CatStation/Content.Server/DeviceNetwork/Systems/DeviceNetworkSystem.API.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

232 lines
7.1 KiB
C#

using Content.Shared.DeviceNetwork;
using Content.Shared.DeviceNetwork.Components;
using Content.Shared.DeviceNetwork.Events;
using JetBrains.Annotations;
namespace Content.Server.DeviceNetwork.Systems;
public sealed partial class DeviceNetworkSystem
{
[PublicAPI]
public override bool SendPacket<T>(
Entity<DeviceNetworkComponent?> ent,
string? address,
ref T data,
uint? frequency = null,
int? network = null)
{
if (!_deviceQuery.Resolve(ent.Owner, ref ent.Comp, false))
return false;
var device = ent.Comp;
if (device.Address == string.Empty)
return false;
frequency ??= device.TransmitFrequency;
if (frequency == null)
return false;
network ??= device.DeviceNetId;
var packet = new DeviceNetworkPacketEvent<T>(network.Value, address, frequency.Value, device.Address, ent!, data);
SendPacket(ref packet);
return true;
}
/// <summary>
/// Connect an entity with a DeviceNetworkComponent. Note that this will re-use an existing address if the
/// device already had one configured. If there is a clash, the device cannot join the network.
/// </summary>
[PublicAPI]
public bool ConnectDevice(Entity<DeviceNetworkComponent?> ent)
{
if (!_deviceQuery.Resolve(ent.Owner, ref ent.Comp, false))
return false;
if (!TryEnsureNetwork(ent.Comp.DeviceNetId, out var deviceNet))
return false;
var success = deviceNet.Add(ent!);
Dirty(ent);
return success;
}
/// <summary>
/// Disconnect an entity with a DeviceNetworkComponent.
/// </summary>
/// <param name="ent">The entity to disconnect from its network.</param>
/// <param name="preventAutoConnect">
/// If true, sets <see cref="DeviceNetworkComponent.AutoConnect"/> to false.
/// That way the device doesn't auto reconnect when a game state is loaded.
/// </param>
/// <returns>True if the device was removed from the network successfully.</returns>
[PublicAPI]
public bool DisconnectDevice(Entity<DeviceNetworkComponent?> ent, bool preventAutoConnect = true)
{
if (!_deviceQuery.Resolve(ent.Owner, ref ent.Comp, false))
return false;
if (!TryGetNetwork(ent.Comp.DeviceNetId, out var deviceNet))
return false;
if (preventAutoConnect)
ent.Comp.AutoConnect = false;
var result = deviceNet.Remove(ent!);
return result;
}
/// <summary>
/// Checks if a device is already connected to its network.
/// </summary>
/// <returns>True if the device was found in the network with its corresponding network id.</returns>
[PublicAPI]
public bool IsDeviceConnected(Entity<DeviceNetworkComponent?> ent)
{
var (uid, deviceComp) = ent;
if (!_deviceQuery.Resolve(uid, ref deviceComp, false))
return false;
if (!_networks.TryGetValue(deviceComp.DeviceNetId, out var deviceNet))
return false;
var device = new Device(ent!);
return deviceNet.Devices.ContainsValue(device);
}
/// <summary>
/// Checks if an address exists in the network with the given netId.
/// </summary>
[PublicAPI]
public bool IsAddressPresent(int netId, string? address)
{
if (address == null
|| !_networks.TryGetValue(netId, out var network))
return false;
return network.Devices.ContainsKey(address);
}
/// <summary>
/// Sets the receive frequency of an entity.
/// </summary>
/// <param name="ent">The target device.</param>
/// <param name="frequency">The new frequency.</param>
[PublicAPI]
public void SetReceiveFrequency(Entity<DeviceNetworkComponent?> ent, uint? frequency)
{
if (!_deviceQuery.Resolve(ent.Owner, ref ent.Comp, false))
return;
if (ent.Comp.ReceiveFrequency == frequency)
return;
if (!TryGetNetwork(ent.Comp.DeviceNetId, out var deviceNet))
return;
var oldFrequency = ent.Comp.ReceiveFrequency;
deviceNet.Remove(ent!);
ent.Comp.ReceiveFrequency = frequency;
deviceNet.Add(ent!);
var ev = new DeviceReceiveFrequencyChangedEvent(oldFrequency, frequency);
RaiseLocalEvent(ent, ref ev);
Dirty(ent);
}
/// <summary>
/// Sets the transmit frequency of an entity.
/// </summary>
/// <param name="ent">The target device.</param>
/// <param name="frequency">The new frequency.</param>
[PublicAPI]
public void SetTransmitFrequency(Entity<DeviceNetworkComponent?> ent, uint? frequency)
{
if (!_deviceQuery.Resolve(ent.Owner, ref ent.Comp, false))
return;
var oldFrequency = ent.Comp.TransmitFrequency;
ent.Comp.TransmitFrequency = frequency;
var ev = new DeviceReceiveFrequencyChangedEvent(oldFrequency, frequency);
RaiseLocalEvent(ent, ref ev);
}
/// <summary>
/// Sets the target device's ability to receive all network packets, regardless of the address.
/// </summary>
[PublicAPI]
public void SetReceiveAll(Entity<DeviceNetworkComponent?> ent, bool receiveAll)
{
if (!_deviceQuery.Resolve(ent.Owner, ref ent.Comp, false))
return;
if (ent.Comp.ReceiveAll == receiveAll)
return;
if (!TryGetNetwork(ent.Comp.DeviceNetId, out var deviceNet))
return;
deviceNet.Remove(ent!);
ent.Comp.ReceiveAll = receiveAll;
deviceNet.Add(ent!);
var ev = new DeviceReceiveAllChangedEvent(receiveAll);
RaiseLocalEvent(ent, ref ev);
Dirty(ent);
}
/// <summary>
/// Sets the address of the target device.
/// </summary>
[PublicAPI]
public void SetAddress(Entity<DeviceNetworkComponent?> ent, string address)
{
if (!_deviceQuery.Resolve(ent.Owner, ref ent.Comp, false))
return;
if (ent.Comp.Address == address && ent.Comp.CustomAddress)
return;
if (!TryGetNetwork(ent.Comp.DeviceNetId, out var deviceNet))
return;
var oldAddress = ent.Comp.Address;
deviceNet.Remove(ent!);
ent.Comp.CustomAddress = true;
ent.Comp.Address = address;
deviceNet.Add(ent!);
var ev = new DeviceAddressChangedEvent(oldAddress, address, ent.Comp.CustomAddress);
RaiseLocalEvent(ent, ref ev);
Dirty(ent);
}
/// <summary>
/// Randomizes the address of the target device.
/// </summary>
[PublicAPI]
public void RandomizeAddress(Entity<DeviceNetworkComponent?> ent)
{
if (!_deviceQuery.Resolve(ent.Owner, ref ent.Comp, false))
return;
if (!TryGetNetwork(ent.Comp.DeviceNetId, out var deviceNet))
return;
var oldAddress = ent.Comp.Address;
deviceNet.Remove(ent!);
ent.Comp.CustomAddress = false;
ent.Comp.Address = "";
deviceNet.Add(ent!);
var ev = new DeviceAddressChangedEvent(oldAddress, ent.Comp.Address, ent.Comp.CustomAddress);
RaiseLocalEvent(ent, ref ev);
Dirty(ent);
}
}