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