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- using Content.Shared.DeviceNetwork.Systems;
- using Robust.Shared.GameStates;
- namespace Content.Shared.DeviceNetwork.Components;
- [RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
- [Access(typeof(SharedDeviceListSystem))]
- public sealed partial class DeviceListComponent : Component
- {
- /// <summary>
- /// The list of devices can or can't connect to, depending on the <see cref="IsAllowList"/> field.
- /// </summary>
- [DataField, AutoNetworkedField]
- public HashSet<EntityUid> Devices = new();
- /// <summary>
- /// The limit of devices that can be linked to this device list.
- /// </summary>
- [ViewVariables(VVAccess.ReadWrite)]
- [DataField]
- public int DeviceLimit = 32;
- /// <summary>
- /// Whether the device list is used as an allow or deny list
- /// </summary>
- [ViewVariables(VVAccess.ReadWrite)]
- [DataField, AutoNetworkedField]
- public bool IsAllowList = true;
- /// <summary>
- /// Whether this device list also handles incoming device net packets
- /// </summary>
- [ViewVariables(VVAccess.ReadWrite)]
- [DataField, AutoNetworkedField]
- public bool HandleIncomingPackets;
- [DataField, Access(typeof(SharedNetworkConfiguratorSystem))]
- public HashSet<EntityUid> Configurators = new();
- }
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