mirror of
https://github.com/space-syndicate/space-station-14.git
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* 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
125 lines
5.4 KiB
C#
125 lines
5.4 KiB
C#
using Content.Server.Atmos.EntitySystems;
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using Content.Server.Atmos.Monitor.Payloads;
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using Content.Server.DeviceNetwork.Systems;
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using Content.Server.NodeContainer.EntitySystems;
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using Content.Server.NodeContainer.Nodes;
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using Content.Server.Power.Components;
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using Content.Shared.Atmos;
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using Content.Shared.Atmos.Piping.Unary.Components;
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using JetBrains.Annotations;
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using Content.Server.Power.EntitySystems;
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using Content.Shared.Atmos.Components;
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using Content.Shared.Atmos.Piping.Unary.Systems;
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using Content.Shared.DeviceNetwork.Events;
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namespace Content.Server.Atmos.Piping.Unary.EntitySystems
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{
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[UsedImplicitly]
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public sealed partial class GasThermoMachineSystem : SharedGasThermoMachineSystem
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{
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[Dependency] private AtmosphereSystem _atmosphereSystem = default!;
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[Dependency] private PowerReceiverSystem _power = default!;
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[Dependency] private NodeContainerSystem _nodeContainer = default!;
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[Dependency] private DeviceNetworkSystem _deviceNetwork = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<GasThermoMachineComponent, AtmosDeviceUpdateEvent>(OnThermoMachineUpdated);
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}
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private void OnThermoMachineUpdated(EntityUid uid, GasThermoMachineComponent thermoMachine, ref AtmosDeviceUpdateEvent args)
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{
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thermoMachine.LastEnergyDelta = 0f;
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if (!(_power.IsPowered(uid) && TryComp<ApcPowerReceiverComponent>(uid, out var receiver)))
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return;
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GetHeatExchangeGasMixture(uid, thermoMachine, out var heatExchangeGasMixture);
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if (heatExchangeGasMixture == null)
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return;
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float sign = Math.Sign(thermoMachine.Cp); // 1 if heater, -1 if freezer
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float targetTemp = thermoMachine.TargetTemperature;
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float highTemp = targetTemp + sign * thermoMachine.TemperatureTolerance;
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float temp = heatExchangeGasMixture.Temperature;
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if (sign * temp >= sign * highTemp) // upper bound
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thermoMachine.HysteresisState = false; // turn off
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else if (sign * temp < sign * targetTemp) // lower bound
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thermoMachine.HysteresisState = true; // turn on
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if (thermoMachine.HysteresisState)
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targetTemp = highTemp; // when on, target upper hysteresis bound
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else // Hysteresis is the same as "Should this be on?"
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{
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// Turn dynamic load back on when power has been adjusted to not cause lights to
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// blink every time this heater comes on.
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//receiver.Load = 0f;
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return;
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}
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// Multiply power in by coefficient of performance, add that heat to gas
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float dQ = thermoMachine.HeatCapacity * thermoMachine.Cp * args.dt;
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// Clamps the heat transferred to not overshoot
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float Cin = _atmosphereSystem.GetHeatCapacity(heatExchangeGasMixture, true);
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float dT = targetTemp - temp;
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float dQLim = dT * Cin;
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float scale = 1f;
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if (Math.Abs(dQ) > Math.Abs(dQLim))
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{
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scale = dQLim / dQ; // reduce power consumption
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thermoMachine.HysteresisState = false; // turn off
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}
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float dQActual = dQ * scale;
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if (thermoMachine.Atmospheric)
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{
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_atmosphereSystem.AddHeat(heatExchangeGasMixture, dQActual);
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thermoMachine.LastEnergyDelta = dQActual;
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}
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else
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{
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float dQLeak = dQActual * thermoMachine.EnergyLeakPercentage;
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float dQPipe = dQActual - dQLeak;
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_atmosphereSystem.AddHeat(heatExchangeGasMixture, dQPipe);
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thermoMachine.LastEnergyDelta = dQPipe;
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if (dQLeak != 0f && _atmosphereSystem.GetContainingMixture(uid, args.Grid, args.Map, excite: true) is { } containingMixture)
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_atmosphereSystem.AddHeat(containingMixture, dQLeak);
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}
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receiver.Load = thermoMachine.HeatCapacity;// * scale; // we're not ready for dynamic load yet, see note above
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}
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/// <summary>
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/// Returns the gas mixture with which the thermomachine will exchange heat (the local atmosphere if atmospheric or the inlet pipe
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/// air if not). Returns null if no gas mixture is found.
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/// </summary>
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private void GetHeatExchangeGasMixture(EntityUid uid, GasThermoMachineComponent thermoMachine, out GasMixture? heatExchangeGasMixture)
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{
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heatExchangeGasMixture = null;
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if (thermoMachine.Atmospheric)
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{
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heatExchangeGasMixture = _atmosphereSystem.GetContainingMixture(uid, excite: true);
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}
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else
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{
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if (!_nodeContainer.TryGetNode(uid, thermoMachine.InletName, out PipeNode? inlet))
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return;
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heatExchangeGasMixture = inlet.Air;
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}
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}
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[SubscribeLocalEvent]
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private void OnSyncPayload(Entity<GasThermoMachineComponent> ent, ref DeviceNetworkPacketEvent<AtmosSyncPayload> args)
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{
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var data = new GasThermoMachineDataPayload
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{
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EnergyDelta = ent.Comp.LastEnergyDelta,
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};
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_deviceNetwork.SendPacket(ent.Owner, args.SenderAddress, ref data);
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}
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}
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}
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