CatStation/Content.Server/DeviceNetwork/Systems/SingletonDeviceNetServerSystem.cs
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

139 lines
5.1 KiB
C#

using System.Diagnostics.CodeAnalysis;
using Content.Server.DeviceNetwork.Components;
using Content.Server.Medical.CrewMonitoring;
using Content.Server.Station.Systems;
using Content.Shared.Power;
using Content.Shared.DeviceNetwork.Components;
namespace Content.Server.DeviceNetwork.Systems;
/// <summary>
/// Keeps one active server entity per station. Activates another available one if the currently active server becomes unavailable
/// Server in this context means an entity that manages the devicenet packets like the <see cref="Content.Server.Medical.CrewMonitoring.CrewMonitoringServerSystem"/>
/// </summary>
public sealed partial class SingletonDeviceNetServerSystem : EntitySystem
{
[Dependency] private DeviceNetworkSystem _deviceNetworkSystem = default!;
[Dependency] private ServerStationSystem _stationSystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<SingletonDeviceNetServerComponent, PowerChangedEvent>(OnPowerChanged);
}
/// <summary>
/// Returns whether the given entity is an active server or not
/// </summary>
public bool IsActiveServer(EntityUid serverId, SingletonDeviceNetServerComponent? serverComponent = default)
{
return Resolve(serverId, ref serverComponent) && serverComponent.Active;
}
/// <summary>
/// Returns the address of the currently active server for the given station id if there is one.<br/>
/// What kind of server you're trying to get the active instance of is determined by the component type parameter TComp.<br/>
/// <br/>
/// Setting TComp to <see cref="CrewMonitoringServerComponent"/>, for example, gives you the address of an entity containing the crew monitoring server component.<br/>
/// </summary>
/// <param name="stationId">The entityUid of the station</param>
/// <param name="address">The address of the active server if it exists</param>
/// <typeparam name="TComp">The component type that determines what type of server you're getting the address of</typeparam>
/// <returns>True if there is an active serve. False otherwise</returns>
public bool TryGetActiveServerAddress<TComp>(EntityUid stationId, [NotNullWhen(true)] out string? address) where TComp : IComponent
{
var servers = EntityQueryEnumerator<
SingletonDeviceNetServerComponent,
DeviceNetworkComponent,
TComp
>();
(EntityUid id, SingletonDeviceNetServerComponent server, DeviceNetworkComponent device)? last = default;
while (servers.MoveNext(out var uid, out var server, out var device, out _))
{
if (!_stationSystem.GetOwningStation(uid)?.Equals(stationId) ?? true)
continue;
if (!server.Available)
{
DisconnectServer(uid,server, device);
continue;
}
last = (uid, server, device);
if (!server.Active || string.IsNullOrEmpty(device.Address))
continue;
address = device.Address;
return true;
}
//If there was no active server for the station make the last available inactive one active
if (last.HasValue)
{
ConnectServer(last.Value.id, last.Value.server, last.Value.device);
address = last.Value.device.Address;
return true;
}
address = null;
return address != null;
}
/// <summary>
/// Disconnects the server losing power
/// </summary>
private void OnPowerChanged(EntityUid uid, SingletonDeviceNetServerComponent component, ref PowerChangedEvent args)
{
component.Available = args.Powered;
if (!args.Powered && component.Active)
DisconnectServer(uid, component);
}
private void ConnectServer(EntityUid uid, SingletonDeviceNetServerComponent? server = null, DeviceNetworkComponent? device = null)
{
if (!Resolve(uid, ref server, ref device))
return;
server.Active = true;
var connectedEvent = new DeviceNetServerConnectedEvent();
RaiseLocalEvent(uid, ref connectedEvent);
if (_deviceNetworkSystem.IsDeviceConnected((uid, device)))
return;
_deviceNetworkSystem.ConnectDevice((uid, device));
}
/// <summary>
/// Disconnects a server from the device network and clears the currently active server
/// </summary>
private void DisconnectServer(EntityUid uid, SingletonDeviceNetServerComponent? server = null, DeviceNetworkComponent? device = null)
{
if (!Resolve(uid, ref server, ref device))
return;
server.Active = false;
var disconnectedEvent = new DeviceNetServerDisconnectedEvent();
RaiseLocalEvent(uid, ref disconnectedEvent);
_deviceNetworkSystem.DisconnectDevice((uid, device), false);
}
}
/// <summary>
/// Raised when a server gets activated and connected to the device net
/// </summary>
[ByRefEvent]
public record struct DeviceNetServerConnectedEvent;
/// <summary>
/// Raised when a server gets disconnected
/// </summary>
[ByRefEvent]
public record struct DeviceNetServerDisconnectedEvent;