CatStation/Content.Shared/DeviceNetwork/Systems/DeviceNetworkRouterSystem.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

97 lines
5.1 KiB
C#

using Content.Shared.DeviceNetwork.Components;
using Content.Shared.DeviceNetwork.Events;
using Content.Shared.DeviceNetwork.Payloads;
using Content.Shared.SurveillanceCamera;
namespace Content.Shared.DeviceNetwork.Systems;
/// <summary>
/// A system for re-routing <see cref="IRoutableNetworkPayload"/>s
/// through an entity with <see cref="DeviceNetworkRouterComponent"/>.
/// </summary>
public sealed partial class DeviceNetworkRouterSystem : EntitySystem
{
[Dependency] private SharedDeviceNetworkSystem _deviceNetworkSystem = default!;
[Dependency] private EntityQuery<DeviceNetworkComponent> _query = default!;
// TODO: make an engine PR to allow for auto-generated relay subscriptions
// Should be doable by using reflection on marker interfaces and then adding them to the auto-generated subscriptions
// I know it looks absolutely hilarious and horrible, but uuuhhhh anything to not make boxing allocations!!!!!!!! :godo:
public override void Initialize()
{
base.Initialize();
// Surveillance cameras
SubscribeLocalEvent<DeviceNetworkRouterComponent, DeviceNetworkPacketEvent<RoutedNetworkPayload<SurveillanceCameraConnectPayload>>>((ent, ref args) => OnRoutePayload(ent, ref args));
SubscribeLocalEvent<DeviceNetworkRouterComponent, DeviceNetworkPacketEvent<RoutedNetworkPayload<SurveillanceCameraConnectRequestPayload>>>((ent, ref args) => OnRoutePayload(ent, ref args));
SubscribeLocalEvent<DeviceNetworkRouterComponent, DeviceNetworkPacketEvent<RoutedNetworkPayload<SurveillanceCameraHeartbeatRequestPayload>>>((ent, ref args) => OnRoutePayload(ent, ref args));
SubscribeLocalEvent<DeviceNetworkRouterComponent, DeviceNetworkPacketEvent<RoutedNetworkPayload<SurveillanceCameraHeartbeatPayload>>>((ent, ref args) => OnRoutePayload(ent, ref args));
SubscribeLocalEvent<DeviceNetworkRouterComponent, DeviceNetworkPacketEvent<RoutedNetworkPayload<SurveillanceCameraPingPayload>>>((ent, ref args) => OnRoutePayload(ent, ref args));
SubscribeLocalEvent<DeviceNetworkRouterComponent, DeviceNetworkPacketEvent<RoutedNetworkPayload<SurveillanceCameraDataPayload>>>((ent, ref args) => OnRoutePayload(ent, ref args));
}
private void OnRoutePayload<T>(Entity<DeviceNetworkRouterComponent> ent, ref DeviceNetworkPacketEvent<T> args) where T : IRoutedNetworkPayload
{
var payload = args.Data;
if (!_query.TryComp(ent, out var deviceComp))
return;
args.Data.Reroute(ent.Owner,
payload.TargetAddress,
payload.OverrideFrequency ?? deviceComp.TransmitFrequency,
payload.OverrideNetwork ?? deviceComp.DeviceNetId,
_deviceNetworkSystem);
}
/// <summary>
/// Sends the given <see cref="IRoutableNetworkPayload"/> as a device network packet to the Relay entity with the given address and frequency.
/// After the payload is received by an entity with <see cref="DeviceNetworkRouterComponent"/>,
/// it gets re-routed to <see cref="targetAddress"/>.
/// </summary>
/// <remarks>
/// This is useful for routing server setups where the packet must be sent in both directions through a server.
/// </remarks>
/// <param name="ent">The sending entity.</param>
/// <param name="data">The data to be sent.</param>
/// <param name="routerAddress">
/// The address of the entity with <see cref="DeviceNetworkRouterComponent"/> that the packet gets sent to.
/// If null, the message is broadcast to all devices on that frequency (except the sender).
/// This address must include the router entity, so the packet can be relayed.
/// </param>
/// <param name="targetAddress">
/// The Actual address to which the payload will be relayed
/// to after it was received by a <see cref="DeviceNetworkRouterComponent"/>.
/// </param>
/// <param name="frequency">The frequency to send on to the router.</param>
/// <param name="overrideFrequency">If specified, will use this frequency when re-routing the packet.</param>
/// <param name="network">The network to send on to the router.</param>
/// <param name="overrideNetwork">If specified, will use this network when re-routing the packet.</param>
/// <returns>Returns true when the packet was successfully enqueued.</returns>
public void SendPacketRouted<T>(
Entity<DeviceNetworkComponent?> ent,
ref T data,
string? routerAddress,
string? targetAddress,
uint? overrideFrequency = null,
uint? frequency = null,
int? overrideNetwork = null,
int? network = null)
where T : IRoutableNetworkPayload
{
if (!_query.Resolve(ref ent) || ent.Comp == null)
return;
data.SenderAddress = ent.Comp.Address;
data.Sender = ent.Owner;
var payload = new RoutedNetworkPayload<T>
{
Payload = data,
OverrideFrequency = overrideFrequency,
OverrideNetwork = overrideNetwork,
TargetAddress = targetAddress,
};
_deviceNetworkSystem.SendPacket(ent.Owner, routerAddress, ref payload, frequency, network);
}
}