* Device network changes * Update too * Update Content.Server/GameObjects/EntitySystems/DeviceNetworkSystem.cs Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com> Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
69 lines
2.1 KiB
C#
69 lines
2.1 KiB
C#
using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Components.UserInterface;
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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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