37 lines
1.1 KiB
C#
37 lines
1.1 KiB
C#
using Content.Shared.DeviceNetwork.Systems;
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using Robust.Shared.GameStates;
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namespace Content.Shared.DeviceNetwork.Components;
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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[Access(typeof(SharedDeviceListSystem))]
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public sealed partial 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, AutoNetworkedField]
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public HashSet<EntityUid> Devices = new();
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/// <summary>
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/// The limit of devices that can be linked to this device list.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField]
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public int DeviceLimit = 32;
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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, AutoNetworkedField]
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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, AutoNetworkedField]
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public bool HandleIncomingPackets;
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}
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