# Conflicts: # .github/workflows/publish.yml # Content.Client/Clothing/ClientClothingSystem.cs # Content.Client/Clothing/Systems/ChameleonClothingSystem.cs # Content.Client/Fax/UI/FaxWindow.xaml # Content.Client/Ghost/GhostSystem.cs # Content.Client/Holiday/HolidaySystem.cs # Content.Client/Humanoid/HumanoidAppearanceSystem.cs # Content.Client/Lobby/UI/Loadouts/LoadoutWindow.xaml.cs # Content.Client/Lobby/UI/LobbyGui.xaml # Content.Client/Lobby/UI/LobbyGui.xaml.cs # Content.Client/Mech/MechSystem.cs # Content.Client/Stealth/StealthSystem.cs # Content.Client/Weapons/Ranged/Systems/GunSystem.cs # Content.Server.Database/Migrations/Sqlite/SqliteServerDbContextModelSnapshot.cs # Content.Server/Bed/BedSystem.cs # Content.Server/Body/Systems/BodySystem.cs # Content.Server/Body/Systems/RespiratorSystem.cs # Content.Server/Cargo/Systems/CargoSystem.Orders.cs # Content.Server/Communications/CommunicationsConsoleComponent.cs # Content.Server/EntityEffects/Effects/AreaReactionEffect.cs # Content.Server/EntityEffects/Effects/MakeSentient.cs # Content.Server/EntityEffects/Effects/PlantMetabolism/PlantAdjustPests.cs # Content.Server/EntityEffects/Effects/PlantMetabolism/PlantAdjustToxins.cs # Content.Server/EntityEffects/Effects/PlantMetabolism/PlantAdjustWeeds.cs # Content.Server/EntityEffects/Effects/PlantMutateGases.cs # Content.Server/Fluids/EntitySystems/AbsorbentSystem.cs # Content.Server/GameTicking/GameTicker.Spawning.cs # Content.Server/GameTicking/Rules/NukeopsRuleSystem.cs # Content.Server/IoC/ServerContentIoC.cs # Content.Server/Nutrition/EntitySystems/FoodSystem.cs # Content.Server/Power/EntitySystems/PowerNetSystem.cs # Content.Server/Preferences/Managers/ServerPreferencesManager.cs # Content.Server/RoundEnd/RoundEndSystem.cs # Content.Server/Shuttles/Systems/EmergencyShuttleSystem.cs # Content.Server/Station/Systems/StationSpawningSystem.cs # Content.Server/VoiceMask/VoiceMaskSystem.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.cs # Content.Shared/Bed/Components/HealOnBuckleComponent.cs # Content.Shared/Clothing/EntitySystems/ClothingSystem.cs # Content.Shared/EntityEffects/Effects/ExplosionReactionEffect.cs # Content.Shared/Inventory/InventorySystem.Relay.cs # Content.Shared/Item/ItemToggle/Components/ComponentTogglerComponent.cs # Content.Shared/Preferences/HumanoidCharacterProfile.cs # Content.Shared/Preferences/Loadouts/RoleLoadout.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Content.Shared/Wieldable/SharedWieldableSystem.cs # Resources/Audio/Machines/attributions.yml # Resources/Locale/en-US/_strings/atmos/plaque-component.ftl # Resources/Locale/en-US/_strings/chat/chat-channel.ftl # Resources/Locale/en-US/_strings/components/screen-component.ftl # Resources/Locale/en-US/_strings/inventory/components/slot-block-component.ftl # Resources/Locale/en-US/_strings/mass-media/news-discord.ftl # Resources/Locale/en-US/_strings/objectives/commands/stripall.ftl # Resources/Locale/en-US/_strings/salvage/job-board.ftl # Resources/Locale/en-US/_strings/ui/spray-painter-window.ftl # Resources/Locale/en-US/_strings/ui/turret-controls.ftl # Resources/Maps/_Sunrise/Station/box.yml # Resources/Prototypes/Access/misc.yml # Resources/Prototypes/Catalog/Fills/Boxes/emergency.yml # Resources/Prototypes/Catalog/Fills/Lockers/engineer.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/service.yml # Resources/Prototypes/Catalog/Fills/Lockers/suit_storage.yml # Resources/Prototypes/Entities/Clothing/Head/helmets.yml # Resources/Prototypes/Entities/Clothing/Masks/masks.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/hardsuits.yml # Resources/Prototypes/Entities/Markers/Spawners/mobs.yml # Resources/Prototypes/Entities/Mobs/Cyborgs/base_borg_chassis.yml # Resources/Prototypes/Entities/Mobs/NPCs/animals.yml # Resources/Prototypes/Entities/Mobs/NPCs/regalrat.yml # Resources/Prototypes/Entities/Mobs/NPCs/silicon.yml # Resources/Prototypes/Entities/Mobs/Player/dragon.yml # Resources/Prototypes/Entities/Mobs/Player/silicon.yml # Resources/Prototypes/Entities/Mobs/Species/arachnid.yml # Resources/Prototypes/Entities/Mobs/Species/moth.yml # Resources/Prototypes/Entities/Objects/Specific/Robotics/borg_modules.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Shotguns/shotguns.yml # Resources/Prototypes/LootTables/suspicion_loot_table.yml # Resources/Prototypes/Reagents/Consumable/Drink/drinks.yml # Resources/Prototypes/Reagents/medicine.yml # Resources/Prototypes/Recipes/Lathes/Packs/science.yml # Resources/Prototypes/Recipes/Lathes/medical.yml # Resources/Prototypes/SoundCollections/NukeMusic.yml # Resources/ServerInfo/Guidebook/Cargo/Salvage.xml # Resources/Textures/Clothing/Hands/Gloves/KnuckleDusters/brassknuckleduster.rsi/equipped-OUTERCLOTHING-reptilian.png # Resources/Textures/Clothing/OuterClothing/Hardsuits/basic.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/eva.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/eva_emergency.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/eva_prisoner.rsi/meta.json # Resources/Textures/Effects/speech.rsi/alien3.png # Resources/Textures/Effects/speech.rsi/alienroyal3.png # Resources/Textures/Effects/speech.rsi/default3.png # Resources/Textures/Effects/speech.rsi/guardian3.png # Resources/Textures/Effects/speech.rsi/holo3.png # Resources/Textures/Effects/speech.rsi/lawyer3.png # Resources/Textures/Effects/speech.rsi/lizard3.png # Resources/Textures/Effects/speech.rsi/meta.json # Resources/Textures/Effects/speech.rsi/moth3.png # Resources/Textures/Effects/speech.rsi/robot3.png # Resources/Textures/Effects/speech.rsi/slime3.png # Resources/Textures/Effects/speech.rsi/spider3.png # Resources/Textures/Effects/speech.rsi/syndibot3.png # Resources/Textures/Interface/Misc/job_icons.rsi/meta.json # Resources/Textures/Mobs/Silicon/chassis.rsi/meta.json # Resources/Textures/Mobs/Species/Reptilian/parts.rsi/head_f.png # Resources/Textures/Mobs/Species/Reptilian/parts.rsi/head_m.png # Resources/Textures/Objects/Misc/id_cards.rsi/meta.json # Resources/Textures/Structures/Doors/Airlocks/Glass/external.rsi/emergency_unlit.png # Resources/Textures/Structures/Piping/disposal.rsi/meta.json # Resources/Textures/Tiles/attributions.yml # Resources/Textures/Tiles/steel_dirty.png # Resources/migration.yml # runclient-Tools.bat # runclient.bat
214 lines
6.9 KiB
C#
214 lines
6.9 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using Content.Shared.Humanoid;
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using Content.Shared.Item;
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using Content.Shared.Tag;
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namespace Content.Shared.Whitelist;
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public sealed class EntityWhitelistSystem : EntitySystem
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{
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[Dependency] private readonly TagSystem _tag = default!;
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private EntityQuery<ItemComponent> _itemQuery;
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public override void Initialize()
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{
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base.Initialize();
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_itemQuery = GetEntityQuery<ItemComponent>();
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}
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/// <inheritdoc cref="IsValid(Content.Shared.Whitelist.EntityWhitelist,Robust.Shared.GameObjects.EntityUid)"/>
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public bool IsValid(EntityWhitelist list, [NotNullWhen(true)] EntityUid? uid)
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{
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return uid != null && IsValid(list, uid.Value);
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}
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/// <summary>
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/// Checks whether a given entity is allowed by a whitelist and not blocked by a blacklist.
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/// If a blacklist is provided and it matches then this returns false.
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/// If a whitelist is provided and it does not match then this returns false.
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/// If either list is null it does not get checked.
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/// </summary>
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public bool CheckBoth([NotNullWhen(true)] EntityUid? uid, EntityWhitelist? blacklist = null, EntityWhitelist? whitelist = null)
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{
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if (uid == null)
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return false;
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if (blacklist != null && IsValid(blacklist, uid))
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return false;
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return whitelist == null || IsValid(whitelist, uid);
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}
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/// <summary>
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/// Checks whether a given entity satisfies a whitelist.
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/// </summary>
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public bool IsValid(EntityWhitelist list, EntityUid uid)
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{
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if (list.Components != null)
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{
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if (list.Registrations == null)
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{
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var regs = StringsToRegs(list.Components);
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list.Registrations = new List<ComponentRegistration>();
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list.Registrations.AddRange(regs);
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}
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}
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if (list.Registrations != null && list.Registrations.Count > 0)
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{
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foreach (var reg in list.Registrations)
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{
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if (HasComp(uid, reg.Type))
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{
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if (!list.RequireAll)
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return true;
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}
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else if (list.RequireAll)
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return false;
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}
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}
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if (list.Sizes != null && _itemQuery.TryComp(uid, out var itemComp))
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{
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if (list.Sizes.Contains(itemComp.Size))
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return true;
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}
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if (list.Tags != null)
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{
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// Sunrise-Start
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if (list.RequireAllTags ? _tag.HasAllTags(uid, list.Tags) : _tag.HasAnyTag(uid, list.Tags))
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{
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if (!list.RequireAll)
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return true;
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}
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else if (list.RequireAll)
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return false;
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// Sunrise-End
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}
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// Sunrise-Start
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if (list.Species != null && TryComp<HumanoidAppearanceComponent>(uid, out var appearance))
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{
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if (list.Species.Contains(appearance.Species))
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{
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if (!list.RequireAll)
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return true;
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}
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else if (list.RequireAll)
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return false;
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}
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// Sunrise-End
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return list.RequireAll;
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}
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/// The following are a list of "helper functions" that are basically the same as each other
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/// to help make code that uses EntityWhitelist a bit more readable because at the moment
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/// it is quite clunky having to write out component.Whitelist == null ? true : _whitelist.IsValid(component.Whitelist, uid)
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/// several times in a row and makes comparisons easier to read
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/// <summary>
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/// Helper function to determine if Whitelist is not null and entity is on list
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/// </summary>
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public bool IsWhitelistPass(EntityWhitelist? whitelist, EntityUid uid)
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{
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if (whitelist == null)
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return false;
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return IsValid(whitelist, uid);
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}
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/// <summary>
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/// Helper function to determine if Whitelist is not null and entity is not on the list
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/// </summary>
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public bool IsWhitelistFail(EntityWhitelist? whitelist, EntityUid uid)
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{
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if (whitelist == null)
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return false;
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return !IsValid(whitelist, uid);
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}
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/// <summary>
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/// Helper function to determine if Whitelist is either null or the entity is on the list
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/// </summary>
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public bool IsWhitelistPassOrNull(EntityWhitelist? whitelist, EntityUid uid)
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{
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if (whitelist == null)
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return true;
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return IsValid(whitelist, uid);
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}
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/// <summary>
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/// Helper function to determine if Whitelist is either null or the entity is not on the list
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/// </summary>
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public bool IsWhitelistFailOrNull(EntityWhitelist? whitelist, EntityUid uid)
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{
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if (whitelist == null)
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return true;
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return !IsValid(whitelist, uid);
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}
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/// <summary>
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/// Helper function to determine if Blacklist is not null and entity is on list
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/// Duplicate of equivalent Whitelist function
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/// </summary>
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public bool IsBlacklistPass(EntityWhitelist? blacklist, EntityUid uid)
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{
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return IsWhitelistPass(blacklist, uid);
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}
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/// <summary>
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/// Helper function to determine if Blacklist is not null and entity is not on the list
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/// Duplicate of equivalent Whitelist function
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/// </summary>
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public bool IsBlacklistFail(EntityWhitelist? blacklist, EntityUid uid)
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{
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return IsWhitelistFail(blacklist, uid);
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}
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/// <summary>
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/// Helper function to determine if Blacklist is either null or the entity is on the list
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/// Duplicate of equivalent Whitelist function
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/// </summary>
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public bool IsBlacklistPassOrNull(EntityWhitelist? blacklist, EntityUid uid)
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{
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return IsWhitelistPassOrNull(blacklist, uid);
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}
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/// <summary>
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/// Helper function to determine if Blacklist is either null or the entity is not on the list
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/// Duplicate of equivalent Whitelist function
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/// </summary>
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public bool IsBlacklistFailOrNull(EntityWhitelist? blacklist, EntityUid uid)
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{
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return IsWhitelistFailOrNull(blacklist, uid);
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}
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private List<ComponentRegistration> StringsToRegs(string[]? input)
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{
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var list = new List<ComponentRegistration>();
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if (input == null || input.Length == 0)
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return list;
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foreach (var name in input)
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{
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var availability = Factory.GetComponentAvailability(name);
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if (Factory.TryGetRegistration(name, out var registration)
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&& availability == ComponentAvailability.Available)
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{
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list.Add(registration);
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}
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else if (availability == ComponentAvailability.Unknown)
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{
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Log.Error($"StringsToRegs failed: Unknown component name {name} passed to EntityWhitelist!");
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}
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}
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return list;
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}
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}
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