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
82 lines
2.6 KiB
C#
82 lines
2.6 KiB
C#
using Content.Server.DeviceLinking.Components;
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using Content.Shared.DeviceLinking;
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using Content.Shared.DeviceLinking.Events;
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namespace Content.Server.DeviceLinking.Systems;
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/// <summary>
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/// Handles the control of output based on the input and enable ports.
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/// </summary>
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public sealed partial class MemoryCellSystem : EntitySystem
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{
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[Dependency] private DeviceLinkSystem _deviceLink = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<MemoryCellComponent, ComponentInit>(OnInit);
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SubscribeLocalEvent<MemoryCellComponent, SignalReceivedEvent>(OnSignalReceived);
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}
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public override void Update(float deltaTime)
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{
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base.Update(deltaTime);
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var query = EntityQueryEnumerator<MemoryCellComponent, DeviceLinkSourceComponent>();
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while (query.MoveNext(out var uid, out var comp, out var source))
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{
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if (comp.InputState == SignalState.Momentary)
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comp.InputState = SignalState.Low;
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if (comp.EnableState == SignalState.Momentary)
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comp.EnableState = SignalState.Low;
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UpdateOutput((uid, comp, source));
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}
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}
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private void OnInit(Entity<MemoryCellComponent> ent, ref ComponentInit args)
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{
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var (uid, comp) = ent;
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_deviceLink.EnsureSinkPorts(uid, comp.InputPort, comp.EnablePort);
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_deviceLink.EnsureSourcePorts(uid, comp.OutputPort);
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}
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private void OnSignalReceived(Entity<MemoryCellComponent> ent, ref SignalReceivedEvent args)
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{
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var state = SignalState.Momentary;
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if (args.Port == ent.Comp.InputPort)
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ent.Comp.InputState = state;
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else if (args.Port == ent.Comp.EnablePort)
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ent.Comp.EnableState = state;
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UpdateOutput(ent);
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}
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[SubscribeLocalEvent]
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private void OnSignalReceived(Entity<MemoryCellComponent> ent, ref SignalReceivedEvent<LogicStatePayload> args)
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{
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var state = args.Data.State;
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if (args.Port == ent.Comp.InputPort)
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ent.Comp.InputState = state;
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else if (args.Port == ent.Comp.EnablePort)
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ent.Comp.EnableState = state;
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UpdateOutput(ent);
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}
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private void UpdateOutput(Entity<MemoryCellComponent, DeviceLinkSourceComponent?> ent)
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{
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if (ent.Comp1.EnableState == SignalState.Low)
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return;
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var value = ent.Comp1.InputState != SignalState.Low;
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if (value == ent.Comp1.LastOutput)
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return;
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ent.Comp1.LastOutput = value;
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_deviceLink.SendSignal((ent.Owner, ent.Comp2), ent.Comp1.OutputPort, value);
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}
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}
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