListComponent : Component
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{
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/// <summary>
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/// The list of devices can or can't connect to, depending on the <see cref="IsAllowList"/> field.
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/// </summary>
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[DataField("devices")]
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public HashSet<EntityUid> Devices = new();
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/// <summary>
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/// Whether the device list is used as an allow or deny list
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("isAllowList")]
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public bool IsAllowList = true;
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/// <summary>
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/// Whether this device list also handles incoming device net packets
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("handleIncoming")]
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public bool HandleIncomingPackets = false;
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}
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[Serializable, NetSerializable]
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public sealed class DeviceListComponentState : ComponentState
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{
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public readonly HashSet<EntityUid> Devices;
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public readonly bool IsAllowList;
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public readonly bool HandleIncomingPackets;
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public DeviceListComponentState(HashSet<EntityUid> devices, bool isAllowList, bool handleIncomingPackets)
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{
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Devices = devices;
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IsAllowList = isAllowList;
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HandleIncomingPackets = handleIncomingPackets;
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}
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}
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