CatStation/Content.Server/DeviceNetwork/Systems/StationLimitedNetworkSystem.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

87 lines
3.4 KiB
C#

using Content.Server.DeviceNetwork.Components;
using Content.Server.Station.Systems;
using Content.Shared.DeviceNetwork.Events;
using JetBrains.Annotations;
namespace Content.Server.DeviceNetwork.Systems
{
/// <summary>
/// This system requires the StationLimitedNetworkComponent to be on the the sending entity as well as the receiving entity
/// </summary>
[UsedImplicitly]
public sealed partial class StationLimitedNetworkSystem : EntitySystem
{
[Dependency] private StationSystem _stationSystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<StationLimitedNetworkComponent, MapInitEvent>(OnMapInit);
SubscribeLocalEvent<StationLimitedNetworkComponent, BeforePacketSentEvent>(OnBeforePacketSent);
}
/// <summary>
/// Sets the station id the device is limited to.
/// </summary>
public void SetStation(EntityUid uid, EntityUid? stationId, StationLimitedNetworkComponent? component = null)
{
if (!Resolve(uid, ref component))
return;
component.StationId = stationId;
}
/// <summary>
/// Tries to set the station id to the current station if the device is currently on a station
/// </summary>
public bool TrySetStationId(EntityUid uid, StationLimitedNetworkComponent? component = null)
{
if (!Resolve(uid, ref component) || !Transform(uid).GridUid.HasValue)
return false;
component.StationId = _stationSystem.GetOwningStation(uid);
return component.StationId.HasValue;
}
/// <summary>
/// Set the station id to the one the entity is on when the station limited component is added
/// </summary>
private void OnMapInit(EntityUid uid, StationLimitedNetworkComponent networkComponent, MapInitEvent args)
{
networkComponent.StationId = _stationSystem.GetOwningStation(uid);
}
/// <summary>
/// Checks if both devices are limited to the same station
/// </summary>
private void OnBeforePacketSent(Entity<StationLimitedNetworkComponent> ent, ref BeforePacketSentEvent args)
{
var (uid, component) = ent;
if (!component.StationId.HasValue)
TrySetStationId(uid, component);
if (!CheckStationId(args.Sender, component.AllowNonStationPackets, component.StationId))
{
args.Cancelled = true;
}
}
/// <summary>
/// Compares the station IDs of the sending and receiving network components.
/// Returns false if either of them doesn't have a station ID or if their station ID isn't equal.
/// Returns true even when the sending entity isn't tied to a station if `allowNonStationPackets` is set to true.
/// </summary>
private bool CheckStationId(EntityUid senderUid, bool allowNonStationPackets, EntityUid? receiverStationId, StationLimitedNetworkComponent? sender = null)
{
if (!receiverStationId.HasValue)
return false;
if (!Resolve(senderUid, ref sender, false))
return allowNonStationPackets;
if (!sender.StationId.HasValue)
TrySetStationId(senderUid, sender);
return sender.StationId == receiverStationId;
}
}
}