CatStation/Content.Server/Medical/CrewMonitoring/CrewMonitoringServerSystem.cs
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

106 lines
3.5 KiB
C#

using Content.Server.DeviceNetwork.Systems;
using Content.Shared.DeviceNetwork.Events;
using Robust.Shared.Timing;
using Content.Shared.DeviceNetwork.Components;
using Content.Shared.Medical.CrewMonitoring;
using Content.Shared.Medical.SuitSensors;
namespace Content.Server.Medical.CrewMonitoring;
public sealed partial class CrewMonitoringServerSystem : EntitySystem
{
[Dependency] private IGameTiming _gameTiming = default!;
[Dependency] private DeviceNetworkSystem _deviceNetworkSystem = default!;
[Dependency] private SingletonDeviceNetServerSystem _singletonServerSystem = default!;
private const float UpdateRate = 3f;
private float _updateDiff;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<CrewMonitoringServerComponent, ComponentRemove>(OnRemove);
SubscribeLocalEvent<CrewMonitoringServerComponent, DeviceNetServerDisconnectedEvent>(OnDisconnected);
}
public override void Update(float frameTime)
{
base.Update(frameTime);
// check update rate
_updateDiff += frameTime;
if (_updateDiff < UpdateRate)
return;
_updateDiff -= UpdateRate;
var servers = EntityQueryEnumerator<CrewMonitoringServerComponent>();
while (servers.MoveNext(out var id, out var server))
{
if (!_singletonServerSystem.IsActiveServer(id))
continue;
UpdateTimeout(id);
BroadcastSensorStatus(id, server);
}
}
/// <summary>
/// Adds or updates a sensor status entry if the received package is a sensor status update
/// </summary>
[SubscribeLocalEvent]
private void OnSensorStatus(Entity<CrewMonitoringServerComponent> ent, ref DeviceNetworkPacketEvent<SuitSensorStatusPayload> args)
{
var sensorData = args.Data.Data;
sensorData.Timestamp = _gameTiming.CurTime;
ent.Comp.SensorStatus[args.SenderAddress] = sensorData;
}
/// <summary>
/// Clears the servers sensor status list
/// </summary>
private void OnRemove(EntityUid uid, CrewMonitoringServerComponent component, ComponentRemove args)
{
component.SensorStatus.Clear();
}
/// <summary>
/// Drop the sensor status if it hasn't been updated for to long
/// </summary>
private void UpdateTimeout(EntityUid uid, CrewMonitoringServerComponent? component = null)
{
if (!Resolve(uid, ref component))
return;
foreach (var (address, sensor) in component.SensorStatus)
{
var dif = _gameTiming.CurTime - sensor.Timestamp;
if (dif.Seconds > component.SensorTimeout)
component.SensorStatus.Remove(address);
}
}
/// <summary>
/// Broadcasts the status of all connected sensors
/// </summary>
private void BroadcastSensorStatus(EntityUid uid, CrewMonitoringServerComponent? serverComponent = null, DeviceNetworkComponent? device = null)
{
if (!Resolve(uid, ref serverComponent, ref device))
return;
var payload = new BroadcastSuitSensorStatePayload
{
SensorStatus = serverComponent.SensorStatus,
};
_deviceNetworkSystem.SendPacket((uid, device), null, ref payload);
}
/// <summary>
/// Clears sensor data on disconnect
/// </summary>
private void OnDisconnected(EntityUid uid, CrewMonitoringServerComponent component, ref DeviceNetServerDisconnectedEvent _)
{
component.SensorStatus.Clear();
}
}