mirror of
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
101 lines
3.4 KiB
C#
101 lines
3.4 KiB
C#
using Content.Shared.Power.EntitySystems;
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using Content.Shared.SurveillanceCamera;
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using Content.Shared.SurveillanceCamera.Components;
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using Robust.Shared.Physics.Events;
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using Robust.Shared.Physics.Systems;
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namespace Content.Server.SurveillanceCamera;
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public sealed partial class SurveillanceCameraSystem
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{
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[Dependency] private SharedPhysicsSystem _physics = default!;
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[Dependency] private SharedPowerReceiverSystem _power = default!;
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[Dependency] private EntityQuery<CameraActiveOnCollideComponent> _cameraQuery = default!;
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public void InitializeCollide()
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{
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SubscribeLocalEvent<CameraActiveOnCollideColliderComponent, PreventCollideEvent>(OnPreventCollide);
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SubscribeLocalEvent<CameraActiveOnCollideColliderComponent, StartCollideEvent>(OnStart);
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SubscribeLocalEvent<CameraActiveOnCollideColliderComponent, EndCollideEvent>(OnEnd);
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SubscribeLocalEvent<CameraActiveOnCollideColliderComponent, ComponentShutdown>(OnCollideShutdown);
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SubscribeLocalEvent<CameraActiveOnCollideComponent, SurveillanceCameraGetIsViewedExternallyEvent>(OnOverrideState);
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}
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private void OnCollideShutdown(Entity<CameraActiveOnCollideColliderComponent> ent, ref ComponentShutdown args)
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{
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// TODO: Check this on the event.
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if (TerminatingOrDeleted(ent.Owner))
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return;
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// Regenerate contacts for everything we were colliding with.
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var contacts = _physics.GetContacts(ent.Owner);
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while (contacts.MoveNext(out var contact))
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{
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if (!contact.IsTouching)
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continue;
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var other = contact.OtherEnt(ent.Owner);
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if (_cameraQuery.HasComp(other))
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{
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_physics.RegenerateContacts(other);
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}
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}
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}
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// You may be wondering what de fok this is doing here.
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// At the moment there's no easy way to do collision whitelists based on components.
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private void OnPreventCollide(Entity<CameraActiveOnCollideColliderComponent> ent, ref PreventCollideEvent args)
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{
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if (!_cameraQuery.HasComp(args.OtherEntity))
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{
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args.Cancelled = true;
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}
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}
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private void OnEnd(Entity<CameraActiveOnCollideColliderComponent> ent, ref EndCollideEvent args)
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{
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if (args.OurFixtureId != ent.Comp.FixtureId)
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return;
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if (!_cameraQuery.TryComp(args.OtherEntity, out var cameraCollider))
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return;
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// TODO: Engine bug IsTouching box2d yay.
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var contacts = _physics.GetTouchingContacts(args.OtherEntity) - 1;
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if (contacts > 0)
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return;
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cameraCollider.Enabled = false;
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Dirty(args.OtherEntity, cameraCollider);
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UpdateVisuals(args.OtherEntity);
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}
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private void OnStart(Entity<CameraActiveOnCollideColliderComponent> ent, ref StartCollideEvent args)
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{
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if (args.OurFixtureId != ent.Comp.FixtureId)
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return;
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if (!_cameraQuery.TryComp(args.OtherEntity, out var cameraCollider))
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return;
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cameraCollider.Enabled = true;
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Dirty(args.OtherEntity, cameraCollider);
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UpdateVisuals(args.OtherEntity);
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}
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private void OnOverrideState(Entity<CameraActiveOnCollideComponent> ent, ref SurveillanceCameraGetIsViewedExternallyEvent args)
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{
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if (ent.Comp.RequiresPower && !_power.IsPowered(ent.Owner))
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return;
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if (!ent.Comp.Enabled)
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return;
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args.Viewed = true;
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}
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}
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