Access refactor
Access is now done through a list of access lists, instead of the necessary/sufficient system that was extremely confusing. Added a "deny" list so you can screw over sec. Cleaned the API up so it all uses sets and such. PDA now relays access read-only to fix edge cases.
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@@ -1,11 +1,34 @@
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using System;
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using Content.Server.GameObjects.Components.Access;
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using System.Collections.Generic;
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#nullable enable
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namespace Content.Server.Interfaces
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{
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/// <summary>
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/// Contains access levels that can be checked to see if somebody has access with an <see cref="AccessReader"/>.
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/// </summary>
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public interface IAccess
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{
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public List<string> GetTags();
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/// <summary>
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/// The set of access tags this thing has.
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/// </summary>
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/// <remarks>
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/// This set may be read-only. Check <see cref="IsReadOnly"/> if you want to mutate it.
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/// </remarks>
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ISet<string> Tags { get; }
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public void SetTags(List<string> newTags);
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/// <summary>
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/// Whether the <see cref="Tags"/> list is read-only.
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/// </summary>
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bool IsReadOnly { get; }
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/// <summary>
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/// Replaces the set of access tags we have with the provided set.
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/// </summary>
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/// <param name="newTags">The new access tags</param>
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/// <exception cref="NotSupportedException">If this access tag list is read-only.</exception>
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void SetTags(IEnumerable<string> newTags);
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}
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}
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