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OldThink/Content.Shared/DeviceNetwork/Systems/SharedDeviceListSystem.cs

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using System.Linq;
using Robust.Shared.GameStates;
namespace Content.Shared.DeviceNetwork;
public abstract class SharedDeviceListSystem : EntitySystem
{
public override void Initialize()
{
SubscribeLocalEvent<DeviceListComponent, ComponentGetState>(GetDeviceListState);
SubscribeLocalEvent<DeviceListComponent, ComponentHandleState>(HandleDeviceListState);
}
/// <summary>
/// Updates the device list stored on this entity.
/// </summary>
/// <param name="uid">The entity to update.</param>
/// <param name="devices">The devices to store.</param>
/// <param name="merge">Whether to merge or replace the devices stored.</param>
/// <param name="deviceList">Device list component</param>
public void UpdateDeviceList(EntityUid uid, IEnumerable<EntityUid> devices, bool merge = false, DeviceListComponent? deviceList = null)
{
if (!Resolve(uid, ref deviceList))
return;
if (!merge)
deviceList.Devices.Clear();
var devicesList = devices.ToList();
deviceList.Devices.UnionWith(devicesList);
RaiseLocalEvent(uid, new DeviceListUpdateEvent(devicesList));
Dirty(deviceList);
}
public IEnumerable<EntityUid> GetAllDevices(EntityUid uid, DeviceListComponent? component = null)
{
if (!Resolve(uid, ref component))
{
return new EntityUid[] { };
}
return component.Devices;
}
private void GetDeviceListState(EntityUid uid, DeviceListComponent comp, ref ComponentGetState args)
{
args.State = new DeviceListComponentState(comp.Devices, comp.IsAllowList, comp.HandleIncomingPackets);
}
private void HandleDeviceListState(EntityUid uid, DeviceListComponent comp, ref ComponentHandleState args)
{
if (args.Current is not DeviceListComponentState state)
{
return;
}
comp.Devices = state.Devices;
comp.HandleIncomingPackets = state.HandleIncomingPackets;
comp.IsAllowList = state.IsAllowList;
}
}
public sealed class DeviceListUpdateEvent : EntityEventArgs
{
public DeviceListUpdateEvent(List<EntityUid> devices)
{
Devices = devices;
}
public List<EntityUid> Devices { get; }
}