using Content.Shared.DeviceNetwork.Components;
using Content.Shared.DeviceNetwork.Events;
using Content.Shared.DeviceNetwork.Payloads;
using Content.Shared.SurveillanceCamera;
namespace Content.Shared.DeviceNetwork.Systems;
///
/// A system for re-routing s
/// through an entity with .
///
public sealed partial class DeviceNetworkRouterSystem : EntitySystem
{
[Dependency] private SharedDeviceNetworkSystem _deviceNetworkSystem = default!;
[Dependency] private EntityQuery _query = default!;
// TODO: make an engine PR to allow for auto-generated relay subscriptions
// Should be doable by using reflection on marker interfaces and then adding them to the auto-generated subscriptions
// I know it looks absolutely hilarious and horrible, but uuuhhhh anything to not make boxing allocations!!!!!!!! :godo:
public override void Initialize()
{
base.Initialize();
// Surveillance cameras
SubscribeLocalEvent>>((ent, ref args) => OnRoutePayload(ent, ref args));
SubscribeLocalEvent>>((ent, ref args) => OnRoutePayload(ent, ref args));
SubscribeLocalEvent>>((ent, ref args) => OnRoutePayload(ent, ref args));
SubscribeLocalEvent>>((ent, ref args) => OnRoutePayload(ent, ref args));
SubscribeLocalEvent>>((ent, ref args) => OnRoutePayload(ent, ref args));
SubscribeLocalEvent>>((ent, ref args) => OnRoutePayload(ent, ref args));
}
private void OnRoutePayload(Entity ent, ref DeviceNetworkPacketEvent args) where T : IRoutedNetworkPayload
{
var payload = args.Data;
if (!_query.TryComp(ent, out var deviceComp))
return;
args.Data.Reroute(ent.Owner,
payload.TargetAddress,
payload.OverrideFrequency ?? deviceComp.TransmitFrequency,
payload.OverrideNetwork ?? deviceComp.DeviceNetId,
_deviceNetworkSystem);
}
///
/// Sends the given as a device network packet to the Relay entity with the given address and frequency.
/// After the payload is received by an entity with ,
/// it gets re-routed to .
///
///
/// This is useful for routing server setups where the packet must be sent in both directions through a server.
///
/// The sending entity.
/// The data to be sent.
///
/// The address of the entity with that the packet gets sent to.
/// If null, the message is broadcast to all devices on that frequency (except the sender).
/// This address must include the router entity, so the packet can be relayed.
///
///
/// The Actual address to which the payload will be relayed
/// to after it was received by a .
///
/// The frequency to send on to the router.
/// If specified, will use this frequency when re-routing the packet.
/// The network to send on to the router.
/// If specified, will use this network when re-routing the packet.
/// Returns true when the packet was successfully enqueued.
public void SendPacketRouted(
Entity ent,
ref T data,
string? routerAddress,
string? targetAddress,
uint? overrideFrequency = null,
uint? frequency = null,
int? overrideNetwork = null,
int? network = null)
where T : IRoutableNetworkPayload
{
if (!_query.Resolve(ref ent) || ent.Comp == null)
return;
data.SenderAddress = ent.Comp.Address;
data.Sender = ent.Owner;
var payload = new RoutedNetworkPayload
{
Payload = data,
OverrideFrequency = overrideFrequency,
OverrideNetwork = overrideNetwork,
TargetAddress = targetAddress,
};
_deviceNetworkSystem.SendPacket(ent.Owner, routerAddress, ref payload, frequency, network);
}
}