CatStation/Content.Server/DeviceLinking/Systems/MemoryCellSystem.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

82 lines
2.6 KiB
C#

using Content.Server.DeviceLinking.Components;
using Content.Shared.DeviceLinking;
using Content.Shared.DeviceLinking.Events;
namespace Content.Server.DeviceLinking.Systems;
/// <summary>
/// Handles the control of output based on the input and enable ports.
/// </summary>
public sealed partial class MemoryCellSystem : EntitySystem
{
[Dependency] private DeviceLinkSystem _deviceLink = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<MemoryCellComponent, ComponentInit>(OnInit);
SubscribeLocalEvent<MemoryCellComponent, SignalReceivedEvent>(OnSignalReceived);
}
public override void Update(float deltaTime)
{
base.Update(deltaTime);
var query = EntityQueryEnumerator<MemoryCellComponent, DeviceLinkSourceComponent>();
while (query.MoveNext(out var uid, out var comp, out var source))
{
if (comp.InputState == SignalState.Momentary)
comp.InputState = SignalState.Low;
if (comp.EnableState == SignalState.Momentary)
comp.EnableState = SignalState.Low;
UpdateOutput((uid, comp, source));
}
}
private void OnInit(Entity<MemoryCellComponent> ent, ref ComponentInit args)
{
var (uid, comp) = ent;
_deviceLink.EnsureSinkPorts(uid, comp.InputPort, comp.EnablePort);
_deviceLink.EnsureSourcePorts(uid, comp.OutputPort);
}
private void OnSignalReceived(Entity<MemoryCellComponent> ent, ref SignalReceivedEvent args)
{
var state = SignalState.Momentary;
if (args.Port == ent.Comp.InputPort)
ent.Comp.InputState = state;
else if (args.Port == ent.Comp.EnablePort)
ent.Comp.EnableState = state;
UpdateOutput(ent);
}
[SubscribeLocalEvent]
private void OnSignalReceived(Entity<MemoryCellComponent> ent, ref SignalReceivedEvent<LogicStatePayload> args)
{
var state = args.Data.State;
if (args.Port == ent.Comp.InputPort)
ent.Comp.InputState = state;
else if (args.Port == ent.Comp.EnablePort)
ent.Comp.EnableState = state;
UpdateOutput(ent);
}
private void UpdateOutput(Entity<MemoryCellComponent, DeviceLinkSourceComponent?> ent)
{
if (ent.Comp1.EnableState == SignalState.Low)
return;
var value = ent.Comp1.InputState != SignalState.Low;
if (value == ent.Comp1.LastOutput)
return;
ent.Comp1.LastOutput = value;
_deviceLink.SendSignal((ent.Owner, ent.Comp2), ent.Comp1.OutputPort, value);
}
}