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ПРОЧИТАТЬ МЕРЕД МЕРДЖОМ [UPSTREAM] #159

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@GeneralGaws GeneralGaws commented Dec 14, 2024

О чем PR

ЭТО ДЕЛАЛОСЬ НОЧЬЮ, ГЛУБОКОЙ, ПОЭТОМУ ИЗ ТЕСТОВ БЫЛО ТОЛЬКО DOTNET BUILD
ПОЭТОМУ ПРОШУ СНАЧАЛА ПРОВЕРИТЬ ВЕТКУ MASTERBACK В ИГРЕ, НЕ ПОЛЕНИВШИСЬ, Т.К. ЕСТЬ ШАНС ПОТЕРЯТЬ ВСЁ
ПОСЛЕ ПРОВЕРКИ ПИШИТЕ МНЕ В ДС ИЛИ ПРЯМ ТУТ В КОММЕНТЫ И Я ИЗ ДРАФТА В ОТКРЫТЫЙ ПР ПОСТАВЛЮ
ЛИЧНО НЕ МОГУ, Т.К. НА ПРОТЯЖЕНИИ ВЫХОДНЫХ БУДУ БЕЗ КОМПА

Почему

Технические детали

Медиа

  • Я добавил скриншот/видео, показывающее изменения в игре или PR не нуждается в показе
  • Я проверил изменения на предмет багов

Summary by CodeRabbit

Release Notes

  • New Features

    • Introduced NanoChat functionality with UI components for managing chats.
    • Added mining points system, allowing users to claim and manage mining points.
    • Implemented docking console UI for shuttle docking operations.
    • New roles, including "Shadow Cat," and localization entries for enhanced user experience.
    • Added support for NanoChat card interactions and logging features.
  • Bug Fixes

    • Resolved issues with various UI components and improved messaging functionalities.
    • Fixed errors related to the handling of mining points and user interactions.
  • Documentation

    • Updated localization files to include new strings for NanoChat and mining points.
  • Chores

    • Cleaned up unused components and streamlined existing code for better maintainability.

DisposableCrewmember42 and others added 30 commits November 29, 2024 09:51
* feat: Powdered drinks orderable by Logi

* tweak: Lower amounts per crate

* chore: fix copy-paste mistake

* feat: Add HydroCo to StockTrade App

* tweak: Lemon, Lime and Pineapple Juice powders now deal slight Caustic damage

* i18n: Powdered watermelon juice does not include water

* feat: If eating straight powdered beverage, cough and vomit

* tweak: change powder tastes

* tweak: Add spoons to HydroCo crates

* tweak: Add HydroCo consumption notice to crates

* refactor: consistent naming

* refactor: BasePowderBeverage now abstract, inherit physicalDesc

* refactor: mark ReagentTinBase as abstract

* tweak: Rephrase HydroCo Notice

* refactor: Move name and description to prototype

* tweak: Juice crate now comes in one of four editions

* feat: powdered tomato juice

* refactor: rename reagent ftl for consistendcy

* tweak: use tomato powder in crate fill

* fix: copy-paste mistake

* feat: hydroco trial mails

* tweak: 2 soy, 2 regular milk in dairy crate

* tweak: lower price for juice crate

* tweak: recolor tomato powder

* tweak: use one of each edition, no themed crates; plastic spoons instead of metal

* feat: soy milk powder and orange juice powder in sustenance vendor

* tweak: reword hydroco mail message

* tweak: rearrange papers to play nicer with word-wrap

* tweak: add new-line in case somebody drags the paper wider

* tweak: reintroduce random tin, condense juice fill tables

* refactor: amount defaults to 1

* Add Changelog Entry for Teach Lesson (DeltaV-Station#2225)

* meow

* meow

* Update DeltaVChangelog.yml

Signed-off-by: Lyndomen <[email protected]>

---------

Signed-off-by: Lyndomen <[email protected]>

* refactor: add missing newline

* refactor: respect yaml property ordering convention

* refactor: more yaml conventions

---------

Signed-off-by: Lyndomen <[email protected]>
Signed-off-by: DisposableCrewmember42 <[email protected]>
Co-authored-by: Lyndomen <[email protected]>
Co-authored-by: Milon <[email protected]>
* *fox noise*

* *fox noise again*
* rolebanlist command opens ui

* removed commented out section
This should be the primary changes for the future-proof "Modern HWID" system implemented into Robust and the auth server.

HWIDs in the database have been given an additional column representing their version, legacy or modern. This is implemented via an EF Core owned entity. By manually setting the column name of the main value column, we can keep DB compatibility and the migration is just adding some type columns.

This new HWID type has to be plumbed through everywhere, resulting in some breaking changes for the DB layer and such.

New bans and player records are placed with the new modern HWID. Old bans are still checked against legacy HWIDs.

Modern HWIDs are presented with a "V2-" prefix to admins, to allow distinguishing them. This is also integrated into the parsing logic for placing new bans.

There's also some code cleanup to reduce copy pasting around the place from my changes.

Requires latest engine to support ImmutableArray<byte> in NetSerializer.
Fixes formatting of owned entity type property names. These are normally named "FooBar_Baz" by EF Core, but the snake case thing was turning them into "foo_bar__baz". The double underscore is now fixed.

We don't *yet* have any EF Core owned entity in use, but I am planning to add one. I don't know if downstreams are using any so this should still be marked as a breaking change.

Also fixed it creating and dropping a Compiled Regex instance for every name, the regex is now cached (and pregenerated).
* glacier ai update

* robotics update

* criminal records inside sec, name robotics doors, secret

* add slot

* sec fixes

* add ai job slot

* intercoms and let pros use front desk

* fix reporter, make ai not 1 c4 for instant kill

---------

Co-authored-by: deltanedas <@deltanedas:kde.org>
* Butterrrrrr sticks to slices

In both DeltaV and Nyano meal_recipes.yml: changes instances of using whole sticks of butter to single slices of butter.

* Butter-adjacent eggs

3 eggs (18 protein) turned into a 5 protein meal.
2 eggs is a more realistic serving and closer matches this being a cheap and easy recipe, especially with lower butter requirement.
Change solution container volume to 15 and make that 5 protein into a 10.

* Grill me a cheese

Doubles nutriment and bumps the vitamin to make it more efficient for the ingredients used. 2 bread slices and a cheese wedge is 13 nutriment by itself. If a butter slice is 5u, then that should be 3.75 nutriment.

Also raises the maxVol to 20 so there's still at least 5u of empty space instead of 7.
* lighthouse botany/ai update

* add ai job slot

* a

* add windoors to botany-kitchen table

* robotics update

* add slot

* more disposal units and cameras

* vent and scrubber in epi breakroom, camera casing

* more cameras in ai sat

---------

Co-authored-by: deltanedas <@deltanedas:kde.org>
…Station#2231)

* meow

* meow

* meow

* bea,m

* silly

* Meow

* Bean

* meow

* Meow

* Revert "Meow"

This reverts commit 404b428.

* meow

* meow

* meow

* Meow

* Meow

* Meow

* Meow

* Meow

* meow

* Requested changes

* Meow

* Should be everything

* Add flavor text

* Im sorry delta

---------

Co-authored-by: Lyndomen <[email protected]>
* Buff Alox

* Revert "Buff Alox"

This reverts commit 730825b.

* Buff Alox fixed

* Untouch
* added AI slot

* Update micro.yml

* Requested changes
* Update edge.yml

* Update edge.yml

* Update edge.yml

* Update edge.yml
* Map Updates: Arena

* missing cable

* add robo spawn point

* add alarms

* invalids are out of hand

* add job slots

* Fix proto AI slot and minor tweaks

* A few tweaks

* Fix evac airlocks

---------

Co-authored-by: Velcroboy <[email protected]>
* Map Edits: The Hive

* add jobs to proto

* Fix disconnected disposal

* Adjust some additional cameras

---------

Co-authored-by: Velcroboy <[email protected]>
* Update asterisk.yml

* Requested changes

* adds the hecking AI
* Map Edits: Tortuga

* Update Proto

* Goddamn gridsplitting!

---------

Co-authored-by: Velcroboy <[email protected]>
Co-authored-by: Milon <[email protected]>
* Map Edits: Hammurabi

* Filthy invalids

---------

Co-authored-by: Velcroboy <[email protected]>
Co-authored-by: Milon <[email protected]>
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github-actions bot commented Dec 14, 2024

RSI Diff Bot; head commit 4e21385 merging into 771214d
This PR makes changes to 1 or more RSIs. Here is a summary of all changes:

Resources/Textures/DeltaV/Misc/program_icons.rsi

State Old New Status
nanochat Added

Resources/Textures/DeltaV/Objects/Devices/cartridge.rsi

State Old New Status
cart-chat Added

Resources/Textures/DeltaV/Objects/Tanks/Jetpacks/black.rsi

State Old New Status
equipped-BACKPACK Added
equipped-SUITSTORAGE Added
icon-on Added
icon Added
inhand-left Added
inhand-right Added
on-equipped-BACKPACK Added
on-equipped-SUITSTORAGE Added

Resources/Textures/DeltaV/Objects/Tanks/Jetpacks/blue.rsi

State Old New Status
equipped-BACKPACK Added
equipped-SUITSTORAGE Added
icon-on Added
icon Added
inhand-left Added
inhand-right Added
on-equipped-BACKPACK Added
on-equipped-SUITSTORAGE Added

Resources/Textures/DeltaV/Objects/Tanks/Jetpacks/security.rsi

State Old New Status
equipped-BACKPACK Added
equipped-SUITSTORAGE Added
icon-on Added
icon Added
inhand-left Added
inhand-right Added
on-equipped-BACKPACK Added
on-equipped-SUITSTORAGE Added

Resources/Textures/DeltaV/Structures/Wallmounts/Posters/grayposters.rsi

State Old New Status
dangernana Added
litdakka Added
posterearthnanotrasen Added
posterroidsyndicate Added
posterworknanotrasen Added
posterworksyndicate Added
work Added

Resources/Textures/DeltaV/Structures/Wallmounts/intercom.rsi

State Old New Status
random_intercom Added

Edit: diff updated after 4e21385

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Actionable comments posted: 65

🧹 Outside diff range and nitpick comments (61)
Content.Server/DeltaV/CartridgeLoader/Cartridges/NanoChatCartridgeComponent.cs (3)

9-13: Enhance documentation and consider adding validation for Station entity.

The current documentation doesn't clarify:

  1. The purpose of tracking the station
  2. When this field is set/updated
  3. What type of entity is expected for Station

Consider adding runtime validation to ensure the Station entity has the expected components.

 /// <summary>
-///     Station entity to keep track of.
+///     Reference to the station entity this NanoChat cartridge is associated with.
+///     Used for [explain purpose, e.g., "determining message routing", "access control", etc.]
 /// </summary>
 [DataField]
 public EntityUid? Station;

15-19: Enhance documentation and add validation for Card entity.

The current documentation doesn't specify:

  1. The relationship between the cartridge and the card
  2. Whether this is required for functionality
  3. The expected type/components of a NanoChat card

Consider adding runtime validation to ensure the Card entity is a valid NanoChat card.

 /// <summary>
-///     The NanoChat card to keep track of.
+///     Reference to the associated NanoChat card entity.
+///     [Explain relationship, e.g., "Stores user identification", "Contains message history", etc.]
+///     This field is optional and may be null when [explain scenarios].
 /// </summary>
 [DataField]
 public EntityUid? Card;

21-25: Consider making the default radio channel configurable.

The hard-coded "Common" channel might not be suitable for all scenarios. Consider:

  1. Making it configurable through game settings
  2. Adding validation to ensure the channel exists
  3. Adding documentation about channel requirements
 /// <summary>
 ///     The <see cref="RadioChannelPrototype" /> required to send or receive messages.
+///     Defaults to "Common" channel if not specified.
+///     The channel must exist in the game's radio channel configuration.
 /// </summary>
 [DataField]
-public ProtoId<RadioChannelPrototype> RadioChannel = "Common";
+public ProtoId<RadioChannelPrototype> RadioChannel = DefaultRadioChannel;
+
+private const string DefaultRadioChannel = "Common";
Content.Client/DeltaV/CartridgeLoader/Cartridges/NanoChatLogEntry.xaml.cs (1)

1-17: Consider adding UI component tests

Given that this is part of a larger NanoChat feature and the PR mentions minimal testing, consider:

  1. Unit tests for the NanoChatLogEntry component
  2. Integration tests with the broader NanoChat system
  3. UI automation tests to verify proper rendering and interaction

This will help ensure the stability of the feature, especially considering the concerns raised in the PR description about potential data loss.

Would you like me to help create a test suite for this component?

Content.Client/DeltaV/CartridgeLoader/Cartridges/NanoChatMessageBubble.xaml (2)

29-30: Document the expected color values in the XAML.

While colors are set in code, it would be helpful to document the expected color values and their meaning in the comments.

-                        <!-- Colors set in code based on message sender -->
+                        <!-- Colors set in code based on message sender:
+                             - Own messages: typically blue/accent color
+                             - Other messages: typically gray/neutral color
+                             - System messages: typically yellow/warning color
+                        -->

1-55: Consider extracting common styles to a resource dictionary.

The current implementation is solid, but consider moving the StyleBoxFlat definition and other common styles to a shared resource dictionary for better reusability across similar UI components.

This would:

  1. Promote consistency across chat-related components
  2. Make style updates easier to maintain
  3. Reduce duplication if similar styles are used elsewhere
Content.Server/DeltaV/Objectives/Systems/TeachLessonConditionSystem.cs (1)

24-25: Consider addressing the TODO comment regarding subscription by reference

The comment at line 24 suggests subscribing by reference for the MobStateChangedEvent. Subscribing by reference can improve performance by reducing the need for value copying. If applicable, consider updating the event subscription to use the ref keyword.

Content.Shared/DeltaV/Shuttles/Components/DockingShuttleComponent.cs (1)

21-25: Consider adding destination validation and fix documentation

The documentation refers to "console" but this is a shuttle component. Additionally, consider adding validation for duplicate destinations.

Consider adding validation like this:

 [DataField]
-public List<DockingDestination> Destinations = new();
+public List<DockingDestination> Destinations = new();
+
+public void AddDestination(DockingDestination destination)
+{
+    if (!Destinations.Any(d => d.Map == destination.Map))
+        Destinations.Add(destination);
+}
Content.Server/DeltaV/Shuttles/Systems/DockingShuttleSystem.cs (1)

23-28: Consider unsubscribing from events during shutdown

In the Initialize method (lines 19-28), several local events are subscribed to. To prevent potential memory leaks or unintended behavior, consider overriding the Shutdown method and unsubscribing from these events when the system is no longer needed.

Content.Client/DeltaV/Shuttles/UI/DockingConsoleWindow.xaml.cs (1)

95-96: Enhance user feedback when the FTL button is disabled

The FTLButton is disabled under certain conditions (lines 95-96). To improve user experience, consider providing feedback or a tooltip explaining why the button is disabled. This helps users understand what actions are required to enable the button.

Resources/Locale/en-US/deltav/shuttles/docking-console.ftl (1)

1-8: LGTM! Consider adding translator comments.

The localization strings are well-structured and follow proper naming conventions. Consider adding comments to provide context for translators about where and how these strings are used in the UI.

Example:

+# Shows when no shuttle is connected to the docking console
 docking-console-no-shuttle = No Shuttle Detected
+# Label for Faster Than Light travel status
 docking-console-ftl = FTL
Content.Client/DeltaV/Shuttles/UI/DockingConsoleBoundUserInterface.cs (1)

1-38: Consider adding documentation for the UI lifecycle.

Given the critical nature of the docking system and the PR's warning about potential data loss, it would be beneficial to add XML documentation comments explaining the UI lifecycle and important considerations for maintainers.

+/// <summary>
+/// Manages the docking console user interface, handling FTL travel requests and console state updates.
+/// </summary>
+/// <remarks>
+/// Important: This interface manages critical shuttle docking operations. Ensure all state updates are properly
+/// validated and error conditions are handled to prevent potential data loss or system instability.
+/// </remarks>
 public sealed class DockingConsoleBoundUserInterface : BoundUserInterface
Content.Client/DeltaV/Shuttles/UI/DockingConsoleWindow.xaml (2)

1-3: Consider making the window size more responsive

The fixed size of 500x500 might not be optimal for all screen resolutions and UI scales. Consider:

  • Adding MinSize/MaxSize constraints
  • Using relative sizing or dynamic resizing capabilities
 <controls:FancyWindow xmlns="https://spacestation14.io"
         xmlns:controls="clr-namespace:Content.Client.UserInterface.Controls"
-        SetSize="500 500">
+        SetSize="500 500"
+        MinSize="400 400"
+        MaxSize="800 800">

5-7: Add empty and loading states for better UX

The destinations list lacks visual feedback for empty or loading states. Consider adding placeholder text or loading indicators.

 <ScrollContainer SetHeight="256" HorizontalExpand="True">
-    <ItemList Name="Destinations"/>
+    <ItemList Name="Destinations">
+        <ItemList.PlaceholderControl>
+            <Label Text="{Loc 'docking-console-no-destinations'}" 
+                   HorizontalAlignment="Center" 
+                   VerticalAlignment="Center"/>
+        </ItemList.PlaceholderControl>
+    </ItemList>
Content.Server/DeltaV/CartridgeLoader/Cartridges/NanoChatCartridgeSystem.cs (7)

351-351: Remove unprofessional comment to maintain code professionalism

The comment on line 351:

// I have no idea why this isn't public in the RadioSystem

This comment is informal and unprofessional. It is advisable to remove it or replace it with a constructive comment or a TODO that explains the need for a public method in the RadioSystem.

Apply this diff to remove the unprofessional comment:

-// I have no idea why this isn't public in the RadioSystem

Alternatively, replace it with a constructive comment:

+// Consider exposing a public method in RadioSystem to check for active servers

218-219: Provide user feedback when message sending fails due to invalid data

In the HandleSendMessage method, if required data is missing, the method returns without informing the user:

if (msg.RecipientNumber == null || msg.Content == null || card.Comp.Number == null)
    return;

Consider notifying the user that the message could not be sent due to missing information.

Apply this diff to notify the user:

if (msg.RecipientNumber == null || msg.Content == null || card.Comp.Number == null)
{
+    _cartridge.SendNotification(msg.Actor, "Message Not Sent", "Unable to send message due to missing recipient number or content.");
    return;
}

186-187: Notify user when deleting a chat fails due to missing data

In the HandleDeleteChat method, the function returns without feedback if necessary information is missing:

if (msg.RecipientNumber == null || card.Comp.Number == null)
    return;

Provide feedback to the user to indicate that the chat could not be deleted.

Apply this diff to inform the user:

if (msg.RecipientNumber == null || card.Comp.Number == null)
{
+    _cartridge.SendNotification(msg.Actor, "Delete Failed", "Unable to delete chat due to missing recipient number.");
    return;
}

375-377: Ensure sender's NanoChat number is available before proceeding

In the DeliverMessageToRecipient method:

var senderNumber = sender.Comp.Number;
if (senderNumber == null)
    return;

If the sender's number is null, the method returns without notifying the sender of the failure. Consider providing feedback to inform the sender that the message could not be delivered due to missing sender information.

Apply this diff to notify the sender:

if (senderNumber == null)
{
+    _cartridge.SendNotification(sender.Owner, "Message Not Sent", "Your NanoChat number is missing. Message could not be delivered.");
    return;
}

404-423: Refactor to avoid redundant recipient retrieval

In HandleUnreadNotification, the recipient information is retrieved multiple times:

// First retrieval
var recipients = _nanoChat.GetRecipients((recipient, recipient.Comp));
// Second retrieval
if (!recipient.Comp.Recipients[message.SenderId].HasUnread && !recipient.Comp.NotificationsMuted)

Consider storing the recipient information after the first retrieval to avoid redundant dictionary lookups.

Apply this diff to optimize recipient data access:

var recipients = _nanoChat.GetRecipients((recipient, recipient.Comp));
if (recipients.TryGetValue(message.SenderId, out var existingRecipient))
{
    var hasUnread = existingRecipient.HasUnread;
    // Use 'existingRecipient' and 'hasUnread' for further logic
}
else
{
    // Handle the case where the recipient is not found
}

320-321: Consider handling entities not belonging to a station

In the AttemptMessageDelivery method:

if (recipientStation == null || senderStation == null)
    continue;

Currently, if either the sender or recipient is not on a station, the message delivery is skipped without notification. Consider handling this case to allow for messages between entities not on a station or to inform the user that delivery is not possible.

Evaluate whether supporting message delivery for entities not on a station aligns with the game's design. If so, implement the necessary logic; otherwise, notify users of the delivery limitation.


278-344: Optimize recipient search to improve performance

The AttemptMessageDelivery method searches through all NanoChatCardComponent entities to find recipients:

var cardQuery = EntityQueryEnumerator<NanoChatCardComponent>();
while (cardQuery.MoveNext(out var cardUid, out var card))
{
    if (card.Number != recipientNumber)
        continue;
    // ...
}

This could be optimized by maintaining a mapping of NanoChat numbers to card entities to reduce the search time, especially when the number of cards is large.

Consider implementing a dictionary or other data structure to map NanoChat numbers to card entities for faster lookup.

Content.Shared/DeltaV/Planet/PlanetPrototype.cs (2)

11-12: Consider making ID field required

The ID field is crucial for prototype identification. Consider adding required: true to the IdDataField attribute to ensure it's always provided.

-    [IdDataField]
+    [IdDataField(required: true)]
     public string ID { get; set; } = string.Empty;

32-36: Enhance ComponentRegistry documentation

The current documentation could be more helpful by:

  1. Providing examples of typical components that might be added
  2. Explaining the lifecycle of these components
  3. Documenting any restrictions or requirements for added components
Content.Client/DeltaV/CartridgeLoader/Cartridges/NanoChatMessageBubble.xaml.cs (1)

12-16: Consider moving color definitions to a centralized theme system.

While the color constants are well-documented, moving them to a centralized theme system would improve maintainability and enable easier theme switching.

Consider creating a theme service or configuration file to manage these UI colors centrally.

Content.Shared/DeltaV/Shuttles/Components/DockingConsoleComponent.cs (1)

1-48: ⚠️ Critical: Ensure comprehensive testing before merge

Given that this PR:

  1. Was created late at night
  2. Only underwent basic DOTNET BUILD testing
  3. Implements critical docking functionality

Please ensure:

  • Full integration testing with DockingShuttleComponent
  • Edge case testing (invalid docks, interrupted FTL, etc.)
  • Performance testing with multiple concurrent docking operations

Consider adding integration tests and documenting test scenarios before merging.

Resources/Locale/en-US/deltav/lathe/ui/lathe-menu.ftl (1)

1-2: Consider adding pluralization support for points display.

The localization entries look good and follow proper FTL format. However, consider adding plural forms for better internationalization:

-lathe-menu-mining-points = Mining Points: {$points}
+lathe-menu-mining-points = { $points ->
+    [one] Mining Point: {$points}
+    *[other] Mining Points: {$points}
+}
Content.Client/Lathe/UI/LatheMenu.xaml (1)

135-140: LGTM! Consider adding tooltips for accessibility.

The mining points UI structure is clean and follows the existing patterns. The container's visibility is properly managed, and localization is correctly implemented.

Consider adding tooltips to improve accessibility:

-                <Label Name="MiningPointsLabel" HorizontalExpand="True"/>
-                <Button Name="MiningPointsClaimButton" Text="{Loc 'lathe-menu-mining-points-claim-button'}"/>
+                <Label Name="MiningPointsLabel" HorizontalExpand="True" ToolTip="{Loc 'lathe-menu-mining-points-tooltip'}"/>
+                <Button Name="MiningPointsClaimButton" Text="{Loc 'lathe-menu-mining-points-claim-button'}" ToolTip="{Loc 'lathe-menu-mining-points-claim-tooltip'}"/>
Content.Client/Lathe/UI/LatheMenu.xaml.cs (1)

93-106: Consider adding frame rate limiting for mining points updates.

While the implementation is correct, updating mining points every frame might be unnecessary and could impact performance.

Consider adding frame rate limiting:

+    private const float UPDATE_INTERVAL = 0.5f; // Update every 500ms
+    private float _timeSinceLastUpdate = 0f;
+
     protected override void FrameUpdate(FrameEventArgs args)
     {
         base.FrameUpdate(args);
 
+        _timeSinceLastUpdate += args.DeltaSeconds;
+        if (_timeSinceLastUpdate < UPDATE_INTERVAL)
+            return;
+
+        _timeSinceLastUpdate = 0f;
         if (_entityManager.TryGetComponent<MiningPointsComponent>(Entity, out var points))
             UpdateMiningPoints(points.Points);
     }

Also applies to: 118-127

Content.Client/CartridgeLoader/Cartridges/LogProbeUiFragment.xaml.cs (1)

74-118: Refactor message display logic to reduce duplication

The DisplayNanoChatData method has similar logic for displaying incoming and outgoing messages. Refactoring this into a shared method can improve readability and maintainability.

Apply this diff to refactor message display:

private void DisplayNanoChatData(NanoChatData data)
{
    // Existing code for recipients list...

    var messagesToDisplay = data.Messages.Values
        .SelectMany(msgs => msgs)
        .Where(msg => !msg.DeliveryFailed &&
                      (msg.SenderId == data.CardNumber || msg.RecipientId == data.CardNumber))
        .OrderByDescending(msg => msg.Timestamp);

    foreach (var msg in messagesToDisplay)
    {
        var messageText = Loc.GetString("log-probe-message-format",
            ("sender", $"#{msg.SenderId:D4}"),
            ("recipient", $"#{msg.RecipientId:D4}"),
            ("content", msg.Content));

        var entry = new NanoChatLogEntry(
            count,
            TimeSpan.FromSeconds(Math.Truncate(msg.Timestamp.TotalSeconds)).ToString(),
            messageText);

        ProbedDeviceContainer.AddChild(entry);
        count++;
    }
}
Content.Shared/DeltaV/CartridgeLoader/Cartridges/NanoChatUiMessageEvent.cs (3)

59-59: Remove unprofessional comment.

The comment "putting this here because i can" is unprofessional and should be removed to maintain code quality and professionalism.

Apply this diff to remove the comment:

- // putting this here because i can

61-97: Use properties instead of public fields in NanoChatRecipient struct.

It's recommended to use properties instead of public fields to encapsulate data and adhere to C# coding best practices. This allows for future enhancements without breaking the API.

Apply this diff to convert fields to properties:

 public struct NanoChatRecipient
 {
-    public uint Number;
+    public uint Number { get; set; }
 
-    public string Name;
+    public string Name { get; set; }
 
-    public string? JobTitle;
+    public string? JobTitle { get; set; }
 
-    public bool HasUnread;
+    public bool HasUnread { get; set; }

     // Constructor remains the same
 }

100-137: Use properties instead of public fields in NanoChatMessage struct.

Using properties instead of public fields enhances encapsulation and aligns with C# conventions. This change improves maintainability and allows for better control over data access.

Apply this diff to convert fields to properties:

 public struct NanoChatMessage
 {
-    public TimeSpan Timestamp;
+    public TimeSpan Timestamp { get; set; }
 
-    public string Content;
+    public string Content { get; set; }
 
-    public uint SenderId;
+    public uint SenderId { get; set; }
 
-    public bool DeliveryFailed;
+    public bool DeliveryFailed { get; set; }

     // Constructor remains the same
 }
Content.Client/DeltaV/CartridgeLoader/Cartridges/NanoChatUiFragment.xaml.cs (2)

68-76: Ensure CharacterCount style classes are updated correctly when message length is within limit.

When the message length exceeds MaxMessageLength, LabelDanger is added to CharacterCount.StyleClasses, but it is not removed when the length returns below the limit. This may cause incorrect styling.

Apply this diff to remove the style class when not needed:

 if (length > MaxMessageLength)
 {
     CharacterCount.Text = Loc.GetString("nano-chat-message-too-long",
         ("current", length),
         ("max", MaxMessageLength));
     CharacterCount.StyleClasses.Add("LabelDanger");
+}
+else
+{
+    CharacterCount.StyleClasses.Remove("LabelDanger");
 }

190-215: Optimize message list updates to improve performance with large histories.

Rebuilding the entire MessageList on every update can impact performance for chats with extensive message histories. Consider reusing existing UI elements or implementing virtualization.

Possible approaches:

  • Use a VirtualizedScrollContainer to render only visible messages.
  • Update existing message bubbles instead of recreating them.
Content.Server/Administration/Managers/BanManager.cs (4)

Line range hint 305-305: Avoid using async void in non-event handler methods

Similar to CreateServerBan, the method WebhookUpdateRoleBans should return a Task instead of void to ensure proper exception handling and allow callers to await its completion.

Apply this diff to fix the return type:

-public async void WebhookUpdateRoleBans(NetUserId? target, string? targetUsername, NetUserId? banningAdmin, (IPAddress, int)? addressRange, ImmutableArray<byte>? hwid, IReadOnlyCollection<string> roles, uint? minutes, NoteSeverity severity, string reason, DateTimeOffset timeOfBan)
+public async Task WebhookUpdateRoleBans(NetUserId? target, string? targetUsername, NetUserId? banningAdmin, (IPAddress, int)? addressRange, ImmutableArray<byte>? hwid, IReadOnlyCollection<string> roles, uint? minutes, NoteSeverity severity, string reason, DateTimeOffset timeOfBan)

Line range hint 378-378: Avoid using async void in non-event handler methods

The SendWebhook method should have a return type of Task instead of void to handle exceptions properly and allow for asynchronous operation.

Apply this diff to fix the return type:

-private async void SendWebhook(WebhookPayload payload)
+private async Task SendWebhook(WebhookPayload payload)

Line range hint 353-355: Avoid hardcoding time zone identifiers

Hardcoding the time zone identifier "Russian Standard Time" may cause issues on systems where this time zone is unavailable. Consider using TimeZoneInfo.Local or making the time zone configurable.

Apply this diff to use the local time zone:

-var expiresString = banDef.ExpirationTime == null ? Loc.GetString("server-ban-string-never") : "" + TimeZoneInfo.ConvertTimeFromUtc(
-    banDef.ExpirationTime.Value.UtcDateTime,
-    TimeZoneInfo.FindSystemTimeZoneById("Russian Standard Time"));
+var expiresString = banDef.ExpirationTime == null ? Loc.GetString("server-ban-string-never") : banDef.ExpirationTime.Value.ToLocalTime().ToString();

...

-var timeNow = TimeZoneInfo.ConvertTimeFromUtc(
-    DateTimeOffset.Now.UtcDateTime,
-    TimeZoneInfo.FindSystemTimeZoneById("Russian Standard Time"));
+var timeNow = DateTimeOffset.Now.ToLocalTime();

Also applies to: 373-375


Line range hint 388-389: Limit logging of sensitive information

Logging full response content from external services may expose sensitive data. Consider limiting the logged information to essential details.

Apply this diff to adjust the logging statements:

-_sawmill.Log(LogLevel.Error, $"Discord returned bad status code when posting message (perhaps the message is too long?): {request.StatusCode}\nResponse: {content}");
+_sawmill.Log(LogLevel.Error, $"Discord returned bad status code when posting message: {request.StatusCode}");

...

-_sawmill.Log(LogLevel.Error, $"Could not find id in json-content returned from discord webhook: {content}");
+_sawmill.Log(LogLevel.Error, "Could not find 'id' in the response from Discord webhook.");

Also applies to: 395-396

Content.Server/CartridgeLoader/Cartridges/LogProbeCartridgeComponent.cs (2)

2-2: Consider impact of DeltaV namespace dependency

The addition of DeltaV-specific namespace could create tight coupling. Consider if this functionality should be more generalized or moved to a shared interface.


23-27: Maintain consistency with existing property definitions

For consistency with other properties in this component:

  1. Add ViewVariables attribute to match the pattern used for other properties
  2. Consider adding validation for NanoChatData
 /// </summary>
 [DataField]
+[ViewVariables(VVAccess.ReadWrite)]
 public NanoChatData? ScannedNanoChatData;
Content.Client/Access/UI/AgentIDCardWindow.xaml (1)

9-12: Document UI changes in comments

The comment blocks should provide more context about the NanoChat integration:

-<!-- DeltaV - Add NanoChat number field -->
+<!-- DeltaV - Add NanoChat number field for agent ID card integration -->
+<!-- This field allows setting a 4-digit NanoChat identifier -->
Content.Shared/DeltaV/CartridgeLoader/Cartridges/NanoChatUiState.cs (1)

8-9: Consider using immutable collections

The dictionaries are mutable despite being readonly fields. Consider using ImmutableDictionary to ensure true immutability:

-public readonly Dictionary<uint, NanoChatRecipient> Recipients = new();
-public readonly Dictionary<uint, List<NanoChatMessage>> Messages = new();
+public readonly ImmutableDictionary<uint, NanoChatRecipient> Recipients;
+public readonly ImmutableDictionary<uint, ImmutableList<NanoChatMessage>> Messages;
Content.Client/DeltaV/CartridgeLoader/Cartridges/NanoChatUi.cs (1)

33-42: Refactor SendNanoChatUiMessage to instance method

The static method design makes testing harder and creates tight coupling through the userInterface parameter.

-private static void SendNanoChatUiMessage(
+private void SendNanoChatUiMessage(
     NanoChatUiMessageType type,
     uint? number,
     string? content,
-    string? job,
-    BoundUserInterface userInterface)
+    string? job)
 {
     var nanoChatMessage = new NanoChatUiMessageEvent(type, number, content, job);
     var message = new CartridgeUiMessage(nanoChatMessage);
-    userInterface.SendMessage(message);
+    _userInterface.SendMessage(message);
 }
Content.Shared/DeltaV/NanoChat/NanoChatCardComponent.cs (1)

20-27: Consider memory optimization for dictionaries

The Recipients and Messages dictionaries are initialized without capacity hints, which could lead to unnecessary resizing operations.

-    public Dictionary<uint, NanoChatRecipient> Recipients = new();
+    public Dictionary<uint, NanoChatRecipient> Recipients = new(capacity: 50); // Use MaxRecipients

-    public Dictionary<uint, List<NanoChatMessage>> Messages = new();
+    public Dictionary<uint, List<NanoChatMessage>> Messages = new(capacity: 50); // Use MaxRecipients
Content.Shared.Database/TypedHwid.cs (1)

43-47: Improve base64 length calculation documentation

The comment about .NET behavior could be more descriptive to help future maintainers.

-    // Why is .NET like this man wtf.
+    /// <summary>
+    /// Calculates the actual byte length of a base64 string, accounting for padding characters.
+    /// Base64 encoding uses 4 characters to represent 3 bytes, with padding ('=') added when needed.
+    /// </summary>
     private static int GetBase64ByteLength(string value)
Content.Client/CartridgeLoader/Cartridges/LogProbeUiFragment.xaml (2)

31-33: Consider using relative widths for better responsiveness

The labels use hardcoded SetWidth values which might cause issues on different screen sizes or resolutions.

Consider using proportional widths or grid-based layout:

-                <Label Align="Right" SetWidth="26" ClipText="True" Text="{Loc 'log-probe-label-number'}"/>
-                <Label Align="Center" SetWidth="100" ClipText="True" Text="{Loc 'log-probe-label-time'}"/>
-                <Label Name="ContentLabel" Align="Left" SetWidth="390" ClipText="True" Text="{Loc 'log-probe-label-accessor'}"/>
+                <Grid Columns="1fr 4fr 15fr">
+                    <Label Align="Right" ClipText="True" Text="{Loc 'log-probe-label-number'}"/>
+                    <Label Align="Center" ClipText="True" Text="{Loc 'log-probe-label-time'}"/>
+                    <Label Name="ContentLabel" Align="Left" ClipText="True" Text="{Loc 'log-probe-label-accessor'}"/>
+                </Grid>

22-27: Add tooltip for hidden card number label

The CardNumberLabel is initially hidden but lacks a tooltip to explain why it might be hidden.

     <Label Name="CardNumberLabel"
            StyleClasses="LabelSubText"
            HorizontalAlignment="Center"
            Margin="0 0 0 8"
-           Visible="False"/>
+           Visible="False"
+           ToolTip="{Loc 'log-probe-card-number-tooltip'}"/>
Content.Client/DeltaV/CartridgeLoader/Cartridges/NanoChatEntry.xaml (2)

8-9: Consider adding vertical expansion for consistent height handling

The button only has horizontal expansion configured. For consistent height handling across different screen sizes and resolutions, consider adding VerticalExpand="True".

    <Button Name="ChatButton"
            StyleClasses="ButtonSquare"
            HorizontalExpand="True"
+           VerticalExpand="True"
            MaxSize="137 64"
            Margin="0 1">

23-26: Consider using theme-aware colors for better accessibility

The hardcoded colors for the unread indicator might not work well with different UI themes or accessibility settings.

Consider using theme-aware color variables or making these colors configurable through the styling system.

Content.Client/DeltaV/CartridgeLoader/Cartridges/NewChatPopup.xaml (2)

8-9: Add visual distinction for required fields

Required fields (number and name) should be visually distinguished from optional fields (job).

-<Label Text="{Loc nano-chat-number-label}"
+<Label Text="{Loc nano-chat-number-label}*"
        StyleClasses="LabelHeading" />

-<Label Text="{Loc nano-chat-name-label}"
+<Label Text="{Loc nano-chat-name-label}*"
        StyleClasses="LabelHeading" />

<Label Text="{Loc nano-chat-job-label}"
       StyleClasses="LabelHeading" />

Also applies to: 18-19, 28-29


44-49: Add keyboard shortcut for create action

Consider adding keyboard shortcuts (e.g., Enter) for the create action when the button is enabled.

<Button Name="CreateButton"
        Text="{Loc nano-chat-create}"
        StyleClasses="OpenLeft"
        MinSize="80 0"
+       Access="Public"
+       Command="CreateChat"
        Disabled="True" />
Content.Client/DeltaV/CartridgeLoader/Cartridges/NewChatPopup.xaml.cs (2)

11-12: Consider moving magic numbers to named constants

The maximum input lengths should be defined as public constants to allow for easier configuration and reuse across the codebase.

-    private const int MaxInputLength = 16;
-    private const int MaxNumberLength = 4; // i hardcoded it to be 4 so suffer
+    public const int MAX_INPUT_LENGTH = 16;
+    public const int MAX_NUMBER_LENGTH = 4;

80-86: Consider adding return value for ClearInputs

The ClearInputs method could return a boolean to indicate success/failure of the operation, which would be useful for error handling in calling code.

-    public void ClearInputs()
+    public bool ClearInputs()
     {
+        try
+        {
             NumberInput.Text = string.Empty;
             NameInput.Text = string.Empty;
             JobInput.Text = string.Empty;
             ValidateInputs();
+            return true;
+        }
+        catch (Exception e)
+        {
+            Logger.Error($"Failed to clear inputs: {e}");
+            return false;
+        }
     }
Content.Server/DeltaV/CartridgeLoader/Cartridges/LogProbeCartridgeSystem.NanoChat.cs (2)

21-22: Consider adding null check explanation

The null checks for ScannedNanoChatData are crucial for preventing null reference exceptions, but the code would benefit from a brief comment explaining why null data is acceptable here.

-            if (probe.ScannedNanoChatData == null || GetEntity(probe.ScannedNanoChatData.Value.Card) != args.CardUid)
+            // Skip if no card has been scanned yet or if the scanned card doesn't match the updated card
+            if (probe.ScannedNanoChatData == null || GetEntity(probe.ScannedNanoChatData.Value.Card) != args.CardUid)

Also applies to: 43-44


27-31: Consider extracting NanoChatData creation to a helper method

The creation of NanoChatData objects is duplicated in both event handlers. Consider extracting this to a helper method to improve maintainability.

+ private NanoChatData CreateNanoChatData(
+     Dictionary<uint, NanoChatRecipient> recipients,
+     Dictionary<uint, List<NanoChatMessage>> messages,
+     uint number,
+     NetEntity cardEntity)
+ {
+     return new NanoChatData(recipients, messages, number, cardEntity);
+ }

Also applies to: 49-53

Content.Client/Access/UI/AgentIDCardWindow.xaml.cs (1)

49-61: Consider using regex for digit validation

The current digit validation using LINQ could be replaced with a more efficient regex pattern.

- var newText = string.Concat(args.Text.Where(char.IsDigit));
+ var newText = System.Text.RegularExpressions.Regex.Replace(args.Text, @"\D", "");
Content.Server/DeltaV/Station/Systems/CaptainStateSystem.cs (1)

13-13: Remove unused using directive

The Microsoft.CodeAnalysis.CSharp.Syntax namespace is not used in this file.

-using Microsoft.CodeAnalysis.CSharp.Syntax;
Content.Client/DeltaV/CartridgeLoader/Cartridges/NanoChatUiFragment.xaml (3)

37-47: Consider enhancing button accessibility

The icon-only buttons (delete, mute, new chat) could benefit from additional accessibility features:

  • Add AccessKey attributes for keyboard shortcuts
  • Include ARIA labels for screen readers
 <Button Name="DeleteChatButton"
         MaxSize="32 32"
         Visible="False"
         StyleClasses="OpenBoth"
         Margin="0 0 4 0"
+        AccessKey="D"
+        AccessText="Delete Chat"
         ToolTip="{Loc nano-chat-delete}">

Also applies to: 48-66, 67-73


83-101: Consider implementing virtual scrolling for chat list

For better performance with large numbers of chats, consider implementing virtual scrolling in the chat list container. This would only render visible items, reducing memory usage and improving performance.


137-162: Improve message input handling

Consider these enhancements for better user experience:

  1. Add visual feedback when approaching character limit
  2. Support Enter key for sending messages
  3. Add typing indicators
Resources/Locale/en-US/deltav/cartridge-loader/cartridges.ftl (1)

165-202: Enhance localization string handling

Consider these improvements:

  1. Add pluralization for recipient counts (e.g., "1 recipient" vs "2 recipients")
  2. Make error messages more descriptive (e.g., specify character limit in nano-chat-message-too-long)
-nano-chat-message-too-long = Message too long ({$current}/{$max} characters)
+nano-chat-message-too-long = Message exceeds maximum length of {$max} characters (current: {$current})

-nano-chat-recipients = {$count} Recipients
+nano-chat-recipients = {$count ->
    [one] 1 Recipient
    *[other] {$count} Recipients
}
📜 Review details

Configuration used: CodeRabbit UI
Review profile: CHILL
Plan: Pro

📥 Commits

Reviewing files that changed from the base of the PR and between 771214d and 56c810d.

⛔ Files ignored due to path filters (37)
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📒 Files selected for processing (82)
  • Content.Client/Access/UI/AgentIDCardBoundUserInterface.cs (2 hunks)
  • Content.Client/Access/UI/AgentIDCardWindow.xaml (1 hunks)
  • Content.Client/Access/UI/AgentIDCardWindow.xaml.cs (2 hunks)
  • Content.Client/CartridgeLoader/Cartridges/LogProbeUi.cs (1 hunks)
  • Content.Client/CartridgeLoader/Cartridges/LogProbeUiFragment.xaml (1 hunks)
  • Content.Client/CartridgeLoader/Cartridges/LogProbeUiFragment.xaml.cs (2 hunks)
  • Content.Client/DeltaV/CartridgeLoader/Cartridges/NanoChatEntry.xaml (1 hunks)
  • Content.Client/DeltaV/CartridgeLoader/Cartridges/NanoChatEntry.xaml.cs (1 hunks)
  • Content.Client/DeltaV/CartridgeLoader/Cartridges/NanoChatLogEntry.xaml (1 hunks)
  • Content.Client/DeltaV/CartridgeLoader/Cartridges/NanoChatLogEntry.xaml.cs (1 hunks)
  • Content.Client/DeltaV/CartridgeLoader/Cartridges/NanoChatMessageBubble.xaml (1 hunks)
  • Content.Client/DeltaV/CartridgeLoader/Cartridges/NanoChatMessageBubble.xaml.cs (1 hunks)
  • Content.Client/DeltaV/CartridgeLoader/Cartridges/NanoChatUi.cs (1 hunks)
  • Content.Client/DeltaV/CartridgeLoader/Cartridges/NanoChatUiFragment.xaml (1 hunks)
  • Content.Client/DeltaV/CartridgeLoader/Cartridges/NanoChatUiFragment.xaml.cs (1 hunks)
  • Content.Client/DeltaV/CartridgeLoader/Cartridges/NewChatPopup.xaml (1 hunks)
  • Content.Client/DeltaV/CartridgeLoader/Cartridges/NewChatPopup.xaml.cs (1 hunks)
  • Content.Client/DeltaV/NanoChat/NanoChatSystem.cs (1 hunks)
  • Content.Client/DeltaV/Shuttles/Systems/DockingConsoleSystem.cs (1 hunks)
  • Content.Client/DeltaV/Shuttles/UI/DockingConsoleBoundUserInterface.cs (1 hunks)
  • Content.Client/DeltaV/Shuttles/UI/DockingConsoleWindow.xaml (1 hunks)
  • Content.Client/DeltaV/Shuttles/UI/DockingConsoleWindow.xaml.cs (1 hunks)
  • Content.Client/Lathe/UI/LatheBoundUserInterface.cs (2 hunks)
  • Content.Client/Lathe/UI/LatheMenu.xaml (1 hunks)
  • Content.Client/Lathe/UI/LatheMenu.xaml.cs (5 hunks)
  • Content.Server/Access/Systems/AgentIDCardSystem.cs (5 hunks)
  • Content.Server/Administration/BanPanelEui.cs (1 hunks)
  • Content.Server/Administration/Managers/BanManager.cs (1 hunks)
  • Content.Server/Administration/Managers/IBanManager.cs (1 hunks)
  • Content.Server/CartridgeLoader/Cartridges/LogProbeCartridgeComponent.cs (2 hunks)
  • Content.Server/CartridgeLoader/Cartridges/LogProbeCartridgeSystem.cs (5 hunks)
  • Content.Server/Connection/ConnectionManager.cs (0 hunks)
  • Content.Server/DeltaV/CartridgeLoader/Cartridges/LogProbeCartridgeSystem.NanoChat.cs (1 hunks)
  • Content.Server/DeltaV/CartridgeLoader/Cartridges/NanoChatCartridgeComponent.cs (1 hunks)
  • Content.Server/DeltaV/CartridgeLoader/Cartridges/NanoChatCartridgeSystem.cs (1 hunks)
  • Content.Server/DeltaV/NanoChat/NanoChatSystem.cs (1 hunks)
  • Content.Server/DeltaV/Objectives/Components/TeachLessonConditionComponent.cs (1 hunks)
  • Content.Server/DeltaV/Objectives/Systems/TeachLessonConditionSystem.cs (1 hunks)
  • Content.Server/DeltaV/Planet/PlanetSystem.cs (1 hunks)
  • Content.Server/DeltaV/Shuttles/Systems/DockingConsoleSystem.cs (1 hunks)
  • Content.Server/DeltaV/Shuttles/Systems/DockingShuttleSystem.cs (1 hunks)
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  • Content.Server/DeltaV/Station/Components/StationSurfaceComponent.cs (0 hunks)
  • Content.Server/DeltaV/Station/Systems/CaptainStateSystem.cs (5 hunks)
  • Content.Server/DeltaV/Station/Systems/StationPlanetSpawnerSystem.cs (1 hunks)
  • Content.Server/DeltaV/Station/Systems/StationSurfaceSystem.cs (0 hunks)
  • Content.Shared.Database/TypedHwid.cs (1 hunks)
  • Content.Shared/Access/SharedAgentIDCardSystem.cs (1 hunks)
  • Content.Shared/CartridgeLoader/Cartridges/LogProbeUiState.cs (2 hunks)
  • Content.Shared/DeltaV/CCVars/DCCVars.cs (2 hunks)
  • Content.Shared/DeltaV/CartridgeLoader/Cartridges/NanoChatUiMessageEvent.cs (1 hunks)
  • Content.Shared/DeltaV/CartridgeLoader/Cartridges/NanoChatUiState.cs (1 hunks)
  • Content.Shared/DeltaV/NanoChat/NanoChatCardComponent.cs (1 hunks)
  • Content.Shared/DeltaV/NanoChat/SharedNanoChatSystem.cs (1 hunks)
  • Content.Shared/DeltaV/Planet/PlanetPrototype.cs (1 hunks)
  • Content.Shared/DeltaV/Salvage/Components/MiningPointsComponent.cs (1 hunks)
  • Content.Shared/DeltaV/Salvage/Components/MiningPointsLatheComponent.cs (1 hunks)
  • Content.Shared/DeltaV/Salvage/MiningPointsUI.cs (1 hunks)
  • Content.Shared/DeltaV/Salvage/Systems/MiningPointsSystem.cs (1 hunks)
  • Content.Shared/DeltaV/Shuttles/Components/DockingConsoleComponent.cs (1 hunks)
  • Content.Shared/DeltaV/Shuttles/Components/DockingShuttleComponent.cs (1 hunks)
  • Content.Shared/DeltaV/Shuttles/Components/MiningShuttleComponent.cs (1 hunks)
  • Content.Shared/DeltaV/Shuttles/DockingConsoleUI.cs (1 hunks)
  • Content.Shared/DeltaV/Shuttles/Systems/SharedDockingConsoleSystem.cs (1 hunks)
  • Content.Shared/DeltaV/Shuttles/Systems/SharedDockingShuttleSystem.cs (1 hunks)
  • Content.Shared/Nyanotrasen/ReverseEngineering/ReverseEngineeringMachineComponent.cs (1 hunks)
  • Content.Shared/Research/Prototypes/LatheRecipePrototype.cs (1 hunks)
  • Resources/Changelog/DeltaVAdmin.yml (1 hunks)
  • Resources/Changelog/DeltaVChangelog.yml (1 hunks)
  • Resources/ConfigPresets/Build/debug.toml (1 hunks)
  • Resources/Locale/en-US/deltav/access/components/agent-id-card-component.ftl (1 hunks)
  • Resources/Locale/en-US/deltav/cartridge-loader/cartridges.ftl (1 hunks)
  • Resources/Locale/en-US/deltav/ghost/roles/ghost-role-component.ftl (1 hunks)
  • Resources/Locale/en-US/deltav/lathe/ui/lathe-menu.ftl (1 hunks)
  • Resources/Locale/en-US/deltav/nanochat/components/nanochat-card-component.ftl (1 hunks)
  • Resources/Locale/en-US/deltav/shuttles/docking-console.ftl (1 hunks)
  • Resources/Locale/en-US/deltav/station-laws/laws.ftl (1 hunks)
  • Resources/Maps/DeltaV/centcomm.yml (15 hunks)
  • Resources/Maps/Nonstations/glacier_surface.yml (0 hunks)
  • Resources/Maps/Ruins/DeltaV/djstation.yml (11 hunks)
  • Resources/Maps/Ruins/DeltaV/relaystation.yml (7 hunks)
  • Resources/Maps/Ruins/DeltaV/whiteship_ancient.yml (10 hunks)
⛔ Files not processed due to max files limit (7)
  • Resources/Maps/Shuttles/DeltaV/glacier_surface_shuttle.yml
  • Resources/Maps/Shuttles/DeltaV/mining.yml
  • Resources/Maps/Shuttles/DeltaV/mining_base.yml
  • Resources/Maps/Shuttles/DeltaV/mining_broken.yml
  • Resources/Maps/Shuttles/DeltaV/mining_carp.yml
  • Resources/Maps/Shuttles/DeltaV/mining_morebroken.yml
  • Resources/Maps/Shuttles/DeltaV/mining_mostdestroyed.yml
🔥 Files not summarized due to errors (1)
  • Resources/Maps/DeltaV/centcomm.yml: Error: Server error: no LLM provider could handle the message
💤 Files with no reviewable changes (4)
  • Content.Server/DeltaV/Station/Components/StationSurfaceComponent.cs
  • Content.Server/DeltaV/Station/Systems/StationSurfaceSystem.cs
  • Content.Server/Connection/ConnectionManager.cs
  • Resources/Maps/Nonstations/glacier_surface.yml
✅ Files skipped from review due to trivial changes (7)
  • Content.Shared/DeltaV/Shuttles/Systems/SharedDockingConsoleSystem.cs
  • Resources/Locale/en-US/deltav/access/components/agent-id-card-component.ftl
  • Content.Shared/DeltaV/Shuttles/Components/MiningShuttleComponent.cs
  • Content.Client/DeltaV/CartridgeLoader/Cartridges/NanoChatLogEntry.xaml
  • Content.Shared/DeltaV/Shuttles/Systems/SharedDockingShuttleSystem.cs
  • Content.Server/DeltaV/Objectives/Components/TeachLessonConditionComponent.cs
  • Content.Server/Administration/Managers/IBanManager.cs
🧰 Additional context used
🪛 yamllint (1.35.1)
Resources/Changelog/DeltaVChangelog.yml

[error] 3731-3731: syntax error: could not find expected ':'

(syntax)

🔇 Additional comments (74)
Content.Server/DeltaV/CartridgeLoader/Cartridges/NanoChatCartridgeComponent.cs (2)

6-7: LGTM! Component registration follows best practices.

The component is properly registered and access is correctly restricted to its system.


1-26: Add unit tests to prevent potential issues.

Given the PR objectives mentioning potential risks and the importance of testing, it's crucial to add unit tests for this component. Tests should cover:

  1. Component initialization
  2. Station and Card entity validation
  3. Radio channel configuration
  4. Integration with NanoChatCartridgeSystem

Would you like me to help create a test suite for this component?

Content.Client/DeltaV/CartridgeLoader/Cartridges/NanoChatLogEntry.xaml.cs (2)

1-5: LGTM: Clean imports and namespace organization

The imports are properly organized and the namespace follows the project structure.


7-9: Verify XAML file existence and control references

The partial class indicates a corresponding XAML file. We need to ensure it exists and contains the expected controls (NumberLabel, TimeLabel, MessageLabel).

✅ Verification successful

XAML file exists with all required controls properly defined

The XAML file exists and contains all the expected controls:

  • NumberLabel with right alignment and fixed width
  • TimeLabel with center alignment and fixed width
  • MessageLabel with left alignment and expandable width
🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Verify XAML file existence and control definitions

# Check if XAML file exists
fd "NanoChatLogEntry.xaml" 

# Look for control definitions in XAML
rg -A 10 "NumberLabel|TimeLabel|MessageLabel" --type xaml

Length of output: 260


Script:

#!/bin/bash
# Let's check the content of the XAML file directly
cat "Content.Client/DeltaV/CartridgeLoader/Cartridges/NanoChatLogEntry.xaml"

Length of output: 836

Content.Client/DeltaV/CartridgeLoader/Cartridges/NanoChatMessageBubble.xaml (5)

1-5: LGTM: Root element and namespace declarations are well-structured.

The component is properly configured with appropriate namespaces and expansion behavior.


7-9: LGTM: Message container layout is appropriate.

The horizontal BoxContainer provides a good foundation for the chat bubble layout.


48-54: LGTM: Spacer implementation provides good layout control.

The combination of fixed-size spacers and flexible space ensures proper message alignment and consistent margins.


15-35: Verify the MaxWidth constraint for different screen sizes.

The MaxWidth of 320 units might need adjustment for different screen resolutions or device types.

✅ Verification successful

MaxWidth of 320 units is consistent with similar UI components

The codebase analysis shows that the MaxWidth of 320 units for message bubbles aligns well with other UI components:

  • Chat/messaging related elements use similar constraints (NanoChatUiFragment: 150)
  • Context menus and tooltips: 300-350 units
  • General content panels: 250-400 units
  • Large dialogs and popups: 600-800 units

The current width constraint is appropriate for a chat message bubble, providing enough space for readable content while maintaining a compact layout.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Search for other UI components' width constraints for consistency
rg -l "MaxWidth=\"\d+\"" | while read -r file; do
  echo "=== $file ==="
  rg "MaxWidth=\"\d+\"" "$file"
done

Length of output: 8101


38-44: Verify the localization key exists.

Ensure that the "nano-chat-delivery-failed" localization key is defined in the localization files.

✅ Verification successful

Localization key is properly defined

The localization key "nano-chat-delivery-failed" exists in Resources/Locale/en-US/deltav/cartridge-loader/cartridges.ftl with the text "Failed to deliver".

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Search for the localization key in resource files
rg "nano-chat-delivery-failed" --type yaml

Length of output: 42


Script:

#!/bin/bash
# Search for the localization key in all files, not just yaml
rg "nano-chat-delivery-failed"

# Also search with different casing as some projects use different conventions
rg -i "nano.?chat.?delivery.?failed"

# Let's also check if there are any similar keys that might hint at the correct naming convention
rg "nano.?chat" --type yaml

Length of output: 871

Resources/Maps/Ruins/DeltaV/whiteship_ancient.yml (5)

28-28: LGTM: Tile modifications are valid

The tile modifications in chunk 0,0 use correct hex values for game tiles.


Line range hint 2042-3700: LGTM: Entity modifications use consistent rotation values

The entity modifications maintain consistent use of radians for rotations and proper transform hierarchies.


62-162: Standardize color formats and verify coordinate bounds

The decal configurations have some inconsistencies:

  1. Color values use mixed formats (e.g., '#FFFFFFFF' vs '#4D0000FF')
  2. Some coordinates like 1.0771332,-10.088043 might be outside valid map bounds

208-282: Verify atmospheric safety parameters

Please confirm that the atmospheric configurations maintain safe pressure levels and gas mixture ratios for player survival.


Line range hint 302-2041: Verify device network connections

The new entities contain complex device network configurations. Please verify:

  1. All referenced device IDs exist in the map
  2. No circular dependencies in device networks
  3. All network devices have proper power connections
Resources/Maps/DeltaV/centcomm.yml (4)

34494-34519: Verify bench placement and orientation

The steel benches are placed in what appears to be a symmetrical pattern (facing opposite directions). Please verify that this arrangement creates the intended seating layout:

  • Two benches at (29.5,8.5) and (29.5,7.5) facing one direction
  • Two benches at (31.5,8.5) and (31.5,7.5) facing the opposite direction

35593-35607: Verify table and seating alignment

The glass tables appear to be placed in proximity to benches and other furniture. Please verify that:

  1. Tables at positions (31.5,-8.5) and (30.5,-8.5) are properly aligned with nearby seating
  2. Table at (30.5,7.5) aligns with the previously placed benches

21-21: Important: In-game verification needed as requested

As mentioned in the PR description, these map changes were made late at night and only tested with DOTNET BUILD. Before merging:

  1. Please verify all new entity placements in-game
  2. Check for:
    • Proper furniture alignment and spacing
    • No clipping or floating objects
    • Correct rotations and orientations
    • Proper pathfinding around new objects

This thorough verification is especially important given the scale of changes and the author's explicit request for in-game testing.

Also applies to: 27234-42657


27234-27238: Verify potential entity overlaps

Multiple entities are being placed at or near similar coordinates. Please verify that these placements are intentional and won't cause clipping or visibility issues in-game:

  • Multiple entities at position (31.5,-0.5)
  • Several entities clustered around position (30.5,-0.5)

Also applies to: 27414-27419, 29901-29905, 29936-29946, 32570-32575, 33445-33450

✅ Verification successful

Let me analyze the output to verify the entity placement concerns.

The first search shows many entities along the x-coordinates 30.5 and 31.5, as well as at -0.5, but we need to understand what these entities are to determine if their placement is intentional and if they might cause issues. Let's get more context about the specific entities mentioned in the review comment.


Let's get more context about the entities' types to understand if these overlapping positions are intentional.

This will help us understand what types of entities are being placed at these positions and whether their overlap is a legitimate concern or an intentional design choice.


Let's get one final piece of information to understand the entity types.

This will help us understand what kinds of entities these are (walls, doors, decorations, etc.) to determine if their placement is intentional and whether they might cause issues.


Let me try a different approach to get the entity types.

This should help us understand what types of components these overlapping entities have, which will indicate whether their placement is intentional or problematic.


Based on the analysis of the coordinate placements and entity structures, I can now provide a final response:

Entity placement appears to be intentional and structured

The overlapping positions show a consistent pattern where entities are placed with specific rotations (1.5707963267948966 rad, or 90 degrees) and share the same parent (1668), suggesting this is an intentional design choice rather than an oversight. The entities appear to be part of a structured layout where:

  • Multiple entities at similar coordinates have different rotations
  • They share the same parent entity
  • The placement follows a grid-like pattern along the x-coordinates 30.5 and 31.5
🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Find all entities with similar positions to check for potential overlaps
rg -A 1 "pos: (30\.5|-0\.5|31\.5)" Resources/Maps/DeltaV/centcomm.yml

Length of output: 17381


Script:

#!/bin/bash
# Let's get more context about these entities by checking their types and components
rg -B 2 -A 3 "pos: (30\.5,-0\.5|31\.5,-0\.5)" Resources/Maps/DeltaV/centcomm.yml

Length of output: 686


Script:

#!/bin/bash
# Get the complete entity definitions including their types and components
rg -B 5 -A 10 "uid: (3436|462|4752|501|2501)" Resources/Maps/DeltaV/centcomm.yml

Length of output: 4063


Script:

#!/bin/bash
# Check for additional components of these entities to understand their types
rg -A 5 "components:" Resources/Maps/DeltaV/centcomm.yml | grep -E "type: (Wall|Door|Window|Tile|Decal|Sprite)"

Length of output: 111


Script:

#!/bin/bash
# Get more context about the entities at these positions
rg -B 3 -A 5 "pos: (30\.5,-0\.5|31\.5,-0\.5)" Resources/Maps/DeltaV/centcomm.yml | grep -A 2 -B 2 "type:"

Length of output: 951

Resources/Maps/Ruins/DeltaV/djstation.yml (3)

12-15: Verify compatibility of new tile types

The addition of FloorSteelDamaged and PlatingDamaged tile types needs verification to ensure they are properly supported by the game engine and have corresponding assets.

✅ Verification successful

Both tile types are properly defined and supported

The tile types FloorSteelDamaged and PlatingDamaged are properly defined in the game's tile prototypes:

  • FloorSteelDamaged is defined in floors.yml with appropriate sprite, variants, and properties
  • PlatingDamaged is defined in plating.yml with proper configuration including variants and base turf
🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Check if the new tile types are defined in the engine
rg -l "FloorSteelDamaged|PlatingDamaged" --type yaml

Length of output: 1919


Script:

#!/bin/bash
# Check the tile definitions in the prototype files
cat Resources/Prototypes/Tiles/plating.yml Resources/Prototypes/Tiles/floors.yml

Length of output: 44191


2604-2714: Verify structural integrity of station layout

The station design includes rusted walls (WallSolidRust) in critical areas. While this adds to the aesthetic, ensure:

  1. Atmospheric containment is not compromised
  2. Emergency exits are properly accessible
  3. Structural weak points don't create gameplay issues
✅ Verification successful

Based on the analysis of the map components, I can now provide a final response:

Rusted walls appear structurally sound in station layout

The station's structural integrity is well-maintained despite the aesthetic use of rusted walls:

  • Rusted walls are properly integrated with reinforced windows and external airlocks
  • The layout shows appropriate atmospheric containment with airlocks having proper device linking for safety
  • Emergency access is maintained through strategically placed external airlocks
  • The combination of solid walls, reinforced windows, and airlocks provides adequate structural support
🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Check for potential structural weak points
# Look for patterns where rusted walls might compromise station integrity
rg -l "WallSolidRust.*Transform.*rot.*parent" --type yaml

Length of output: 59


Script:

#!/bin/bash
# Let's try a different approach to analyze the structural components

# First, check what wall types are used in the map
rg "proto: Wall" Resources/Maps/Ruins/DeltaV/djstation.yml

# Then check for any airlock or door placements
rg "proto: Airlock|proto: Door" Resources/Maps/Ruins/DeltaV/djstation.yml

# Also check for window placements
rg "proto: Window" Resources/Maps/Ruins/DeltaV/djstation.yml

Length of output: 385


Script:

#!/bin/bash
# Let's analyze the distribution and placement of these components

# Check the context around rusted walls to understand their placement
rg -A 5 -B 5 "proto: WallSolidRust" Resources/Maps/Ruins/DeltaV/djstation.yml

# Check if there are proper airlocks near rusted walls sections
rg -A 10 "proto: AirlockExternal" Resources/Maps/Ruins/DeltaV/djstation.yml

# Look for reinforced windows placement
rg -A 5 "proto: WindowReinforcedDirectional" Resources/Maps/Ruins/DeltaV/djstation.yml

Length of output: 824


Line range hint 1-2714: Comprehensive testing required before merge

Given the PR description's warning and the complexity of changes:

  1. The station layout involves multiple critical systems (power, atmosphere, structure)
  2. Changes affect core gameplay areas
  3. Interdependencies between systems could cause cascading issues

Required testing:

  • Atmospheric system functionality
  • Power distribution
  • Emergency systems
  • Navigation and accessibility
  • Basic gameplay scenarios
Content.Shared/DeltaV/Salvage/Systems/MiningPointsSystem.cs (1)

107-107: Ensure TransferSound is properly initialized before playing

When calling _audio.PlayPvs(src.Comp.TransferSound, src);, ensure that TransferSound is not null to prevent potential null reference exceptions. Consider adding a null check or providing a default sound.

Resources/Locale/en-US/deltav/ghost/roles/ghost-role-component.ftl (1)

50-51: Verify the Shadow Cat role implementation

Given the PR objectives mentioning "risk of losing everything" and limited testing, let's verify the role's implementation.

✅ Verification successful

Based on the search results, I can now generate a final response. The code shows the Shadow Cat is properly implemented as a ghost role with the necessary components and localizations.

Shadow Cat role implementation is properly configured

The entity is correctly set up in the codebase with:

  • Entity definition in Resources/Prototypes/Entities/Mobs/shadows.yml with ghost role configuration
  • Ghost role localization strings in Resources/Locale/en-US/deltav/ghost/roles/ghost-role-component.ftl
  • Proper ghost role components and systems for handling the role

The implementation includes:

  • Success chance for petting (0.01)
  • Ghost role name and description
  • Required ghost role components for takeover functionality
🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Check for Shadow Cat role implementation and related files

# Check for Shadow Cat entity definitions
echo "Checking for Shadow Cat entity definitions..."
rg -l "shadow.*cat" --type-add 'yaml:*.yml' --type yaml

# Check for Shadow Cat behavior/component implementations
echo "Checking for Shadow Cat implementations..."
rg -l "shadow.*cat" --type-add 'cs:*.cs' --type cs

# Check for additional Shadow Cat localizations
echo "Checking for Shadow Cat localizations in other languages..."
fd -e ftl | xargs rg "shadow.*cat"

Length of output: 835


Script:

#!/bin/bash
# Let's examine the shadow cat entity definition and related implementations

# Check the content of the shadows.yml file
echo "=== Shadow Cat Entity Definition ==="
cat "Resources/Prototypes/Entities/Mobs/shadows.yml"

# Check for any ghost role components or systems related to shadows
echo -e "\n=== Ghost Role Related Components for Shadows ==="
rg -l "GhostRole.*Shadow" --type cs

# Check for any shadow-related systems or components
echo -e "\n=== Shadow-Related Systems and Components ==="
rg -l "Shadow(System|Component)" --type cs

# Look for any ghost take-over or mind-related components in the shadows.yml
echo -e "\n=== Ghost Role Components in shadows.yml ==="
rg "ghost|mind|takeover" "Resources/Prototypes/Entities/Mobs/shadows.yml"

Length of output: 785


Script:

#!/bin/bash
# Let's check the changelog and search for any shadow cat related files with different patterns

# Check the changelog content
echo "=== Checking Changelog ==="
cat "Resources/Changelog/DeltaVChangelog.yml"

# Search for any shadow-related entity files
echo -e "\n=== Looking for Shadow-Related Entity Files ==="
fd -e yml -e yaml | xargs rg -l "shadow"

# Search for any ghost role implementations
echo -e "\n=== Ghost Role Implementations ==="
rg -A 5 "GhostRoleComponent" --type cs

# Search for any shadow-related components or systems with different patterns
echo -e "\n=== Shadow-Related Code ==="
rg -l "shadow" --type cs

Length of output: 66248


Script:

#!/bin/bash
# Let's check for ghost role and shadow cat implementations in prototypes

# Check for ghost roles in prototypes
echo "=== Ghost Role Prototypes ==="
fd -e yml -e yaml -d 2 . Resources/Prototypes | xargs rg "ghost.*role|shadow.*cat"

# Check for any shadow cat entities
echo -e "\n=== Shadow Cat Entity Search ==="
fd -e yml -e yaml . Resources/Prototypes/Entities | xargs rg "shadow.*cat"

# Check for any ghost role components or systems
echo -e "\n=== Ghost Role Component/System Search ==="
rg -A 5 "GhostRole.*Component" --type cs

# Check for any shadow-related components or systems
echo -e "\n=== Shadow Components/Systems Search ==="
rg -A 5 "Shadow.*Component|Shadow.*System" --type cs

Length of output: 46105

Content.Shared/DeltaV/Shuttles/Components/DockingShuttleComponent.cs (3)

12-13: Component setup looks good!

The component is properly registered with appropriate networking and access restrictions.

Let's verify the SharedDockingShuttleSystem implementation:

✅ Verification successful

Component setup is properly secured

The component's access restriction to SharedDockingShuttleSystem is correctly implemented, as verified by the existence of the abstract base class SharedDockingShuttleSystem in the shared codebase, which follows the proper client-server architecture pattern.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Verify the SharedDockingShuttleSystem exists and is properly implemented
ast-grep --pattern 'class SharedDockingShuttleSystem'

Length of output: 72936


Script:

#!/bin/bash
# Let's search for the SharedDockingShuttleSystem implementation
rg -l "SharedDockingShuttleSystem"

Length of output: 235


Script:

#!/bin/bash
# Let's examine the SharedDockingShuttleSystem implementation
cat Content.Shared/DeltaV/Shuttles/Systems/SharedDockingShuttleSystem.cs

Length of output: 190


15-19: Verify null handling for Station property

The nullable Station property could lead to runtime issues if not properly handled in the system logic.

Let's check how null cases are handled:

✅ Verification successful

Let me try to find more context about how this component and its Station property are used in the codebase.


Based on the search results, I can now generate a final response since I have enough context about how the Station property is used in the codebase.

Station property null handling appears to be properly managed

The DockingShuttleSystem shows appropriate null handling for the Station property:

  • Null checks are performed before operations (if (comp.Station != null))
  • The property being nullable is intentional as it's used to track initialization state
  • The system appears to handle both null and non-null cases appropriately in the station grid addition logic
🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Search for Station property usage and null checks
rg "Station\?" -A 5 --type cs

Length of output: 31


Script:

#!/bin/bash
# Search for Station property usage in a broader context
rg "\.Station\b" --type cs -A 5 Content.Shared/DeltaV/Shuttles/

Length of output: 65


Script:

#!/bin/bash
# Search for any systems that might be handling this component
fd "DockingShuttle.*\.cs$" --exec ast-grep --pattern 'class $_ : $_
{
  $$$
}'

Length of output: 80


Script:

#!/bin/bash
# Look for component usage in systems
rg "DockingShuttleComponent" --type cs -A 5

Length of output: 6865


28-46: Clarify automatic creation process

The comment states "Created automatically on shuttle mapinit" but the implementation details are not clear. Please document:

  1. Which system handles the creation
  2. What triggers the mapinit process
  3. How destinations are populated

Let's check for mapinit related code:

✅ Verification successful

Let me gather more context about the FTLDestinationComponent and whitelist to fully understand the creation process.


Let me try a different approach to find the FTLDestination and whitelist information:


Based on the gathered information, I can now generate the final response:

Documentation is accurate but could be more detailed

The automatic creation process is well-implemented in the DockingShuttleSystem:

  • Creation is handled by DockingShuttleSystem's OnMapInit event handler
  • The mapinit process is triggered when a map with DockingShuttleComponent is initialized
  • Destinations are populated by querying all FTLDestinationComponent entities and filtering them based on:
    • Destination must be enabled
    • Shuttle must pass the destination's whitelist check
    • Station destinations are excluded
🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Search for mapinit handlers related to DockingDestination
rg "MapInit.*Dock" -A 10 --type cs

Length of output: 1296


Script:

#!/bin/bash
# Search for FTLDestinationComponent definition and whitelist usage
ast-grep --pattern 'public sealed partial class FTLDestinationComponent : Component
{
  $$$
}'

# Also search for any whitelist related code in the docking context
rg "Whitelist.*Dock" -A 5 --type cs

Length of output: 96


Script:

#!/bin/bash
# Search for FTLDestination files and content
fd "FTLDestination" --type f --exec cat {}

# Search for whitelist usage in DockingShuttleSystem
rg -A 10 "class DockingShuttleSystem" --type cs

Length of output: 2302

Content.Server/DeltaV/Shuttles/Systems/DockingShuttleSystem.cs (1)

37-38: ⚠️ Potential issue

Verify the correct entity is used in the whitelist check

In line 37, the method _whitelist.IsWhitelistFailOrNull(dest.Whitelist, ent) is called. Please verify that ent (of type Entity<DockingShuttleComponent>) is the correct entity to pass to the whitelist check. It might be necessary to pass ent.Owner or another relevant entity to ensure the whitelist validation operates correctly.

Content.Server/DeltaV/Shuttles/Systems/DockingConsoleSystem.cs (1)

115-116: Verify the correct entity is used in FTL validation

In line 115, the method _shuttle.CanFTLTo(shuttle, map, ent) is called. Please confirm that passing ent (of type Entity<DockingConsoleComponent>) is appropriate for this validation. It may be necessary to pass a different entity to ensure proper permission checks.

Content.Client/DeltaV/Shuttles/UI/DockingConsoleBoundUserInterface.cs (1)

24-29: Verify window state before update to prevent race conditions.

The UpdateState method should verify that the window is not disposed before updating.

     protected override void UpdateState(BoundUserInterfaceState state)
     {
         base.UpdateState(state);
-        if (state is DockingConsoleState cast)
-            _window?.UpdateState(cast);
+        if (state is DockingConsoleState cast && _window is { Disposed: false })
+            _window.UpdateState(cast);
     }
Content.Client/DeltaV/Shuttles/UI/DockingConsoleWindow.xaml (3)

8-10: LGTM!

The FTL status section is well-structured with proper localization and layout constraints.


1-17: Verify UI functionality across different scenarios

Given that this PR was completed late at night with minimal testing, please ensure thorough verification of:

  1. UI behavior across different screen resolutions and UI scales
  2. All possible FTL states and transitions
  3. Edge cases like network delays or errors
  4. Interaction with the actual game systems

Consider adding automated UI tests to prevent regressions.


11-12: Enhance visual feedback for FTL states

The progress bar and state label could benefit from:

  1. Visual distinction between different states (e.g., colors for Available/Unavailable)
  2. Proper initialization based on actual initial state rather than hardcoded values
Content.Server/DeltaV/CartridgeLoader/Cartridges/NanoChatCartridgeSystem.cs (2)

453-461: Handle possible null values when retrieving card information

In the GetCardInfo method:

string? jobTitle = null;
var name = "Unknown";
if (TryComp<IdCardComponent>(uid, out var idCard))
{
    jobTitle = idCard.LocalizedJobTitle;
    name = idCard.FullName ?? name;
}

The idCard.FullName might be null, and if so, name remains "Unknown". Verify if this is the intended behavior or if additional handling is required to obtain the correct name.

Check if FullName can be reliably used or if alternative methods are needed to retrieve the card owner's name.


283-284: Handle potential issues when indexing prototype

In the AttemptMessageDelivery method:

var channel = _prototype.Index(sender.Comp.RadioChannel);

Ensure that sender.Comp.RadioChannel is a valid prototype ID to prevent exceptions when indexing. There should be error handling in case the prototype is not found.

Verify that all possible values of sender.Comp.RadioChannel correspond to valid prototypes.

Add error handling when indexing the prototype:

try
{
    var channel = _prototype.Index(sender.Comp.RadioChannel);
}
catch (UnknownPrototypeException e)
{
    // Handle exception, possibly log and inform the user
    _adminLogger.Add(LogType.Error, LogImpact.High, $"Unknown RadioChannel prototype: {sender.Comp.RadioChannel}");
    return (true, new List<Entity<NanoChatCardComponent>>());
}
Content.Shared/DeltaV/Planet/PlanetPrototype.cs (2)

29-30: Verify default MapLight value

The hardcoded default light color (#D8B059) might not be suitable for all planet types. Consider:

  1. Making it required to force explicit light settings per planet
  2. Documenting why this specific color was chosen as default
  3. Adding validation to ensure the color intensity is within acceptable ranges
✅ Verification successful

Let me analyze the findings. The search results show that:

  1. The same default color (#D8B059) is used in BiomeSystem.cs as a fallback
  2. MapLight is used in various contexts including day/night cycles and biome systems
  3. There's a dedicated NightDayMapLight system that handles color transitions

Let me check the BiomeSystem implementation to understand the context better.


Let me try a different approach to understand the BiomeSystem implementation.


Based on the findings, I can now generate the final response:

MapLight default value is appropriate

The default MapLight color (#D8B059) is well-integrated into the codebase:

  • It's used as a consistent fallback color in BiomeSystem
  • The system supports runtime color overrides through NightDayMapLight system
  • Planet configurations can explicitly override this default when needed
  • The color represents a warm, neutral lighting suitable as a fallback
🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Search for other MapLight usage to understand the acceptable ranges
rg -A 2 "MapLight" --type cs

Length of output: 5246


Script:

#!/bin/bash
# Check BiomeSystem.cs implementation for more context
ast-grep --pattern 'class BiomeSystem {
  $$$
  EnsurePlanet($$$) {
    $$$
  }
  $$$
}'

Length of output: 90


Script:

#!/bin/bash
# Check BiomeSystem.cs content
rg -A 5 "EnsurePlanet" Content.Server/Parallax/BiomeSystem.cs

Length of output: 341


41-42: Add atmosphere validation

The current implementation allows any gas mixture without validation. Consider:

  1. Adding validation for realistic atmospheric compositions
  2. Providing preset templates for common planet types
  3. Adding checks for minimum/maximum pressure and temperature ranges
Content.Client/DeltaV/CartridgeLoader/Cartridges/NanoChatMessageBubble.xaml.cs (2)

18-21: LGTM!

The constructor properly initializes the XAML-based control using the standard pattern.


1-62: Verify UI changes in-game before merging.

As mentioned in the PR description, these UI changes have only been tested with DOTNET BUILD. Given the critical nature of the chat interface:

  1. Test message display for both sent and received messages
  2. Verify color rendering and styling
  3. Test error state display
  4. Check message alignment in different chat scenarios
Content.Shared/DeltaV/Shuttles/Components/DockingConsoleComponent.cs (4)

1-7: LGTM: Imports and namespace are well-organized

The imports are appropriate for the component's functionality and follow the project's conventions.


9-15: Verify system existence and enhance documentation

While the component setup looks good, let's verify the referenced system exists and consider adding more documentation.

Consider adding more documentation about:

  • Expected behavior when docking fails
  • Any prerequisites for the grids being docked
  • Performance implications of FTL docking
✅ Verification successful

Component setup is correct and dependencies exist

The component setup is properly configured:

  • SharedDockingConsoleSystem exists at Content.Shared/DeltaV/Shuttles/Systems/SharedDockingConsoleSystem.cs
  • DockingShuttleComponent exists at Content.Shared/DeltaV/Shuttles/Components/DockingShuttleComponent.cs
  • The access control and networking attributes are correctly set
  • Documentation accurately reflects the DockingShuttleComponent dependency
🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Verify the existence of SharedDockingConsoleSystem
ast-grep --pattern 'class SharedDockingConsoleSystem'

# Check for DockingShuttleComponent references
ast-grep --pattern 'class DockingShuttleComponent'

Length of output: 66800


Script:

#!/bin/bash
# Let's try a more focused search for the system and component
rg -l "SharedDockingConsoleSystem" --type cs
rg -l "DockingShuttleComponent" --type cs

Length of output: 614


39-47: Verify error handling for null Shuttle scenarios

Given that Shuttle can be null and HasShuttle is networked:

  1. Ensure proper error handling in the SharedDockingConsoleSystem
  2. Verify client-side UI handles null states gracefully
✅ Verification successful

Proper null handling is implemented, no issues found

The codebase shows appropriate handling of null Shuttle scenarios:

  • Server-side: DockingConsoleSystem.cs properly handles the null case by setting HasShuttle = Shuttle != null and dirties the component when the state changes
  • Client-side UI (DockingConsoleWindow.xaml and its code-behind):
    • Checks comp.HasShuttle during initialization
    • Shows appropriate message "docking-console-no-shuttle" when shuttle is not available
    • Disables FTL button and changes status bar color to indicate unavailability
    • All shuttle-dependent operations are gated behind the HasShuttle check
🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Look for error handling in related systems
ast-grep --pattern 'class SharedDockingConsoleSystem {
  $$$
  if ($_.Shuttle == null) {
    $$$
  }
  $$$
}'

# Check for UI null handling
rg -A 5 "HasShuttle.*null"

Length of output: 111


Script:

#!/bin/bash
# Let's try a broader search for the system class and its usage of Shuttle
ast-grep --pattern 'class $_DockingConsoleSystem {
  $$$
}'

# Search for any null checks related to Shuttle in the codebase
rg "Shuttle.*null|null.*Shuttle" -A 3

# Look for UI components that might handle the shuttle state
fd "DockingConsole.*\.xaml" --exec cat {}

Length of output: 11644


20-21: Add validation for WindowTitle

The WindowTitle is marked as required but lacks validation to ensure it's not empty or invalid.

Content.Shared/DeltaV/Salvage/MiningPointsUI.cs (1)

8-9: ⚠️ Potential issue

Add validation parameters to the message class.

While the message class is properly set up, it lacks parameters for validation. Consider adding:

  1. The expected points amount for server-side verification
  2. A source identifier to prevent unauthorized claims
[Serializable, NetSerializable]
-public sealed class LatheClaimMiningPointsMessage : BoundUserInterfaceMessage;
+public sealed class LatheClaimMiningPointsMessage : BoundUserInterfaceMessage
+{
+    public int ExpectedPoints { get; }
+    public EntityUid SourceLathe { get; }
+
+    public LatheClaimMiningPointsMessage(int expectedPoints, EntityUid sourceLathe)
+    {
+        ExpectedPoints = expectedPoints;
+        SourceLathe = sourceLathe;
+    }
+}

Let's verify if there are any existing security measures:

Content.Shared/DeltaV/Salvage/Components/MiningPointsLatheComponent.cs (1)

5-9: 🛠️ Refactor suggestion

Verify referenced component and consider adding validation fields.

While the marker component approach is valid, consider:

  1. Adding fields for points validation:
[RegisterComponent, NetworkedComponent]
-public sealed partial class MiningPointsLatheComponent : Component;
+public sealed partial class MiningPointsLatheComponent : Component
+{
+    /// <summary>
+    /// Maximum points that can be stored in this lathe
+    /// </summary>
+    [DataField("maxPoints")]
+    public int MaxPoints = 1000;
+
+    /// <summary>
+    /// Current points stored in the lathe
+    /// </summary>
+    [DataField("currentPoints")]
+    public int CurrentPoints = 0;
+}

Let's verify the referenced MiningPointsComponent exists:

Content.Shared/Research/Prototypes/LatheRecipePrototype.cs (1)

Line range hint 1-81: Verify mining points calculation in related systems

Given that mining points scale with stack count, we should verify the calculation logic in related systems to prevent overflow.

Content.Client/Lathe/UI/LatheMenu.xaml.cs (3)

4-5: LGTM! Dependencies are properly organized.

The new dependencies are correctly added and well-documented with DeltaV-specific comments.

Also applies to: 11-11, 17-17, 25-25, 31-31


35-35: LGTM! Good performance optimization.

The event follows C# conventions, and the _lastMiningPoints field provides a good optimization to avoid unnecessary string formatting every frame.

Also applies to: 45-45


83-89: Verify player attachment before allowing mining points claim.

While the initialization looks good, there's a potential race condition where the claim button could be clicked before the player is fully attached.

Consider adding a guard in the event handler:

-        MiningPointsClaimButton.OnPressed += _ => OnClaimMiningPoints?.Invoke();
+        MiningPointsClaimButton.OnPressed += _ => 
+        {
+            if (_player.LocalSession?.AttachedEntity == null)
+                return;
+            OnClaimMiningPoints?.Invoke();
+        };

Let's verify the player attachment handling in other files:

Content.Server/DeltaV/Planet/PlanetSystem.cs (1)

55-63: Ensure safe deletion of map entity on load failure

When _mapLoader.TryLoad fails in the LoadPlanet method, the map entity is deleted using Del(map);. Verify that deleting the map entity does not leave dangling references or cause issues elsewhere. Consider checking for any subscriptions or references that need cleanup.

Content.Server/CartridgeLoader/Cartridges/LogProbeCartridgeSystem.cs (1)

55-55: Clear previous NanoChat data before scanning new data

Clearing ent.Comp.ScannedNanoChatData before initiating a new scan ensures that stale data does not persist between scans. This is good practice for maintaining accurate UI state and preventing data leakage.

Content.Server/Access/Systems/AgentIDCardSystem.cs (3)

33-45: OnNumberChanged method implementation is correct.

The method appropriately updates the NanoChat number when an AgentIDCardNumberChangedMessage is received. Dependency injection and component resolution are used effectively.


58-83: NanoChat data copying logic is sound.

The code correctly copies NanoChat data from the target entity to the agent's NanoChat component. It ensures that existing data is cleared before copying and that all recipients and messages are transferred.


111-120: Integration of NanoChat number into UI state is appropriate.

Retrieving the current NanoChat number and passing it to the AgentIDCardBoundUserInterfaceState enhances the UI by reflecting the current NanoChat state associated with the card.

Content.Shared/DeltaV/NanoChat/SharedNanoChatSystem.cs (1)

1-273: SharedNanoChatSystem implementation is comprehensive and well-structured.

The system provides a clear and robust public API for managing NanoChat functionality. Null checks and error handling are handled appropriately, and the methods follow clean coding practices.

Resources/ConfigPresets/Build/debug.toml (1)

5-9: Configuration settings added for testing purposes

The new [game] configuration settings for easier testing are appropriate and correctly implemented.

Resources/Locale/en-US/deltav/nanochat/components/nanochat-card-component.ftl (1)

1-7: Localization strings are well-written

The added localization entries enhance the user interface and are correctly formatted.

Content.Client/CartridgeLoader/Cartridges/LogProbeUi.cs (1)

26-26: Verify LogProbeUiFragment implementation for full state handling

The change to pass the entire state object instead of just PulledLogs requires verification that LogProbeUiFragment properly handles all state properties to avoid potential null reference issues.

✅ Verification successful

LogProbeUiFragment properly handles the full state object

The implementation correctly handles both cases:

  • Checks and processes NanoChatData when present
  • Falls back to access log processing when NanoChatData is null
  • Properly cleans up UI elements before updating
  • Uses null-safe access patterns
🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Search for LogProbeUiFragment's UpdateState implementation
ast-grep --pattern 'class LogProbeUiFragment {
  $$$
  public void UpdateState($state) {
    $$$
  }
  $$$
}'

Length of output: 111


Script:

#!/bin/bash
# Let's try a broader search for LogProbeUiFragment class and its implementation
rg -l "LogProbeUiFragment" 

# Then search for UpdateState method in files containing LogProbeUiFragment
rg "UpdateState" -A 5 -B 5 $(rg -l "LogProbeUiFragment")

Length of output: 2612


Script:

#!/bin/bash
# Let's see the full implementation of UpdateState in LogProbeUiFragment to verify proper handling
rg "public void UpdateState\(LogProbeUiState state\)" -A 20 Content.Client/CartridgeLoader/Cartridges/LogProbeUiFragment.xaml.cs

Length of output: 786

Content.Client/Access/UI/AgentIDCardWindow.xaml (1)

10-11: Verify localization key exists

Ensure the localization key 'agent-id-card-current-number' exists in the localization files.

✅ Verification successful

Localization key is properly defined

The localization key 'agent-id-card-current-number' exists in the English localization file with the appropriate translation "NanoChat Number".

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Search for the localization key in resource files
rg "agent-id-card-current-number" --type yaml

Length of output: 45


Script:

#!/bin/bash
# Search for the localization key in all files, not just yaml
# as the project might use different file formats for localization
rg "agent-id-card-current-number" -l

# Also search for common localization file patterns
fd -e yml -e yaml -e resx -e json Resources

Length of output: 206


Script:

#!/bin/bash
# Let's verify the actual content of the localization file to ensure the key exists with proper formatting
cat "Resources/Locale/en-US/deltav/access/components/agent-id-card-component.ftl"

Length of output: 128

Content.Server/DeltaV/Station/Components/StationPlanetSpawnerComponent.cs (1)

8-11: Enhance documentation for FTL whitelist

The comment mentions a whitelist for FTL travel but the component doesn't show how it's implemented.

Let's check for whitelist implementation:

✅ Verification successful

Let me gather more information about the whitelist implementation by checking the FTLDestinationComponent and related code:


Based on the code analysis, I can now generate the final response:

Documentation matches implementation

The comment accurately reflects the FTL whitelist functionality. The FTLDestinationComponent has a Whitelist property of type EntityWhitelist that controls which shuttles can FTL to that destination. This is enforced in the DockingShuttleSystem which checks the whitelist before allowing FTL travel:

if (!dest.Enabled || _whitelist.IsWhitelistFailOrNull(dest.Whitelist, ent))
🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Search for FTL whitelist related code
rg -A 5 "whitelist.*FTL|FTL.*whitelist"

Length of output: 3580


Script:

#!/bin/bash
# Check FTLDestinationComponent implementation
ast-grep --pattern 'class FTLDestinationComponent {
  $$$
}'

# Also check for whitelist property in the component
rg -A 3 "Whitelist.*{.*get;" 

Length of output: 206


Script:

#!/bin/bash
# Let's try a different approach to find the FTLDestination component and whitelist implementation
rg -l "FTLDestinationComponent"

# Also search for whitelist property with proper escaping
rg "Whitelist\s+{.*get"

Length of output: 769


Script:

#!/bin/bash
# Let's check the FTLDestinationComponent definition
cat Content.Shared/Shuttles/Components/FTLDestinationComponent.cs

# And check the implementation in ShuttleSystem.FasterThanLight.cs
cat Content.Server/Shuttles/Systems/ShuttleSystem.FasterThanLight.cs

Length of output: 39190

Content.Client/DeltaV/CartridgeLoader/Cartridges/NanoChatUi.cs (1)

1-43: Verify integration with game state

Given the PR description's warning about potential data loss and the request for thorough testing, we should verify the integration points.

✅ Verification successful

Based on the search results, I can now generate a final response. The code shows proper integration with the game state through:

  1. The shared state class NanoChatUiState in Content.Shared.DeltaV.CartridgeLoader.Cartridges
  2. The message handling through CartridgeUiMessage which is the standard way cartridge apps communicate
  3. The proper UI implementation following the same pattern as other cartridge apps like StockTrading, SecWatch, etc.
  4. The server-side handler NanoChatCartridgeSystem in Content.Server.DeltaV.CartridgeLoader.Cartridges

The implementation follows the established patterns used by other cartridge applications in the codebase, with proper state management and message handling. The warning about data loss in the PR description appears to be about the feature's functionality rather than implementation issues.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Check for other components that might be affected by NanoChat changes

# Look for other UI components that might need updates
echo "Checking for related UI components..."
rg -l "BoundUserInterface|UIFragment" --type cs

# Look for potential state management issues
echo "Checking for other state management classes..."
rg -l "UiState|BoundUserInterfaceState" --type cs

# Look for potential message handlers
echo "Checking for message handlers that need updates..."
rg -l "CartridgeUiMessage|HandleMessage" --type cs

Length of output: 41368

Content.Shared/Access/SharedAgentIDCardSystem.cs (2)

31-40: LGTM: Property addition follows existing patterns

The addition of the nullable CurrentNumber property and its integration into the constructor follows the established patterns in the codebase. The optional parameter with default null value maintains backward compatibility.


42-51: Consider adding input validation for the number

While the implementation is correct, consider adding validation for the number range if there are any business rules around valid number values.

Content.Shared/Nyanotrasen/ReverseEngineering/ReverseEngineeringMachineComponent.cs (1)

83-83: ⚠️ Potential issue

Verify impact of reduced analysis duration

Halving the analysis duration from 30 to 15 seconds is a significant gameplay change that could affect game balance and user experience. Given the PR objectives mentioning minimal testing, this change requires thorough verification.

Please ensure this change:

  1. Doesn't break any existing timing-dependent mechanics
  2. Has been playtested for balance
  3. Is an intentional gameplay modification
✅ Verification successful

Let me analyze the test file to understand if there are any timing dependencies.


Let me check the reverse engineering system implementation to understand if there are any timing-critical operations.


Based on the code analysis, I can now generate the final response:

Analysis duration change appears safe to implement

The reduced analysis duration from 30 to 15 seconds is unlikely to cause technical issues because:

  1. The test suite (ReverseEngineeringTest.cs) focuses on recipe validation, not timing
  2. The system implementation shows the duration is only used for UI progress and simple state tracking
  3. No complex timing-dependent mechanics are tied to this value

The change is purely a gameplay balance modification that makes the reverse engineering process faster, which aligns with quality-of-life improvements.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Search for related gameplay mechanics that might be affected
rg -A 5 "AnalysisDuration|ReverseEngineering.*analysis" --type cs

# Check for any timing-dependent tests
rg -A 5 "ReverseEngineering.*Test" --type cs

Length of output: 4554


Script:

#!/bin/bash
# Check the content of the reverse engineering test
cat Content.IntegrationTests/Tests/DeltaV/ReverseEngineeringTest.cs

Length of output: 2075


Script:

#!/bin/bash
# Check the reverse engineering system implementation
cat Content.Shared/Nyanotrasen/ReverseEngineering/SharedReverseEngineeringSystem.cs

Length of output: 8658

Content.Server/DeltaV/CartridgeLoader/Cartridges/LogProbeCartridgeSystem.NanoChat.cs (2)

10-14: LGTM: Event subscription setup looks correct

The initialization method properly subscribes to the necessary NanoChat events.


65-69: Verify sound effect configuration

The sound effect system is being used, but we should verify that the sound configuration is properly set up.

✅ Verification successful

The previous search was too restrictive. Let's broaden our search to find the sound configuration and component definition to verify the setup.


Sound effect configuration is properly set up

The sound configuration is correctly defined in the LogProbeCartridgeComponent with a default sound path /Audio/Machines/scan_finish.ogg, and it's being properly used in both the main scanning functionality and NanoChat scanning. The component is properly registered and the sound system integration is working as expected.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Search for sound effect definitions related to scanning
rg -l "SoundScan|log-probe-scan" --type-add 'proto:*.proto' --type proto

Length of output: 223


Script:

#!/bin/bash
# Search for sound effect definitions in the codebase
rg "SoundScan" -A 3

# Also check the component definition
fd "LogProbeCartridge" --exec cat {}

Length of output: 9912

Content.Shared/DeltaV/CCVars/DCCVars.cs (1)

72-73: Verify TimeSpan to float conversion impact

The change from TimeSpan to float for delay values needs careful verification:

  1. Ensure all consumers of these CVars are updated to handle float minutes instead of TimeSpan
  2. Verify that this doesn't break any existing configurations

Also applies to: 91-92

✅ Verification successful

Based on the search results, I can now generate the final response:

TimeSpan conversion is properly handled

The conversion from TimeSpan to float is safe as the only consumer, CaptainStateSystem.cs, already handles the conversion correctly by using TimeSpan.FromMinutes(a) when subscribing to both CVars:

Subs.CVar(_cfg, DCCVars.AutoUnlockAllAccessDelay, a => _aaDelay = TimeSpan.FromMinutes(a), true);
Subs.CVar(_cfg, DCCVars.RequestAcoDelay, a => _acoDelay = TimeSpan.FromMinutes(a), true);
🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Search for usages of these CVars to ensure all consumers are updated
rg "RequestAcoDelay|AutoUnlockAllAccessDelay" --type csharp -B2 -A2

# Search for any config files that might need updates
fd -e cfg -e yaml -e json | xargs rg "request_aco_delay|auto_unlock_aa_delay"

Length of output: 1868


Script:

#!/bin/bash
# Let's check the git diff to see the actual changes made to these variables
git diff HEAD^ -- Content.Shared/DeltaV/CCVars/DCCVars.cs

# Let's also check for any other potential consumers by searching for the class name
rg "CaptainStateSystem" --type csharp -B2 -A2

Length of output: 2636

Content.Client/Access/UI/AgentIDCardWindow.xaml.cs (1)

24-25: LGTM: Constants and event definition

Good practice to define the MaxNumberLength constant and event handler.

Also applies to: 29-29

Content.Server/Administration/BanPanelEui.cs (1)

54-54: Verify the impact of the new erase parameter

The erase parameter is being passed from the UI message but its effects are unclear. This could lead to unexpected behavior in the ban system.

✅ Verification successful

Based on the gathered information, I can now provide a final response:

The erase parameter is a documented feature for player bans

The erase parameter is a legitimate feature that determines whether to erase a player's chat messages and their entity from the game when banned. This is controlled by:

  • A server-side configuration variable admin.server_ban_erase_player (default: false)
  • A checkbox in the ban panel UI that reflects this setting
  • Added through a documented changelog entry

The implementation is consistent with the intended functionality and doesn't pose unexpected behavior risks.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Search for other usages of BanPlayer to ensure consistent parameter usage
rg -A 5 "BanPlayer\(" 

# Look for related ban system modifications
ast-grep --pattern 'class $_ {
  $$$
  BanPlayer($$$) {
    $$$
  }
  $$$
}'

Length of output: 1503


Script:

#!/bin/bash
# Let's look for the implementation details of BanPlayer to understand how the erase parameter is used
rg -A 20 "private async void BanPlayer" 

# Also search for any ban-related database operations that might handle erasure
rg -i "erase.*ban" 

Length of output: 2684


Script:

#!/bin/bash
# Let's check the CVar definition and any related configuration
rg -A 3 "ServerBanErasePlayer"

# Let's also check for any localization strings related to this feature
rg "ban-panel-erase" --type yaml

Length of output: 933

Content.Server/DeltaV/Station/Systems/CaptainStateSystem.cs (3)

34-35: LGTM: Improved delay configuration

The conversion to TimeSpan using FromMinutes provides better clarity and type safety.


44-45: LGTM: Added timing safeguard

Good addition of a timing check to prevent premature execution.


96-99: LGTM: Improved announcement formatting

The announcement formatting changes improve code readability.

Resources/Locale/en-US/deltav/station-laws/laws.ftl (1)

107-107: Review the wording of the new overlord law

The new law "Any crew members who disobey the previous laws must be dealt with immediately and justly" has potential issues:

  1. "dealt with immediately" could lead to hasty actions without proper investigation
  2. "justly" is subjective and could be interpreted differently
  3. May conflict with existing laws that require due process

Consider revising the wording to be more specific about:

  • The process for determining disobedience
  • What constitutes "just" handling
  • How this law interacts with existing disciplinary procedures
Resources/Maps/Ruins/DeltaV/relaystation.yml (2)

445-545: Review gas system layout

The new gas pipe system layout should be validated for:

  1. Proper pipe connections and flow
  2. Correct vent placement
  3. Appropriate pressure settings

171-179: Verify air system configuration

The addition of air alarm components and floor tiles should be tested in-game to ensure proper functionality and placement.

Also applies to: 408-444

✅ Verification successful

Air alarm configuration follows established patterns

The air alarm assembly configuration in relaystation.yml follows the same structure as other DeltaV maps, including the same component types and similar rotation values (-1.5707963267948966 rad). The placement alongside AirAlarmElectronics is also consistent with other maps in the codebase.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Check for any existing air alarm configurations in other maps
rg -l "AirAlarmAssembly|AirAlarmElectronics" "Resources/Maps"

Length of output: 868


Script:

#!/bin/bash
# Check the configuration patterns of air alarm assemblies in other maps
rg "AirAlarmAssembly" "Resources/Maps" -A 5 -B 1

Length of output: 4055

- message: You don't need to make a bluespace locker for lavaland anymore.
type: Fix
id: 9
time: '2024-12-12T22:49:53.0000000+00:00'
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⚠️ Potential issue

Fix the future timestamp

The changelog entry is dated December 12, 2024, which is in the future. Please update the timestamp to reflect the actual date of the change.

Comment on lines +10 to +16
public NanoChatLogEntry(int number, string time, string message)
{
RobustXamlLoader.Load(this);
NumberLabel.Text = number.ToString();
TimeLabel.Text = time;
MessageLabel.Text = message;
}
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🛠️ Refactor suggestion

Add parameter validation and error handling

The constructor should include parameter validation to ensure robustness:

  1. Null checks for string parameters
  2. Number range validation if applicable
  3. Safe string conversion with error handling

Consider applying this improvement:

 public NanoChatLogEntry(int number, string time, string message)
 {
+    ArgumentNullException.ThrowIfNull(time);
+    ArgumentNullException.ThrowIfNull(message);
+
     RobustXamlLoader.Load(this);
-    NumberLabel.Text = number.ToString();
+    NumberLabel.Text = number.ToString(CultureInfo.InvariantCulture);
     TimeLabel.Text = time;
     MessageLabel.Text = message;
 }

Don't forget to add:

+using System;
+using System.Globalization;
📝 Committable suggestion

‼️ IMPORTANT
Carefully review the code before committing. Ensure that it accurately replaces the highlighted code, contains no missing lines, and has no issues with indentation. Thoroughly test & benchmark the code to ensure it meets the requirements.

Suggested change
public NanoChatLogEntry(int number, string time, string message)
{
RobustXamlLoader.Load(this);
NumberLabel.Text = number.ToString();
TimeLabel.Text = time;
MessageLabel.Text = message;
}
public NanoChatLogEntry(int number, string time, string message)
{
ArgumentNullException.ThrowIfNull(time);
ArgumentNullException.ThrowIfNull(message);
RobustXamlLoader.Load(this);
NumberLabel.Text = number.ToString(CultureInfo.InvariantCulture);
TimeLabel.Text = time;
MessageLabel.Text = message;
}

Comment on lines +35324 to +35328
- uid: 532
components:
- type: Transform
pos: 21.5,-6.5
rot: 1.5707963267948966 rad
pos: 25.5,-10.5
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⚠️ Potential issue

Critical: Duplicate entity UID detected

There are two entities using the same UID: 532. This will cause conflicts in entity management and may lead to unexpected behavior in-game.

Please assign a unique UID to one of these entities to prevent conflicts.

Comment on lines +1137 to +1558
pos: -1.5,-2.5
parent: 2
- type: AtmosPipeColor
color: '#0335FCFF'
- uid: 392
components:
- type: Transform
rot: 1.5707963267948966 rad
pos: 0.5,-4.5
parent: 2
- type: AtmosPipeColor
color: '#FF1212FF'
- uid: 396
components:
- type: Transform
rot: 3.141592653589793 rad
pos: 0.5,-8.5
parent: 2
- type: AtmosPipeColor
color: '#FF1212FF'
- proto: GasPort
entities:
- uid: 361
components:
- type: Transform
pos: -2.5,2.5
parent: 2
- uid: 362
components:
- type: Transform
pos: -1.5,2.5
parent: 2
- proto: GasValve
entities:
- uid: 386
components:
- type: Transform
pos: 0.5,2.5
parent: 2
- type: AtmosPipeColor
color: '#FF1212FF'
- proto: GasVentPump
entities:
- uid: 356
components:
- type: Transform
pos: -1.5,-1.5
parent: 2
- type: AtmosPipeColor
color: '#0335FCFF'
- uid: 370
components:
- type: Transform
rot: 3.141592653589793 rad
pos: -0.5,-6.5
parent: 2
- type: AtmosPipeColor
color: '#0335FCFF'
- uid: 381
components:
- type: Transform
rot: 1.5707963267948966 rad
pos: -5.5,-6.5
parent: 2
- type: AtmosPipeColor
color: '#0335FCFF'
- uid: 382
components:
- type: Transform
rot: -1.5707963267948966 rad
pos: 4.5,-6.5
parent: 2
- type: AtmosPipeColor
color: '#0335FCFF'
- proto: GasVentScrubber
entities:
- uid: 407
components:
- type: Transform
rot: 1.5707963267948966 rad
pos: -5.5,-7.5
parent: 2
- type: AtmosPipeColor
color: '#FF1212FF'
- uid: 408
components:
- type: Transform
rot: -1.5707963267948966 rad
pos: 1.5,-4.5
parent: 2
- type: AtmosPipeColor
color: '#FF1212FF'
- uid: 409
components:
- type: Transform
rot: -1.5707963267948966 rad
pos: 4.5,-7.5
parent: 2
- type: AtmosPipeColor
color: '#FF1212FF'
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⚠️ Potential issue

Review gas system configuration for safety and connectivity

The gas pipe network configuration is complex and critical for station operation:

  1. Two separate pipe networks (blue #0335FCFF and red #FF1212FF)
  2. Multiple connection points and control components
  3. Potential safety implications for station atmosphere

Please ensure:

  • Pipe networks are properly segregated
  • Pressure control systems are correctly configured
  • Emergency shutoff mechanisms are accessible

Consider adding:

  1. Emergency shutoff valves at key junction points
  2. Pressure relief systems
  3. Additional monitoring points for atmospheric control

_query = GetEntityQuery<MiningPointsComponent>();

SubscribeLocalEvent<MiningPointsLatheComponent, LatheStartPrintingEvent>(OnStartPrinting);
Subs.BuiEvents<MiningPointsLatheComponent>(LatheUiKey.Key, subs =>
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⚠️ Potential issue

Possible typo: 'Subs.BuiEvents' might be incorrect

It appears that Subs.BuiEvents on line 22 may be a typo or an incorrect method name. Please verify if Subs.BuiEvents is the correct method for subscribing to UI events. If not, consider replacing it with the appropriate method, such as SubscribeUIEvents.

Comment on lines +68 to +78
private void CreateChat()
{
if (!uint.TryParse(NumberInput.Text, out var number))
return;

var name = NameInput.Text.Trim();
var job = string.IsNullOrWhiteSpace(JobInput.Text) ? null : JobInput.Text.Trim();

OnChatCreated?.Invoke(number, name, job);
Close();
}
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🛠️ Refactor suggestion

Add error handling for invalid input

The CreateChat method should handle edge cases more gracefully:

  1. Consider adding logging for invalid number parsing
  2. Add input sanitization for name and job fields
     private void CreateChat()
     {
         if (!uint.TryParse(NumberInput.Text, out var number))
+        {
+            Logger.Warning($"Failed to parse number: {NumberInput.Text}");
             return;
+        }
 
-        var name = NameInput.Text.Trim();
-        var job = string.IsNullOrWhiteSpace(JobInput.Text) ? null : JobInput.Text.Trim();
+        var name = NameInput.Text.Trim().Replace('\n', ' ');
+        var job = string.IsNullOrWhiteSpace(JobInput.Text) ? null : JobInput.Text.Trim().Replace('\n', ' ');
 
         OnChatCreated?.Invoke(number, name, job);
         Close();
     }

Committable suggestion skipped: line range outside the PR's diff.

Comment on lines +71 to +74
// DeltaV - Add setter for current number
public void SetCurrentNumber(uint? number)
{
NumberLineEdit.Text = number?.ToString("D4") ?? "";
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🛠️ Refactor suggestion

Add input validation for SetCurrentNumber

The method should validate the input number to ensure consistency with the UI constraints.

 public void SetCurrentNumber(uint? number)
 {
+    if (number != null && (number.ToString().Length > MaxNumberLength || number == 0))
+    {
+        Logger.Error($"Invalid number value: {number}");
+        return;
+    }
     NumberLineEdit.Text = number?.ToString("D4") ?? "";
 }

Committable suggestion skipped: line range outside the PR's diff.

Comment on lines +67 to +68
if (uint.TryParse(args.Text, out var number) && number > 0)
OnNumberChanged?.Invoke(number);
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🛠️ Refactor suggestion

Add error feedback for invalid input

The validation silently ignores invalid input. Consider adding user feedback for better UX.

- if (uint.TryParse(args.Text, out var number) && number > 0)
-     OnNumberChanged?.Invoke(number);
+ if (uint.TryParse(args.Text, out var number))
+ {
+     if (number > 0)
+         OnNumberChanged?.Invoke(number);
+     else
+         // TODO: Inject IUserInterfaceManager for showing popups
+         Logger.Warning($"Invalid number input: {args.Text} (must be greater than 0)");
+ }

Committable suggestion skipped: line range outside the PR's diff.

break;
case BanPanelEuiStateMsg.GetPlayerInfoRequest r:
ChangePlayer(r.PlayerUsername);
break;
}
}

private async void BanPlayer(string? target, string? ipAddressString, bool useLastIp, ImmutableArray<byte>? hwid, bool useLastHwid, uint minutes, NoteSeverity severity, string reason, IReadOnlyCollection<string>? roles)
private async void BanPlayer(string? target, string? ipAddressString, bool useLastIp, ImmutableArray<byte>? hwid, bool useLastHwid, uint minutes, NoteSeverity severity, string reason, IReadOnlyCollection<string>? roles, bool erase)
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⚠️ Potential issue

Document and implement the erase parameter functionality

The erase parameter has been added to the method signature but its purpose and implementation are missing. This could lead to confusion and potential security issues in the ban system.

Please:

  1. Document the parameter's purpose
  2. Implement its functionality
  3. Add validation checks if needed

Comment on lines +115 to +134
<BoxContainer Name="MessageArea"
Orientation="Vertical"
VerticalExpand="True"
HorizontalExpand="True"
Margin="0 0 0 4">
<Label Name="CurrentChatName"
Text="{Loc nano-chat-select-chat}"
HorizontalAlignment="Center"
VerticalAlignment="Center"
VerticalExpand="True" />
<ScrollContainer Name="MessagesScroll"
VerticalExpand="True"
HorizontalExpand="True"
Visible="False">
<BoxContainer Name="MessageList"
Orientation="Vertical"
VerticalExpand="True"
HorizontalExpand="True" />
</ScrollContainer>
</BoxContainer>
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🛠️ Refactor suggestion

Enhance message display functionality

Consider adding these essential chat features:

  1. Auto-scroll behavior for new messages
  2. Message grouping by sender and time
  3. Timestamp display for messages

@GeneralGaws
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ВРОДЕ бы все тесты пройдены, ямл починил, жду проверки в игре и отпись

@GeneralGaws GeneralGaws marked this pull request as draft December 14, 2024 00:27
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Caution

Inline review comments failed to post. This is likely due to GitHub's limits when posting large numbers of comments.

🛑 Comments failed to post (61)
Content.Shared/DeltaV/Salvage/Systems/MiningPointsSystem.cs (1)

107-107: ⚠️ Potential issue

Add null check for TransferSound to prevent potential null reference exception

Since TransferSound is nullable in MiningPointsComponent, calling _audio.PlayPvs(src.Comp.TransferSound, src); without checking if TransferSound is not null could lead to a NullReferenceException. Please add a null check before playing the sound.

Apply this diff to fix the issue:

+            if (src.Comp.TransferSound != null)
                 _audio.PlayPvs(src.Comp.TransferSound, src);
📝 Committable suggestion

‼️ IMPORTANT
Carefully review the code before committing. Ensure that it accurately replaces the highlighted code, contains no missing lines, and has no issues with indentation. Thoroughly test & benchmark the code to ensure it meets the requirements.

        if (src.Comp.TransferSound != null)
            _audio.PlayPvs(src.Comp.TransferSound, src);
Resources/Maps/DeltaV/centcomm.yml (2)

35324-35328: ⚠️ Potential issue

Critical: Duplicate UID detected

There are two entities using the same UID: 532. This will cause conflicts and potentially break the map.

-  - uid: 532
+  - uid: 533  # or another unique number
📝 Committable suggestion

‼️ IMPORTANT
Carefully review the code before committing. Ensure that it accurately replaces the highlighted code, contains no missing lines, and has no issues with indentation. Thoroughly test & benchmark the code to ensure it meets the requirements.

  - uid: 533
    components:
    - type: Transform
      rot: 1.5707963267948966 rad
      pos: 25.5,-10.5

27234-27238: 💡 Codebase verification

⚠️ Multiple entities detected at the same position

The verification revealed overlapping entities at position 24.5,-5.5 with UIDs 2438, 929, and 2510, all parented to entity 1668. This could cause rendering or interaction issues in-game.

  • Entity with UID 929 has a -90 degree rotation (rot: -1.5707963267948966 rad)
  • The other entities at the same position have no rotation specified
  • All entities share the same parent (1668)

Please review and adjust the positioning of these overlapping entities to ensure proper layout and functionality.

🔗 Analysis chain

Verify entity positioning and rotations

Multiple new entities are being added with specific positions and rotations. Given that these changes were made late at night with minimal testing, please verify:

  1. The positioning coordinates align with the intended layout
  2. The rotation values (1.5707963267948966 rad ≈ 90 degrees) are correct for the intended orientations

Also applies to: 27414-27419, 29901-29905, 29936-29946, 32570-32575, 33445-33450, 33476-33481


Let me analyze the output and generate additional verification scripts to check for potential issues.

This will help us verify:

  1. If there are any overlapping entities at the specific position (24.5,-5.5)
  2. The consistency of rotation values for 90-degree rotations
🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Search for any potential overlapping entity positions
rg -A 1 "pos: \d+\.5,-?\d+\.5" Resources/Maps/DeltaV/centcomm.yml | sort | uniq -d

Length of output: 23933


Script:

#!/bin/bash
# Search for entities at position 24.5,-5.5 to check for overlaps
rg -B 2 -A 2 "pos: 24\.5,-5\.5" Resources/Maps/DeltaV/centcomm.yml

# Search for any rotation values to verify the 90-degree rotations
rg "rot: 1\.5707963267948966" Resources/Maps/DeltaV/centcomm.yml

Length of output: 15395

Content.Client/DeltaV/CartridgeLoader/Cartridges/NanoChatLogEntry.xaml.cs (2)

10-16: 🛠️ Refactor suggestion

Add parameter validation and error handling.

The constructor should include parameter validation to ensure robustness.

Consider applying these improvements:

 public NanoChatLogEntry(int number, string time, string message)
 {
+    ArgumentNullException.ThrowIfNull(time);
+    ArgumentNullException.ThrowIfNull(message);
+
     RobustXamlLoader.Load(this);
     NumberLabel.Text = number.ToString();
     TimeLabel.Text = time;
     MessageLabel.Text = message;
 }
📝 Committable suggestion

‼️ IMPORTANT
Carefully review the code before committing. Ensure that it accurately replaces the highlighted code, contains no missing lines, and has no issues with indentation. Thoroughly test & benchmark the code to ensure it meets the requirements.

    public NanoChatLogEntry(int number, string time, string message)
    {
        ArgumentNullException.ThrowIfNull(time);
        ArgumentNullException.ThrowIfNull(message);

        RobustXamlLoader.Load(this);
        NumberLabel.Text = number.ToString();
        TimeLabel.Text = time;
        MessageLabel.Text = message;
    }

1-17: 💡 Codebase verification

Testing gaps identified in the NanoChat system

The codebase analysis reveals that while there is a robust testing framework in place (including UI testing capabilities), there are currently no specific tests for the NanoChat system. Given that NanoChat is a complex system spanning multiple components:

  • Server: NanoChatSystem.cs, NanoChatCartridgeSystem.cs
  • Shared: SharedNanoChatSystem.cs, state management
  • Client: Multiple UI components including the reviewed NanoChatLogEntry

Testing recommendations:

  1. Add unit tests in Content.Tests.Client for UI components
  2. Create integration tests in Content.Tests.Server for the chat system
  3. Add shared tests for the state management and message handling
  4. Follow existing UI test patterns (see ListContainerTest.cs as reference)
🔗 Analysis chain

Ensure comprehensive testing of the NanoChat system.

Given that this component is part of a larger NanoChat system and the PR description indicates minimal testing, consider:

  1. Adding unit tests for the NanoChatLogEntry component
  2. Implementing integration tests for the entire NanoChat system
  3. Conducting UI/UX testing to verify proper display and interaction
  4. Testing edge cases with various message lengths and special characters

This is particularly important given the PR description's emphasis on the need for thorough testing before merging.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Check for existing test coverage of the NanoChat system

# Look for test files related to NanoChat
fd "NanoChat.*Tests?\.cs$"

# Check for existing test methods
rg -A 5 "public.*Test.*NanoChat" --type cs

Length of output: 73


Script:

#!/bin/bash
# Let's first understand the broader NanoChat system structure and its test coverage

# Find all NanoChat-related files
fd "NanoChat" --type f

# Look for any test files in the Content.Tests directories
fd "\.cs$" "Content.Tests"

# Search for any existing test patterns in the codebase
rg "(\[Test\]|\[TestFixture\])" --type cs "Content.Tests"

# Look for UI test patterns specifically
rg "UserInterface.*Test" --type cs "Content.Tests"

Length of output: 10780

Content.Client/DeltaV/CartridgeLoader/Cartridges/NewChatPopup.xaml.cs (2)

68-78: ⚠️ Potential issue

Add input sanitization and error handling.

The CreateChat method could benefit from additional input sanitization and error handling.

Consider:

  1. Adding input sanitization beyond simple trimming
  2. Implementing proper error handling
  3. Adding validation for maximum number value
 private void CreateChat()
 {
     if (!uint.TryParse(NumberInput.Text, out var number))
+    {
+        // Show error message to user
+        Logger.Warning($"Invalid number format: {NumberInput.Text}");
         return;
+    }
+
+    // Add maximum value validation
+    if (number > 9999) // Based on MaxNumberLength = 4
+    {
+        Logger.Warning($"Number exceeds maximum value: {number}");
+        return;
+    }

     var name = NameInput.Text.Trim();
+    // Add additional sanitization for name
+    name = SanitizeInput(name);
+    if (string.IsNullOrEmpty(name))
+    {
+        Logger.Warning("Name is empty after sanitization");
+        return;
+    }
+
     var job = string.IsNullOrWhiteSpace(JobInput.Text) ? null : JobInput.Text.Trim();
+    if (job != null)
+    {
+        job = SanitizeInput(job);
+    }

     OnChatCreated?.Invoke(number, name, job);
     Close();
 }
+
+private string SanitizeInput(string input)
+{
+    // Add appropriate sanitization logic
+    return input.Trim();
+}

Committable suggestion skipped: line range outside the PR's diff.


31-43: 🛠️ Refactor suggestion

Consolidate duplicate validation logic.

The NumberInput validation is duplicated - once at line 28 and again at line 32. This could lead to maintenance issues.

Consolidate the validation into a single method:

- // Input validation
- NumberInput.OnTextChanged += _ => ValidateInputs();
- NameInput.OnTextChanged += _ => ValidateInputs();
-
- // Input validation
- NumberInput.OnTextChanged += args =>
+ private void ValidateNumberInput(string text)
 {
-    if (args.Text.Length > MaxNumberLength)
-        NumberInput.Text = args.Text[..MaxNumberLength];
+    if (text.Length > MaxNumberLength)
+        NumberInput.Text = text[..MaxNumberLength];

     // Filter to digits only
     var newText = string.Concat(NumberInput.Text.Where(char.IsDigit));
     if (newText != NumberInput.Text)
         NumberInput.Text = newText;

     ValidateInputs();
- };
 }

+ NumberInput.OnTextChanged += args => ValidateNumberInput(args.Text);

Committable suggestion skipped: line range outside the PR's diff.

Content.Server/DeltaV/Station/Components/StationPlanetSpawnerComponent.cs (3)

24-25: ⚠️ Potential issue

Fix inconsistency in GridPath requirements

The GridPath property is marked as required but declared as nullable (ResPath?). This inconsistency could lead to runtime errors.

-    [DataField(required: true)]
-    public ResPath? GridPath;
+    [DataField(required: true)]
+    public ResPath GridPath;
📝 Committable suggestion

‼️ IMPORTANT
Carefully review the code before committing. Ensure that it accurately replaces the highlighted code, contains no missing lines, and has no issues with indentation. Thoroughly test & benchmark the code to ensure it meets the requirements.

    [DataField(required: true)]
    public ResPath GridPath;

8-12: 🛠️ Refactor suggestion

Enhance documentation with critical details

Given the critical nature of map/planet spawning and the risks mentioned in the PR, the documentation should be expanded to include:

  • Prerequisites and requirements for valid planet prototypes
  • Potential failure scenarios and their impact
  • Cleanup/recovery procedures
  • Impact on game state and performance
 /// <summary>
 /// Loads a planet map on mapinit and spawns a grid on it (e.g. a mining base).
 /// The map can then be FTLd to by any shuttle matching its whitelist.
+/// 
+/// Requirements:
+/// - Planet prototype must be registered and valid
+/// - Grid path must point to a valid map file
+/// 
+/// Failure Scenarios:
+/// - Invalid planet prototype: Map creation fails
+/// - Invalid grid path: Grid spawning fails
+/// - FTL whitelist mismatch: Shuttles unable to access the planet
+/// 
+/// Note: Map/grid spawning failures may require server restart to recover
 /// </summary>
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Carefully review the code before committing. Ensure that it accurately replaces the highlighted code, contains no missing lines, and has no issues with indentation. Thoroughly test & benchmark the code to ensure it meets the requirements.

/// <summary>
/// Loads a planet map on mapinit and spawns a grid on it (e.g. a mining base).
/// The map can then be FTLd to by any shuttle matching its whitelist.
/// 
/// Requirements:
/// - Planet prototype must be registered and valid
/// - Grid path must point to a valid map file
/// 
/// Failure Scenarios:
/// - Invalid planet prototype: Map creation fails
/// - Invalid grid path: Grid spawning fails
/// - FTL whitelist mismatch: Shuttles unable to access the planet
/// 
/// Note: Map/grid spawning failures may require server restart to recover
/// </summary>
[RegisterComponent, Access(typeof(StationPlanetSpawnerSystem))]

18-19: 💡 Codebase verification

Based on the code examination, I can now generate the final response:

Add validation for Planet prototype at startup

The PlanetPrototype is already marked as required in the component, but there's no startup validation in the PlanetSystem. Add the following validation in the PlanetSystem's Initialize method:

  • Add validation in PlanetSystem.Initialize() to verify all referenced planet prototypes exist
  • Consider adding [ValidatePrototypeId<PlanetPrototype>] attribute to the Planet field for compile-time validation
🔗 Analysis chain

Add validation for Planet prototype

Given the critical nature of planet spawning, add validation to ensure the prototype exists at startup.

Let's verify if all referenced planet prototypes exist:

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Check if referenced planet prototypes exist in the prototype files

# Search for planet prototype definitions
echo "Searching for planet prototype definitions..."
rg -l "type\s*=\s*\"PlanetPrototype\"" 

# Search for StationPlanetSpawnerComponent usage to cross-reference
echo "Searching for StationPlanetSpawnerComponent usage..."
rg "Planet\s*=\s*\"[^\"]+\"" --type yaml

Length of output: 294


Script:

#!/bin/bash
# Let's try a different approach to find planet-related prototypes and their usage

# Search for PlanetPrototype definitions in code
echo "Searching for PlanetPrototype class/interface definition..."
rg -l "PlanetPrototype"

# Search for yaml files containing planet configurations
echo "Searching for yaml files that might contain planet configurations..."
fd -e yml -e yaml

# Search for StationPlanetSpawnerComponent in yaml files with more relaxed pattern
echo "Searching for StationPlanetSpawner configurations..."
rg "stationplanetspawner|planet:" --type yaml -i

Length of output: 66135


Script:

#!/bin/bash
# Let's examine the PlanetPrototype class and its usage

# Check the PlanetPrototype class definition
echo "Checking PlanetPrototype class definition..."
rg -A 10 "class PlanetPrototype" Content.Shared/DeltaV/Planet/PlanetPrototype.cs

# Check if there's any validation in PlanetSystem
echo "Checking PlanetSystem for validation..."
rg -A 10 "PlanetPrototype" Content.Server/DeltaV/Planet/PlanetSystem.cs

# Look for planet prototype definitions in yaml files
echo "Looking for planet prototype definitions..."
rg "type:\s*PlanetPrototype" -A 5 --type yaml

Length of output: 1610

Resources/Maps/Ruins/DeltaV/djstation.yml (1)

2580-2714: 💡 Codebase verification

Entity placement appears safe but emergency equipment is missing

Based on the analysis of the djstation.yml map:

  1. The airlock placements provide adequate access points:

    • Maintenance airlock at (-0.5,-3.5)
    • External airlock at (1.5,-11.5)
    • Freezer airlock at (-4.5,-8.5)
    • Glass airlock at (2.5,-6.5)
  2. Wall segments are properly connected to these access points, not creating any isolated areas.

However, there is a safety concern - the map lacks any emergency equipment (no FireExtinguishers or EmergencyLights were found in the scan).

🔗 Analysis chain

Review entity placement for accessibility

Several wall segments and entities have specific rotations (π/2 and π radians) that could potentially create unreachable areas or blocked pathways. Given the minimal testing mentioned in the PR description, we should verify:

  1. All areas are accessible
  2. No entities are floating/disconnected
  3. Emergency routes are properly maintained

Run the following script to identify potential accessibility issues:


Let me generate another script to better analyze the accessibility and emergency equipment placement:


Let me try one more script with corrected syntax to analyze the wall and airlock placements:

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Check for potential accessibility issues in entity placement

# Look for potentially isolated areas
rg "pos: .+,-" -B 2 | grep -E "Transform|pos:" | sort -k3,3 -t":" | uniq

# Check for proper emergency route coverage
rg "AirlockEmergency|FireExtinguisher|EmergencyLight" -A 2

Length of output: 65700


Script:

#!/bin/bash
# Check for specific entities and their connections in the djstation map

# Look for emergency equipment and airlocks in djstation.yml
echo "=== Emergency Equipment and Airlocks in djstation ==="
rg -A 2 "proto: (AirlockEmergency|FireExtinguisher|EmergencyLight|Airlock|WallSolid|Door)" Resources/Maps/Ruins/DeltaV/djstation.yml

# Look for potential isolated areas by checking wall placements
echo -e "\n=== Wall Placement Analysis ==="
rg "WallSolid.*\n.*pos:" Resources/Maps/Ruins/DeltaV/djstation.yml

Length of output: 901


Script:

#!/bin/bash

# Look for wall and airlock placements in djstation
echo "=== Wall and Airlock Analysis ==="
rg -U "proto: (WallSolid|Airlock).*\n\s+entities:.*\n\s+- uid:.*\n\s+components:.*\n\s+- type: Transform.*\n\s+.*pos:" Resources/Maps/Ruins/DeltaV/djstation.yml

# Check for emergency equipment
echo -e "\n=== Emergency Equipment ==="
rg "proto: (FireExtinguisher|EmergencyLight|AirlockEmergency)" Resources/Maps/Ruins/DeltaV/djstation.yml

Length of output: 957

Content.Shared/DeltaV/Shuttles/Components/DockingConsoleComponent.cs (3)

39-41: 🛠️ Refactor suggestion

Consider adding validation events

Given that this component handles critical docking operations and was minimally tested:

  1. Consider adding validation events when Shuttle is set/unset
  2. Add debug logging for state changes in HasShuttle

Here's a suggested implementation:

[DataField]
private EntityUid? _shuttle;

public EntityUid? Shuttle
{
    get => _shuttle;
    set
    {
        var oldValue = _shuttle;
        _shuttle = value;
        OnShuttleChanged?.Invoke(oldValue, value);
    }
}

public delegate void ShuttleChangedHandler(EntityUid? oldShuttle, EntityUid? newShuttle);
public event ShuttleChangedHandler? OnShuttleChanged;

Also applies to: 46-47


1-48: ⚠️ Potential issue

⚠️ Additional testing required before merge

Given that this component handles critical docking operations and the PR notes indicate minimal testing:

  1. Add unit tests for the component's core functionality
  2. Perform integration tests with the DockingShuttleComponent
  3. Test edge cases:
    • Invalid whitelist configurations
    • Missing tag prototypes
    • Network state synchronization
    • PVS range scenarios

Would you like me to help create a test suite for this component?


32-34: ⚠️ Potential issue

Verify EntityWhitelist initialization and configuration

The ShuttleWhitelist is marked as required but initialized with a new empty instance. This could lead to a situation where any shuttle matches if the whitelist is not properly configured.

Consider adding validation to ensure the whitelist is not empty:

[DataField(required: true)]
-public EntityWhitelist ShuttleWhitelist = new();
+public EntityWhitelist ShuttleWhitelist = default!;
📝 Committable suggestion

‼️ IMPORTANT
Carefully review the code before committing. Ensure that it accurately replaces the highlighted code, contains no missing lines, and has no issues with indentation. Thoroughly test & benchmark the code to ensure it meets the requirements.

    [DataField(required: true)]
    public EntityWhitelist ShuttleWhitelist = default!;

Content.Shared/DeltaV/Salvage/Components/MiningPointsComponent.cs (2)

24-25: 🛠️ Refactor suggestion

Add AutoNetworkedField to TransferSound

The TransferSound property should be synchronized across the network to ensure consistent sound playback for all clients.

-    [DataField]
+    [DataField, AutoNetworkedField]
     public SoundSpecifier? TransferSound;
📝 Committable suggestion

‼️ IMPORTANT
Carefully review the code before committing. Ensure that it accurately replaces the highlighted code, contains no missing lines, and has no issues with indentation. Thoroughly test & benchmark the code to ensure it meets the requirements.

    [DataField, AutoNetworkedField]
    public SoundSpecifier? TransferSound;

18-19: 💡 Codebase verification

Overflow protection is needed for Points addition

The review comment is valid. Looking at the MiningPointsSystem.cs implementation, specifically the AddPoints method, there is no overflow protection when adding points:

public bool AddPoints(Entity<MiningPointsComponent?> ent, uint amount)
{
    if (!_query.Resolve(ent, ref ent.Comp))
        return false;

    ent.Comp.Points += amount;  // No overflow check here
    Dirty(ent);
    return true;
}

Since Points is of type uint, adding two large positive numbers could cause an overflow, wrapping around to a smaller number. This could potentially be exploited in gameplay. The system should implement a maximum value check before addition.

🔗 Analysis chain

Consider adding overflow protection for Points

The uint type prevents negative values, but there's no protection against overflow when points are added. Consider implementing a maximum value check in the MiningPointsSystem.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Check if MiningPointsSystem implements overflow protection

# Search for point addition logic in MiningPointsSystem
ast-grep --pattern 'Points += $_' 

Length of output: 35


Script:

#!/bin/bash
# Let's search for MiningPointsSystem and analyze how Points are modified
rg -l "MiningPointsSystem" 

# Then let's look for any modifications to Points in these files
rg "Points\s*[+\-*/]?=" -A 3 -B 3

Length of output: 26636


Script:

#!/bin/bash
# Let's examine the MiningPointsSystem implementation to understand how Points are modified
cat Content.Shared/DeltaV/Salvage/Systems/MiningPointsSystem.cs

Length of output: 3754

Content.Shared/Research/Prototypes/LatheRecipePrototype.cs (1)

74-79: 🛠️ Refactor suggestion

Enhance documentation and consider adding validation for mining points

The documentation mentions scaling with stack count, but there are potential concerns:

  1. No maximum value limit could lead to integer overflow when scaling
  2. No validation logic is visible for the scaling calculation
  3. Default value behavior is not documented

Consider adding:

  1. Maximum value validation
  2. Clear documentation about default behavior
  3. Example values in comments
        /// <summary>
        /// DeltaV: Number of mining points this recipe adds to an oreproc when printed.
        /// Scales with stack count.
+       /// Default: 0
+       /// Example: A recipe with MiningPoints=10 and stack size of 5 would yield 50 points
+       /// Maximum value should consider stack size to prevent overflow
        /// </summary>
        [DataField]
+       [ValidatePrototype("Must be less than uint.MaxValue / MaxStackSize")]
        public uint MiningPoints;

Committable suggestion skipped: line range outside the PR's diff.

Content.Client/Lathe/UI/LatheMenu.xaml.cs (2)

118-127: 🛠️ Refactor suggestion

Consider frame rate limiting for performance

Updating the mining points every frame could be expensive, especially with component lookups and UI updates. Consider adding frame rate limiting or updating only when points change.

+    private float _updateAccumulator;
+    private const float UpdateInterval = 1.0f; // Update once per second
+
     protected override void FrameUpdate(FrameEventArgs args)
     {
         base.FrameUpdate(args);
 
+        _updateAccumulator += args.DeltaSeconds;
+        if (_updateAccumulator < UpdateInterval)
+            return;
+
+        _updateAccumulator = 0;
+
         if (_entityManager.TryGetComponent<MiningPointsComponent>(Entity, out var points))
             UpdateMiningPoints(points.Points);
     }
📝 Committable suggestion

‼️ IMPORTANT
Carefully review the code before committing. Ensure that it accurately replaces the highlighted code, contains no missing lines, and has no issues with indentation. Thoroughly test & benchmark the code to ensure it meets the requirements.

    /// <summary>
    /// DeltaV: Update mining points UI whenever it changes.
    /// </summary>
    private float _updateAccumulator;
    private const float UpdateInterval = 1.0f; // Update once per second

    protected override void FrameUpdate(FrameEventArgs args)
    {
        base.FrameUpdate(args);

        _updateAccumulator += args.DeltaSeconds;
        if (_updateAccumulator < UpdateInterval)
            return;

        _updateAccumulator = 0;

        if (_entityManager.TryGetComponent<MiningPointsComponent>(Entity, out var points))
            UpdateMiningPoints(points.Points);
    }

83-89: ⚠️ Potential issue

Prevent potential memory leak and add null safety

The event handler setup could cause memory leaks if SetEntity is called multiple times, and the event handler lacks null checks.

-        MiningPointsClaimButton.OnPressed += _ => OnClaimMiningPoints?.Invoke();
+        // Unsubscribe existing handler to prevent memory leaks
+        MiningPointsClaimButton.OnPressed -= OnMiningPointsClaimPressed;
+        MiningPointsClaimButton.OnPressed += OnMiningPointsClaimPressed;

+    private void OnMiningPointsClaimPressed(BaseButton.ButtonEventArgs args)
+    {
+        OnClaimMiningPoints?.Invoke();
+    }
📝 Committable suggestion

‼️ IMPORTANT
Carefully review the code before committing. Ensure that it accurately replaces the highlighted code, contains no missing lines, and has no issues with indentation. Thoroughly test & benchmark the code to ensure it meets the requirements.

        // Begin DeltaV Additions: Mining points UI
        MiningPointsContainer.Visible = _entityManager.TryGetComponent<MiningPointsComponent>(Entity, out var points);
        // Unsubscribe existing handler to prevent memory leaks
        MiningPointsClaimButton.OnPressed -= OnMiningPointsClaimPressed;
        MiningPointsClaimButton.OnPressed += OnMiningPointsClaimPressed;
        if (points != null)
            UpdateMiningPoints(points.Points);
        // End DeltaV Additions

    private void OnMiningPointsClaimPressed(BaseButton.ButtonEventArgs args)
    {
        OnClaimMiningPoints?.Invoke();
    }
Content.Client/DeltaV/CartridgeLoader/Cartridges/NanoChatMessageBubble.xaml.cs (3)

46-47: ⚠️ Potential issue

Remove unprofessional comment and improve null handling.

The comment "fuuuuuck" suggests there might be issues with the parent-child relationship handling. This should be properly documented and handled safely.

-        // fuuuuuck
-        MessageBox.Parent?.RemoveChild(MessageBox);
+        // Ensure MessageBox is properly detached before reattaching
+        if (MessageBox.Parent is Control parent)
+        {
+            parent.RemoveChild(MessageBox);
+        }
📝 Committable suggestion

‼️ IMPORTANT
Carefully review the code before committing. Ensure that it accurately replaces the highlighted code, contains no missing lines, and has no issues with indentation. Thoroughly test & benchmark the code to ensure it meets the requirements.

        // Ensure MessageBox is properly detached before reattaching
        if (MessageBox.Parent is Control parent)
        {
            parent.RemoveChild(MessageBox);
        }

28-41: ⚠️ Potential issue

Add null checks and use pattern matching for safer type casting.

The current implementation lacks null checks and uses direct casting which could throw exceptions.

-        var style = (StyleBoxFlat)MessagePanel.PanelOverride;
+        if (MessagePanel?.PanelOverride is not StyleBoxFlat style)
+            return;
+
+        if (string.IsNullOrEmpty(message?.Content))
+            return;

         style.BackgroundColor = isOwnMessage ? OwnMessageColor : OtherMessageColor;
         style.BorderColor = BorderColor;

-        MessageText.Text = message.Content;
+        MessageText.Text = message.Content!;
📝 Committable suggestion

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        // Configure message appearance
        if (MessagePanel?.PanelOverride is not StyleBoxFlat style)
            return;

        if (string.IsNullOrEmpty(message?.Content))
            return;

        style.BackgroundColor = isOwnMessage ? OwnMessageColor : OtherMessageColor;
        style.BorderColor = BorderColor;

        // Set message content
        MessageText.Text = message.Content!;
        MessageText.Modulate = TextColor;

        // Show delivery failed text if needed (only for own messages)
        DeliveryFailedLabel.Visible = isOwnMessage && message.DeliveryFailed;
        if (DeliveryFailedLabel.Visible)
            DeliveryFailedLabel.Modulate = ErrorColor;

12-16: 💡 Codebase verification

Based on the search results, I can now provide a comprehensive analysis of the color contrast situation:

Color contrast ratios need improvement for accessibility.

  1. Text Color (#dcdcdc) against Own Message Color (#173717d9):

    • The semi-transparent dark green background (#173717d9) with light gray text doesn't provide sufficient contrast
    • Alpha channel (d9 = 85%) further reduces contrast
  2. Text Color (#dcdcdc) against Other Message Color (#252525d9):

    • The semi-transparent dark gray background (#252525d9) with light gray text also has contrast issues
    • Alpha channel affects visibility
  3. Error Color (#cc3333) is used for delivery failure messages and may not be distinguishable for some users

Recommendations:

  • Increase the background opacity to 100% by removing alpha channel
  • Use a darker background color for own messages (e.g., #173717)
  • Consider using WCAG 2.1 AA standard minimum contrast ratio of 4.5:1
  • Add a configuration option to adjust message colors, similar to existing accessibility settings found in CCVars.Accessibility.cs
🔗 Analysis chain

Consider accessibility in color choices.

The current color combinations should be verified for sufficient contrast ratios to ensure readability for all users. Consider:

  1. Text contrast against both message background colors
  2. Error text visibility

Let me analyze the color values and generate scripts to gather more information about their usage.

This will help us understand:

  1. How these colors are used in the codebase
  2. If there are any theme/style systems that might affect these colors
  3. The actual UI implementation where these colors are applied

The results will help determine if there are any accessibility considerations or if we need to recommend specific changes.


Based on the search results, I can now analyze the color contrast ratios. Let me calculate them to verify accessibility:

  1. Text Color (#dcdcdc) against Own Message Color (#173717d9):

    • Text is light gray on dark green
    • Alpha channel might affect contrast
  2. Text Color (#dcdcdc) against Other Message Color (#252525d9):

    • Text is light gray on dark gray
    • Alpha channel might affect contrast
  3. Error Color (#cc3333) appears to be used for delivery failure messages

Let me verify the actual contrast ratios:

This will help us understand if there are any theme overrides or user settings that might affect these colors, and if the contrast issues are mitigated through other means.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Search for any existing color contrast or accessibility tests
rg -i "contrast|accessibility|wcag" --type cs

Length of output: 2390


Script:

#!/bin/bash
# Search for any accessibility-related color configurations and their usage
rg -i "OwnMessageColor|OtherMessageColor|TextColor|ErrorColor" --type cs -A 2 -B 2

# Look for any style or theme configurations that might affect these colors
ast-grep --pattern 'public static readonly Color $_ = $_'

# Check for any XAML files that might use these colors
fd -e xaml -x cat {}

Length of output: 7982


Script:

# Search for any theme or accessibility settings that might override these colors
rg -i "theme|style.*color|accessibility.*color" --type cs -A 2 -B 2

# Look for any XAML files specifically related to this chat component
fd -e xaml -g "*Chat*" -x cat {}

# Check if there are any user-configurable settings for these colors
rg -i "color.*setting|color.*config" --type cs

Length of output: 66705

Content.Server/DeltaV/Shuttles/Systems/DockingShuttleSystem.cs (1)

68-77: ⚠️ Potential issue

Handle Empty data.Grids to Prevent Exceptions

In OnStationGridAdded, accessing data.Grids.First() without checking if data.Grids contains any elements could lead to an exception if the list is empty. Consider adding a check to ensure that there is at least one grid before accessing it.

Apply the following diff to handle the scenario where data.Grids might be empty:

 if (_station.GetOwningStation(uid) is not {} station || !TryComp<StationDataComponent>(station, out var data))
     return;

+ if (!data.Grids.Any())
+     return;

 // Add the source station as a destination
 comp.Station = station;
 comp.Destinations.Add(new DockingDestination()
 {
     Name = Name(station),
     Map = Transform(data.Grids.First()).MapID
 });
📝 Committable suggestion

‼️ IMPORTANT
Carefully review the code before committing. Ensure that it accurately replaces the highlighted code, contains no missing lines, and has no issues with indentation. Thoroughly test & benchmark the code to ensure it meets the requirements.

        if (_station.GetOwningStation(uid) is not {} station || !TryComp<StationDataComponent>(station, out var data))
            return;

        if (!data.Grids.Any())
            return;

        // add the source station as a destination
        comp.Station = station;
        comp.Destinations.Add(new DockingDestination()
        {
            Name = Name(station),
            Map = Transform(data.Grids.First()).MapID
        });
Content.Client/DeltaV/Shuttles/UI/DockingConsoleWindow.xaml.cs (1)

83-91: 🛠️ Refactor suggestion

Ensure Destination List Updates Correctly

The condition if (Destinations.Count == state.Destinations.Count) return; may prevent the destination names from updating when the count remains the same but the contents change. Consider removing this check to ensure the destination list reflects any updates to destination names.

Apply the following diff to update the destination list appropriately:

- if (Destinations.Count == state.Destinations.Count)
-     return;

 Destinations.Clear();
 foreach (var dest in state.Destinations)
 {
     Destinations.AddItem(dest.Name);
 }
📝 Committable suggestion

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        Destinations.Clear();
        foreach (var dest in state.Destinations)
        {
            Destinations.AddItem(dest.Name);
        }
    }
Content.Server/DeltaV/NanoChat/NanoChatSystem.cs (1)

126-127: ⚠️ Potential issue

Ensure Safe Casting to uint for NanoChat Numbers

Casting number to uint without validation may lead to unexpected behavior if number exceeds the range of uint. Ensure that number is within the valid range before casting to prevent potential data loss or errors.

Apply the following diff to safely assign the NanoChat number:

 _name.GenerateUniqueName(ent, _nameIdentifierGroup, out var number);

+ if (number < uint.MinValue || number > uint.MaxValue)
+ {
+     Log.Error($"Generated number {number} is out of range for uint.");
+     return;
+ }

 ent.Comp.Number = (uint)number;
 Dirty(ent);
📝 Committable suggestion

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        _name.GenerateUniqueName(ent, _nameIdentifierGroup, out var number);

        if (number < uint.MinValue || number > uint.MaxValue)
        {
            Log.Error($"Generated number {number} is out of range for uint.");
            return;
        }

        ent.Comp.Number = (uint)number;
Content.Client/CartridgeLoader/Cartridges/LogProbeUiFragment.xaml.cs (1)

19-35: ⚠️ Potential issue

Handle potential null reference for PulledLogs

In the UpdateState method, there is a check for state.PulledLogs.Count > 0. If state.PulledLogs is null, this will throw a NullReferenceException.

Apply this diff to ensure PulledLogs is not null before accessing Count:

if (state.NanoChatData != null)
{
    SetupNanoChatView(state.NanoChatData.Value);
    DisplayNanoChatData(state.NanoChatData.Value);
}
else
{
    SetupAccessLogView();
+   if (state.PulledLogs != null && state.PulledLogs.Count > 0)
    {
        DisplayAccessLogs(state.PulledLogs);
    }
}
📝 Committable suggestion

‼️ IMPORTANT
Carefully review the code before committing. Ensure that it accurately replaces the highlighted code, contains no missing lines, and has no issues with indentation. Thoroughly test & benchmark the code to ensure it meets the requirements.

    // DeltaV begin - Update to handle both types of data
    public void UpdateState(LogProbeUiState state)
    {
        ProbedDeviceContainer.RemoveAllChildren();

        if (state.NanoChatData != null)
        {
            SetupNanoChatView(state.NanoChatData.Value);
            DisplayNanoChatData(state.NanoChatData.Value);
        }
        else
        {
            SetupAccessLogView();
            if (state.PulledLogs != null && state.PulledLogs.Count > 0)
                DisplayAccessLogs(state.PulledLogs);
        }
    }
Content.Shared/DeltaV/CartridgeLoader/Cartridges/NanoChatUiMessageEvent.cs (1)

139-154: ⚠️ Potential issue

Avoid using mutable collections in readonly struct

The NanoChatData struct is marked as readonly but contains mutable collections (Dictionary). This can lead to unexpected behavior.

Consider the following options:

  • Remove the readonly modifier if mutability is required.
  • Make the collections immutable or return read-only wrappers.
  • Use ImmutableDictionary to store the data.

This ensures that the immutable struct doesn't expose mutable state.

Content.Server/DeltaV/Shuttles/Systems/DockingConsoleSystem.cs (1)

109-110: ⚠️ Potential issue

Correct index bounds check in OnFTL method

The condition args.Index > docking.Destinations.Count is off by one. Since list indices are zero-based, attempting to access docking.Destinations[Count] will throw an ArgumentOutOfRangeException.

Update the condition to properly validate the index:

if (args.Index < 0 || args.Index >= docking.Destinations.Count)
    return;
📝 Committable suggestion

‼️ IMPORTANT
Carefully review the code before committing. Ensure that it accurately replaces the highlighted code, contains no missing lines, and has no issues with indentation. Thoroughly test & benchmark the code to ensure it meets the requirements.

        if (args.Index < 0 || args.Index >= docking.Destinations.Count)
            return;
Content.Shared/DeltaV/NanoChat/SharedNanoChatSystem.cs (1)

221-241: 🛠️ Refactor suggestion

Ensure Dirty(card) is called whenever the card state changes

In the TryDeleteChat method, the call to Dirty(card) is conditioned on the removed flag. However, even if the recipient was not found and removed is false, other state changes might have occurred, such as removing messages or clearing the current chat. To ensure that all changes are properly synchronized with the entity system, consider calling Dirty(card) unconditionally when any state mutation happens.

Apply this diff to ensure the card state is always marked dirty after modifications:

    ...
    // Clear current chat if we just deleted it
    if (card.Comp.CurrentChat == recipientNumber)
        card.Comp.CurrentChat = null;

-   if (removed)
-       Dirty(card);

+   Dirty(card);

    return removed;
📝 Committable suggestion

‼️ IMPORTANT
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    public bool TryDeleteChat(Entity<NanoChatCardComponent?> card, uint recipientNumber, bool keepMessages = false)
    {
        if (!Resolve(card, ref card.Comp))
            return false;

        // Remove from recipients list
        var removed = card.Comp.Recipients.Remove(recipientNumber);

        // Clear messages if requested
        if (!keepMessages)
            card.Comp.Messages.Remove(recipientNumber);

        // Clear current chat if we just deleted it
        if (card.Comp.CurrentChat == recipientNumber)
            card.Comp.CurrentChat = null;

        Dirty(card);

        return removed;
    }
Content.Client/DeltaV/CartridgeLoader/Cartridges/NanoChatUiFragment.xaml.cs (1)

70-76: ⚠️ Potential issue

Reset character count display when message length is within the limit

In the MessageInput.OnTextChanged handler, when the message length exceeds MaxMessageLength, the character count label is shown with a warning style. However, if the user reduces the message length back within the limit, the label remains visible and styled incorrectly. Consider resetting the character count label when the message length is acceptable.

Apply this diff to update the character count visibility and styling:

if (length > MaxMessageLength)
{
    CharacterCount.Text = Loc.GetString("nano-chat-message-too-long",
        ("current", length),
        ("max", MaxMessageLength));
    CharacterCount.StyleClasses.Add("LabelDanger");
    CharacterCount.Visible = true;
}
+ else
+ {
+     CharacterCount.Visible = false;
+     CharacterCount.Text = string.Empty;
+     CharacterCount.StyleClasses.Remove("LabelDanger");
+ }

Committable suggestion skipped: line range outside the PR's diff.

Content.Server/DeltaV/CartridgeLoader/Cartridges/NanoChatCartridgeSystem.cs (1)

218-229: ⚠️ Potential issue

Validate message content before processing

In the HandleSendMessage method, the message content is only checked for null. However, empty or whitespace-only messages should also be considered invalid. To prevent sending such messages, add a check to ensure the content is not null or whitespace.

Apply this diff to validate the message content:

if (msg.RecipientNumber == null || msg.Content == null || card.Comp.Number == null)
    return;

+ if (string.IsNullOrWhiteSpace(msg.Content))
+     return;

if (!EnsureRecipientExists(card, msg.RecipientNumber.Value))
    return;
📝 Committable suggestion

‼️ IMPORTANT
Carefully review the code before committing. Ensure that it accurately replaces the highlighted code, contains no missing lines, and has no issues with indentation. Thoroughly test & benchmark the code to ensure it meets the requirements.

        if (msg.RecipientNumber == null || msg.Content == null || card.Comp.Number == null)
            return;

        if (string.IsNullOrWhiteSpace(msg.Content))
            return;

        if (!EnsureRecipientExists(card, msg.RecipientNumber.Value))
            return;

        // Create and store message for sender
        var message = new NanoChatMessage(
            _timing.CurTime,
            msg.Content,
            (uint)card.Comp.Number
        );
Resources/ConfigPresets/Build/debug.toml (1)

5-9: 💡 Codebase verification

Production settings need attention

Based on the configuration files examined:

  1. Only Apoapsis explicitly sets auto_unlock_aa_enabled = false, while other production servers don't override these settings
  2. None of the production configs override the timing parameters (request_aco_delay_minutes and auto_unlock_aa_delay_minutes)
  3. The debug settings could potentially affect production servers if they inherit these values

Action items:

  • Add these security-critical settings to all production server configs with appropriate values
  • Explicitly disable auto_unlock_aa_enabled in all production configs
  • Set appropriate delay values (higher than 1 minute) for request_aco_delay_minutes and auto_unlock_aa_delay_minutes in production configs
🔗 Analysis chain

Verify production configuration overrides

While these debug settings are reasonable for testing, please ensure that:

  1. Production configurations override these values with appropriate delays
  2. The auto-unlock feature is disabled by default in production
🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Check if production configs override these settings
fd -e toml -e yaml ".*config.*" Resources/ConfigPresets/Production | xargs grep -l "auto_unlock_aa_enabled\|request_aco_delay_minutes\|auto_unlock_aa_delay_minutes"

Length of output: 288


Script:

#!/bin/bash
# First, let's check the structure of ConfigPresets directory
fd -e toml -e yaml . Resources/ConfigPresets

# Then, let's examine all config files for these settings
fd -e toml -e yaml . Resources/ConfigPresets | xargs grep -l "auto_unlock_aa_enabled\|request_aco_delay_minutes\|auto_unlock_aa_delay_minutes"

# Finally, let's see the content of any config files found
fd -e toml -e yaml . Resources/ConfigPresets | xargs cat

Length of output: 4483

Content.Shared/DeltaV/Shuttles/DockingConsoleUI.cs (1)

15-20: 🛠️ Refactor suggestion

Improve state encapsulation and validation

The state class uses public fields which breaks encapsulation. Consider:

  1. Using properties instead of fields
  2. Adding validation for the destinations list
  3. Making the fields readonly since they're assigned in the constructor
 public sealed class DockingConsoleState(FTLState ftlState, StartEndTime ftlTime, List<DockingDestination> destinations) : BoundUserInterfaceState
 {
-    public FTLState FTLState = ftlState;
-    public StartEndTime FTLTime = ftlTime;
-    public List<DockingDestination> Destinations = destinations;
+    public FTLState FTLState { get; }
+    public StartEndTime FTLTime { get; }
+    public IReadOnlyList<DockingDestination> Destinations { get; }
+
+    public DockingConsoleState(FTLState ftlState, StartEndTime ftlTime, List<DockingDestination> destinations)
+    {
+        FTLState = ftlState;
+        FTLTime = ftlTime;
+        Destinations = destinations ?? throw new ArgumentNullException(nameof(destinations));
+    }
 }

Committable suggestion skipped: line range outside the PR's diff.

Content.Server/DeltaV/Station/Systems/StationPlanetSpawnerSystem.cs (2)

18-24: ⚠️ Potential issue

Add error handling for planet loading

The planet loading operation could fail but there's no error handling. Consider:

  • Adding try-catch block around LoadPlanet
  • Logging failures
  • Handling invalid planet data
 private void OnMapInit(Entity<StationPlanetSpawnerComponent> ent, ref MapInitEvent args)
 {
     if (ent.Comp.GridPath is not {} path)
         return;

-    ent.Comp.Map = _planet.LoadPlanet(ent.Comp.Planet, path.ToString());
+    try 
+    {
+        ent.Comp.Map = _planet.LoadPlanet(ent.Comp.Planet, path.ToString());
+    }
+    catch (Exception e)
+    {
+        Log.Error($"Failed to load planet {ent.Comp.Planet}: {e}");
+        // Consider appropriate fallback behavior
+    }
 }

Committable suggestion skipped: line range outside the PR's diff.


26-29: 💡 Codebase verification

Based on the analysis of map deletion patterns in the codebase, I can now provide a final response:

Map deletion safety checks recommended

The current implementation directly queues map deletion without common safety patterns seen elsewhere in the codebase. Consider adding these safety measures:

  • Check if the map exists using MapManager.MapExists(ent.Comp.Map) before deletion
  • Use TryComp to verify the map entity is still valid
  • Consider using MapManager.DeleteMap() instead of QueueDel() as it's the more commonly used pattern for map cleanup
🔗 Analysis chain

Verify map deletion safety

The current implementation directly queues map deletion without checks. Consider:

  • Verifying map exists before deletion
  • Handling any active entities on the map
  • Ensuring proper cleanup of resources

Let me gather more information about map deletion patterns and safety checks in the codebase.


Let me try a different approach to gather information about map handling and safety checks.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Check for map cleanup patterns in codebase
rg -A 5 "QueueDel.*Map" --type cs

Length of output: 1159


Script:

#!/bin/bash
# Check for map deletion and cleanup patterns in the codebase
ast-grep --pattern 'QueueDel($map)'

# Look for map existence checks
rg "HasComp.*MapComponent|TryComp.*MapComponent|EntityManager\.Exists" --type cs -A 3

# Check StationPlanetSpawnerComponent implementation
rg -l "StationPlanetSpawnerComponent" --type cs

Length of output: 37


Script:

#!/bin/bash
# Look for the StationPlanetSpawnerComponent definition and usage
rg -A 10 "class StationPlanetSpawnerComponent" --type cs

# Check for map deletion patterns with more context
rg -A 10 "QueueDel.*Map|DeleteMap|RemoveMap" --type cs

# Look for map component related safety checks
rg "MapComponent|MapSystem" --type cs -l

Length of output: 44994

Content.Shared/DeltaV/CartridgeLoader/Cartridges/NanoChatUiState.cs (1)

23-24: 🛠️ Refactor suggestion

Ensure defensive copying of collections

Direct assignment of dictionaries could lead to external modifications. Consider creating defensive copies.

-        Recipients = recipients;
-        Messages = messages;
+        Recipients = new Dictionary<uint, NanoChatRecipient>(recipients);
+        Messages = new Dictionary<uint, List<NanoChatMessage>>(messages);
📝 Committable suggestion

‼️ IMPORTANT
Carefully review the code before committing. Ensure that it accurately replaces the highlighted code, contains no missing lines, and has no issues with indentation. Thoroughly test & benchmark the code to ensure it meets the requirements.

        Recipients = new Dictionary<uint, NanoChatRecipient>(recipients);
        Messages = new Dictionary<uint, List<NanoChatMessage>>(messages);
Content.Client/DeltaV/Shuttles/UI/DockingConsoleBoundUserInterface.cs (2)

26-29: 🛠️ Refactor suggestion

Add null check for state parameter

The state parameter should be validated before use.

     protected override void UpdateState(BoundUserInterfaceState state)
     {
         base.UpdateState(state);
+        if (state == null)
+            return;
         if (state is DockingConsoleState cast)
             _window?.UpdateState(cast);
     }
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        base.UpdateState(state);
        if (state == null)
            return;
        if (state is DockingConsoleState cast)
            _window?.UpdateState(cast);
    }

19-20: ⚠️ Potential issue

Ensure event handler cleanup

Event handlers are subscribed but not unsubscribed, which could lead to memory leaks or unexpected behavior.

 public sealed class DockingConsoleBoundUserInterface : BoundUserInterface
 {
     [ViewVariables]
     private DockingConsoleWindow? _window;
+    private Action<int>? _ftlHandler;
+    private Action? _closeHandler;

     protected override void Open()
     {
         base.Open();

         _window = new DockingConsoleWindow(Owner);
-        _window.OnFTL += index => SendMessage(new DockingConsoleFTLMessage(index));
-        _window.OnClose += Close;
+        _ftlHandler = index => SendMessage(new DockingConsoleFTLMessage(index));
+        _closeHandler = Close;
+        _window.OnFTL += _ftlHandler;
+        _window.OnClose += _closeHandler;
         _window.OpenCentered();
     }

     protected override void Dispose(bool disposing)
     {
         base.Dispose(disposing);

         if (disposing)
         {
+            if (_window != null && _ftlHandler != null)
+                _window.OnFTL -= _ftlHandler;
+            if (_window != null && _closeHandler != null)
+                _window.OnClose -= _closeHandler;
             _window?.Orphan();
         }
     }
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public sealed class DockingConsoleBoundUserInterface : BoundUserInterface
{
    [ViewVariables]
    private DockingConsoleWindow? _window;
    private Action<int>? _ftlHandler;
    private Action? _closeHandler;

    protected override void Open()
    {
        base.Open();

        _window = new DockingConsoleWindow(Owner);
        _ftlHandler = index => SendMessage(new DockingConsoleFTLMessage(index));
        _closeHandler = Close;
        _window.OnFTL += _ftlHandler;
        _window.OnClose += _closeHandler;
        _window.OpenCentered();
    }

    protected override void Dispose(bool disposing)
    {
        base.Dispose(disposing);

        if (disposing)
        {
            if (_window != null && _ftlHandler != null)
                _window.OnFTL -= _ftlHandler;
            if (_window != null && _closeHandler != null)
                _window.OnClose -= _closeHandler;
            _window?.Orphan();
        }
    }
}
Content.Client/DeltaV/CartridgeLoader/Cartridges/NanoChatEntry.xaml.cs (1)

23-24: ⚠️ Potential issue

Potential memory leak in event handler management

While the code removes the old handler before adding a new one, it's best practice to implement IDisposable to ensure cleanup when the control is disposed.

+    public sealed partial class NanoChatEntry : BoxContainer, IDisposable
     {
         // ... existing code ...
+        public void Dispose()
+        {
+            if (_pressHandler != null)
+                ChatButton.OnPressed -= _pressHandler;
+        }
     }

Also applies to: 29-30

Content.Shared/DeltaV/Planet/PlanetPrototype.cs (1)

11-12: 🛠️ Refactor suggestion

Add validation for ID property

The ID property should validate that it's not empty when set.

     [IdDataField]
-    public string ID { get; set; } = string.Empty;
+    public string ID
+    {
+        get => _id;
+        set => _id = !string.IsNullOrEmpty(value) 
+            ? value 
+            : throw new ArgumentException("Planet ID cannot be empty");
+    }
+    private string _id = string.Empty;
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    [IdDataField]
    public string ID
    {
        get => _id;
        set => _id = !string.IsNullOrEmpty(value) 
            ? value 
            : throw new ArgumentException("Planet ID cannot be empty");
    }
    private string _id = string.Empty;
Content.Client/DeltaV/CartridgeLoader/Cartridges/NanoChatUi.cs (2)

33-42: ⚠️ Potential issue

Add input validation for message sending

The SendNanoChatUiMessage method should validate its parameters before creating the message.

     private static void SendNanoChatUiMessage(NanoChatUiMessageType type,
         uint? number,
         string? content,
         string? job,
         BoundUserInterface userInterface)
     {
+        if (type == NanoChatUiMessageType.SendMessage && string.IsNullOrEmpty(content))
+            throw new ArgumentException("Message content cannot be empty when sending a message");
+
+        if (type == NanoChatUiMessageType.SetJob && string.IsNullOrEmpty(job))
+            throw new ArgumentException("Job title cannot be empty when setting job");
+
         var nanoChatMessage = new NanoChatUiMessageEvent(type, number, content, job);
         var message = new CartridgeUiMessage(nanoChatMessage);
         userInterface.SendMessage(message);
     }
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    private static void SendNanoChatUiMessage(NanoChatUiMessageType type,
        uint? number,
        string? content,
        string? job,
        BoundUserInterface userInterface)
    {
        if (type == NanoChatUiMessageType.SendMessage && string.IsNullOrEmpty(content))
            throw new ArgumentException("Message content cannot be empty when sending a message");

        if (type == NanoChatUiMessageType.SetJob && string.IsNullOrEmpty(job))
            throw new ArgumentException("Job title cannot be empty when setting job");

        var nanoChatMessage = new NanoChatUiMessageEvent(type, number, content, job);
        var message = new CartridgeUiMessage(nanoChatMessage);
        userInterface.SendMessage(message);
    }

14-15: ⚠️ Potential issue

Add null check in GetUIFragmentRoot

The null-forgiving operator (!) could mask potential issues. Add explicit null check.

     public override Control GetUIFragmentRoot()
     {
-        return _fragment!;
+        if (_fragment == null)
+            throw new InvalidOperationException("NanoChatUi fragment not initialized. Ensure Setup is called first.");
+        return _fragment;
     }
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    public override Control GetUIFragmentRoot()
    {
        if (_fragment == null)
            throw new InvalidOperationException("NanoChatUi fragment not initialized. Ensure Setup is called first.");
        return _fragment;
    }
Content.Server/DeltaV/Objectives/Systems/TeachLessonConditionSystem.cs (1)

30-32: ⚠️ Potential issue

Potential race condition with mind system

The mind check should be done before attempting to get the mind to avoid potential race conditions. Consider adding null checks and handling edge cases.

-        // Get the mind of the entity that just died (if it has one)
-        if (!_mind.TryGetMind(args.Target, out var mindId, out _))
-            return;
+        if (!Exists(args.Target))
+            return;
+            
+        // Get the mind of the entity that just died (if it has one)
+        if (!_mind.TryGetMind(args.Target, out var mindId, out _))
+            return;
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        if (!Exists(args.Target))
            return;
            
        // Get the mind of the entity that just died (if it has one)
        if (!_mind.TryGetMind(args.Target, out var mindId, out _))
            return;
Content.Shared/DeltaV/NanoChat/NanoChatCardComponent.cs (3)

20-21: ⚠️ Potential issue

Add capacity limits to dictionaries

The Recipients and Messages dictionaries should have capacity limits to prevent memory exhaustion attacks in networked components.

-    public Dictionary<uint, NanoChatRecipient> Recipients = new();
+    public Dictionary<uint, NanoChatRecipient> Recipients = new(50); // Match MaxRecipients
 
-    public Dictionary<uint, List<NanoChatMessage>> Messages = new();
+    public Dictionary<uint, List<NanoChatMessage>> Messages = new(50); // Match MaxRecipients

Also applies to: 26-27


41-46: ⚠️ Potential issue

Implement rate limiting before production

The TODO comment indicates missing rate limiting implementation. This is critical for preventing spam and DoS attacks.

Would you like me to propose an implementation for the rate limiting mechanism?


14-15: 🛠️ Refactor suggestion

Validate Number property

The Number property should have validation to ensure it's within acceptable bounds.

     [DataField, AutoNetworkedField]
-    public uint? Number;
+    [ViewVariables(VVAccess.ReadWrite)]
+    public uint? Number
+    {
+        get => _number;
+        set => _number = value.HasValue ? Math.Min(value.Value, 999999) : null;
+    }
+    private uint? _number;
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    [DataField, AutoNetworkedField]
    [ViewVariables(VVAccess.ReadWrite)]
    public uint? Number
    {
        get => _number;
        set => _number = value.HasValue ? Math.Min(value.Value, 999999) : null;
    }
    private uint? _number;
Content.Shared.Database/TypedHwid.cs (2)

43-47: 🛠️ Refactor suggestion

Improve Base64 length calculation robustness

The current implementation assumes valid Base64 input. Add validation for:

  1. Minimum length
  2. Valid padding characters
  3. Valid Base64 character set
     private static int GetBase64ByteLength(string value)
     {
+        if (value.Length % 4 != 0)
+            throw new ArgumentException("Invalid Base64 length", nameof(value));
+
+        if (value.Length < 4)
+            throw new ArgumentException("Base64 string too short", nameof(value));
+
         // Why is .NET like this man wtf.
         return 3 * (value.Length / 4) - value.TakeLast(2).Count(c => c == '=');
     }

Committable suggestion skipped: line range outside the PR's diff.


30-35: ⚠️ Potential issue

Potential security issue in Base64 parsing

The current implementation might be vulnerable to memory allocation attacks. Consider:

  1. Adding maximum length validation
  2. Using span-based operations
  3. Implementing proper error handling
+        if (value.Length > 1024) // Reasonable maximum length
+        {
+            hwid = null;
+            return false;
+        }
+
         var array = new byte[GetBase64ByteLength(value)];
         if (!Convert.TryFromBase64String(value, array, out _))
         {
             hwid = null;
             return false;
         }
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        if (value.Length > 1024) // Reasonable maximum length
        {
            hwid = null;
            return false;
        }

        var array = new byte[GetBase64ByteLength(value)];
        if (!Convert.TryFromBase64String(value, array, out _))
        {
            hwid = null;
            return false;
        }
Content.Client/Access/UI/AgentIDCardBoundUserInterface.cs (2)

66-66: ⚠️ Potential issue

Add null check for CurrentNumber

The SetCurrentNumber call doesn't verify if CurrentNumber is null before usage.

-_window.SetCurrentNumber(cast.CurrentNumber); // DeltaV
+if (cast.CurrentNumber.HasValue)
+    _window.SetCurrentNumber(cast.CurrentNumber.Value);
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            if (cast.CurrentNumber.HasValue)
                _window.SetCurrentNumber(cast.CurrentNumber.Value);

29-30: ⚠️ Potential issue

Ensure event unsubscription in Dispose/Close

The number change event subscription is added, but there's no visible unsubscription. This could lead to memory leaks or unexpected behavior.

Add event cleanup in the appropriate lifecycle method:

 protected override void Open()
 {
     base.Open();
     _window = this.CreateWindow<AgentIDCardWindow>();
     _window.OnNameChanged += OnNameChanged;
     _window.OnJobChanged += OnJobChanged;
     _window.OnJobIconChanged += OnJobIconChanged;
     _window.OnNumberChanged += OnNumberChanged;
 }
+
+protected override void Dispose(bool disposing)
+{
+    base.Dispose(disposing);
+    if (!disposing)
+        return;
+        
+    if (_window != null)
+    {
+        _window.OnNameChanged -= OnNameChanged;
+        _window.OnJobChanged -= OnJobChanged;
+        _window.OnJobIconChanged -= OnJobIconChanged;
+        _window.OnNumberChanged -= OnNumberChanged;
+    }
+}
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            _window.OnNumberChanged += OnNumberChanged; // DeltaV
        }

        protected override void Dispose(bool disposing)
        {
            base.Dispose(disposing);
            if (!disposing)
                return;
                
            if (_window != null)
            {
                _window.OnNameChanged -= OnNameChanged;
                _window.OnJobChanged -= OnJobChanged;
                _window.OnJobIconChanged -= OnJobIconChanged;
                _window.OnNumberChanged -= OnNumberChanged;
            }
        }
Content.Server/DeltaV/CartridgeLoader/Cartridges/LogProbeCartridgeSystem.NanoChat.cs (3)

60-81: 🛠️ Refactor suggestion

Implement memory management for chat data

The ScanNanoChatCard method creates new dictionaries without size limits. Consider implementing:

  1. Maximum message history limit
  2. Cleanup of old messages
  3. Memory usage monitoring
 private void ScanNanoChatCard(Entity<LogProbeCartridgeComponent> ent,
     CartridgeAfterInteractEvent args,
     EntityUid target,
     NanoChatCardComponent card)
 {
+    const int MAX_MESSAGES = 100;
+    const int MAX_RECIPIENTS = 50;
+
     _audioSystem.PlayEntity(ent.Comp.SoundScan,
         args.InteractEvent.User,
         target,
         AudioHelpers.WithVariation(0.25f, _random));
     _popupSystem.PopupCursor(Loc.GetString("log-probe-scan-nanochat", ("card", target)), args.InteractEvent.User);
 
     ent.Comp.PulledAccessLogs.Clear();
 
+    var recipients = new Dictionary<uint, NanoChatRecipient>(
+        card.Recipients.Take(MAX_RECIPIENTS));
+    var messages = new Dictionary<uint, List<NanoChatMessage>>();
+    foreach (var kvp in card.Messages)
+    {
+        messages[kvp.Key] = kvp.Value.TakeLast(MAX_MESSAGES).ToList();
+    }
+
     ent.Comp.ScannedNanoChatData = new NanoChatData(
-        new Dictionary<uint, NanoChatRecipient>(card.Recipients),
-        new Dictionary<uint, List<NanoChatMessage>>(card.Messages),
+        recipients,
+        messages,
         card.Number,
         GetNetEntity(target)
     );
 
     UpdateUiState(ent, args.Loader);
 }
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private void ScanNanoChatCard(Entity<LogProbeCartridgeComponent> ent,
    CartridgeAfterInteractEvent args,
    EntityUid target,
    NanoChatCardComponent card)
{
    const int MAX_MESSAGES = 100;
    const int MAX_RECIPIENTS = 50;

    _audioSystem.PlayEntity(ent.Comp.SoundScan,
        args.InteractEvent.User,
        target,
        AudioHelpers.WithVariation(0.25f, _random));
    _popupSystem.PopupCursor(Loc.GetString("log-probe-scan-nanochat", ("card", target)), args.InteractEvent.User);

    ent.Comp.PulledAccessLogs.Clear();

    var recipients = new Dictionary<uint, NanoChatRecipient>(
        card.Recipients.Take(MAX_RECIPIENTS));
    var messages = new Dictionary<uint, List<NanoChatMessage>>();
    foreach (var kvp in card.Messages)
    {
        messages[kvp.Key] = kvp.Value.TakeLast(MAX_MESSAGES).ToList();
    }

    ent.Comp.ScannedNanoChatData = new NanoChatData(
        recipients,
        messages,
        card.Number,
        GetNetEntity(target)
    );

    UpdateUiState(ent, args.Loader);
}

16-36: ⚠️ Potential issue

Add error handling for recipient updates

The recipient update handler lacks error handling for potential exceptions when creating new dictionaries or accessing null values. Consider adding try-catch blocks and null checks.

 private void OnRecipientUpdated(ref NanoChatRecipientUpdatedEvent args)
 {
     var query = EntityQueryEnumerator<LogProbeCartridgeComponent, CartridgeComponent>();
     while (query.MoveNext(out var uid, out var probe, out var cartridge))
     {
-        if (probe.ScannedNanoChatData == null || GetEntity(probe.ScannedNanoChatData.Value.Card) != args.CardUid)
+        try
+        {
+            if (probe.ScannedNanoChatData == null || GetEntity(probe.ScannedNanoChatData.Value.Card) != args.CardUid)
                 continue;
 
-            if (!TryComp<NanoChatCardComponent>(args.CardUid, out var card))
+            if (!TryComp<NanoChatCardComponent>(args.CardUid, out var card) || card.Recipients == null)
                 continue;
 
             probe.ScannedNanoChatData = new NanoChatData(
                 new Dictionary<uint, NanoChatRecipient>(card.Recipients),
                 probe.ScannedNanoChatData.Value.Messages,
                 card.Number,
                 GetNetEntity(args.CardUid));
 
             if (cartridge.LoaderUid != null)
                 UpdateUiState((uid, probe), cartridge.LoaderUid.Value);
+        }
+        catch (Exception ex)
+        {
+            Log.Error($"Error updating NanoChat recipient: {ex}");
+        }
     }
 }
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    private void OnRecipientUpdated(ref NanoChatRecipientUpdatedEvent args)
    {
        var query = EntityQueryEnumerator<LogProbeCartridgeComponent, CartridgeComponent>();
        while (query.MoveNext(out var uid, out var probe, out var cartridge))
        {
            try
            {
                if (probe.ScannedNanoChatData == null || GetEntity(probe.ScannedNanoChatData.Value.Card) != args.CardUid)
                    continue;

                if (!TryComp<NanoChatCardComponent>(args.CardUid, out var card) || card.Recipients == null)
                    continue;

                probe.ScannedNanoChatData = new NanoChatData(
                    new Dictionary<uint, NanoChatRecipient>(card.Recipients),
                    probe.ScannedNanoChatData.Value.Messages,
                    card.Number,
                    GetNetEntity(args.CardUid));

                if (cartridge.LoaderUid != null)
                    UpdateUiState((uid, probe), cartridge.LoaderUid.Value);
            }
            catch (Exception ex)
            {
                Log.Error($"Error updating NanoChat recipient: {ex}");
            }
        }
    }

38-58: ⚠️ Potential issue

Handle potential race conditions in message processing

The message handler could experience race conditions if messages are received while updating the UI state. Consider using a lock or queue mechanism.

+private readonly object _messageUpdateLock = new();

 private void OnMessageReceived(ref NanoChatMessageReceivedEvent args)
 {
     var query = EntityQueryEnumerator<LogProbeCartridgeComponent, CartridgeComponent>();
     while (query.MoveNext(out var uid, out var probe, out var cartridge))
     {
-        if (probe.ScannedNanoChatData == null || GetEntity(probe.ScannedNanoChatData.Value.Card) != args.CardUid)
-            continue;
+        lock (_messageUpdateLock)
+        {
+            try
+            {
+                if (probe.ScannedNanoChatData == null || GetEntity(probe.ScannedNanoChatData.Value.Card) != args.CardUid)
+                    continue;
 
-            if (!TryComp<NanoChatCardComponent>(args.CardUid, out var card))
-                continue;
+                if (!TryComp<NanoChatCardComponent>(args.CardUid, out var card) || card.Messages == null)
+                    continue;
 
-            probe.ScannedNanoChatData = new NanoChatData(
-                probe.ScannedNanoChatData.Value.Recipients,
-                new Dictionary<uint, List<NanoChatMessage>>(card.Messages),
-                card.Number,
-                GetNetEntity(args.CardUid));
+                probe.ScannedNanoChatData = new NanoChatData(
+                    probe.ScannedNanoChatData.Value.Recipients,
+                    new Dictionary<uint, List<NanoChatMessage>>(card.Messages),
+                    card.Number,
+                    GetNetEntity(args.CardUid));
 
-            if (cartridge.LoaderUid != null)
-                UpdateUiState((uid, probe), cartridge.LoaderUid.Value);
+                if (cartridge.LoaderUid != null)
+                    UpdateUiState((uid, probe), cartridge.LoaderUid.Value);
+            }
+            catch (Exception ex)
+            {
+                Log.Error($"Error processing NanoChat message: {ex}");
+            }
+        }
     }
 }
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    private readonly object _messageUpdateLock = new();

    private void OnMessageReceived(ref NanoChatMessageReceivedEvent args)
    {
        var query = EntityQueryEnumerator<LogProbeCartridgeComponent, CartridgeComponent>();
        while (query.MoveNext(out var uid, out var probe, out var cartridge))
        {
            lock (_messageUpdateLock)
            {
                try
                {
                    if (probe.ScannedNanoChatData == null || GetEntity(probe.ScannedNanoChatData.Value.Card) != args.CardUid)
                        continue;

                    if (!TryComp<NanoChatCardComponent>(args.CardUid, out var card) || card.Messages == null)
                        continue;

                    probe.ScannedNanoChatData = new NanoChatData(
                        probe.ScannedNanoChatData.Value.Recipients,
                        new Dictionary<uint, List<NanoChatMessage>>(card.Messages),
                        card.Number,
                        GetNetEntity(args.CardUid));

                    if (cartridge.LoaderUid != null)
                        UpdateUiState((uid, probe), cartridge.LoaderUid.Value);
                }
                catch (Exception ex)
                {
                    Log.Error($"Error processing NanoChat message: {ex}");
                }
            }
        }
    }
Content.Server/CartridgeLoader/Cartridges/LogProbeCartridgeSystem.cs (1)

80-81: ⚠️ Potential issue

Add error handling for UI state updates

The UI state update lacks error handling which could lead to silent failures.

-    var state = new LogProbeUiState(ent.Comp.PulledAccessLogs, ent.Comp.ScannedNanoChatData); // DeltaV - NanoChat support
-    _cartridgeLoaderSystem?.UpdateCartridgeUiState(loaderUid, state);
+    try
+    {
+        var state = new LogProbeUiState(
+            ent.Comp.PulledAccessLogs ?? new List<PulledAccessLog>(),
+            ent.Comp.ScannedNanoChatData);
+        _cartridgeLoaderSystem?.UpdateCartridgeUiState(loaderUid, state);
+    }
+    catch (Exception ex)
+    {
+        Log.Error($"Failed to update LogProbe UI state: {ex}");
+        // Notify user of UI update failure
+        _popupSystem.PopupEntity(Loc.GetString("ui-update-failed"), ent, loaderUid);
+    }

Committable suggestion skipped: line range outside the PR's diff.

Resources/Locale/en-US/deltav/ghost/roles/ghost-role-component.ftl (1)

50-51: ⚠️ Potential issue

Add rules section for the Shadow Cat role

While the name and description are added, the role is missing a ghost-role-information-shadow-cat-rules section that's present for other roles. This section is important for defining gameplay boundaries and expectations.

Add rules section following the established pattern:

ghost-role-information-shadow-cat-name = Shadow Cat
ghost-role-information-shadow-cat-description = A cute cat made of... shadows? How?!
+ghost-role-information-shadow-cat-rules = You are a [color=green][bold]Non-antagonist[/bold][/color].
+    Behave like a mysterious but friendly cat.
+    You should not intentionally harm the crew or station.
+    All normal rules apply unless an administrator tells you otherwise.
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ghost-role-information-shadow-cat-name = Shadow Cat
ghost-role-information-shadow-cat-description = A cute cat made of... shadows? How?!
ghost-role-information-shadow-cat-rules = You are a [color=green][bold]Non-antagonist[/bold][/color].
    Behave like a mysterious but friendly cat.
    You should not intentionally harm the crew or station.
    All normal rules apply unless an administrator tells you otherwise.
Content.Shared/DeltaV/CCVars/DCCVars.cs (1)

91-92: 🛠️ Refactor suggestion

Consider adding validation for delay values

The float values for delays should be validated to prevent negative or extremely large values that could affect gameplay.

Add validation or use a more constrained type:

public static readonly CVarDef<float> AutoUnlockAllAccessDelay =
-    CVarDef.Create("game.auto_unlock_aa_delay_minutes", 5f, CVar.SERVERONLY | CVar.ARCHIVE);
+    CVarDef.Create("game.auto_unlock_aa_delay_minutes", 5f, CVar.SERVERONLY | CVar.ARCHIVE)
+        {
+            Validate = value => value >= 0 && value <= 60
+        };
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    public static readonly CVarDef<float> AutoUnlockAllAccessDelay =
        CVarDef.Create("game.auto_unlock_aa_delay_minutes", 5f, CVar.SERVERONLY | CVar.ARCHIVE)
        {
            Validate = value => value >= 0 && value <= 60
        };
Content.Client/Access/UI/AgentIDCardWindow.xaml.cs (1)

64-69: ⚠️ Potential issue

Add upper bound validation for number input

The current validation only checks for positive numbers but doesn't enforce an upper bound.

Add upper bound validation:

private void OnNumberEntered(LineEdit.LineEditEventArgs args)
{
-    if (uint.TryParse(args.Text, out var number) && number > 0)
+    if (uint.TryParse(args.Text, out var number) && number > 0 && number <= 9999)
        OnNumberChanged?.Invoke(number);
}
📝 Committable suggestion

‼️ IMPORTANT
Carefully review the code before committing. Ensure that it accurately replaces the highlighted code, contains no missing lines, and has no issues with indentation. Thoroughly test & benchmark the code to ensure it meets the requirements.

        // DeltaV - Add number validation and event
        private void OnNumberEntered(LineEdit.LineEditEventArgs args)
        {
            if (uint.TryParse(args.Text, out var number) && number > 0 && number <= 9999)
                OnNumberChanged?.Invoke(number);
        }
Content.Server/Administration/BanPanelEui.cs (1)

62-62: 🛠️ Refactor suggestion

Add logging for ban erasure actions

The 'erase' parameter should be logged for audit purposes, especially given its potential security implications.

 private async void BanPlayer(string? target, string? ipAddressString, bool useLastIp, ImmutableArray<byte>? hwid, bool useLastHwid, uint minutes, NoteSeverity severity, string reason, IReadOnlyCollection<string>? roles, bool erase)
 {
     if (!_admins.HasAdminFlag(Player, AdminFlags.Ban))
     {
-        Logger.WarningS("admin.bans_eui", $"{Player.Name} ({Player.UserId}) tried to create a ban with no ban flag");
+        Logger.WarningS("admin.bans_eui", $"{Player.Name} ({Player.UserId}) tried to create/erase a ban with no ban flag");
         return;
     }
+    Logger.InfoS("admin.bans_eui", $"{Player.Name} ({Player.UserId}) {(erase ? "erased" : "created")} a ban for {target ?? "null"} (IP: {ipAddressString ?? "null"})");
📝 Committable suggestion

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Carefully review the code before committing. Ensure that it accurately replaces the highlighted code, contains no missing lines, and has no issues with indentation. Thoroughly test & benchmark the code to ensure it meets the requirements.

    private async void BanPlayer(string? target, string? ipAddressString, bool useLastIp, ImmutableArray<byte>? hwid, bool useLastHwid, uint minutes, NoteSeverity severity, string reason, IReadOnlyCollection<string>? roles, bool erase)
    {
        if (!_admins.HasAdminFlag(Player, AdminFlags.Ban))
        {
            Logger.WarningS("admin.bans_eui", $"{Player.Name} ({Player.UserId}) tried to create/erase a ban with no ban flag");
            return;
        }
        Logger.InfoS("admin.bans_eui", $"{Player.Name} ({Player.UserId}) {(erase ? "erased" : "created")} a ban for {target ?? "null"} (IP: {ipAddressString ?? "null"})");
Resources/Locale/en-US/deltav/station-laws/laws.ftl (1)

106-107: 💡 Codebase verification

Law requires more specific enforcement guidelines

Based on the context from the laws file and security guidelines:

  • The law should reference Delta-V Space Law and Standard Operating Procedure for enforcement
  • Other role-specific laws provide clear, specific guidelines while this one is vague
  • Security guidelines explicitly state that circumstances and context may affect law enforcement

Consider revising the law to:

  1. Reference specific procedures for determining law violations
  2. Define "just" action in terms of existing Delta-V Space Law
  3. Add context-sensitivity clause similar to other laws and security guidelines
🔗 Analysis chain

Clarify the terms "immediately" and "justly"

The new law's wording is ambiguous and could lead to inconsistent enforcement:

  1. What constitutes "immediate" action?
  2. How is "just" action defined?
  3. Who determines if previous laws were disobeyed?

Consider providing specific guidelines or references to existing procedures.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Search for related law enforcement procedures
rg -l "law.*enforcement|justice.*procedure|disciplinary.*action" --type yaml --type ftl

Length of output: 117


Script:

#!/bin/bash
# Search for related law definitions and enforcement patterns without file type restrictions
rg -l "law.*enforcement|justice.*procedure|disciplinary.*action|punishment|sanction"

# Also search for other law-related entries in the same file
rg "law-.*delta" "Resources/Locale/en-US/deltav/station-laws/laws.ftl"

Length of output: 1212


Script:

#!/bin/bash
# Let's check the complete content of the laws file to understand the context
cat Resources/Locale/en-US/deltav/station-laws/laws.ftl

# Also check the command/security justice guidelines
cat "Resources/ServerInfo/Guidebook/DeltaV/Rules/RoleRules/C1_CommandSecurityJustice.xml"

Length of output: 10292

Content.Client/DeltaV/CartridgeLoader/Cartridges/NanoChatUiFragment.xaml (1)

149-152: ⚠️ Potential issue

Add input validation and length limits

The message input field should have:

  1. Maximum length constraint
  2. Visual character counter
  3. Input sanitization hints
 <LineEdit Name="MessageInput"
           PlaceHolder="{Loc nano-chat-message-placeholder}"
           HorizontalExpand="True"
+          MaxLength="1000"
+          ToolTip="{Loc nano-chat-max-length-tooltip}"
           StyleClasses="OpenRight" />

Committable suggestion skipped: line range outside the PR's diff.

Resources/Changelog/DeltaVChangelog.yml (1)

3730-3831: ⚠️ Potential issue

Resolve the merge conflict in the changelog.

There's a merge conflict that needs to be resolved. The conflict involves new changelog entries for:

  • Lavaland addition
  • PDA messaging
  • Shadow cats as ghost roles
  • Various other features and fixes

Please resolve the conflict by choosing the appropriate changes to keep.

<<<<<<< HEAD
=======
- author: deltanedas
...
>>>>>>> 49d67314dba867c001b38e45073381ad66851c39

Committable suggestion skipped: line range outside the PR's diff.

🧰 Tools
🪛 yamllint (1.35.1)

[error] 3731-3731: syntax error: could not find expected ':'

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Caution

Inline review comments failed to post. This is likely due to GitHub's limits when posting large numbers of comments.

🛑 Comments failed to post (66)
Content.Server/DeltaV/CartridgeLoader/Cartridges/LogProbeCartridgeSystem.NanoChat.cs (4)

21-22: ⚠️ Potential issue

Verify entity comparison for correctness.

In line 21, you compare entities using GetEntity(probe.ScannedNanoChatData.Value.Card) != args.CardUid. Ensure that GetEntity(probe.ScannedNanoChatData.Value.Card) returns the same type as args.CardUid for a valid comparison. If GetEntity returns an EntityUid, this is acceptable. Otherwise, consider adjusting the comparison to prevent potential logical errors.


65-69: ⚠️ Potential issue

Handle potential null references for audio and popup systems.

Ensure that _audioSystem and _popupSystem are properly initialized before calling PlayEntity and PopupCursor. This prevents possible NullReferenceException at runtime.


27-32: 🛠️ Refactor suggestion

Deep copy mutable data to prevent unintended side effects.

When assigning probe.ScannedNanoChatData, you create new dictionaries but copy references to the same NanoChatRecipient instances. If these objects are mutable and shared elsewhere, modifications could affect other parts of the system. Perform a deep copy of the NanoChatRecipient objects to avoid this issue.

Apply this diff to perform a deep copy:

-probe.ScannedNanoChatData = new NanoChatData(
-    new Dictionary<uint, NanoChatRecipient>(card.Recipients),
-    probe.ScannedNanoChatData.Value.Messages,
-    card.Number,
-    GetNetEntity(args.CardUid));
+probe.ScannedNanoChatData = new NanoChatData(
+    card.Recipients.ToDictionary(
+        entry => entry.Key,
+        entry => entry.Value.DeepClone()
+    ),
+    probe.ScannedNanoChatData.Value.Messages,
+    card.Number,
+    GetNetEntity(args.CardUid));

Ensure that NanoChatRecipient implements a DeepClone method for deep copying.

Committable suggestion skipped: line range outside the PR's diff.


49-54: 🛠️ Refactor suggestion

Deep copy message lists to prevent shared state issues.

Similarly, when copying card.Messages, you're creating new dictionaries but the lists inside may still reference the same NanoChatMessage objects. This can lead to unintended side effects if those messages are modified elsewhere. Perform a deep copy of the message lists and messages themselves.

Apply this diff to deep copy the messages:

-probe.ScannedNanoChatData = new NanoChatData(
-    probe.ScannedNanoChatData.Value.Recipients,
-    new Dictionary<uint, List<NanoChatMessage>>(card.Messages),
-    card.Number,
-    GetNetEntity(args.CardUid));
+probe.ScannedNanoChatData = new NanoChatData(
+    probe.ScannedNanoChatData.Value.Recipients,
+    card.Messages.ToDictionary(
+        entry => entry.Key,
+        entry => entry.Value.Select(message => message.DeepClone()).ToList()
+    ),
+    card.Number,
+    GetNetEntity(args.CardUid));

Ensure that NanoChatMessage implements a DeepClone method for deep copying.

Committable suggestion skipped: line range outside the PR's diff.

Content.Server/DeltaV/NanoChat/NanoChatSystem.cs (3)

73-102: ⚠️ Potential issue

Prevent Collection Modification During Iteration

In the ScrambleMessages method, you're modifying the component.Messages dictionary while iterating over it, which can lead to an InvalidOperationException:

foreach (var (recipientNumber, messages) in component.Messages)
{
    // ...
    // Potential modification of component.Messages here
}

To avoid this issue, create a copy of the keys before the loop:

-private void ScrambleMessages(NanoChatCardComponent component)
-{
-    foreach (var (recipientNumber, messages) in component.Messages)
+private void ScrambleMessages(NanoChatCardComponent component)
+{
+    var recipientNumbers = component.Messages.Keys.ToList();
+    foreach (var recipientNumber in recipientNumbers)
     {
+        var messages = component.Messages[recipientNumber];
        // Existing code...

92-94: 🛠️ Refactor suggestion

Ensure a Different Recipient Is Selected When Reassigning Messages

When reassigning conversations to a random recipient, the current logic may repeatedly select the same recipient, causing the reassignment to be skipped:

var newRecipient = _random.Pick(component.Recipients.Keys.ToList());
if (newRecipient == recipientNumber)
    continue;

To address this, ensure that a different recipient is selected:

var newRecipient = _random.Pick(component.Recipients.Keys.ToList());
- if (newRecipient == recipientNumber)
-     continue;
+ while (newRecipient == recipientNumber && component.Recipients.Count > 1)
+ {
+     newRecipient = _random.Pick(component.Recipients.Keys.ToList());
+ }

120-129: ⚠️ Potential issue

Add Error Handling for Name Generation Failure

If _name.GenerateUniqueName fails to generate a unique name, number may be invalid, leading to issues when assigning it to ent.Comp.Number. Consider adding error handling:

_name.GenerateUniqueName(ent, _nameIdentifierGroup, out var number);
+ if (number == null)
+ {
+     // Handle the error appropriately
+     _adminLogger.Add(LogType.Error, LogImpact.High, $"Failed to generate unique NanoChat number for {ToPrettyString(ent)}");
+     return;
+ }
ent.Comp.Number = (uint)number;
Dirty(ent);

Committable suggestion skipped: line range outside the PR's diff.

Content.Client/DeltaV/CartridgeLoader/Cartridges/NanoChatMessageBubble.xaml.cs (3)

23-27: ⚠️ Potential issue

Add parameter validation and improve error handling.

The method lacks proper parameter validation and error handling.

Apply this diff to add proper validation:

     public void SetMessage(NanoChatMessage message, bool isOwnMessage)
     {
+        if (message == null)
+            throw new ArgumentNullException(nameof(message));
+
         if (MessagePanel.PanelOverride is not StyleBoxFlat)
-            return;
+            throw new InvalidOperationException("MessagePanel must have a StyleBoxFlat panel override.");
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    public void SetMessage(NanoChatMessage message, bool isOwnMessage)
    {
        if (message == null)
            throw new ArgumentNullException(nameof(message));

        if (MessagePanel.PanelOverride is not StyleBoxFlat)
            throw new InvalidOperationException("MessagePanel must have a StyleBoxFlat panel override.");


46-47: ⚠️ Potential issue

Remove unprofessional comment and improve code clarity.

The comment "fuuuuuck" is unprofessional and the parent-child manipulation could be clearer.

Apply this diff to improve the code:

-        // fuuuuuck
-        MessageBox.Parent?.RemoveChild(MessageBox);
+        // Ensure MessageBox is detached from any previous parent before reattaching
+        if (MessageBox.Parent != null)
+        {
+            MessageBox.Parent.RemoveChild(MessageBox);
+        }
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        // Ensure MessageBox is detached from any previous parent before reattaching
        if (MessageBox.Parent != null)
        {
            MessageBox.Parent.RemoveChild(MessageBox);
        }

42-60: 🛠️ Refactor suggestion

Refactor message container layout logic.

The message container layout logic could be simplified and made more maintainable.

Consider refactoring the layout logic:

-        // For own messages: FlexSpace -> MessagePanel -> RightSpacer
-        // For other messages: LeftSpacer -> MessagePanel -> FlexSpace
         MessageContainer.RemoveAllChildren();
-
-        // Ensure MessageBox is detached from any previous parent before reattaching
-        if (MessageBox.Parent != null)
-        {
-            MessageBox.Parent.RemoveChild(MessageBox);
-        }
-
-        if (isOwnMessage)
-        {
-            MessageContainer.AddChild(FlexSpace);
-            MessageContainer.AddChild(MessageBox);
-            MessageContainer.AddChild(RightSpacer);
-        }
-        else
-        {
-            MessageContainer.AddChild(LeftSpacer);
-            MessageContainer.AddChild(MessageBox);
-            MessageContainer.AddChild(FlexSpace);
-        }
+        var (leftControl, rightControl) = isOwnMessage 
+            ? (FlexSpace, RightSpacer) 
+            : (LeftSpacer, FlexSpace);
+
+        MessageContainer.AddChild(leftControl);
+        MessageContainer.AddChild(MessageBox);
+        MessageContainer.AddChild(rightControl);
📝 Committable suggestion

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        MessageContainer.RemoveAllChildren();

        var (leftControl, rightControl) = isOwnMessage 
            ? (FlexSpace, RightSpacer) 
            : (LeftSpacer, FlexSpace);

        MessageContainer.AddChild(leftControl);
        MessageContainer.AddChild(MessageBox);
        MessageContainer.AddChild(rightControl);
Content.Server/DeltaV/CartridgeLoader/Cartridges/NanoChatCartridgeSystem.cs (1)

218-220: 🛠️ Refactor suggestion

Add error handling when required parameters are missing in 'HandleSendMessage'

In the HandleSendMessage method, if msg.RecipientNumber, msg.Content, or card.Comp.Number are null, the method returns early without any logging or user feedback. Consider adding error handling or logging to inform users or developers that the message could not be sent due to missing parameters.

Content.Client/DeltaV/CartridgeLoader/Cartridges/NanoChatEntry.xaml.cs (1)

20-38: ⚠️ Potential issue

Several improvements needed for robustness.

The current implementation has several areas that could be improved:

  1. The recipient parameter should be validated
  2. Event invocation should be protected
  3. Color reference should be documented

Apply these improvements:

-    public void SetRecipient(NanoChatRecipient recipient, uint number, bool isSelected)
+    public void SetRecipient(NanoChatRecipient recipient, uint number, bool isSelected)
+    {
+        ArgumentNullException.ThrowIfNull(recipient);
+
+        // Remove old handler if it exists
+        if (_pressHandler != null)
+        {
+            ChatButton.OnPressed -= _pressHandler;
+            _pressHandler = null;  // Ensure it's cleared
+        }
+
+        _number = number;
+
+        // Create and store new handler
+        _pressHandler = _ =>
+        {
+            try
+            {
+                OnPressed?.Invoke(this, new NanoChatEventArgs(_number));
+            }
+            catch (Exception ex)
+            {
+                Logger.ErrorS("nanochat", $"Error handling chat button press: {ex}");
+            }
+        };
+        ChatButton.OnPressed += _pressHandler;
+
+        NameLabel.Text = recipient.Name;
+        JobLabel.Text = recipient.JobTitle ?? "";
+        JobLabel.Visible = !string.IsNullOrEmpty(recipient.JobTitle);
+        UnreadIndicator.Visible = recipient.HasUnread;
+
+        // TODO: Consider moving this color to a theme configuration
+        ChatButton.ModulateSelfOverride = isSelected ? NanoChatMessageBubble.OwnMessageColor : null;
+    }

Committable suggestion skipped: line range outside the PR's diff.

Content.Client/DeltaV/Shuttles/UI/DockingConsoleWindow.xaml.cs (1)

83-91: ⚠️ Potential issue

Ensure Destinations List Updates Correctly

The current check only updates the destinations list if the count changes:

if (Destinations.Count == state.Destinations.Count)
    return;

However, this will not update the list if the destinations have changed but the count remains the same. To ensure the UI accurately reflects the available destinations, consider always clearing and repopulating the list or implementing a more thorough comparison of the destination contents.

Content.Server/DeltaV/Shuttles/Systems/DockingConsoleSystem.cs (1)

109-111: ⚠️ Potential issue

Correct Off-by-One Error in Destination Index Check

The index validation condition may allow an out-of-range index when selecting the last item:

if (args.Index < 0 || args.Index > docking.Destinations.Count)
    return;

This should be corrected to:

if (args.Index < 0 || args.Index >= docking.Destinations.Count)
    return;

This change ensures that args.Index is within the valid range of the Destinations list.

Content.Client/DeltaV/Shuttles/Systems/DockingConsoleSystem.cs (1)

5-5: ⚠️ Potential issue

Fix Syntax Error in Class Declaration

The class declaration ends with a semicolon and lacks a body, leading to a syntax error:

public sealed class DockingConsoleSystem : SharedDockingConsoleSystem;

This should be corrected to include an empty class body:

public sealed class DockingConsoleSystem : SharedDockingConsoleSystem
{
    // Implementation here
}

This ensures the class is properly defined and will compile without errors.

Content.Shared/DeltaV/Shuttles/DockingConsoleUI.cs (1)

15-26: ⚠️ Potential issue

Resolve Invalid Syntax in Class Constructors

The classes DockingConsoleState and DockingConsoleFTLMessage use constructor syntax that's invalid for regular classes in C#. This syntax is appropriate for record types introduced in C# 9. If records are intended, declare them explicitly as records. Otherwise, define the classes with proper constructors.

Option 1: Define as Records (if using C# 9 or later)

[Serializable, NetSerializable]
public sealed record DockingConsoleState(FTLState FTLState, StartEndTime FTLTime, List<DockingDestination> Destinations) : BoundUserInterfaceState;

[Serializable, NetSerializable]
public sealed record DockingConsoleFTLMessage(int Index) : BoundUserInterfaceMessage;

Option 2: Use Classes with Explicit Constructors

[Serializable, NetSerializable]
public sealed class DockingConsoleState : BoundUserInterfaceState
{
    public FTLState FTLState { get; set; }
    public StartEndTime FTLTime { get; set; }
    public List<DockingDestination> Destinations { get; set; }

    public DockingConsoleState(FTLState ftlState, StartEndTime ftlTime, List<DockingDestination> destinations)
    {
        FTLState = ftlState;
        FTLTime = ftlTime;
        Destinations = destinations;
    }
}

[Serializable, NetSerializable]
public sealed class DockingConsoleFTLMessage : BoundUserInterfaceMessage
{
    public int Index { get; set; }

    public DockingConsoleFTLMessage(int index)
    {
        Index = index;
    }
}

Ensure you choose the appropriate option based on your project's C# version and coding standards.

Content.Client/DeltaV/Shuttles/UI/DockingConsoleBoundUserInterface.cs (2)

24-29: ⚠️ Potential issue

Add null check before base.UpdateState call

The state parameter should be validated before use.

     protected override void UpdateState(BoundUserInterfaceState state)
     {
+        if (state == null)
+            return;
         base.UpdateState(state);
         if (state is DockingConsoleState cast)
             _window?.UpdateState(cast);
     }
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    protected override void UpdateState(BoundUserInterfaceState state)
    {
        if (state == null)
            return;
        base.UpdateState(state);
        if (state is DockingConsoleState cast)
            _window?.UpdateState(cast);
    }

14-22: ⚠️ Potential issue

Add error handling for window creation

The window creation and event subscription lacks error handling. If window creation fails, the UI could be left in an inconsistent state.

     protected override void Open()
     {
         base.Open();
 
+        try {
             _window = new DockingConsoleWindow(Owner);
             _window.OnFTL += index => SendMessage(new DockingConsoleFTLMessage(index));
             _window.OnClose += Close;
             _window.OpenCentered();
+        }
+        catch (Exception e)
+        {
+            Logger.ErrorS("ui.docking", e, "Failed to create docking console window");
+            Close();
+        }
     }
📝 Committable suggestion

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    protected override void Open()
    {
        base.Open();

        try {
            _window = new DockingConsoleWindow(Owner);
            _window.OnFTL += index => SendMessage(new DockingConsoleFTLMessage(index));
            _window.OnClose += Close;
            _window.OpenCentered();
        }
        catch (Exception e)
        {
            Logger.ErrorS("ui.docking", e, "Failed to create docking console window");
            Close();
        }
    }
Content.Server/DeltaV/Planet/PlanetSystem.cs (1)

21-21: 🛠️ Refactor suggestion

Consider making _setTiles a local variable to avoid potential concurrency issues.

The _setTiles field is used only within the LoadPlanet method and is cleared at the start of each iteration of the loop. By making it a local variable within the method, you can prevent potential threading issues if LoadPlanet is called concurrently.

Apply this diff to refactor _setTiles into a local variable:

-    private readonly List<(Vector2i, Tile)> _setTiles = new();

...

    public EntityUid? LoadPlanet(ProtoId<PlanetPrototype> id, string path)
    {
        var map = SpawnPlanet(id, runMapInit: false);
        var mapId = Comp<MapComponent>(map).MapId;

        if (!_mapLoader.TryLoad(mapId, path, out var grids))
        {
            Log.Error($"Failed to load planet grid {path} for planet {id}!");
            Del(map);
            return null;
        }

        // don't want rocks spawning inside the base
+       var setTiles = new List<(Vector2i, Tile)>();
        foreach (var gridUid in grids)
        {
-           _setTiles.Clear();
            var aabb = Comp<MapGridComponent>(gridUid).LocalAABB;
-           _biome.ReserveTiles(map, aabb.Enlarged(0.2f), _setTiles);
+           _biome.ReserveTiles(map, aabb.Enlarged(0.2f), setTiles);
        }

        _map.InitializeMap(map);
        return map;
    }
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    public EntityUid? LoadPlanet(ProtoId<PlanetPrototype> id, string path)
    {
        var map = SpawnPlanet(id, runMapInit: false);
        var mapId = Comp<MapComponent>(map).MapId;

        if (!_mapLoader.TryLoad(mapId, path, out var grids))
        {
            Log.Error($"Failed to load planet grid {path} for planet {id}!");
            Del(map);
            return null;
        }

        // don't want rocks spawning inside the base
        var setTiles = new List<(Vector2i, Tile)>();
        foreach (var gridUid in grids)
        {
            var aabb = Comp<MapGridComponent>(gridUid).LocalAABB;
            _biome.ReserveTiles(map, aabb.Enlarged(0.2f), setTiles);
        }

        _map.InitializeMap(map);
        return map;
    }
Content.Server/DeltaV/Station/Systems/CaptainStateSystem.cs (1)

13-13: ⚠️ Potential issue

Remove unused import.

The Microsoft.CodeAnalysis.CSharp.Syntax namespace is not used anywhere in this file and should be removed.

-using Microsoft.CodeAnalysis.CSharp.Syntax;
Resources/Maps/DeltaV/centcomm.yml (1)

35324-35328: ⚠️ Potential issue

Critical: Duplicate entity UID detected

There are two entities using the same UID 532. This will cause conflicts in entity management and could lead to unexpected behavior in-game.

Please assign a unique UID to one of these entities:

- uid: 532
+ uid: 533  # or another unused UID

Committable suggestion skipped: line range outside the PR's diff.

Content.Server/DeltaV/Shuttles/Systems/DockingShuttleSystem.cs (1)

68-69: ⚠️ Potential issue

Potential NullReferenceException when Accessing data.Grids.First()

In the OnStationGridAdded method, when accessing data.Grids.First(), there is an assumption that data.Grids contains at least one element. If data.Grids is empty, calling First() will throw an exception. It's recommended to check if data.Grids is not empty before accessing the first element to prevent a potential NullReferenceException.

Apply this diff to fix the potential issue:

 if (_station.GetOwningStation(uid) is not {} station || !TryComp<StationDataComponent>(station, out var data))
     return;

+ if (!data.Grids.Any())
+     return;
+
 // add the source station as a destination
 comp.Station = station;
 comp.Destinations.Add(new DockingDestination()
 {
     Name = Name(station),
     Map = Transform(data.Grids.First()).MapID
 });

Alternatively, use data.Grids.FirstOrDefault() and check for null:

 var grid = data.Grids.FirstOrDefault();
+ if (grid == null)
+     return;
+
 // add the source station as a destination
 comp.Station = station;
 comp.Destinations.Add(new DockingDestination()
 {
     Name = Name(station),
     Map = Transform(grid).MapID
 });
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        if (_station.GetOwningStation(uid) is not {} station || !TryComp<StationDataComponent>(station, out var data))
            return;

        if (!data.Grids.Any())
            return;

        // add the source station as a destination
        comp.Station = station;
        comp.Destinations.Add(new DockingDestination()
        {
            Name = Name(station),
            Map = Transform(data.Grids.First()).MapID
        });
        if (_station.GetOwningStation(uid) is not {} station || !TryComp<StationDataComponent>(station, out var data))
            return;

        var grid = data.Grids.FirstOrDefault();
        if (grid == null)
            return;

        // add the source station as a destination
        comp.Station = station;
        comp.Destinations.Add(new DockingDestination()
        {
            Name = Name(station),
            Map = Transform(grid).MapID
        });
Content.Shared/DeltaV/Shuttles/Components/DockingConsoleComponent.cs (1)

26-27: 🛠️ Refactor suggestion

Verify DockTag prototype existence

The DockTag is marked as required, but we should ensure the specified tag prototype exists at runtime.

Consider adding validation in the system:

+ [DataField(required: true, customTypeSerializer:typeof(PrototypeIdSerializer<TagPrototype>))]
  public ProtoId<TagPrototype> DockTag;
📝 Committable suggestion

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    [DataField(required: true, customTypeSerializer:typeof(PrototypeIdSerializer<TagPrototype>))]
    public ProtoId<TagPrototype> DockTag;
Content.Shared/DeltaV/Shuttles/Components/DockingShuttleComponent.cs (2)

21-26: 🛠️ Refactor suggestion

Fix documentation and consider adding validation for destinations.

Issues to address:

  1. Documentation refers to "console" but this is a shuttle component
  2. No validation for duplicate destinations
  3. No defined capacity limits for the number of destinations

Consider applying this diff:

    /// <summary>
-   /// Every destination this console can FTL to.
+   /// Every destination this shuttle can FTL to.
    /// </summary>
    [DataField]
-   public List<DockingDestination> Destinations = new();
+   public HashSet<DockingDestination> Destinations = new();

Using HashSet would automatically prevent duplicate destinations.

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    /// <summary>
    /// Every destination this shuttle can FTL to.
    /// </summary>
    [DataField]
    public HashSet<DockingDestination> Destinations = new();
}

1-46: 💡 Codebase verification

Testing coverage needed for DockingShuttle functionality

Based on the codebase analysis, while there are tests for emergency shuttles and basic shuttle physics, there are no specific tests covering the DockingShuttle functionality. The existing tests in EvacShuttleTest.cs and ShuttleTest.cs don't cover the new docking-specific features.

Please ensure the following tests are added:

  1. Unit tests for DockingShuttleComponent:

    • Serialization/deserialization of DockingDestination
    • Station property validation
    • Destination list management
  2. Integration tests for DockingShuttleSystem:

    • Interaction between DockingShuttleComponent and DockingConsoleComponent
    • Destination validation and FTL travel
    • Station assignment behavior
  3. Edge cases:

    • Invalid/null station references
    • Empty or invalid destinations
    • Concurrent docking attempts

Reference the existing ShuttleTest.cs and EvacShuttleTest.cs for the testing patterns used in the codebase.

🔗 Analysis chain

Strongly recommend comprehensive testing before merging.

Given that this PR was completed late at night with minimal testing ("DOTNET BUILD" only), and this component is critical for shuttle functionality, please ensure:

  1. Unit tests are added for:
    • Validation of Station property
    • Destination management (add/remove)
    • Serialization/deserialization
  2. Integration tests for:
    • Interaction with DockingConsoleComponent
    • FTL travel functionality
  3. In-game testing of:
    • Station assignment
    • Destination management
    • Edge cases (invalid destinations, etc.)

Let's check for existing tests:

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Search for test files related to docking
fd -e cs -e yaml "Docking.*[.]Tests?"

# Search for test methods related to docking
ast-grep --pattern '[TestFixture]
class $_ {
  $$$
  [Test]
  $_() {
    $$$
    Docking
    $$$
  }
  $$$
}'

Length of output: 151


Script:

#!/bin/bash
# Let's try a broader search for test files and methods

# Search for any test files in Content.Tests directories
fd -e cs "Tests?" Content.Tests

# Search for test methods mentioning shuttle or docking with more context
rg -l "shuttle|dock" Content.Tests -g "*.cs"

# Search for any test fixtures related to shuttles or docking
ast-grep --pattern '[TestFixture]
class $_ {
  $$$
  [Test]
  $_() {
    $$$
  }
  $$$
}'

# Look for any existing shuttle-related test files
fd -e cs "Shuttle.*Test"

# Check if there are any integration tests for shuttles
fd -e cs "Integration.*Shuttle"

Length of output: 1501


Script:

#!/bin/bash
# Let's examine the existing shuttle tests to understand their coverage

# Check content of EvacShuttleTest.cs
cat "Content.IntegrationTests/Tests/Station/EvacShuttleTest.cs"

# Check content of ShuttleTest.cs
cat "Content.IntegrationTests/Tests/ShuttleTest.cs"

# Look for any docking-related systems tests
rg -g "*.cs" -l "DockingShuttleSystem|SharedDockingShuttleSystem"

# Search for any existing test methods related to docking specifically
ast-grep --pattern '[Test]
$_() {
  $$$
  dock
  $$$
}'

Length of output: 8378

Content.Server/DeltaV/CartridgeLoader/Cartridges/NanoChatCartridgeComponent.cs (1)

1-26: ⚠️ Potential issue

⚠️ Critical: Ensure thorough testing before merge

Given the PR description's warnings about potential data loss and limited testing:

  1. The component handles critical communication functionality
  2. Only build testing has been performed
  3. Author warns about "losing everything"

Recommendations:

  1. Add unit tests for the component
  2. Perform integration testing with the radio system
  3. Verify proper cleanup on component removal
  4. Test edge cases with null Station/Card entities

Would you like me to help generate:

  1. Unit test templates for this component?
  2. Integration test scenarios?
Content.Server/DeltaV/Station/Components/StationPlanetSpawnerComponent.cs (1)

24-25: ⚠️ Potential issue

Resolve contradiction between required and nullable GridPath.

The GridPath property is marked as required but declared as nullable (ResPath?). This could lead to runtime issues if null values are provided despite the required constraint.

-    [DataField(required: true)]
-    public ResPath? GridPath;
+    [DataField(required: true)]
+    public ResPath GridPath;
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    [DataField(required: true)]
    public ResPath GridPath;
Content.Client/DeltaV/CartridgeLoader/Cartridges/NanoChatUiFragment.xaml.cs (1)

68-76: ⚠️ Potential issue

Ensure 'LabelDanger' style class is correctly managed based on message length

When the message length returns within the limit, the 'LabelDanger' style class remains on the CharacterCount label, potentially causing incorrect styling when it should no longer indicate an error. It's important to remove the 'LabelDanger' style class when the message length is acceptable.

Apply the following diff to add the removal of the 'LabelDanger' style class when the message length is within the limit:

             CharacterCount.Visible = length > MaxMessageLength;
             if (length > MaxMessageLength)
             {
                 CharacterCount.Text = Loc.GetString("nano-chat-message-too-long",
                     ("current", length),
                     ("max", MaxMessageLength));
-                CharacterCount.StyleClasses.Add("LabelDanger");
+                if (!CharacterCount.StyleClasses.Contains("LabelDanger"))
+                    CharacterCount.StyleClasses.Add("LabelDanger");
             }
+            else
+            {
+                CharacterCount.StyleClasses.Remove("LabelDanger");
+            }
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            CharacterCount.Visible = length > MaxMessageLength;
            if (length > MaxMessageLength)
            {
                CharacterCount.Text = Loc.GetString("nano-chat-message-too-long",
                    ("current", length),
                    ("max", MaxMessageLength));
                if (!CharacterCount.StyleClasses.Contains("LabelDanger"))
                    CharacterCount.StyleClasses.Add("LabelDanger");
            }
            else
            {
                CharacterCount.StyleClasses.Remove("LabelDanger");
            }
Content.Client/DeltaV/NanoChat/NanoChatSystem.cs (1)

5-5: ⚠️ Potential issue

Add class body to NanoChatSystem declaration

The class declaration ends with a semicolon and lacks a body, which results in a syntax error. Even if the class is empty, it should include curly braces to define the class body.

Apply the following diff to fix the class declaration:

-public sealed class NanoChatSystem : SharedNanoChatSystem;
+public sealed class NanoChatSystem : SharedNanoChatSystem
+{
+}
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public sealed class NanoChatSystem : SharedNanoChatSystem
{
}
Content.Client/DeltaV/CartridgeLoader/Cartridges/NanoChatLogEntry.xaml (1)

14-18: 💡 Codebase verification

Consider reducing MinWidth constraint

The MinWidth of 390 appears to be significantly larger than most other UI elements in the codebase. Most similar chat/log interfaces use values between 150-300. Since this label already has HorizontalExpand="True", the large MinWidth is unnecessary and could cause layout issues on smaller screens.

Recommendations:

  • Remove the MinWidth constraint entirely since HorizontalExpand="True" will handle the sizing
  • Or reduce it to ~250-300 to match other similar UI components in the codebase
🔗 Analysis chain

Review MessageLabel constraints

The large MinWidth of 390 might cause layout issues on smaller screens or when the window is resized.

Let's check for similar UI patterns:

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Look for other UI components with fixed MinWidth
rg "MinWidth=\"390\""

# Check for responsive UI patterns
ast-grep --pattern '<BoxContainer $$$>
  $$$
  <Label MinWidth="$_" $$$/>
  $$$
</BoxContainer>'

Length of output: 221


Script:

#!/bin/bash
# Let's check the parent container and surrounding context
rg -A 10 -B 10 'MinWidth="390"'

# Also check for other MinWidth values in XAML files for comparison
rg 'MinWidth="[0-9]' --type xaml

# Look for the parent control that might be using this NanoChatLogEntry
rg "NanoChatLogEntry" --type xaml

Length of output: 1802


Script:

#!/bin/bash
# Let's try without the file type restriction
rg 'MinWidth="[0-9]'

# Check for the parent UI that uses NanoChatLogEntry
rg -l "NanoChatLogEntry"

# Look for the container class to understand the layout context
rg -A 5 -B 5 "<BoxContainer" "Content.Client/DeltaV/CartridgeLoader/Cartridges/NanoChatLogEntry.xaml"

Length of output: 16586

Content.Client/Access/UI/AgentIDCardWindow.xaml (1)

9-12: 🛠️ Refactor suggestion

Consider adding input pattern constraints

To prevent invalid input and potential data loss, consider adding pattern constraints directly in XAML.

         <!-- DeltaV - Add NanoChat number field -->
         <Label Name="CurrentNumber" Text="{Loc 'agent-id-card-current-number'}" />
-        <LineEdit Name="NumberLineEdit" PlaceHolder="#0000" />
+        <LineEdit Name="NumberLineEdit" 
+                  PlaceHolder="#0000"
+                  MaxLength="4"
+                  ToolTip="{Loc 'agent-id-card-number-tooltip'}" />
         <!-- DeltaV end -->
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        <!-- DeltaV - Add NanoChat number field -->
        <Label Name="CurrentNumber" Text="{Loc 'agent-id-card-current-number'}" />
        <LineEdit Name="NumberLineEdit" 
                  PlaceHolder="#0000"
                  MaxLength="4"
                  ToolTip="{Loc 'agent-id-card-number-tooltip'}" />
        <!-- DeltaV end -->
Content.Server/DeltaV/Station/Systems/StationPlanetSpawnerSystem.cs (1)

20-24: ⚠️ Potential issue

Add error handling for LoadPlanet operation

The LoadPlanet operation could fail but there's no error handling. Given the PR context about potential data loss, this is critical.

Consider adding try-catch and logging:

 if (ent.Comp.GridPath is not {} path)
     return;

-ent.Comp.Map = _planet.LoadPlanet(ent.Comp.Planet, path.ToString());
+try 
+{
+    ent.Comp.Map = _planet.LoadPlanet(ent.Comp.Planet, path.ToString());
+    Log.Info($"Successfully loaded planet {ent.Comp.Planet} at {path}");
+} 
+catch (Exception e)
+{
+    Log.Error($"Failed to load planet {ent.Comp.Planet}: {e}");
+    // Consider appropriate fallback behavior
+}

Committable suggestion skipped: line range outside the PR's diff.

Content.Shared/CartridgeLoader/Cartridges/LogProbeUiState.cs (1)

19-23: 🛠️ Refactor suggestion

Consider initializing PulledLogs in constructor

The PulledLogs property is public but not readonly, which could lead to state mutation issues.

Consider making the property readonly and initializing in constructor:

-public List<PulledAccessLog> PulledLogs;
+public readonly List<PulledAccessLog> PulledLogs;

 public LogProbeUiState(List<PulledAccessLog> pulledLogs, NanoChatData? nanoChatData = null)
 {
-    PulledLogs = pulledLogs;
+    PulledLogs = new List<PulledAccessLog>(pulledLogs); // Create defensive copy
     NanoChatData = nanoChatData;
 }
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    public readonly List<PulledAccessLog> PulledLogs;

    public LogProbeUiState(List<PulledAccessLog> pulledLogs, NanoChatData? nanoChatData = null) // DeltaV - NanoChat support
    {
        PulledLogs = new List<PulledAccessLog>(pulledLogs); // Create defensive copy
        NanoChatData = nanoChatData; // DeltaV
    }
Content.Shared/DeltaV/CartridgeLoader/Cartridges/NanoChatUiState.cs (2)

8-13: ⚠️ Potential issue

Ensure thread-safety and immutability of collections

The current implementation allows direct modification of Recipients and Messages dictionaries.

Consider making the collections truly immutable:

-public readonly Dictionary<uint, NanoChatRecipient> Recipients = new();
-public readonly Dictionary<uint, List<NanoChatMessage>> Messages = new();
+public readonly IReadOnlyDictionary<uint, NanoChatRecipient> Recipients;
+public readonly IReadOnlyDictionary<uint, IReadOnlyList<NanoChatMessage>> Messages;

Committable suggestion skipped: line range outside the PR's diff.


15-29: ⚠️ Potential issue

Add parameter validation and defensive copying

The constructor accepts collections without validation or defensive copying, which could lead to state corruption.

Consider adding validation and defensive copying:

 public NanoChatUiState(
     Dictionary<uint, NanoChatRecipient> recipients,
     Dictionary<uint, List<NanoChatMessage>> messages,
     uint? currentChat,
     uint ownNumber,
     int maxRecipients,
     bool notificationsMuted)
 {
-    Recipients = recipients;
-    Messages = messages;
+    if (recipients == null)
+        throw new ArgumentNullException(nameof(recipients));
+    if (messages == null)
+        throw new ArgumentNullException(nameof(messages));
+    if (maxRecipients <= 0)
+        throw new ArgumentException("Max recipients must be positive", nameof(maxRecipients));
+
+    // Create defensive copies
+    Recipients = new Dictionary<uint, NanoChatRecipient>(recipients);
+    Messages = messages.ToDictionary(
+        kvp => kvp.Key,
+        kvp => new List<NanoChatMessage>(kvp.Value).AsReadOnly());
     CurrentChat = currentChat;
     OwnNumber = ownNumber;
     MaxRecipients = maxRecipients;
     NotificationsMuted = notificationsMuted;
 }

Committable suggestion skipped: line range outside the PR's diff.

Content.Client/DeltaV/CartridgeLoader/Cartridges/NanoChatUi.cs (2)

21-25: 🛠️ Refactor suggestion

Consider unsubscribing event handler

The lambda event handler subscription should be cleaned up to prevent memory leaks.

 public override void Setup(BoundUserInterface userInterface, EntityUid? fragmentOwner)
 {
     _fragment = new NanoChatUiFragment();
+    
+    // Store delegate reference for cleanup
+    _messageHandler = (type, number, content, job) => 
+        SendNanoChatUiMessage(type, number, content, job, userInterface);
+    _fragment.OnMessageSent += _messageHandler;
 }

+public override void Dispose()
+{
+    base.Dispose();
+    if (_fragment != null)
+    {
+        _fragment.OnMessageSent -= _messageHandler;
+    }
+}

Committable suggestion skipped: line range outside the PR's diff.


14-15: ⚠️ Potential issue

Add null check for _fragment in GetUIFragmentRoot

The ! operator assumes _fragment is non-null, but this could throw if Setup hasn't been called.

- return _fragment!;
+ return _fragment ?? throw new InvalidOperationException("NanoChatUi not properly initialized");
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        return _fragment ?? throw new InvalidOperationException("NanoChatUi not properly initialized");
    }
Content.Shared.Database/TypedHwid.cs (1)

21-41: ⚠️ Potential issue

Enhance error handling in TryParse method

The current implementation has several potential issues:

  1. No validation of input string length
  2. No maximum length check for the base64 string
  3. Silent failure on invalid base64 padding

Consider adding more specific error handling and validation.

 public static bool TryParse(string value, [NotNullWhen(true)] out ImmutableTypedHwid? hwid)
 {
+    if (string.IsNullOrEmpty(value))
+    {
+        hwid = null;
+        return false;
+    }
+
+    const int MaxBase64Length = 1024; // Define appropriate maximum length
+    if (value.Length > MaxBase64Length)
+    {
+        hwid = null;
+        return false;
+    }
+
     var type = HwidType.Legacy;

Committable suggestion skipped: line range outside the PR's diff.

Content.Client/DeltaV/CartridgeLoader/Cartridges/NanoChatEntry.xaml (2)

17-27: 🛠️ Refactor suggestion

Improve accessibility of unread indicator

The unread indicator uses hardcoded colors that might not provide sufficient contrast for all users. Consider:

  1. Using theme variables instead of hardcoded colors
  2. Adding an aria-label for screen readers
 <PanelContainer Name="UnreadIndicator"
                 MinSize="8 8"
                 MaxSize="8 8"
                 VerticalAlignment="Center"
+                ToolTip.ShowOnHover="True"
+                ToolTip.Text="{Loc 'nanochat-unread-messages'}"
                 Margin="0 0 6 0">
     <PanelContainer.PanelOverride>
         <graphics:StyleBoxFlat
-            BackgroundColor="#17c622"
-            BorderColor="#0f7a15" />
+            BackgroundColor="{ThemeResource UnreadIndicatorBackground}"
+            BorderColor="{ThemeResource UnreadIndicatorBorder}" />
     </PanelContainer.PanelOverride>
 </PanelContainer>

Committable suggestion skipped: line range outside the PR's diff.


40-45: 💡 Codebase verification

Based on the search results, I can now provide the final response:

Text overflow handling needs attention in NanoChat components

The search reveals that both NanoChatEntry and NanoChatLogEntry use ClipText="False" without any visible text wrapping or truncation mechanism. This pattern appears to be specific to NanoChat components and could indeed cause layout issues with long text content.

  • Content.Client/DeltaV/CartridgeLoader/Cartridges/NanoChatEntry.xaml: JobLabel with uncontrolled text overflow
  • Content.Client/DeltaV/CartridgeLoader/Cartridges/NanoChatLogEntry.xaml: Similar uncontrolled text overflow

Consider:

  • Setting ClipText="True" with TextWrapping="Wrap" for controlled multi-line display
  • Or implement ellipsis truncation using ClipText="True" with appropriate width constraints
🔗 Analysis chain

Verify text overflow behavior for JobLabel

The JobLabel has ClipText set to False but no clear overflow handling strategy. This might cause layout issues with very long job titles.

Consider implementing text truncation with ellipsis or wrapping behavior for long job titles.


Let me gather more information about the UI component and its usage.


Let me check one more thing to understand how the LabelSubText style class is defined and if it handles text overflow.


Let me fix the regex and try one last search:

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Search for job title length constraints or truncation logic
rg "JobLabel.*Text.*=" 

Length of output: 473


Script:

#!/bin/bash
# Check the parent container and layout properties
ast-grep --pattern 'class NanoChatEntry {
  $$$
}'

# Look for similar label implementations
rg -A 2 'StyleClasses="LabelSubText"'

Length of output: 10910


Script:

#!/bin/bash
# Search for LabelSubText style definition
rg -l "LabelSubText".*\{ 

# Also check the parent BoxContainer's properties
rg -A 3 '<BoxContainer[^>]*>.*JobLabel'

Length of output: 161


Script:

#!/bin/bash
# Search for LabelSubText style definition with fixed regex
rg "\.LabelSubText\s*{" 

# Check if there are any existing implementations with ClipText="False" that might show issues
rg -B 2 'ClipText="False"'

Length of output: 816

Content.Client/Access/UI/AgentIDCardBoundUserInterface.cs (2)

32-36: 🛠️ Refactor suggestion

Validate number before sending message

The number change handler doesn't validate the input before sending the message to the server.

Add validation to prevent potential issues:

private void OnNumberChanged(uint newNumber)
{
+   // Validate number range if there are any business rules
+   if (newNumber < MIN_NUMBER || newNumber > MAX_NUMBER)
+   {
+       Logger.Warning($"Invalid number value: {newNumber}");
+       return;
+   }
    SendMessage(new AgentIDCardNumberChangedMessage(newNumber));
}

Committable suggestion skipped: line range outside the PR's diff.


29-30: ⚠️ Potential issue

Ensure event handler cleanup in Dispose/Close

The event subscription is added in Open(), but there's no corresponding unsubscription. This could lead to memory leaks.

Add cleanup in the Close or Dispose method:

protected override void Close()
{
    base.Close();
    
    if (_window != null)
    {
        _window.OnNameChanged -= OnNameChanged;
        _window.OnJobChanged -= OnJobChanged;
        _window.OnJobIconChanged -= OnJobIconChanged;
+       _window.OnNumberChanged -= OnNumberChanged;
        _window = null;
    }
}
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protected override void Close()
{
    base.Close();
    
    if (_window != null)
    {
        _window.OnNameChanged -= OnNameChanged;
        _window.OnJobChanged -= OnJobChanged;
        _window.OnJobIconChanged -= OnJobIconChanged;
        _window.OnNumberChanged -= OnNumberChanged;
        _window = null;
    }
}
Content.Client/DeltaV/CartridgeLoader/Cartridges/NewChatPopup.xaml (2)

11-13: 🛠️ Refactor suggestion

Add input validation attributes

The number input field lacks validation attributes to restrict input to valid numbers.

Add validation attributes:

<LineEdit Name="NumberInput"
-         PlaceHolder="{Loc nano-chat-number-placeholder}" />
+         PlaceHolder="{Loc nano-chat-number-placeholder}"
+         MinLength="1"
+         MaxLength="10"
+         Filter="[0-9]" />
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                    <LineEdit Name="NumberInput"
                              PlaceHolder="{Loc nano-chat-number-placeholder}"
                              MinLength="1"
                              MaxLength="10"
                              Filter="[0-9]" />
                </PanelContainer>

21-23: ⚠️ Potential issue

Add security validation for name input

The name input field should have length restrictions and character validation to prevent injection attacks.

Add validation:

<LineEdit Name="NameInput"
-         PlaceHolder="{Loc nano-chat-name-placeholder}" />
+         PlaceHolder="{Loc nano-chat-name-placeholder}"
+         MaxLength="32"
+         Filter="[^<>&quot;']" />
📝 Committable suggestion

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                    <LineEdit Name="NameInput"
                              PlaceHolder="{Loc nano-chat-name-placeholder}"
                              MaxLength="32"
                              Filter="[^<>&quot;']" />
                </PanelContainer>
Content.Shared/Access/SharedAgentIDCardSystem.cs (1)

42-51: 🛠️ Refactor suggestion

Add input validation to AgentIDCardNumberChangedMessage

The message class accepts any uint value without validation, which could lead to invalid states if not properly handled by receivers.

 public AgentIDCardNumberChangedMessage(uint number)
 {
+    if (number < 1000 || number > 9999)
+        throw new ArgumentOutOfRangeException(nameof(number), "Number must be between 1000 and 9999");
     Number = number;
 }
📝 Committable suggestion

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    // DeltaV - Add number change message
    [Serializable, NetSerializable]
    public sealed class AgentIDCardNumberChangedMessage : BoundUserInterfaceMessage
    {
        public uint Number { get; }

        public AgentIDCardNumberChangedMessage(uint number)
        {
            if (number < 1000 || number > 9999)
                throw new ArgumentOutOfRangeException(nameof(number), "Number must be between 1000 and 9999");
            Number = number;
        }
Content.Client/DeltaV/CartridgeLoader/Cartridges/NewChatPopup.xaml.cs (1)

68-78: ⚠️ Potential issue

Add range validation in CreateChat method

The CreateChat method only validates that the input is a valid uint but doesn't check if it's within the acceptable range (1000-9999 based on the 4-digit requirement).

 private void CreateChat()
 {
     if (!uint.TryParse(NumberInput.Text, out var number))
         return;
 
+    if (number < 1000 || number > 9999)
+    {
+        // Add error popup or message
+        return;
+    }
+
     var name = NameInput.Text.Trim();
     var job = string.IsNullOrWhiteSpace(JobInput.Text) ? null : JobInput.Text.Trim();
 
     OnChatCreated?.Invoke(number, name, job);
     Close();
 }

Committable suggestion skipped: line range outside the PR's diff.

Content.Server/CartridgeLoader/Cartridges/LogProbeCartridgeSystem.cs (1)

38-44: ⚠️ Potential issue

Add error handling for NanoChat card scanning

The NanoChat card scanning logic lacks error handling and user feedback. Consider adding appropriate error messages and handling failed scans.

 if (TryComp<NanoChatCardComponent>(target, out var nanoChatCard))
 {
+    try 
+    {
         ScanNanoChatCard(ent, args, target, nanoChatCard);
         args.InteractEvent.Handled = true;
+    }
+    catch (Exception ex)
+    {
+        _popupSystem.PopupCursor(Loc.GetString("nanochat-scan-failed"), args.InteractEvent.User);
+        Logger.Error($"Failed to scan NanoChat card: {ex}");
+    }
     return;
 }
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        // DeltaV begin - Add NanoChat card scanning
        if (TryComp<NanoChatCardComponent>(target, out var nanoChatCard))
        {
            try 
            {
                ScanNanoChatCard(ent, args, target, nanoChatCard);
                args.InteractEvent.Handled = true;
            }
            catch (Exception ex)
            {
                _popupSystem.PopupCursor(Loc.GetString("nanochat-scan-failed"), args.InteractEvent.User);
                Logger.Error($"Failed to scan NanoChat card: {ex}");
            }
            return;
        }
Resources/Locale/en-US/deltav/ghost/roles/ghost-role-component.ftl (1)

50-51: ⚠️ Potential issue

Add missing rules and role classification for Shadow Cat

The new Shadow Cat role is missing critical information compared to other roles:

  • No classification as antagonist/non-antagonist
  • No specific rules or behavioral guidelines
  • No gameplay objectives or restrictions

This could lead to confusion about how players should behave in this role.

Consider adding a rules section following the established pattern:

 ghost-role-information-shadow-cat-name = Shadow Cat
 ghost-role-information-shadow-cat-description = A cute cat made of... shadows? How?!
+ghost-role-information-shadow-cat-rules = You are a [color=green][bold]Non-antagonist[/bold][/color].
+    Roleplay as a mysterious shadowy feline entity.
+    You should not seek to harm the station or its crew.
+    All normal rules apply unless an administrator tells you otherwise.
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ghost-role-information-shadow-cat-name = Shadow Cat
ghost-role-information-shadow-cat-description = A cute cat made of... shadows? How?!
ghost-role-information-shadow-cat-rules = You are a [color=green][bold]Non-antagonist[/bold][/color].
    Roleplay as a mysterious shadowy feline entity.
    You should not seek to harm the station or its crew.
    All normal rules apply unless an administrator tells you otherwise.
Content.Shared/DeltaV/CCVars/DCCVars.cs (1)

91-92: 🛠️ Refactor suggestion

Add validation for auto-unlock delay

Similar to RequestAcoDelay, AutoUnlockAllAccessDelay should validate for non-negative values.

Apply similar validation:

 public static readonly CVarDef<float> AutoUnlockAllAccessDelay =
-    CVarDef.Create("game.auto_unlock_aa_delay_minutes", 5f, CVar.SERVERONLY | CVar.ARCHIVE);
+    CVarDef.Create("game.auto_unlock_aa_delay_minutes", 5f, CVar.SERVERONLY | CVar.ARCHIVE, validate: v => v >= 0);
📝 Committable suggestion

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    public static readonly CVarDef<float> AutoUnlockAllAccessDelay =
        CVarDef.Create("game.auto_unlock_aa_delay_minutes", 5f, CVar.SERVERONLY | CVar.ARCHIVE, validate: v => v >= 0);
Content.Client/Access/UI/AgentIDCardWindow.xaml.cs (1)

71-74: ⚠️ Potential issue

Add null check for NumberLineEdit

The SetCurrentNumber method assumes NumberLineEdit is not null, which might not be true if called before initialization.

Add null check:

 public void SetCurrentNumber(uint? number)
 {
+    if (NumberLineEdit == null)
+        return;
     NumberLineEdit.Text = number?.ToString("D4") ?? "";
 }
📝 Committable suggestion

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        // DeltaV - Add setter for current number
        public void SetCurrentNumber(uint? number)
        {
            if (NumberLineEdit == null)
                return;
            NumberLineEdit.Text = number?.ToString("D4") ?? "";
Content.Server/Administration/BanPanelEui.cs (1)

62-62: 🛠️ Refactor suggestion

⚠️ Potential issue

Document the erase parameter and its security implications.

The erase parameter has been added to the method signature without documentation explaining its purpose or security implications. Consider:

  1. Adding XML documentation to explain the parameter
  2. Adding security checks for this sensitive operation

Apply this diff to improve documentation and security:

-    private async void BanPlayer(string? target, string? ipAddressString, bool useLastIp, ImmutableArray<byte>? hwid, bool useLastHwid, uint minutes, NoteSeverity severity, string reason, IReadOnlyCollection<string>? roles, bool erase)
+    /// <summary>
+    /// Bans a player from the server.
+    /// </summary>
+    /// <param name="erase">If true, erases additional player data. Requires elevated permissions.</param>
+    private async void BanPlayer(string? target, string? ipAddressString, bool useLastIp, ImmutableArray<byte>? hwid, bool useLastHwid, uint minutes, NoteSeverity severity, string reason, IReadOnlyCollection<string>? roles, bool erase)
+    {
+        if (erase && !_admins.HasAdminFlag(Player, AdminFlags.Host))
+        {
+            _sawmill.Warning($"{Player.Name} ({Player.UserId}) attempted to use erase functionality without Host permissions");
+            return;
+        }

Committable suggestion skipped: line range outside the PR's diff.

Content.Client/DeltaV/CartridgeLoader/Cartridges/NanoChatUiFragment.xaml (1)

149-152: ⚠️ Potential issue

Add input validation for message length.

The message input field should have maximum length validation to prevent potential abuse.

 <LineEdit Name="MessageInput"
           PlaceHolder="{Loc nano-chat-message-placeholder}"
           HorizontalExpand="True"
+          MaxLength="1000"
           StyleClasses="OpenRight" />
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                        <LineEdit Name="MessageInput"
                                  PlaceHolder="{Loc nano-chat-message-placeholder}"
                                  HorizontalExpand="True"
                                  MaxLength="1000"
                                  StyleClasses="OpenRight" />
Content.Shared/DeltaV/Salvage/Systems/MiningPointsSystem.cs (2)

37-42: 🛠️ Refactor suggestion

Handle missing ID card gracefully

In the OnClaimMiningPoints method, if the user does not have an ID card with a MiningPointsComponent, the method silently does nothing. Consider providing feedback to the user to inform them that they need a valid ID card to claim mining points.


81-88: ⚠️ Potential issue

Prevent integer overflow when adding points

In the AddPoints method, adding amount to ent.Comp.Points without checking for overflow might cause an integer overflow if the total exceeds uint.MaxValue. Consider adding a check to prevent overflow.

Apply this diff to fix the issue:

 public bool AddPoints(Entity<MiningPointsComponent?> ent, uint amount)
 {
     if (!_query.Resolve(ent, ref ent.Comp))
         return false;

+    if (amount > uint.MaxValue - ent.Comp.Points)
+        return false;

     ent.Comp.Points += amount;
     Dirty(ent);
     return true;
 }
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    {
        if (!_query.Resolve(ent, ref ent.Comp))
            return false;

        if (amount > uint.MaxValue - ent.Comp.Points)
            return false;

        ent.Comp.Points += amount;
        Dirty(ent);
        return true;
    }
Content.Shared/DeltaV/Salvage/MiningPointsUI.cs (1)

9-9: ⚠️ Potential issue

Remove the extraneous semicolon after the class declaration

In C#, class declarations should not end with a semicolon. The semicolon at the end of the class declaration is a syntax error and should be removed.

Apply this diff to fix the syntax error:

 [Serializable, NetSerializable]
-public sealed class LatheClaimMiningPointsMessage : BoundUserInterfaceMessage;
+public sealed class LatheClaimMiningPointsMessage : BoundUserInterfaceMessage
+{
+    // Class implementation (if any)
+}
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public sealed class LatheClaimMiningPointsMessage : BoundUserInterfaceMessage
{
    // Class implementation (if any)
}
Content.Shared/DeltaV/Salvage/Components/MiningPointsLatheComponent.cs (1)

9-9: ⚠️ Potential issue

Remove the extraneous semicolon after the class declaration

In C#, class declarations should not end with a semicolon. Remove the semicolon to correct the syntax error.

Apply this diff:

 [RegisterComponent, NetworkedComponent]
-public sealed partial class MiningPointsLatheComponent : Component;
+public sealed partial class MiningPointsLatheComponent : Component
+{
+    // Component implementation (if any)
+}
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public sealed partial class MiningPointsLatheComponent : Component
{
    // Component implementation (if any)
}
Content.Shared/DeltaV/Salvage/Components/MiningPointsComponent.cs (1)

18-19: ⚠️ Potential issue

Add validation and events for Points field

The public uint field without validation could lead to overflow issues and inconsistent state. Consider:

  1. Adding validation logic
  2. Implementing change events
  3. Using a property with getter/setter instead of a public field
-    [DataField, AutoNetworkedField]
-    public uint Points;
+    [DataField, AutoNetworkedField]
+    private uint _points;
+    
+    public uint Points
+    {
+        get => _points;
+        set
+        {
+            var old = _points;
+            _points = value;
+            OnPointsChanged?.Invoke(old, value);
+        }
+    }
+
+    public delegate void PointsChangedHandler(uint oldPoints, uint newPoints);
+    public event PointsChangedHandler? OnPointsChanged;
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    [DataField, AutoNetworkedField]
    private uint _points;
    
    public uint Points
    {
        get => _points;
        set
        {
            var old = _points;
            _points = value;
            OnPointsChanged?.Invoke(old, value);
        }
    }

    public delegate void PointsChangedHandler(uint oldPoints, uint newPoints);
    public event PointsChangedHandler? OnPointsChanged;
Content.Client/Lathe/UI/LatheBoundUserInterface.cs (1)

35-36: ⚠️ Potential issue

Add error handling and validation for mining points claim

The current implementation lacks:

  1. Error handling for failed claims
  2. Validation before sending claim message
  3. User feedback mechanism
-            _menu.OnClaimMiningPoints += () => SendMessage(new LatheClaimMiningPointsMessage()); // DeltaV
+            _menu.OnClaimMiningPoints += () =>
+            {
+                try 
+                {
+                    if (!_menu.CanClaimPoints()) 
+                    {
+                        _menu.ShowError("Cannot claim points at this time");
+                        return;
+                    }
+                    SendMessage(new LatheClaimMiningPointsMessage());
+                }
+                catch (Exception e)
+                {
+                    _menu.ShowError("Failed to claim points");
+                    Logger.ErrorS("lathe", e, "Failed to claim mining points");
+                }
+            };

Committable suggestion skipped: line range outside the PR's diff.

Content.Shared/Research/Prototypes/LatheRecipePrototype.cs (1)

74-79: ⚠️ Potential issue

Add validation and clarify scaling behavior for mining points

The MiningPoints field needs:

  1. Value validation to prevent exploitation
  2. Clear documentation about scaling behavior
  3. Protection against stack manipulation
-        /// DeltaV: Number of mining points this recipe adds to an oreproc when printed.
-        /// Scales with stack count.
-        /// </summary>
-        [DataField]
-        public uint MiningPoints;
+        /// <summary>
+        /// Number of mining points this recipe adds to an oreproc when printed.
+        /// Base value that gets multiplied by the stack count of the crafted item.
+        /// Must be between 0 and 1000 points per item to prevent exploitation.
+        /// </summary>
+        [DataField]
+        [ValidatePrototypeField(typeof(MiningPointsValidationSystem))]
+        public uint MiningPoints;
+
+        public uint GetScaledMiningPoints(uint stackCount)
+        {
+            const uint MaxPointsPerItem = 1000;
+            return Math.Min(MiningPoints, MaxPointsPerItem) * Math.Min(stackCount, 100);
+        }

Committable suggestion skipped: line range outside the PR's diff.

Content.Client/Lathe/UI/LatheMenu.xaml.cs (3)

96-106: 🛠️ Refactor suggestion

Improve error handling in UpdateMiningPoints

The method lacks error handling for localization and could be optimized.

Apply this diff to improve error handling and optimization:

     private void UpdateMiningPoints(uint points)
     {
-        MiningPointsClaimButton.Disabled = points == 0 ||
-            _player.LocalSession?.AttachedEntity is not {} player ||
-            _miningPoints.TryFindIdCard(player) == null;
-        if (points == _lastMiningPoints)
+        if (!_entityManager.IsAlive(Entity))
+            return;
+            
+        var canClaim = points > 0 &&
+            _player.LocalSession?.AttachedEntity is {} player &&
+            _miningPoints.TryFindIdCard(player) != null;
+            
+        MiningPointsClaimButton.Disabled = !canClaim;
+            
+        if (points == _lastMiningPoints)
             return;

         _lastMiningPoints = points;
-        MiningPointsLabel.Text = Loc.GetString("lathe-menu-mining-points", ("points", points));
+        try
+        {
+            MiningPointsLabel.Text = Loc.GetString("lathe-menu-mining-points", ("points", points));
+        }
+        catch (Exception ex)
+        {
+            Logger.ErrorS("ui.lathe", ex, "Failed to format mining points text");
+            MiningPointsLabel.Text = $"Points: {points}";
+        }
     }
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Carefully review the code before committing. Ensure that it accurately replaces the highlighted code, contains no missing lines, and has no issues with indentation. Thoroughly test & benchmark the code to ensure it meets the requirements.

    private void UpdateMiningPoints(uint points)
    {
        if (!_entityManager.IsAlive(Entity))
            return;
            
        var canClaim = points > 0 &&
            _player.LocalSession?.AttachedEntity is {} player &&
            _miningPoints.TryFindIdCard(player) != null;
            
        MiningPointsClaimButton.Disabled = !canClaim;
            
        if (points == _lastMiningPoints)
            return;

        _lastMiningPoints = points;
        try
        {
            MiningPointsLabel.Text = Loc.GetString("lathe-menu-mining-points", ("points", points));
        }
        catch (Exception ex)
        {
            Logger.ErrorS("ui.lathe", ex, "Failed to format mining points text");
            MiningPointsLabel.Text = $"Points: {points}";
        }
    }

83-89: ⚠️ Potential issue

Add event handler cleanup in SetEntity

The event handler for MiningPointsClaimButton is added but never removed, which could lead to multiple subscriptions if SetEntity is called multiple times.

Apply this diff to properly manage event handler:

         // Begin DeltaV Additions: Mining points UI
         MiningPointsContainer.Visible = _entityManager.TryGetComponent<MiningPointsComponent>(Entity, out var points);
-        MiningPointsClaimButton.OnPressed += _ => OnClaimMiningPoints?.Invoke();
+        MiningPointsClaimButton.OnPressed -= OnMiningPointsClaimPressed; // Cleanup old handler
+        MiningPointsClaimButton.OnPressed += OnMiningPointsClaimPressed; // Add new handler
         if (points != null)
             UpdateMiningPoints(points.Points);
         // End DeltaV Additions

+        private void OnMiningPointsClaimPressed(BaseButton.ButtonEventArgs _)
+        {
+            if (!MiningPointsClaimButton.Disabled)
+                OnClaimMiningPoints?.Invoke();
+        }

Committable suggestion skipped: line range outside the PR's diff.


121-127: 🛠️ Refactor suggestion

Optimize FrameUpdate performance

The current implementation checks for component changes every frame, which could be inefficient.

Consider subscribing to point changes instead of polling every frame:

-    protected override void FrameUpdate(FrameEventArgs args)
-    {
-        base.FrameUpdate(args);
-
-        if (_entityManager.TryGetComponent<MiningPointsComponent>(Entity, out var points))
-            UpdateMiningPoints(points.Points);
-    }
+    private void SubscribeToPointChanges()
+    {
+        if (_entityManager.TryGetComponent<MiningPointsComponent>(Entity, out var points))
+        {
+            _entityManager.EventBus.SubscribeComponent<MiningPointsComponent, MiningPointsChangedEvent>(
+                HandlePointsChanged, Entity);
+        }
+    }
+
+    private void UnsubscribeFromPointChanges()
+    {
+        if (_entityManager.HasComponent<MiningPointsComponent>(Entity))
+        {
+            _entityManager.EventBus.UnsubscribeComponent<MiningPointsComponent, MiningPointsChangedEvent>(
+                HandlePointsChanged, Entity);
+        }
+    }
+
+    private void HandlePointsChanged(EntityUid uid, MiningPointsComponent component, MiningPointsChangedEvent args)
+    {
+        UpdateMiningPoints(component.Points);
+    }

Update SetEntity to use the subscription:

     public void SetEntity(EntityUid uid)
     {
+        UnsubscribeFromPointChanges();
         Entity = uid;
         ...
         if (points != null)
+        {
             UpdateMiningPoints(points.Points);
+            SubscribeToPointChanges();
+        }

Committable suggestion skipped: line range outside the PR's diff.

Content.Client/CartridgeLoader/Cartridges/LogProbeUiFragment.xaml.cs (2)

84-87: ⚠️ Potential issue

Potential NullReferenceException when accessing data.CardNumber

In the DisplayNanoChatData method, data.CardNumber may be null, but it is used without a null check at line 86. This could result in a NullReferenceException if data.CardNumber is null. Ensure that data.CardNumber is not null before using it.

Apply this diff to fix the issue:

84     var messageText = Loc.GetString("log-probe-message-format",
85         ("sender", $"#{msg.SenderId:D4}"),
-        ("recipient", $"#{data.CardNumber:D4}"),
+        ("recipient", data.CardNumber != null ? $"#{data.CardNumber:D4}" : "Unknown"),
86         ("content", msg.Content));
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                var messageText = Loc.GetString("log-probe-message-format",
                    ("sender", $"#{msg.SenderId:D4}"),
                    ("recipient", data.CardNumber != null ? $"#{data.CardNumber:D4}" : "Unknown"),
                    ("content", msg.Content));

100-101: ⚠️ Potential issue

Potential NullReferenceException when comparing msg.SenderId with data.CardNumber

At line 100, data.CardNumber might be null when comparing msg.SenderId == data.CardNumber. This could lead to incorrect filtering of messages or runtime errors. Ensure that data.CardNumber is not null before using it in comparisons.

Apply this diff to fix the issue:

100     var outgoingMessages = messages
-            .Where(msg => msg.SenderId == data.CardNumber && !msg.DeliveryFailed)
+            .Where(msg => data.CardNumber != null && msg.SenderId == data.CardNumber && !msg.DeliveryFailed)
             .OrderByDescending(msg => msg.Timestamp);
📝 Committable suggestion

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Carefully review the code before committing. Ensure that it accurately replaces the highlighted code, contains no missing lines, and has no issues with indentation. Thoroughly test & benchmark the code to ensure it meets the requirements.

                .Where(msg => data.CardNumber != null && msg.SenderId == data.CardNumber && !msg.DeliveryFailed)
                .OrderByDescending(msg => msg.Timestamp);
Content.Shared/DeltaV/NanoChat/SharedNanoChatSystem.cs (1)

220-241: ⚠️ Potential issue

Method TryDeleteChat may not function as intended when deleting chats

The TryDeleteChat method returns true even if no chat was removed when keepMessages is false. Ensure the return value accurately reflects whether a chat was deleted.

Consider modifying the method to accurately return false when no chat was deleted:

227     // Remove from recipients list
228     var removed = card.Comp.Recipients.Remove(recipientNumber);
229 
230     // Clear messages if requested
231     if (!keepMessages)
232         card.Comp.Messages.Remove(recipientNumber);
233 
234     // Clear current chat if we just deleted it
235     if (card.Comp.CurrentChat == recipientNumber)
236         card.Comp.CurrentChat = null;
237 
238-    if (removed)
239-        Dirty(card);
240+    if (removed || !keepMessages)
241+    {
242+        Dirty(card);
243+        return true;
244+    }
245+
246+    return false;

Committable suggestion skipped: line range outside the PR's diff.

Resources/Changelog/DeltaVChangelog.yml (1)

3730-3831: ⚠️ Potential issue

Resolve merge conflicts in the changelog

The file contains unresolved merge conflict markers that need to be addressed:

<<<<<<< HEAD
=======
>>>>>>> 49d67314dba867c001b38e45073381ad66851c39

Additionally, there appears to be a YAML syntax error around line 3731. Please resolve the merge conflicts and ensure the YAML structure is valid.

🧰 Tools
🪛 yamllint (1.35.1)

[error] 3731-3731: syntax error: could not find expected ':'

(syntax)

Signed-off-by: GeneralGaws <[email protected]>
Signed-off-by: GeneralGaws <[email protected]>
@GeneralGaws GeneralGaws marked this pull request as ready for review December 14, 2024 16:58
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Actionable comments posted: 1

📜 Review details

Configuration used: CodeRabbit UI
Review profile: CHILL
Plan: Pro

📥 Commits

Reviewing files that changed from the base of the PR and between 56c810d and 2e1d6f3.

📒 Files selected for processing (3)
  • Resources/Changelog/DeltaVChangelog.yml (1 hunks)
  • Resources/ConfigPresets/DeltaV/deltav.toml (1 hunks)
  • Resources/Locale/en-US/deltav/ghost/roles/ghost-role-component.ftl (2 hunks)
🚧 Files skipped from review as they are similar to previous changes (1)
  • Resources/Locale/en-US/deltav/ghost/roles/ghost-role-component.ftl
🧰 Additional context used
🪛 yamllint (1.35.1)
Resources/Changelog/DeltaVChangelog.yml

[error] 3724-3724: syntax error: could not find expected ':'

(syntax)

🔇 Additional comments (2)
Resources/Changelog/DeltaVChangelog.yml (1)

3723-3831: ⚠️ Potential issue

Critical: Resolve merge conflicts in the changelog

The YAML file contains unresolved Git merge conflict markers that are causing syntax errors. The conflict needs to be resolved by keeping the new changelog entries and removing the conflict markers.

Apply this diff to resolve the conflict:

- <<<<<<< HEAD
- =======
  - author: deltanedas
    changes:
    - message: Added Lavaland, coming soon to a station near you!
      type: Add
    - message: Removed the random reclaimer wrecks.
      type: Remove
    - message: Fixed not being able to build catwalks over lava.
      type: Fix
    id: 755
    time: '2024-12-10T18:37:43.0000000+00:00'
    url: https://github.com/DeltaV-Station/Delta-v/pull/2380
    # ... keep remaining entries 756-768 ...
- >>>>>>> 49d67314dba867c001b38e45073381ad66851c39

Likely invalid or redundant comment.

🧰 Tools
🪛 yamllint (1.35.1)

[error] 3724-3724: syntax error: could not find expected ':'

(syntax)

Resources/ConfigPresets/DeltaV/deltav.toml (1)

8-14: Verify panic bunker configuration in-game

Given that these changes were made late at night with minimal testing and could potentially impact server accessibility:

  1. Verify that new players can join when admins are present
  2. Verify that new players are blocked when no admins are present
  3. Verify that the custom reason message is displayed correctly

Run the following script to check for any existing panic bunker configuration tests:

✅ Verification successful

Based on the search results, I can see that the panic bunker functionality is well-implemented in the codebase with proper configuration handling, admin commands, and connection management. The code shows that:

  1. The panic bunker automatically enables/disables based on admin presence as configured
  2. It properly blocks new players when no admins are present
  3. The custom reason message is displayed to blocked players through the localization system

The configuration in deltav.toml matches the implementation:

  • enabled = true - Panic bunker starts enabled
  • disable_with_admins = true - Will disable when admins are present
  • enable_without_admins = true - Will enable when no admins are present
  • show_reason = true - Will show the custom reason message
  • Custom reason message is properly set

No manual verification needed - functionality is properly implemented

  • The panic bunker system is fully automated through the AdminSystem.cs which handles admin presence detection and bunker state changes
  • Connection checks are properly implemented in ConnectionManager.cs
  • Custom reason messages are properly handled through the localization system
  • All settings are properly bound to configuration variables
🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Search for panic bunker related tests
# Expected: Find test files that verify panic bunker functionality

# Look for test files containing panic bunker tests
rg -l "panic.?bunker" -g "**/*[tT]est*"

# Look for integration tests
ast-grep --pattern 'class $_(Test|Spec) {
  $$$
  panic_bunker
  $$$
}'

Length of output: 115


Script:

#!/bin/bash
# Let's try a broader search for panic bunker related code and tests

# Search for panic bunker in all files
rg -i "panic.?bunker" -C 3

# Search specifically for test files with a broader pattern
fd -t f "test" -X rg -i "panic.?bunker" {}

# Look for any configuration related tests
rg -i "test|spec" -g "**/*.rs" -g "**/*.cs" -g "**/*.toml" -C 3

Length of output: 71453

Comment on lines +10 to +12
enabled = true
disable_with_admins = true
enable_without_admins = true
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⚠️ Potential issue

Fix contradictory panic bunker settings

The current configuration has contradictory settings that would prevent new players from joining when admins are present but allow them when no admins are available. This contradicts both the intended security measure and the custom reason message.

Apply this diff to fix the logic:

 enabled = true
-disable_with_admins = true
-enable_without_admins = true
+disable_with_admins = false    # Allow new players when admins are present
+enable_without_admins = false  # Prevent new players when no admins are present
📝 Committable suggestion

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Suggested change
enabled = true
disable_with_admins = true
enable_without_admins = true
enabled = true
disable_with_admins = false # Allow new players when admins are present
enable_without_admins = false # Prevent new players when no admins are present

Signed-off-by: GeneralGaws <[email protected]>
Signed-off-by: GeneralGaws <[email protected]>
Signed-off-by: GeneralGaws <[email protected]>
@GeneralGaws GeneralGaws marked this pull request as draft December 14, 2024 18:17
@GeneralGaws GeneralGaws marked this pull request as ready for review December 16, 2024 00:07
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Actionable comments posted: 1

📜 Review details

Configuration used: CodeRabbit UI
Review profile: CHILL
Plan: Pro

📥 Commits

Reviewing files that changed from the base of the PR and between 2e1d6f3 and 4e21385.

📒 Files selected for processing (3)
  • Resources/Locale/en-US/deltav/job/job-description.ftl (0 hunks)
  • Resources/Locale/en-US/deltav/job/job-names.ftl (1 hunks)
  • Resources/Locale/en-US/deltav/preferences/loadout-groups.ftl (0 hunks)
💤 Files with no reviewable changes (2)
  • Resources/Locale/en-US/deltav/job/job-description.ftl
  • Resources/Locale/en-US/deltav/preferences/loadout-groups.ftl
🔇 Additional comments (1)
Resources/Locale/en-US/deltav/job/job-names.ftl (1)

50-50: LGTM - Localization entry follows conventions

The new alternate title entry is:

  • Correctly placed in the alternate titles section
  • Follows the established naming convention (job-alt-title-*)
  • Maintains alphabetical ordering within its section

@@ -47,6 +47,7 @@ job-alt-title-excavator = Excavator
job-alt-title-senior-researcher = Senior Researcher
job-alt-title-lab-technician = Lab Technician
job-alt-title-xenoarch = Xenoarchaeologist
job-alt-title-roboticist = Roboticist
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💡 Codebase verification

Roboticist role change appears to be a breaking change requiring reversion

Based on the verification results, this is not just a localization change but a significant breaking change:

  • The Roboticist job definition in DeltaV (Resources/Prototypes/DeltaV/Roles/Jobs/Epistemics/roboticist.yml) is entirely commented out
  • The role still exists as a primary job in Stray's configuration (Resources/Prototypes/Stray/Roles/Jobs/Silicon/roboticist.yml)
  • The role is listed as part of the Silicon department in departments.yml
  • Numerous maps, loadouts, and game systems still reference Roboticist as a primary role

This change would break:

  • Character progression and playtime tracking (via JobRoboticist tracker)
  • Access control systems (Research, Robotics, Maintenance permissions)
  • Department organization (Silicon department staffing)
  • Map spawn points and role assignments
🔗 Analysis chain

Verify the impact of changing Roboticist from primary role to alternate title

This change appears to be part of a larger restructuring where the Roboticist is being changed from a primary job role to an alternate title. While the localization entry is correctly formatted, this change could have significant implications:

  • Impact on existing characters/saves with the Roboticist role
  • Changes to role permissions and game mechanics
  • Removal of associated loadout groups

Run the following script to identify potential dependencies and impacts:


Let me gather more specific information about the role changes by examining the relevant prototype files.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Search for Roboticist-related configurations and code references

# Check for Roboticist role references in YAML configs
echo "Checking YAML configurations..."
rg -l "Roboticist" --glob "*.yml"

# Check for Roboticist in code files
echo "Checking code files..."
rg -l "Roboticist" --type-add 'cs:*.cs' --type cs

# Check for related prototypes
echo "Checking prototype files..."
rg -l "Roboticist" --glob "*.yml" Resources/Prototypes/

Length of output: 5910


Script:

#!/bin/bash
# Check the old and new role definitions
echo "=== Checking DeltaV Roboticist role definition ==="
cat Resources/Prototypes/DeltaV/Roles/Jobs/Epistemics/roboticist.yml

echo -e "\n=== Checking Stray Roboticist role definition ==="
cat Resources/Prototypes/Stray/Roles/Jobs/Silicon/roboticist.yml

echo -e "\n=== Checking departments.yml for role placement ==="
cat Resources/Prototypes/Roles/Jobs/departments.yml | grep -A 10 -B 10 "Roboticist"

Length of output: 2314

@GeneralGaws GeneralGaws deleted the masterBack branch December 20, 2024 22:37
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