Commit graph

8 commits

Author SHA1 Message Date
Princess Cheeseballs
2c6ffecf62
Move GameTicker to Shared (#45834)
* Scope creep my ass

* why was this shit not pushed????

* gone...

* fix that

* review plus buildd

* asfsafsafsafsafas

* grug

* burber

* I'll fix this later

* shrimply die

* also this

* it's snerf or snuthin

* assaads

* round snend

* aaaa

* fix this shit for real

* actually, don't start GameRules until MapInit now that I think aboot it.

* forgot u

* don't actually need this part nullable

* Deffer comp removal

* one liner

* do that too

* chungus

* Honestly makes more sense here, plus WHY are we doing all that shit on "GameRuleAdded" rather than GameRuleStarted(?)

* deferred removal :V

* aaaaaaaaaaaaaaa

* whhop

* Whoop

* better

* landmine that I placed for myself then forgot about lmao

* cleanup

* FUCKING `!`

* gotovo

* amogus

* please don't check by metadata I beg

* waawsasfdfsasfa

* sfafsasfafsas

* fdsaasffsasfa

* code

* fix

* fasasffasfasfsad

* chungaas

* I may be stupid

* gra

* graaaaaaaaaaaaaaaaa

* comment

* gra

* clearing is not predicted and would require major refactors, so don't cache on client.

* lame shit :P

* last holes

* nukeopsfsafsasafsfafsa

* why  was that shit public bruh

* bubrbgwahrghfaka

* dynamic

* revert change that did nothing lmao
2026-09-16 19:34:19 +00:00
Rouden
cc2c14f8e4
Device Network refactor part 1: API improvements (#44346)
* Refactor DeviceNetwork

* Singleton

* NetworkPayloads refactor

* Reorganize DeviceNetworkSystem

* Surveillance cameras

* Fix code

* Fix build

* Fix test fail by rewriting entire singleton logic

* Properly predict examine

* Update DeviceNetworkSystem.API.cs

* Update EntityTest.cs

* Update DeviceNetworkSystem.cs

* Alright I'll do this expensive check fine

* Fix disposals debug assert

* Implement device network static events support

* Use frozen dictionaries for performance

* Update SharedDeviceNetworkSystem.Payloads.cs

* Parallel payload handling support

* Fix some spagetti-code

* Optimize NetworkPayload cancellation

* Parallel payloads are now cancellable

* Fix screens

* Fix robotics console

* Allow new methods for shared

* Mail fix

* Turret fix

* Fix network system method usage + signal and borg fix

* finally fix atmos devices OH MY GOOOD

* Remove stupid parallelism from fax

* Fix surveiollance cameras

* Working on a single thing for 2 days straight award

* Fix the test?

* Update units.yml

* Add IDevice interface because why not

* Add more device network suffixes

* Fix camera router failing test

* yaml linter peak

* Improve docs for DeviceNetworkHandlers

* fix build

* Update CartridgeLoaderSystem.Relay.cs

* Remove parallel system and EntitySystem post init

* Add more docs and also events

* Remove unnecessary caching

* Update DevicePayloadComponentSystem.cs

* Back to entity events

* Implement DeviceData

* Remove serializable from payloads

* Update DeviceData.cs

* Add a prototype for a singleton

* Fix tests

* Fix air alarms

* Update DeviceNetworkSystem.cs

* Fix cameras

* Make camera router event-less

* Fix atmos sync payloads, add more docs

* Remove singleton + instant packets

* oops remove public access

* Fix tests?

* Why the hell overload effect makes puddle sparks

* Apparently it was redundant

* Update gates.yml

* Finish documentation

* Review

* Mark relay properties as obsolete

* Struct payloads support (#blazinglyfastmemorysafe)

* Update DeviceNetworkTest.cs

* Make device structs stuff better

* Move address prefix to DeviceNetworkComponent

* Locale fixes

* Fix tests

* Doesn't know boolean logic award

* Update AtmosAlarmableSystem.cs

* Fix address predicted examine

* Partial fix to air alarmables

* Fix deployable turrets UI

* Fix firelocks, maybe

* Apparently Activatable UI was enough lol

* Fix surveillance cameras

* Rename `QueuePacket` into `SendPacket`

* Simplify DeviceData as much as possible

* Update DeviceData.cs

* Update FaxMachineComponent.cs

* Remove DeviceData because its stupid

* Update ScreenSystem.cs

* Fix build (camera map broken still)

* Fix map

* fix usings

* Review changes

* Build fix
2026-08-31 19:42:56 +00:00
Pieter-Jan Briers
5168b5f3d4
IoC source gen compatibility (#43863)
* IoC source gen compatibility

Can be merged before or after https://github.com/space-wizards/RobustToolbox/pull/6549 doesn't really matter.

* Missed a spot
2026-05-09 03:29:58 +00:00
metalgearsloth
63dfd21b14
Predict dumping (#32394)
* Predict dumping

- This got soaped really fucking hard.
- Dumping is predicted, this required disposals to be predicte.d
- Disposals required mailing (because it's tightly coupled), and a smidge of other content systems.
- I also had to fix a compnetworkgenerator issue at the same time so it wouldn't mispredict.

* Fix a bunch of stuff

* nasty merge

* Some reviews

* Some more reviews while I stash

* Fix merge

* Fix merge

* Half of review

* Review

* re(h)f

* lizards

* feexes

* feex
2025-04-19 16:20:40 +10:00
Errant
265feeb061
Devmap crew monitor fix (#31677) 2024-09-01 22:37:17 -06:00
metalgearsloth
a89d4c750b
Power stuff (#31314)
* Power stuff

- Add shared IsPowered
- Add shared ResolveApc
- Move PowerChangedEvent to shared for now
- Add SlimPoweredLight that actually functions how you'd expect a PoweredLight to function it id didn't have a bunch of bloat on it.

* big update

* boing
2024-08-25 22:18:42 +10:00
nikthechampiongr
266cc85f57
Create DeviceNetworkJammerComponent & System as a general way for entities to act as jammers (#26342)
* Add DeviceNetworkJammerComponent & System

Allows for entities to "jam" DeviceNetwork packets.

Whenever a device attempts to send a packet, the
DeviceNetworkJammerSystem listens for the BeforePacketSentEvent.
From there if any entity with the jammer component is within range of
either the sender or receiver of the packet the event will be cancelled.
Additionally jammers can only block packets in certain networks. If a
packet is not being transmitted in one of the networks it can block then
even if the jammer is in range the event will not be cancelled.

The range is stored in the jammer component along with the networks it
can jam.

Jammable network ids are stored as strings which seems to be how custom
networks are stored (E.g. network ids for suit sensors).

To allow for all of this, the BeforePacketSentEvent was modified to
provide the NetworkId.

* Make JammerSystem for the radio jammer use the DeviceNetworkJammer. Remove redundant event.

* Replace calls to TryDistance with InRange
2024-03-24 21:59:16 -04:00
Julian Giebel
1ed63d43b0
System for single device net server per station functionality (#23946) 2024-03-03 20:45:37 -04:00