CatStation/Content.Server/DeviceNetwork/Systems/DeviceListSystem.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

223 lines
8 KiB
C#

using System.Linq;
using Content.Shared.DeviceNetwork;
using Content.Shared.DeviceNetwork.Components;
using Content.Shared.DeviceNetwork.Events;
using Content.Shared.DeviceNetwork.Systems;
using JetBrains.Annotations;
using Robust.Shared.Map.Events;
namespace Content.Server.DeviceNetwork.Systems;
[UsedImplicitly]
public sealed partial class DeviceListSystem : SharedDeviceListSystem
{
[Dependency] private NetworkConfiguratorSystem _configurator = default!;
[Dependency] private EntityQuery<DeviceNetworkComponent> _deviceNetworkQuery = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<DeviceListComponent, ComponentShutdown>(OnShutdown);
SubscribeLocalEvent<DeviceListComponent, BeforeBroadcastAttemptEvent>(OnBeforeBroadcast);
SubscribeLocalEvent<DeviceListComponent, BeforePacketSentEvent>(OnBeforePacketSent);
SubscribeLocalEvent<BeforeSerializationEvent>(OnMapSave);
}
private void OnShutdown(EntityUid uid, DeviceListComponent component, ComponentShutdown args)
{
foreach (var conf in component.Configurators)
{
_configurator.OnDeviceListShutdown(conf, (uid, component));
}
foreach (var device in component.Devices)
{
if (_deviceNetworkQuery.TryGetComponent(device, out var comp))
comp.DeviceLists.Remove(uid);
}
component.Devices.Clear();
}
/// <summary>
/// Gets the given device list as a dictionary
/// </summary>
/// <remarks>
/// If any entity in the device list is pre-map init, it will show the entity UID of the device instead.
/// </remarks>
public Dictionary<string, EntityUid> GetDeviceList(EntityUid uid, DeviceListComponent? deviceList = null)
{
if (!Resolve(uid, ref deviceList))
return new Dictionary<string, EntityUid>();
var devices = new Dictionary<string, EntityUid>(deviceList.Devices.Count);
foreach (var deviceUid in deviceList.Devices)
{
if (!TryComp(deviceUid, out DeviceNetworkComponent? deviceNet))
continue;
var address = MetaData(deviceUid).EntityLifeStage == EntityLifeStage.MapInitialized
? deviceNet.Address
: $"UID: {deviceUid.ToString()}";
devices.Add(address, deviceUid);
}
return devices;
}
/// <summary>
/// Checks if the given address is present in a device list
/// </summary>
/// <param name="uid">The entity uid that has the device list that should be checked for the address</param>
/// <param name="address">The address to check for</param>
/// <param name="deviceList">The device list component</param>
/// <returns>True if the address is present. False if not</returns>
public bool ExistsInDeviceList(EntityUid uid, string address, DeviceListComponent? deviceList = null)
{
var addresses = GetDeviceList(uid).Keys;
return addresses.Contains(address);
}
/// <summary>
/// Filters the broadcasts recipient list against the device list as either an allow or deny list depending on the components IsAllowList field
/// </summary>
private void OnBeforeBroadcast(Entity<DeviceListComponent> ent, ref BeforeBroadcastAttemptEvent args)
{
var component = ent.Comp;
//Don't filter anything if the device list is empty
if (component.Devices.Count == 0)
{
if (component.IsAllowList)
args.Cancelled = true;
return;
}
HashSet<Device> filteredRecipients = new(args.Recipients.Count);
foreach (var recipient in args.Recipients)
{
if (component.Devices.Contains(recipient.Owner) == component.IsAllowList)
filteredRecipients.Add(recipient);
}
args.ModifiedRecipients = filteredRecipients;
}
/// <summary>
/// Filters incoming packets if that is enabled <see cref="OnBeforeBroadcast"/>
/// </summary>
private void OnBeforePacketSent(Entity<DeviceListComponent> ent, ref BeforePacketSentEvent args)
{
if (ent.Comp.HandleIncomingPackets && ent.Comp.Devices.Contains(args.Sender) != ent.Comp.IsAllowList)
args.Cancelled = true;
}
public void OnDeviceShutdown(Entity<DeviceListComponent?> list, Entity<DeviceNetworkComponent> device)
{
device.Comp.DeviceLists.Remove(list.Owner);
if (!Resolve(list.Owner, ref list.Comp))
return;
list.Comp.Devices.Remove(device);
Dirty(list);
}
private void OnMapSave(BeforeSerializationEvent ev)
{
List<EntityUid> toRemove = new();
var enumerator = AllEntityQuery<DeviceListComponent, TransformComponent>();
while (enumerator.MoveNext(out var uid, out var device, out var xform))
{
if (!ev.MapIds.Contains(xform.MapID))
continue;
foreach (var ent in device.Devices)
{
if (!TryComp(ent, out TransformComponent? linkedXform))
{
// Entity was deleted.
// TODO remove these on deletion instead of on-save.
toRemove.Add(ent);
continue;
}
// This is assuming that **all** of the map is getting saved.
// Which is not necessarily true.
// AAAAAAAAAAAAAA
if (ev.MapIds.Contains(linkedXform.MapID))
continue;
toRemove.Add(ent);
// TODO full game saves.
// when full saves are supported, this should instead add data to the BeforeSaveEvent informing the
// saving system that this map (or null-space entity) also needs to be included in the save.
Log.Error(
$"Saving a device list ({ToPrettyString(uid)}) that has a reference to an entity on another map ({ToPrettyString(ent)}). Removing entity from list.");
}
if (toRemove.Count == 0)
continue;
var old = device.Devices.ToList();
device.Devices.ExceptWith(toRemove);
RaiseLocalEvent(uid, new DeviceListUpdateEvent(old, device.Devices.ToList()));
Dirty(uid, device);
toRemove.Clear();
}
}
/// <summary>
/// Updates the device list stored on this entity.
/// </summary>
/// <param name="uid">The entity to update.</param>
/// <param name="devices">The devices to store.</param>
/// <param name="merge">Whether to merge or replace the devices stored.</param>
/// <param name="deviceList">Device list component</param>
public DeviceListUpdateResult UpdateDeviceList(EntityUid uid, IEnumerable<EntityUid> devices, bool merge = false, DeviceListComponent? deviceList = null)
{
if (!Resolve(uid, ref deviceList))
return DeviceListUpdateResult.NoComponent;
var list = devices.ToList();
var newDevices = new HashSet<EntityUid>(list);
if (merge)
newDevices.UnionWith(deviceList.Devices);
if (newDevices.Count > deviceList.DeviceLimit)
{
return DeviceListUpdateResult.TooManyDevices;
}
var oldDevices = deviceList.Devices.ToList();
foreach (var device in oldDevices)
{
if (newDevices.Contains(device))
continue;
deviceList.Devices.Remove(device);
if (_deviceNetworkQuery.TryGetComponent(device, out var comp))
comp.DeviceLists.Remove(uid);
}
foreach (var device in newDevices)
{
if (!_deviceNetworkQuery.TryGetComponent(device, out var comp))
continue;
if (!deviceList.Devices.Add(device))
continue;
comp.DeviceLists.Add(uid);
}
RaiseLocalEvent(uid, new DeviceListUpdateEvent(oldDevices, list));
Dirty(uid, deviceList);
return DeviceListUpdateResult.UpdateOk;
}
}