# Conflicts: # Content.Client/UserInterface/Controls/RadialContainer.cs # Content.Server/Lathe/LatheSystem.cs # Content.Server/Silicons/Laws/SiliconLawSystem.cs # Content.Shared/Inventory/InventorySystem.Relay.cs # Content.Shared/Materials/SharedMaterialReclaimerSystem.cs # Content.Shared/Medical/Cryogenics/SharedCryoPodSystem.cs # Content.Shared/VendingMachines/SharedVendingMachineSystem.cs # Content.Shared/Wieldable/SharedWieldableSystem.cs # Resources/Locale/en-US/_strings/station-events/events/radiation-storm.ftl # Resources/Locale/en-US/_strings/store/uplink-catalog.ftl # Resources/Prototypes/Atmospherics/gases.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Datasets/Names/borg.yml # Resources/Prototypes/Entities/Mobs/NPCs/silicon.yml # Resources/Prototypes/Entities/Mobs/Player/silicon.yml # Resources/Prototypes/Entities/Objects/Misc/subdermal_implants.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Snipers/snipers.yml # Resources/Prototypes/Entities/Structures/Specific/Atmospherics/sensor.yml # Resources/ServerInfo/Guidebook/Engineering/AME.xml # Resources/ServerInfo/Guidebook/Engineering/AirlockSecurity.xml # Resources/ServerInfo/Guidebook/Engineering/Atmospherics.xml # Resources/ServerInfo/Guidebook/Engineering/Construction.xml # Resources/ServerInfo/Guidebook/Engineering/Engineering.xml # Resources/ServerInfo/Guidebook/Engineering/Fires.xml # Resources/ServerInfo/Guidebook/Engineering/NetworkConfigurator.xml # Resources/ServerInfo/Guidebook/Engineering/Networking.xml # Resources/ServerInfo/Guidebook/Engineering/Power.xml # Resources/ServerInfo/Guidebook/Engineering/RTG.xml # Resources/ServerInfo/Guidebook/Engineering/Shuttlecraft.xml # Resources/ServerInfo/Guidebook/Engineering/Singularity.xml # Resources/ServerInfo/Guidebook/Engineering/TEG.xml # Resources/ServerInfo/Guidebook/Security/CriminalRecords.xml # Resources/Textures/Clothing/OuterClothing/Vests/hazard.rsi/equipped-OUTERCLOTHING.png # Resources/Textures/Clothing/OuterClothing/Vests/hazard.rsi/icon.png # Resources/Textures/Clothing/OuterClothing/Vests/hazard.rsi/meta.json # Resources/Textures/Objects/Weapons/Guns/Rifles/lecter.rsi/equipped-BACKPACK.png # Resources/migration.yml
478 lines
16 KiB
C#
478 lines
16 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using Content.Shared.Access.Components;
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using Content.Shared.DeviceLinking.Events;
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using Content.Shared.Emag.Systems;
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using Content.Shared.Hands.EntitySystems;
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using Content.Shared.Inventory;
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using Content.Shared.NameIdentifier;
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using Content.Shared.PDA;
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using Content.Shared.StationRecords;
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using Robust.Shared.Containers;
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using Robust.Shared.GameStates;
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using Content.Shared.GameTicking;
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using Content.Shared.IdentityManagement;
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using Robust.Shared.Collections;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timing;
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namespace Content.Shared.Access.Systems;
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public sealed class AccessReaderSystem : EntitySystem
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{
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[Dependency] private readonly IPrototypeManager _prototype = default!;
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[Dependency] private readonly InventorySystem _inventorySystem = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly EmagSystem _emag = default!;
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[Dependency] private readonly SharedGameTicker _gameTicker = default!;
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[Dependency] private readonly SharedHandsSystem _handsSystem = default!;
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[Dependency] private readonly SharedContainerSystem _containerSystem = default!;
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[Dependency] private readonly SharedStationRecordsSystem _recordsSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<AccessReaderComponent, GotEmaggedEvent>(OnEmagged);
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SubscribeLocalEvent<AccessReaderComponent, LinkAttemptEvent>(OnLinkAttempt);
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SubscribeLocalEvent<AccessReaderComponent, ComponentGetState>(OnGetState);
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SubscribeLocalEvent<AccessReaderComponent, ComponentHandleState>(OnHandleState);
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}
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private void OnGetState(EntityUid uid, AccessReaderComponent component, ref ComponentGetState args)
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{
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args.State = new AccessReaderComponentState(component.Enabled, component.DenyTags, component.AccessLists, component.Group,
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_recordsSystem.Convert(component.AccessKeys), component.AccessLog, component.AccessLogLimit); // Sunrise-edit
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}
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private void OnHandleState(EntityUid uid, AccessReaderComponent component, ref ComponentHandleState args)
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{
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if (args.Current is not AccessReaderComponentState state)
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return;
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component.Enabled = state.Enabled;
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component.AccessKeys.Clear();
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foreach (var key in state.AccessKeys)
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{
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var id = EnsureEntity<AccessReaderComponent>(key.Item1, uid);
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if (!id.IsValid())
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continue;
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component.AccessKeys.Add(new StationRecordKey(key.Item2, id));
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}
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component.AccessLists = new(state.AccessLists);
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component.DenyTags = new(state.DenyTags);
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component.AccessLog = new(state.AccessLog);
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component.Group = new(state.Group); // Sunrise-alertAccesses
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component.AccessLogLimit = state.AccessLogLimit;
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}
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private void OnLinkAttempt(EntityUid uid, AccessReaderComponent component, LinkAttemptEvent args)
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{
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if (args.User == null) // AutoLink (and presumably future external linkers) have no user.
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return;
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if (!IsAllowed(args.User.Value, uid, component))
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args.Cancel();
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}
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private void OnEmagged(EntityUid uid, AccessReaderComponent reader, ref GotEmaggedEvent args)
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{
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if (!_emag.CompareFlag(args.Type, EmagType.Access))
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return;
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if (!reader.BreakOnAccessBreaker)
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return;
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if (!GetMainAccessReader(uid, out var accessReader))
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return;
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if (accessReader.Value.Comp.AccessLists.Count < 1)
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return;
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args.Repeatable = true;
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args.Handled = true;
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accessReader.Value.Comp.AccessLists.Clear();
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accessReader.Value.Comp.AccessLog.Clear();
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Dirty(uid, reader);
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}
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/// <summary>
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/// Searches the source for access tags
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/// then compares it with the all targets accesses to see if it is allowed.
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/// </summary>
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/// <param name="user">The entity that wants access.</param>
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/// <param name="target">The entity to search for an access reader</param>
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/// <param name="reader">Optional reader from the target entity</param>
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public bool IsAllowed(EntityUid user, EntityUid target, AccessReaderComponent? reader = null)
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{
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if (!Resolve(target, ref reader, false))
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return true;
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if (!reader.Enabled)
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return true;
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var accessSources = FindPotentialAccessItems(user);
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var access = FindAccessTags(user, accessSources);
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FindStationRecordKeys(user, out var stationKeys, accessSources);
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if (IsAllowed(access, stationKeys, target, reader))
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{
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LogAccess((target, reader), user);
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return true;
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}
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return false;
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}
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public bool GetMainAccessReader(EntityUid uid, [NotNullWhen(true)] out Entity<AccessReaderComponent>? ent)
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{
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ent = null;
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if (!TryComp<AccessReaderComponent>(uid, out var accessReader))
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return false;
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ent = (uid, accessReader);
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if (ent.Value.Comp.ContainerAccessProvider == null)
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return true;
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if (!_containerSystem.TryGetContainer(uid, ent.Value.Comp.ContainerAccessProvider, out var container))
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return true;
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foreach (var entity in container.ContainedEntities)
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{
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if (TryComp<AccessReaderComponent>(entity, out var containedReader))
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{
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ent = (entity, containedReader);
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return true;
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}
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}
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return true;
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}
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/// <summary>
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/// Check whether the given access permissions satisfy an access reader's requirements.
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/// </summary>
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public bool IsAllowed(
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ICollection<ProtoId<AccessLevelPrototype>> access,
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ICollection<StationRecordKey> stationKeys,
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EntityUid target,
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AccessReaderComponent reader)
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{
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if (!reader.Enabled)
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return true;
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if (AreAccessTagsAllowedAlert(access, reader))
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return true;
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if (reader.ContainerAccessProvider == null)
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return IsAllowedInternal(access, stationKeys, reader);
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if (!_containerSystem.TryGetContainer(target, reader.ContainerAccessProvider, out var container))
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return false;
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// If entity is paused then always allow it at this point.
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// Door electronics is kind of a mess but yeah, it should only be an unpaused ent interacting with it
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if (Paused(target))
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return true;
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foreach (var entity in container.ContainedEntities)
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{
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if (!TryComp(entity, out AccessReaderComponent? containedReader))
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continue;
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// Sunrise-start
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if (AreAccessTagsAllowedAlert(access, containedReader))
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return true;
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// Sunrise-end
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if (IsAllowed(access, stationKeys, entity, containedReader))
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return true;
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}
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return false;
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}
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private bool IsAllowedInternal(ICollection<ProtoId<AccessLevelPrototype>> access, ICollection<StationRecordKey> stationKeys, AccessReaderComponent reader)
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{
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return !reader.Enabled
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|| AreAccessTagsAllowed(access, reader)
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|| AreStationRecordKeysAllowed(stationKeys, reader);
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}
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/// <summary>
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/// Compares the given tags with the readers access list to see if it is allowed.
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/// </summary>
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/// <param name="accessTags">A list of access tags</param>
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/// <param name="reader">An access reader to check against</param>
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public bool AreAccessTagsAllowed(ICollection<ProtoId<AccessLevelPrototype>> accessTags, AccessReaderComponent reader)
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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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// Note that in resolving the issue with only one specific item "counting" for access, this became a bit more strict.
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// As having an ID card in any slot that "counts" with a denied access group will cause denial of access.
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// DenyTags doesn't seem to be used right now anyway, though, so it'll be dependent on whoever uses it to figure out if this matters.
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return false;
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}
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if (reader.AccessLists.Count == 0)
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return true;
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foreach (var set in reader.AccessLists)
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{
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if (set.IsSubsetOf(accessTags))
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return true;
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}
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return false;
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}
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// Sunrise-start
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/// <summary>
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/// Сравнивает список аварийных доступов с доступами на карте.
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/// </summary>
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public bool AreAccessTagsAllowedAlert(ICollection<ProtoId<AccessLevelPrototype>> access, AccessReaderComponent reader)
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{
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if (reader.Group == string.Empty)
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return false;
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if (!_prototype.TryIndex<AccessGroupPrototype>(reader.Group, out var accessTags))
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return false;
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if (accessTags == null)
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return false;
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if (accessTags.Tags.Count == 0)
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return false;
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foreach (var ent in accessTags.Tags)
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{
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if (access.Contains(ent))
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return true;
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}
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return false;
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}
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// Sunrise-end
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/// <summary>
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/// Compares the given stationrecordkeys with the accessreader to see if it is allowed.
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/// </summary>
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public bool AreStationRecordKeysAllowed(ICollection<StationRecordKey> keys, AccessReaderComponent reader)
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{
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foreach (var key in reader.AccessKeys)
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{
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if (keys.Contains(key))
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return true;
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}
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return false;
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}
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/// <summary>
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/// Finds all the items that could potentially give access to a given entity
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/// </summary>
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public HashSet<EntityUid> FindPotentialAccessItems(EntityUid uid)
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{
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FindAccessItemsInventory(uid, out var items);
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var ev = new GetAdditionalAccessEvent
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{
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Entities = items
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};
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RaiseLocalEvent(uid, ref ev);
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foreach (var item in new ValueList<EntityUid>(items))
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{
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items.UnionWith(FindPotentialAccessItems(item));
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}
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items.Add(uid);
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return items;
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}
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/// <summary>
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/// Finds the access tags on the given entity
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/// </summary>
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/// <param name="uid">The entity that is being searched.</param>
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/// <param name="items">All of the items to search for access. If none are passed in, <see cref="FindPotentialAccessItems"/> will be used.</param>
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public ICollection<ProtoId<AccessLevelPrototype>> FindAccessTags(EntityUid uid, HashSet<EntityUid>? items = null)
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{
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HashSet<ProtoId<AccessLevelPrototype>>? tags = null;
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var owned = false;
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items ??= FindPotentialAccessItems(uid);
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foreach (var ent in items)
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{
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FindAccessTagsItem(ent, ref tags, ref owned);
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}
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return (ICollection<ProtoId<AccessLevelPrototype>>?) tags ?? Array.Empty<ProtoId<AccessLevelPrototype>>();
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}
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/// <summary>
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/// Finds the access tags on the given entity
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/// </summary>
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/// <param name="uid">The entity that is being searched.</param>
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/// <param name="recordKeys"></param>
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/// <param name="items">All of the items to search for access. If none are passed in, <see cref="FindPotentialAccessItems"/> will be used.</param>
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public bool FindStationRecordKeys(EntityUid uid, out ICollection<StationRecordKey> recordKeys, HashSet<EntityUid>? items = null)
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{
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recordKeys = new HashSet<StationRecordKey>();
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items ??= FindPotentialAccessItems(uid);
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foreach (var ent in items)
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{
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if (FindStationRecordKeyItem(ent, out var key))
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recordKeys.Add(key.Value);
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}
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return recordKeys.Any();
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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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/// This version merges into a set or replaces the set.
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/// If owned is false, the existing tag-set "isn't ours" and can't be merged with (is read-only).
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/// </summary>
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private void FindAccessTagsItem(EntityUid uid, ref HashSet<ProtoId<AccessLevelPrototype>>? tags, ref bool owned)
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{
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if (!FindAccessTagsItem(uid, out var targetTags))
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{
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// no tags, no problem
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return;
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}
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if (tags != null)
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{
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// existing tags, so copy to make sure we own them
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if (!owned)
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{
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tags = new(tags);
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owned = true;
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}
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// then merge
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tags.UnionWith(targetTags);
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}
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else
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{
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// no existing tags, so now they're ours
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tags = targetTags;
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owned = false;
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}
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}
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public void SetAccesses(EntityUid uid, AccessReaderComponent component, List<ProtoId<AccessLevelPrototype>> accesses)
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{
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component.AccessLists.Clear();
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foreach (var access in accesses)
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{
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component.AccessLists.Add(new HashSet<ProtoId<AccessLevelPrototype>>(){access});
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}
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Dirty(uid, component);
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RaiseLocalEvent(uid, new AccessReaderConfigurationChangedEvent());
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}
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public bool FindAccessItemsInventory(EntityUid uid, out HashSet<EntityUid> items)
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{
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items = new();
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foreach (var item in _handsSystem.EnumerateHeld(uid))
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{
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items.Add(item);
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}
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// maybe its inside an inventory slot?
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if (_inventorySystem.TryGetSlotEntity(uid, "id", out var idUid))
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{
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items.Add(idUid.Value);
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}
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return items.Any();
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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, out HashSet<ProtoId<AccessLevelPrototype>> tags)
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{
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tags = new();
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var ev = new GetAccessTagsEvent(tags, _prototype);
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RaiseLocalEvent(uid, ref ev);
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return tags.Count != 0;
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}
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/// <summary>
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/// Try to find <see cref="StationRecordKeyStorageComponent"/> 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 FindStationRecordKeyItem(EntityUid uid, [NotNullWhen(true)] out StationRecordKey? key)
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{
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if (TryComp(uid, out StationRecordKeyStorageComponent? storage) && storage.Key != null)
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{
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key = storage.Key;
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return true;
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}
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if (TryComp<PdaComponent>(uid, out var pda) &&
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pda.ContainedId is { Valid: true } id)
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{
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if (TryComp<StationRecordKeyStorageComponent>(id, out var pdastorage) && pdastorage.Key != null)
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{
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key = pdastorage.Key;
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return true;
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}
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}
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key = null;
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return false;
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}
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/// <summary>
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/// Logs an access for a specific entity.
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/// </summary>
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/// <param name="ent">The reader to log the access on</param>
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/// <param name="accessor">The accessor to log</param>
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public void LogAccess(Entity<AccessReaderComponent> ent, EntityUid accessor)
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{
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if (IsPaused(ent) || ent.Comp.LoggingDisabled)
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return;
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string? name = null;
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if (TryComp<NameIdentifierComponent>(accessor, out var nameIdentifier))
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name = nameIdentifier.FullIdentifier;
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// TODO pass the ID card on IsAllowed() instead of using this expensive method
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// Set name if the accessor has a card and that card has a name and allows itself to be recorded
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var getIdentityShortInfoEvent = new TryGetIdentityShortInfoEvent(ent, accessor, true);
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RaiseLocalEvent(getIdentityShortInfoEvent);
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if (getIdentityShortInfoEvent.Title != null)
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{
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name = getIdentityShortInfoEvent.Title;
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}
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LogAccess(ent, name ?? Loc.GetString("access-reader-unknown-id"));
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}
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/// <summary>
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/// Logs an access with a predetermined name
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/// </summary>
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/// <param name="ent">The reader to log the access on</param>
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/// <param name="name">The name to log as</param>
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public void LogAccess(Entity<AccessReaderComponent> ent, string name)
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{
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if (IsPaused(ent) || ent.Comp.LoggingDisabled)
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return;
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if (ent.Comp.AccessLog.Count >= ent.Comp.AccessLogLimit)
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ent.Comp.AccessLog.Dequeue();
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var stationTime = _gameTiming.CurTime.Subtract(_gameTicker.RoundStartTimeSpan);
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ent.Comp.AccessLog.Enqueue(new AccessRecord(stationTime, name));
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}
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}
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