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https://github.com/space-syndicate/space-station-14.git
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* 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
139 lines
5.1 KiB
C#
139 lines
5.1 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using Content.Server.DeviceNetwork.Components;
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using Content.Server.Medical.CrewMonitoring;
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using Content.Server.Station.Systems;
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using Content.Shared.Power;
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using Content.Shared.DeviceNetwork.Components;
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namespace Content.Server.DeviceNetwork.Systems;
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/// <summary>
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/// Keeps one active server entity per station. Activates another available one if the currently active server becomes unavailable
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/// Server in this context means an entity that manages the devicenet packets like the <see cref="Content.Server.Medical.CrewMonitoring.CrewMonitoringServerSystem"/>
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/// </summary>
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public sealed partial class SingletonDeviceNetServerSystem : EntitySystem
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{
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[Dependency] private DeviceNetworkSystem _deviceNetworkSystem = default!;
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[Dependency] private StationSystem _stationSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<SingletonDeviceNetServerComponent, PowerChangedEvent>(OnPowerChanged);
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}
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/// <summary>
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/// Returns whether the given entity is an active server or not
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/// </summary>
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public bool IsActiveServer(EntityUid serverId, SingletonDeviceNetServerComponent? serverComponent = default)
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{
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return Resolve(serverId, ref serverComponent) && serverComponent.Active;
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}
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/// <summary>
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/// Returns the address of the currently active server for the given station id if there is one.<br/>
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/// What kind of server you're trying to get the active instance of is determined by the component type parameter TComp.<br/>
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/// <br/>
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/// Setting TComp to <see cref="CrewMonitoringServerComponent"/>, for example, gives you the address of an entity containing the crew monitoring server component.<br/>
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/// </summary>
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/// <param name="stationId">The entityUid of the station</param>
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/// <param name="address">The address of the active server if it exists</param>
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/// <typeparam name="TComp">The component type that determines what type of server you're getting the address of</typeparam>
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/// <returns>True if there is an active serve. False otherwise</returns>
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public bool TryGetActiveServerAddress<TComp>(EntityUid stationId, [NotNullWhen(true)] out string? address) where TComp : IComponent
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{
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var servers = EntityQueryEnumerator<
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SingletonDeviceNetServerComponent,
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DeviceNetworkComponent,
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TComp
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>();
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(EntityUid id, SingletonDeviceNetServerComponent server, DeviceNetworkComponent device)? last = default;
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while (servers.MoveNext(out var uid, out var server, out var device, out _))
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{
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if (!_stationSystem.GetOwningStation(uid)?.Equals(stationId) ?? true)
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continue;
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if (!server.Available)
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{
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DisconnectServer(uid,server, device);
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continue;
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}
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last = (uid, server, device);
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if (!server.Active || string.IsNullOrEmpty(device.Address))
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continue;
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address = device.Address;
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return true;
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}
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//If there was no active server for the station make the last available inactive one active
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if (last.HasValue)
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{
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ConnectServer(last.Value.id, last.Value.server, last.Value.device);
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address = last.Value.device.Address;
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return true;
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}
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address = null;
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return address != null;
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}
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/// <summary>
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/// Disconnects the server losing power
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/// </summary>
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private void OnPowerChanged(EntityUid uid, SingletonDeviceNetServerComponent component, ref PowerChangedEvent args)
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{
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component.Available = args.Powered;
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if (!args.Powered && component.Active)
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DisconnectServer(uid, component);
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}
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private void ConnectServer(EntityUid uid, SingletonDeviceNetServerComponent? server = null, DeviceNetworkComponent? device = null)
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{
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if (!Resolve(uid, ref server, ref device))
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return;
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server.Active = true;
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var connectedEvent = new DeviceNetServerConnectedEvent();
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RaiseLocalEvent(uid, ref connectedEvent);
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if (_deviceNetworkSystem.IsDeviceConnected((uid, device)))
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return;
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_deviceNetworkSystem.ConnectDevice((uid, device));
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}
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/// <summary>
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/// Disconnects a server from the device network and clears the currently active server
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/// </summary>
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private void DisconnectServer(EntityUid uid, SingletonDeviceNetServerComponent? server = null, DeviceNetworkComponent? device = null)
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{
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if (!Resolve(uid, ref server, ref device))
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return;
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server.Active = false;
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var disconnectedEvent = new DeviceNetServerDisconnectedEvent();
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RaiseLocalEvent(uid, ref disconnectedEvent);
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_deviceNetworkSystem.DisconnectDevice((uid, device), false);
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}
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}
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/// <summary>
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/// Raised when a server gets activated and connected to the device net
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/// </summary>
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[ByRefEvent]
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public record struct DeviceNetServerConnectedEvent;
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/// <summary>
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/// Raised when a server gets disconnected
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/// </summary>
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[ByRefEvent]
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public record struct DeviceNetServerDisconnectedEvent;
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