mirror of
https://github.com/space-syndicate/space-station-14.git
synced 2026-10-10 02:41:18 +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
97 lines
5.1 KiB
C#
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);
|
|
}
|
|
}
|