Move Access & AccessReader to shared. (#5798)
* git mv * Move Access Component & system. - Name space changes - Rename AccessReader to AccessReaderComponent - Also need an abstract TryGetSlot function for SharedInventoryComponent * better TryGetSlot * Ah yes, tests exist.
This commit is contained in:
@@ -1,25 +0,0 @@
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using System.Collections.Generic;
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using Content.Server.Access.Systems;
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using Content.Shared.Access;
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using Robust.Shared.Analyzers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.Set;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.Access.Components
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{
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/// <summary>
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/// Simple mutable access provider found on ID cards and such.
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/// </summary>
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[RegisterComponent]
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[Friend(typeof(AccessSystem))]
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public class AccessComponent : Component
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{
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public override string Name => "Access";
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[DataField("tags", customTypeSerializer: typeof(PrototypeIdHashSetSerializer<AccessLevelPrototype>))]
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[ViewVariables]
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public HashSet<string> Tags = new();
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}
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}
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@@ -1,48 +0,0 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Content.Server.Hands.Components;
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using Content.Server.Inventory.Components;
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using Content.Server.Items;
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using Content.Shared.Access;
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using Content.Shared.Inventory;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.Access.Components
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{
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/// <summary>
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/// Stores access levels necessary to "use" an entity
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/// and allows checking if something or somebody is authorized with these access levels.
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/// </summary>
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[RegisterComponent]
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public class AccessReader : Component
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{
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public override string Name => "AccessReader";
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/// <summary>
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/// Whether this reader is enabled or not. If disabled, all access
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/// checks will pass.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public bool Enabled = true;
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/// <summary>
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/// The set of tags that will automatically deny an allowed check, if any of them are present.
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/// </summary>
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public HashSet<string> DenyTags = new();
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/// <summary>
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/// List of access lists to check allowed against. For an access check to pass
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/// there has to be an access list that is a subset of the access in the checking list.
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/// </summary>
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[DataField("access")]
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[ViewVariables]
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public List<HashSet<string>> AccessLists = new();
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}
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}
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@@ -5,6 +5,7 @@ using Content.Server.Power.Components;
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using Content.Server.UserInterface;
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using Content.Shared.Access;
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using Content.Shared.Access.Components;
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using Content.Shared.Access.Systems;
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using Content.Shared.Containers.ItemSlots;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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@@ -29,7 +30,7 @@ namespace Content.Server.Access.Components
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{
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base.Initialize();
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Owner.EnsureComponentWarn<AccessReader>();
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Owner.EnsureComponentWarn<AccessReaderComponent>();
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Owner.EnsureComponentWarn<ServerUserInterfaceComponent>();
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if (UserInterface != null)
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@@ -66,11 +67,11 @@ namespace Content.Server.Access.Components
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}
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/// <summary>
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/// Returns true if there is an ID in <see cref="PrivilegedIdSlot"/> and said ID satisfies the requirements of <see cref="AccessReader"/>.
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/// Returns true if there is an ID in <see cref="PrivilegedIdSlot"/> and said ID satisfies the requirements of <see cref="AccessReaderComponent"/>.
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/// </summary>
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private bool PrivilegedIdIsAuthorized()
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{
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if (!_entities.TryGetComponent(Owner, out AccessReader? reader))
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if (!_entities.TryGetComponent(Owner, out AccessReaderComponent? reader))
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{
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return true;
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}
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@@ -1,120 +0,0 @@
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using System;
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using System.Collections.Generic;
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using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using Content.Server.Access.Components;
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using Content.Server.Inventory.Components;
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using Content.Server.Items;
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using Content.Shared.Access;
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using Content.Shared.Hands.Components;
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using Content.Shared.Inventory;
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using Content.Shared.PDA;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.Prototypes;
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namespace Content.Server.Access.Systems
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{
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public class AccessReaderSystem : EntitySystem
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<AccessReader, ComponentInit>(OnInit);
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}
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private void OnInit(EntityUid uid, AccessReader reader, ComponentInit args)
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{
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var allTags = reader.AccessLists.SelectMany(c => c).Union(reader.DenyTags);
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foreach (var level in allTags)
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{
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if (!_prototypeManager.HasIndex<AccessLevelPrototype>(level))
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{
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Logger.ErrorS("access", $"Invalid access level: {level}");
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}
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}
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}
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/// <summary>
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/// Searches an <see cref="AccessComponent"/> in the entity itself, in its active hand or in its ID slot.
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/// Then compares the found access with the configured access lists to see if it is allowed.
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/// </summary>
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/// <remarks>
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/// If no access is found, an empty set is used instead.
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/// </remarks>
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/// <param name="entity">The entity to be searched for access.</param>
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public bool IsAllowed(AccessReader reader, EntityUid entity)
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{
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var tags = FindAccessTags(entity);
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return IsAllowed(reader, tags);
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}
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public bool IsAllowed(AccessReader reader, ICollection<string> accessTags)
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{
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if (reader.DenyTags.Overlaps(accessTags))
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{
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// Sec owned by cargo.
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return false;
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}
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return !reader.Enabled || reader.AccessLists.Count == 0 || reader.AccessLists.Any(a => a.IsSubsetOf(accessTags));
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}
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public ICollection<string> FindAccessTags(EntityUid uid)
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{
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// check entity itself
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if (FindAccessTagsItem(uid, out var tags))
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return tags;
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// maybe access component inside its hands?
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if (EntityManager.TryGetComponent(uid, out SharedHandsComponent? hands))
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{
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if (hands.TryGetActiveHeldEntity(out var heldItem) &&
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FindAccessTagsItem(heldItem, out tags))
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{
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return tags;
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}
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}
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// maybe its inside an inventory slot?
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if (EntityManager.TryGetComponent(uid, out InventoryComponent? inventoryComponent))
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{
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if (inventoryComponent.HasSlot(EquipmentSlotDefines.Slots.IDCARD) &&
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inventoryComponent.TryGetSlotItem(EquipmentSlotDefines.Slots.IDCARD, out ItemComponent? item) &&
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FindAccessTagsItem(item.Owner, out tags)
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)
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{
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return tags;
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}
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}
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return Array.Empty<string>();
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}
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/// <summary>
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/// Try to find <see cref="AccessComponent"/> on this item
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/// or inside this item (if it's pda)
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/// </summary>
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private bool FindAccessTagsItem(EntityUid uid, [NotNullWhen(true)] out HashSet<string>? tags)
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{
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if (EntityManager.TryGetComponent(uid, out AccessComponent? access))
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{
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tags = access.Tags;
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return true;
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}
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if (EntityManager.TryGetComponent(uid, out PDAComponent? pda) &&
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pda.ContainedID?.Owner is {Valid: true} id)
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{
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tags = EntityManager.GetComponent<AccessComponent>(id).Tags;
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return true;
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}
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tags = null;
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return false;
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}
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}
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}
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@@ -1,24 +0,0 @@
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using Content.Server.Access.Components;
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using Robust.Shared.GameObjects;
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using System.Collections.Generic;
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namespace Content.Server.Access.Systems
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{
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public class AccessSystem : EntitySystem
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{
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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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public bool TrySetTags(EntityUid uid, IEnumerable<string> newTags, AccessComponent? access = null)
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{
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if (!Resolve(uid, ref access))
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return false;
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access.Tags.Clear();
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access.Tags.UnionWith(newTags);
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return true;
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}
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}
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}
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@@ -1,4 +1,5 @@
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using Content.Server.Access.Components;
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using Content.Shared.Access.Systems;
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using Content.Shared.Roles;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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