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
107 lines
3.3 KiB
C#
107 lines
3.3 KiB
C#
using Content.Shared.DeviceNetwork.Systems;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.DeviceNetwork.Components;
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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[Access(typeof(SharedDeviceNetworkSystem), typeof(DeviceNet))]
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public sealed partial class DeviceNetworkComponent : Component
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{
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/// <summary>
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/// Default device network ID to connect to.
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/// </summary>
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[DataField("deviceNetId")]
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public DeviceNetIdDefaults NetIdEnum { get; set; }
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public int DeviceNetId => (int) NetIdEnum;
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/// <summary>
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/// The frequency that this device is listening on.
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/// </summary>
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[DataField]
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public uint? ReceiveFrequency;
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/// <summary>
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/// The address ID of the device, either on the network it is currently connected to or whatever address it
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/// most recently used.
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/// </summary>
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[DataField]
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public string Address = string.Empty;
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/// <summary>
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/// Whether the device should listen for all device messages, regardless of the intended recipient.
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/// </summary>
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[DataField]
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public bool ReceiveAll;
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/// <summary>
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/// The frequency that this device going to try to transmit on.
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/// </summary>
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[DataField]
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public uint? TransmitFrequency;
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/// <summary>
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/// Frequency prototype, used to select a default frequency to listen to on.
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/// </summary>
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[DataField]
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public ProtoId<DeviceFrequencyPrototype>? ReceiveFrequencyId;
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/// <summary>
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/// Frequency prototype, used to select a default frequency to transmit on.
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/// </summary>
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[DataField]
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public ProtoId<DeviceFrequencyPrototype>? TransmitFrequencyId;
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/// <summary>
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/// Whether to send the broadcast recipients list to the sender so it can be filtered.
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/// </summary>
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[DataField]
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public bool SendBroadcastAttemptEvent;
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/// <summary>
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/// If the device should show its address upon an examine.
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/// Useful for devices that do not have a visible UI.
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool ExaminableAddress;
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/// <summary>
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/// Prefix to prepend to any automatically generated addresses. Helps players to identify devices.
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/// </summary>
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[DataField]
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public LocId? Prefix;
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/// <summary>
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/// Whether the device should attempt to join the network on map init.
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/// </summary>
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[DataField]
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public bool AutoConnect = true;
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/// <summary>
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/// Whether this device's address can be saved to device-lists
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/// </summary>
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[DataField]
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public bool SavableAddress = true;
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/// <summary>
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/// If true, the address was customized and should be preserved across networks. If false, a randomly
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/// generated address will be created whenever this device connects to a network.
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/// </summary>
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[DataField]
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public bool CustomAddress;
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/// <summary>
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/// A list of device-lists that this device is on.
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/// </summary>
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[DataField]
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[Access(typeof(SharedDeviceListSystem))]
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public HashSet<EntityUid> DeviceLists = new();
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/// <summary>
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/// A list of configurators that this device is on.
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/// </summary>
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[DataField]
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[Access(typeof(SharedNetworkConfiguratorSystem))]
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public HashSet<EntityUid> Configurators = new();
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}
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