mirror of
https://github.com/space-syndicate/space-station-14.git
synced 2026-10-09 10:21:18 +03:00
* 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
235 lines
8.3 KiB
C#
235 lines
8.3 KiB
C#
using Content.Server.DeviceNetwork.Systems;
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using Content.Shared.DeviceLinking;
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using Content.Shared.DeviceLinking.Events;
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using Content.Shared.DeviceNetwork;
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using Content.Shared.DeviceNetwork.Events;
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using Content.Shared.DeviceNetwork.Components;
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namespace Content.Server.DeviceLinking.Systems;
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public sealed partial class DeviceLinkSystem : SharedDeviceLinkSystem
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{
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[Dependency] private DeviceNetworkSystem _deviceNetworkSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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// TODO: make an engine PR to allow for auto-generated relay subscriptions
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// Should be doable by using reflection on marker interfaces and then adding them to the auto-generated subscriptions
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// I know it looks absolutely hilarious and horrible, but uuuhhhh anything to avoid boxing allocations!!!!!!!! :godo:
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SubscribeLocalEvent<DeviceLinkSinkComponent, DeviceNetworkPacketEvent<SignalPayload<LogicStatePayload>>>(OnSignalReceived);
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}
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private void OnSignalReceived<T>(Entity<DeviceLinkSinkComponent> ent,
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ref DeviceNetworkPacketEvent<SignalPayload<T>> args) where T : ISignalNetworkPayload
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{
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var (uid, component) = ent;
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if (!component.Ports.Contains(args.Data.InvokedPort))
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return;
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var eventArgs = new SignalReceivedEvent<T>(args.Data.InvokedPort, args.Data.Payload, args.Sender);
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RaiseLocalEvent(uid, ref eventArgs);
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}
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#region Sending & Receiving
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public override void InvokePort(Entity<DeviceLinkSourceComponent?> ent, string port)
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{
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if (!DeviceLinkSourceQuery.Resolve(ent.Owner, ref ent.Comp) ||
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!ent.Comp.Outputs.TryGetValue(port, out var sinks))
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return;
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foreach (var sinkUid in sinks)
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{
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if (!ent.Comp.LinkedPorts.TryGetValue(sinkUid, out var links))
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continue;
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if (!DeviceLinkSinkQuery.TryComp(sinkUid, out var sinkComponent))
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continue;
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foreach (var (source, sink) in links)
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{
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if (source == port)
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InvokeDirect((ent.Owner, ent.Comp), (sinkUid, sinkComponent), sink);
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}
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}
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}
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public override void InvokePort<T>(Entity<DeviceLinkSourceComponent?> ent, string port, ref T data)
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{
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if (!DeviceLinkSourceQuery.Resolve(ent.Owner, ref ent.Comp) ||
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!ent.Comp.Outputs.TryGetValue(port, out var sinks))
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return;
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foreach (var sinkUid in sinks)
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{
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if (!ent.Comp.LinkedPorts.TryGetValue(sinkUid, out var links))
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continue;
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if (!DeviceLinkSinkQuery.TryComp(sinkUid, out var sinkComponent))
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continue;
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foreach (var (source, sink) in links)
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{
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if (source == port)
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InvokeDirect(ent!, (sinkUid, sinkComponent), sink, ref data);
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}
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}
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}
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/// <summary>
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/// Raises an event on or sends a network packet directly to a sink from a source.
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/// </summary>
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private void InvokeDirect(Entity<DeviceLinkSourceComponent> source,
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Entity<DeviceLinkSinkComponent?> sink,
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string sinkPort)
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{
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if (!DeviceLinkSinkQuery.Resolve(sink, ref sink.Comp))
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return;
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var invokeCounter = GetEffectiveInvokeCounter(sink.Comp);
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if (invokeCounter > sink.Comp.InvokeLimit)
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{
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SetInvokeCounter(sink.Comp, 0);
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var args = new DeviceLinkOverloadedEvent();
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RaiseLocalEvent(sink, ref args);
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RemoveAllFromSink(sink, sink.Comp);
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return;
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}
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SetInvokeCounter(sink.Comp, invokeCounter + 1);
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//Just skip using device networking if the source or the sink doesn't support it
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if (!HasComp<DeviceNetworkComponent>(source) || !TryComp<DeviceNetworkComponent>(sink, out var sinkNetwork))
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{
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var eventArgs = new SignalReceivedEvent(sinkPort, source);
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RaiseLocalEvent(sink, ref eventArgs);
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return;
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}
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var payload = new SignalPayload
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{
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InvokedPort = sinkPort,
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};
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// force using wireless network so things like atmos devices are able to send signals
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_deviceNetworkSystem.SendPacket(source.Owner,
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sinkNetwork.Address,
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ref payload,
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sinkNetwork.ReceiveFrequency,
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(int)DeviceNetIdDefaults.Wireless);
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}
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/// <summary>
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/// Raises an event on or sends a network packet directly to a sink from a source.
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/// </summary>
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private void InvokeDirect<T>(Entity<DeviceLinkSourceComponent> source,
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Entity<DeviceLinkSinkComponent?> sink,
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string sinkPort,
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ref T data) where T : ISignalNetworkPayload
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{
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if (!DeviceLinkSinkQuery.Resolve(sink, ref sink.Comp))
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return;
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var invokeCounter = GetEffectiveInvokeCounter(sink.Comp);
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if (invokeCounter > sink.Comp.InvokeLimit)
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{
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SetInvokeCounter(sink.Comp, 0);
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var args = new DeviceLinkOverloadedEvent();
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RaiseLocalEvent(sink, ref args);
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RemoveAllFromSink(sink, sink.Comp);
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return;
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}
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SetInvokeCounter(sink.Comp, invokeCounter + 1);
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//Just skip using device networking if the source or the sink doesn't support it
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if (!HasComp<DeviceNetworkComponent>(source) || !TryComp<DeviceNetworkComponent>(sink, out var sinkNetwork))
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{
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var eventArgs = new SignalReceivedEvent(sinkPort, source);
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RaiseLocalEvent(sink, ref eventArgs);
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return;
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}
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var payload = new SignalPayload<T>
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{
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InvokedPort = sinkPort,
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Payload = data,
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};
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// force using wireless network so things like atmos devices are able to send signals
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_deviceNetworkSystem.SendPacket(source.Owner,
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sinkNetwork.Address,
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ref payload,
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sinkNetwork.ReceiveFrequency,
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(int)DeviceNetIdDefaults.Wireless);
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}
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/// <summary>
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/// Helper function that invokes a port with a high/low binary logic signal.
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/// </summary>
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public void SendSignal(Entity<DeviceLinkSourceComponent?> ent, string port, bool signal)
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{
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if (!DeviceLinkSourceQuery.Resolve(ent.Owner, ref ent.Comp))
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return;
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var data = new LogicStatePayload
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{
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State = signal ? SignalState.High : SignalState.Low
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};
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InvokePort(ent, port, ref data);
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ent.Comp.LastSignals[port] = signal;
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}
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/// <summary>
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/// Clears the last signals state for linking.
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/// This is not to be confused with sending a low signal, this is the complete absence of anything.
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/// Use if the device is in an invalid state and has no reasonable output signal.
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/// </summary>
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public void ClearSignal(Entity<DeviceLinkSourceComponent?> ent, string port)
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{
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if (!DeviceLinkSourceQuery.Resolve(ent, ref ent.Comp))
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return;
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ent.Comp.LastSignals.Remove(port);
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}
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/// <summary>
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/// Checks if the payload has a port defined and if the port is present on the sink.
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/// Raises a <see cref="SignalReceivedEvent"/> containing the payload when the check passes
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/// </summary>
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[SubscribeLocalEvent]
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private void OnSignalReceived(Entity<DeviceLinkSinkComponent> ent, ref DeviceNetworkPacketEvent<SignalPayload> args)
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{
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var (uid, component) = ent;
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if (!component.Ports.Contains(args.Data.InvokedPort))
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return;
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var eventArgs = new SignalReceivedEvent(args.Data.InvokedPort, args.Sender);
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RaiseLocalEvent(uid, ref eventArgs);
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}
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/// <summary>
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/// When linking from a port that currently has a signal being sent, invoke the new link with that signal.
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/// </summary>
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[SubscribeLocalEvent]
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private void OnNewLink(Entity<DeviceLinkSourceComponent> ent, ref NewLinkEvent args)
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{
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if (args.Source != ent.Owner)
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return;
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// only do anything if a signal is being sent from a port
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if (!ent.Comp.LastSignals.TryGetValue(args.SourcePort, out var signal))
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return;
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var payload = new LogicStatePayload
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{
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State = signal ? SignalState.High : SignalState.Low
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};
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InvokeDirect(ent, args.Sink, args.SinkPort, ref payload);
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}
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#endregion
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}
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