# Conflicts: # .github/CODEOWNERS # .github/workflows/publish.yml # Content.Client/Administration/UI/BanPanel/BanPanel.xaml # Content.Client/Administration/UI/BanPanel/BanPanel.xaml.cs # Content.Client/Administration/UI/Tabs/PlayerTab/PlayerTabEntry.xaml.cs # Content.Client/Entry/EntryPoint.cs # Content.Client/Hands/Systems/HandsSystem.cs # Content.Client/Humanoid/HumanoidAppearanceSystem.cs # Content.Client/Humanoid/SingleMarkingPicker.xaml.cs # Content.Client/IoC/ClientContentIoC.cs # Content.Client/Lobby/LobbyState.cs # Content.Client/Lobby/UI/HumanoidProfileEditor.xaml.cs # Content.Client/Lobby/UI/Loadouts/LoadoutGroupContainer.xaml.cs # Content.Client/Lobby/UI/LobbyGui.xaml # Content.Client/NetworkConfigurator/NetworkConfiguratorConfigurationMenu.xaml # Content.Client/Options/UI/EscapeMenu.xaml # Content.Client/Stealth/StealthSystem.cs # Content.Client/SurveillanceCamera/UI/SurveillanceCameraMonitorWindow.xaml.cs # Content.Client/UserInterface/Systems/Chat/Widgets/ChatBox.xaml.cs # Content.Client/UserInterface/Systems/Emotes/EmotesUIController.cs # Content.Client/Weapons/Ranged/Systems/GunSystem.cs # Content.IntegrationTests/Tests/Commands/SuicideCommandTests.cs # Content.IntegrationTests/Tests/Damageable/DamageableTest.cs # Content.IntegrationTests/Tests/PostMapInitTest.cs # Content.Server/Administration/Commands/AdminWhoCommand.cs # Content.Server/Administration/Commands/PardonCommand.cs # Content.Server/Administration/Commands/RoleUnbanCommand.cs # Content.Server/Administration/Commands/SetOutfitCommand.cs # Content.Server/Administration/Systems/AdminVerbSystem.Antags.cs # Content.Server/Administration/Systems/AdminVerbSystem.Smites.cs # Content.Server/AlertLevel/Commands/SetAlertLevelCommand.cs # Content.Server/Body/Components/BloodstreamComponent.cs # Content.Server/Body/Systems/BloodstreamSystem.cs # Content.Server/Body/Systems/MetabolizerSystem.cs # Content.Server/Body/Systems/RespiratorSystem.cs # Content.Server/Chat/Managers/ChatSanitizationManager.cs # Content.Server/Chat/Systems/ChatSystem.Emote.cs # Content.Server/Chat/Systems/ChatSystem.cs # Content.Server/CrewManifest/CrewManifestSystem.cs # Content.Server/Emp/EmpSystem.cs # Content.Server/Explosion/EntitySystems/TriggerSystem.cs # Content.Server/Fax/FaxSystem.cs # Content.Server/Fluids/EntitySystems/AbsorbentSystem.cs # Content.Server/GameTicking/Commands/ForceMapCommand.cs # Content.Server/GameTicking/Commands/ForcePresetCommand.cs # Content.Server/GameTicking/Presets/GamePresetPrototype.cs # Content.Server/GameTicking/Rules/ChangelingRuleSystem.cs # Content.Server/GameTicking/Rules/Components/ChangelingRuleComponent.cs # Content.Server/GameTicking/Rules/NukeopsRuleSystem.cs # Content.Server/Ghost/Roles/GhostRoleSystem.cs # Content.Server/Implants/Components/ScramImplantComponent.cs # Content.Server/Implants/SubdermalImplantSystem.cs # Content.Server/Materials/ProduceMaterialExtractorSystem.cs # Content.Server/Medical/HealthAnalyzerSystem.cs # Content.Server/NPC/Systems/NPCCombatSystem.Ranged.cs # Content.Server/NPC/Systems/NPCSystem.cs # Content.Server/Polymorph/Systems/PolymorphSystem.cs # Content.Server/Radio/EntitySystems/HeadsetSystem.cs # Content.Server/Repairable/RepairableSystem.cs # Content.Server/Revenant/EntitySystems/RevenantSystem.cs # Content.Server/RoundEnd/RoundEndSystem.cs # Content.Server/Shuttles/Systems/EmergencyShuttleSystem.cs # Content.Server/Speech/EntitySystems/FrenchAccentSystem.cs # Content.Server/Speech/EntitySystems/FrontalLispSystem.cs # Content.Server/Speech/EntitySystems/LizardAccentSystem.cs # Content.Server/Speech/EntitySystems/MothAccentSystem.cs # Content.Server/Speech/EntitySystems/OwOAccentSystem.cs # Content.Server/Station/Systems/StationSpawningSystem.cs # Content.Server/StationEvents/Events/MeteorSwarmSystem.cs # Content.Server/Stunnable/Components/StunOnCollideComponent.cs # Content.Server/SurveillanceCamera/Components/SurveillanceCameraRouterComponent.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.Cartridges.cs # Content.Server/Zombies/ZombieSystem.Transform.cs # Content.Server/Zombies/ZombieSystem.cs # Content.Shared/Actions/SharedActionsSystem.cs # Content.Shared/Bed/SharedBedSystem.cs # Content.Shared/Blocking/BlockingSystem.cs # Content.Shared/Body/Systems/SharedBodySystem.Parts.cs # Content.Shared/Chemistry/Components/SolutionRegenerationComponent.cs # Content.Shared/Chemistry/EntitySystems/HypospraySystem.cs # Content.Shared/Construction/Conditions/TileNotBlocked.cs # Content.Shared/Cuffs/SharedCuffableSystem.cs # Content.Shared/Doors/Systems/SharedDoorSystem.cs # Content.Shared/Emoting/EmoteAttemptEvent.cs # Content.Shared/Eye/Blinding/Systems/BlindableSystem.cs # Content.Shared/Eye/VisibilityFlags.cs # Content.Shared/Hands/EntitySystems/SharedHandsSystem.Pickup.cs # Content.Shared/Humanoid/HumanoidCharacterAppearance.cs # Content.Shared/Interaction/SmartEquipSystem.cs # Content.Shared/Inventory/InventorySystem.Relay.cs # Content.Shared/Medical/Cryogenics/SharedCryoPodSystem.cs # Content.Shared/Medical/Healing/HealingSystem.cs # Content.Shared/Medical/HealingComponent.cs # Content.Shared/Nutrition/EntitySystems/FoodSystem.cs # Content.Shared/Slippery/SlipperySystem.cs # Content.Shared/SprayPainter/SharedSprayPainterSystem.cs # Content.Shared/Standing/StandingStateComponent.cs # Content.Shared/Standing/StandingStateSystem.cs # Content.Shared/Station/SharedStationSpawningSystem.cs # Content.Shared/Stunnable/SharedStunSystem.cs # Content.Shared/SurveillanceCamera/SharedSurveillanceCameraMonitorSystem.cs # Content.Shared/VendingMachines/VendingMachineComponent.cs # Content.Shared/Warps/WarpPointSystem.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.cs # Content.Shared/Wieldable/SharedWieldableSystem.cs # Resources/Audio/Ambience/Antag/attributions.yml # Resources/Audio/Ambience/Antag/changeling_start.ogg # Resources/Audio/Effects/attributions.yml # Resources/Audio/Lobby/attributions.yml # Resources/Audio/Machines/attributions.yml # Resources/Audio/Weapons/Guns/Gunshots/attributions.yml # Resources/Locale/en-US/_strings/administration/antag.ftl # Resources/Locale/en-US/_strings/administration/commands/camera.ftl # Resources/Locale/en-US/_strings/administration/commands/dsay-command.ftl # Resources/Locale/en-US/_strings/administration/commands/follow-command.ftl # Resources/Locale/en-US/_strings/administration/smites.ftl # Resources/Locale/en-US/_strings/administration/ui/admin-camera-window.ftl # Resources/Locale/en-US/_strings/administration/ui/role-bans.ftl # Resources/Locale/en-US/_strings/alerts/alerts.ftl # Resources/Locale/en-US/_strings/atmos/gas-pressure-regulator-system.ftl # Resources/Locale/en-US/_strings/bonk/components/bonkable-component.ftl # Resources/Locale/en-US/_strings/commands/add-body-part-command.ftl # Resources/Locale/en-US/_strings/commands/admin-logs-command.ftl # Resources/Locale/en-US/_strings/commands/admin-who-command.ftl # Resources/Locale/en-US/_strings/commands/asay-command.ftl # Resources/Locale/en-US/_strings/commands/crew-manifest-command.ftl # Resources/Locale/en-US/_strings/commands/deadmin-command.ftl # Resources/Locale/en-US/_strings/commands/delete-component-command.ftl # Resources/Locale/en-US/_strings/commands/destroy-mechanism-command.ftl # Resources/Locale/en-US/_strings/commands/dirty-command.ftl # Resources/Locale/en-US/_strings/commands/dsay-command.ftl # Resources/Locale/en-US/_strings/commands/dump-reagent-guide-text-command.ftl # Resources/Locale/en-US/_strings/commands/eye-commands.ftl # Resources/Locale/en-US/_strings/commands/follow-command.ftl # Resources/Locale/en-US/_strings/commands/force-map-command.ftl # Resources/Locale/en-US/_strings/commands/force-preset-command.ftl # Resources/Locale/en-US/_strings/commands/ghost-kick-command.ftl # Resources/Locale/en-US/_strings/commands/ghost-visibility-commands.ftl # Resources/Locale/en-US/_strings/commands/go-lobby-command.ftl # Resources/Locale/en-US/_strings/commands/grid-drag-command.ftl # Resources/Locale/en-US/_strings/commands/is-afk-command.ftl # Resources/Locale/en-US/_strings/commands/makesentient-command.ftl # Resources/Locale/en-US/_strings/commands/map-commands.ftl # Resources/Locale/en-US/_strings/commands/mapping-client-side-setup-command.ftl # Resources/Locale/en-US/_strings/commands/mappingclientsidesetup-command.ftl # Resources/Locale/en-US/_strings/commands/me-command.ftl # Resources/Locale/en-US/_strings/commands/mind-info-command.ftl # Resources/Locale/en-US/_strings/commands/node-vis-commands.ftl # Resources/Locale/en-US/_strings/commands/npc-command.ftl # Resources/Locale/en-US/_strings/commands/nukecodes-command.ftl # Resources/Locale/en-US/_strings/commands/ooc-command.ftl # Resources/Locale/en-US/_strings/commands/pardon-command.ftl # Resources/Locale/en-US/_strings/commands/powerstat-command.ftl # Resources/Locale/en-US/_strings/commands/promote-host-command.ftl # Resources/Locale/en-US/_strings/commands/radiation-command.ftl # Resources/Locale/en-US/_strings/commands/readmin-command.ftl # Resources/Locale/en-US/_strings/commands/remove-extra-components-command.ftl # Resources/Locale/en-US/_strings/commands/role-commands.ftl # Resources/Locale/en-US/_strings/commands/say-command.ftl # Resources/Locale/en-US/_strings/commands/set-battery-percent-command.ftl # Resources/Locale/en-US/_strings/commands/show-ambient-command.ftl # Resources/Locale/en-US/_strings/commands/show-gun-spread-command.ftl # Resources/Locale/en-US/_strings/commands/show-htn-command.ftl # Resources/Locale/en-US/_strings/commands/showrules-command.ftl # Resources/Locale/en-US/_strings/commands/spawn-entity-list-command.ftl # Resources/Locale/en-US/_strings/commands/start-singularity-command.ftl # Resources/Locale/en-US/_strings/commands/tile-pry-command.ftl # Resources/Locale/en-US/_strings/commands/toggle-decals-command.ftl # Resources/Locale/en-US/_strings/commands/toggle-disallow-late-join-command.ftl # Resources/Locale/en-US/_strings/commands/unlocknode-command.ftl # Resources/Locale/en-US/_strings/commands/whisper-command.ftl # Resources/Locale/en-US/_strings/components/gas-pressure-regulator-component.ftl # Resources/Locale/en-US/_strings/engineer-painter/engineer-painter.ftl # Resources/Locale/en-US/_strings/game-ticking/forcemap-command.ftl # Resources/Locale/en-US/_strings/interaction/interaction-popup-component.ftl # Resources/Locale/en-US/_strings/markings/vox_tattoos.ftl # Resources/Locale/en-US/_strings/materials/material-extractor.ftl # Resources/Locale/en-US/_strings/movement/eye.ftl # Resources/Locale/en-US/_strings/nutrition/components/food-component.ftl # Resources/Locale/en-US/_strings/nutrition/components/ingestion-system.ftl # Resources/Locale/en-US/_strings/nutrition/components/sealable-component.ftl # Resources/Locale/en-US/_strings/radiation/radiation-command.ftl # Resources/Locale/en-US/_strings/reagents/meta/physical-desc.ftl # Resources/Locale/en-US/_strings/research/technologies.ftl # Resources/Locale/en-US/_strings/seeds/seeds.ftl # Resources/Locale/en-US/_strings/weapons/grenades/timer-trigger.ftl # Resources/Locale/en-US/_strings/weapons/grenades/voice-trigger.ftl # Resources/Locale/en-US/commands/mapping-client-side-setup-command.ftl # Resources/Locale/en-US/recipes/tags.ftl # Resources/Maps/_Sunrise/Station/bagel.yml # Resources/Maps/_Sunrise/Station/barratry.yml # Resources/Maps/_Sunrise/Station/box.yml # Resources/Maps/_Sunrise/Station/fland.yml # Resources/Maps/_Sunrise/Station/marathon.yml # Resources/Maps/_Sunrise/Station/oasis.yml # Resources/Maps/_Sunrise/Station/packed.yml # Resources/Maps/_Sunrise/Station/plasma.yml # Resources/Maps/amber.yml # Resources/Maps/centcomm.yml # Resources/Prototypes/Catalog/Fills/Backpacks/duffelbag.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Catalog/Fills/Lockers/service.yml # Resources/Prototypes/Catalog/Fills/Lockers/suit_storage.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/coffee.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/sustenance.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/winterdrobe.yml # Resources/Prototypes/Entities/Clothing/Belt/belts.yml # Resources/Prototypes/Entities/Clothing/Eyes/glasses.yml # Resources/Prototypes/Entities/Clothing/Eyes/hud.yml # Resources/Prototypes/Entities/Clothing/Head/hardsuit-helmets.yml # Resources/Prototypes/Entities/Clothing/Head/hats.yml # Resources/Prototypes/Entities/Clothing/Head/helmets.yml # Resources/Prototypes/Entities/Clothing/Head/hoods.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/armor.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/hardsuits.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/softsuits.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/suits.yml # Resources/Prototypes/Entities/Mobs/NPCs/animals.yml # Resources/Prototypes/Entities/Mobs/NPCs/carp.yml # Resources/Prototypes/Entities/Mobs/NPCs/pets.yml # Resources/Prototypes/Entities/Mobs/NPCs/revenant.yml # Resources/Prototypes/Entities/Mobs/Player/admin_ghost.yml # Resources/Prototypes/Entities/Mobs/Player/clone.yml # Resources/Prototypes/Entities/Mobs/Species/base.yml # Resources/Prototypes/Entities/Mobs/Species/dwarf.yml # Resources/Prototypes/Entities/Mobs/base.yml # Resources/Prototypes/Entities/Objects/Fun/pai.yml # Resources/Prototypes/Entities/Objects/Fun/toys.yml # Resources/Prototypes/Entities/Objects/Misc/subdermal_implants.yml # Resources/Prototypes/Entities/Objects/Shields/shields.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/healing.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/hypospray.yml # Resources/Prototypes/Entities/Objects/Tools/access_configurator.yml # Resources/Prototypes/Entities/Objects/Tools/matches.yml # Resources/Prototypes/Entities/Objects/Weapons/Bombs/plastic.yml # Resources/Prototypes/Entities/Objects/Weapons/Bombs/spider.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/caseless_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/light_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/grenade.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Shotguns/shotguns.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/mining.yml # Resources/Prototypes/Entities/Objects/Weapons/Throwable/grenades.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/airlocks.yml # Resources/Prototypes/Entities/Structures/Doors/airlock_groups.yml # Resources/Prototypes/Entities/Structures/Furniture/beds.yml # Resources/Prototypes/Entities/Structures/Machines/vending_machines.yml # Resources/Prototypes/Entities/Structures/Power/debug_power.yml # Resources/Prototypes/Entities/Structures/Storage/Crates/crates.yml # Resources/Prototypes/Entities/Structures/Wallmounts/Misc/mirror.yml # Resources/Prototypes/GameRules/subgamemodes.yml # Resources/Prototypes/Reagents/Consumable/Drink/drinks.yml # Resources/Prototypes/Reagents/Consumable/Drink/soda.yml # Resources/Prototypes/Reagents/medicine.yml # Resources/Prototypes/Recipes/Lathes/Packs/tiles.yml # Resources/Prototypes/Recipes/Lathes/categories.yml # Resources/Prototypes/Recipes/Reactions/chemicals.yml # Resources/Prototypes/Roles/Antags/changeling.yml # Resources/Prototypes/name_identifier_groups.yml # Resources/Prototypes/tool_qualities.yml # Resources/ServerInfo/Guidebook/Antagonist/Zombies.xml # Resources/ServerInfo/Guidebook/Cargo/CargoBounties.xml # Resources/ServerInfo/Guidebook/Command.xml # Resources/ServerInfo/Guidebook/Glossary.xml # Resources/ServerInfo/Guidebook/NewPlayer/YourFirstCharacter.xml # Resources/ServerInfo/Guidebook/Science/Robotics.xml # Resources/ServerInfo/Guidebook/Science/ScannersAndVessels.xml # Resources/ServerInfo/Guidebook/Science/Science.xml # Resources/ServerInfo/Guidebook/SpaceStation14.xml # Resources/ServerInfo/Guidebook/Survival.xml # Resources/Textures/Clothing/Head/Hardsuits/atmospherics.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/capspace.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/cybersun.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/engineering-white.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/engineering-white.rsi/on-equipped-HELMET.png # Resources/Textures/Clothing/Head/Hardsuits/engineering.rsi/icon.png # Resources/Textures/Clothing/Head/Hardsuits/engineering.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/engineering.rsi/on-equipped-HELMET.png # Resources/Textures/Clothing/Head/Hardsuits/medical.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/rd.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/salvage.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/security.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/spatiohelm.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/syndicate.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/syndiecommander.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/syndieelite.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/wizard.rsi/meta.json # Resources/Textures/Clothing/Head/Helmets/atmos_firehelmet.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Armor/captain_carapace.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Armor/security.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/atmospherics.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/capspace.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/cybersun.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/engineering-white.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/engineering.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/medical.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/paramed.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/rd.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/salvage.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/security.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/spatio.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndicate.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndiecommander.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndieelite.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/wizard.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/atmos_firesuit.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/eva.rsi/meta.json # Resources/Textures/Interface/Misc/job_icons.rsi/meta.json # Resources/Textures/Objects/Misc/Lights/lampgreen.rsi/meta.json # Resources/Textures/Objects/Specific/Janitorial/janitorial_cart.rsi/meta.json # Resources/Textures/Objects/Tools/spray_painter.rsi/meta.json # Resources/Textures/Objects/Weapons/Melee/baseball_bat.rsi/meta.json # Resources/engineCommandPerms.yml # Resources/keybinds.yml # Resources/migration.yml
520 lines
19 KiB
C#
520 lines
19 KiB
C#
using System.Linq;
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using Content.Server.DeviceNetwork;
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using Content.Server.DeviceNetwork.Systems;
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using Content.Server.Power.Components;
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using Content.Shared.DeviceNetwork;
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using Content.Shared.DeviceNetwork.Events;
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using Content.Shared.Power;
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using Content.Shared.UserInterface;
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using Content.Shared.SurveillanceCamera;
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using Robust.Server.GameObjects;
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using Robust.Shared.Player;
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using Robust.Shared.Map;
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namespace Content.Server.SurveillanceCamera;
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public sealed class SurveillanceCameraMonitorSystem : EntitySystem
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{
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[Dependency] private readonly SurveillanceCameraSystem _surveillanceCameras = default!;
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[Dependency] private readonly UserInterfaceSystem _userInterface = default!;
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[Dependency] private readonly DeviceNetworkSystem _deviceNetworkSystem = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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public override void Initialize()
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{
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SubscribeLocalEvent<SurveillanceCameraMonitorComponent, SurveillanceCameraDeactivateEvent>(OnSurveillanceCameraDeactivate);
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SubscribeLocalEvent<SurveillanceCameraMonitorComponent, PowerChangedEvent>(OnPowerChanged);
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SubscribeLocalEvent<SurveillanceCameraMonitorComponent, ComponentShutdown>(OnShutdown);
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SubscribeLocalEvent<SurveillanceCameraMonitorComponent, DeviceNetworkPacketEvent>(OnPacketReceived);
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SubscribeLocalEvent<SurveillanceCameraMonitorComponent, ComponentStartup>(OnComponentStartup);
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SubscribeLocalEvent<SurveillanceCameraMonitorComponent, AfterActivatableUIOpenEvent>(OnToggleInterface);
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Subs.BuiEvents<SurveillanceCameraMonitorComponent>(SurveillanceCameraMonitorUiKey.Key, subs =>
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{
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subs.Event<SurveillanceCameraRefreshCamerasMessage>(OnRefreshCamerasMessage);
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subs.Event<SurveillanceCameraRefreshSubnetsMessage>(OnRefreshSubnetsMessage);
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subs.Event<SurveillanceCameraDisconnectMessage>(OnDisconnectMessage);
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subs.Event<SurveillanceCameraMonitorSwitchMessage>(OnSwitchMessage);
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subs.Event<BoundUIClosedEvent>(OnBoundUiClose);
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});
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}
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private const float _maxHeartbeatTime = 300f;
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private const float _heartbeatDelay = 30f;
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public override void Update(float frameTime)
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{
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var query = EntityQueryEnumerator<ActiveSurveillanceCameraMonitorComponent, SurveillanceCameraMonitorComponent>();
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while (query.MoveNext(out var uid, out _, out var monitor))
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{
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if (Paused(uid))
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{
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continue;
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}
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monitor.LastHeartbeatSent += frameTime;
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SendHeartbeat(uid, monitor);
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monitor.LastHeartbeat += frameTime;
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if (monitor.LastHeartbeat > _maxHeartbeatTime)
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{
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DisconnectCamera(uid, true, monitor);
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RemComp<ActiveSurveillanceCameraMonitorComponent>(uid);
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}
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}
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}
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/// ROUTING:
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///
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/// Monitor freq: General frequency for cameras, routers, and monitors to speak on.
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///
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/// Subnet freqs: Frequency for each specific subnet. Routers ping cameras here,
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/// cameras ping back on monitor frequency. When a monitor
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/// selects a subnet, it saves that subnet's frequency
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/// so it can connect to the camera. All outbound cameras
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/// always speak on the monitor frequency and will not
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/// do broadcast pings - whatever talks to it, talks to it.
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///
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/// How a camera is discovered:
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///
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/// Subnet ping:
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/// Surveillance camera monitor - [ monitor freq ] -> Router
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/// Router -> camera discovery
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/// Router - [ subnet freq ] -> Camera
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/// Camera -> router ping
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/// Camera - [ monitor freq ] -> Router
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/// Router -> monitor data forward
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/// Router - [ monitor freq ] -> Monitor
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#region Event Handling
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private void OnComponentStartup(EntityUid uid, SurveillanceCameraMonitorComponent component, ComponentStartup args)
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{
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RefreshSubnets(uid, component);
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}
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private void OnPacketReceived(EntityUid uid, SurveillanceCameraMonitorComponent component,
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DeviceNetworkPacketEvent args)
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{
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if (string.IsNullOrEmpty(args.SenderAddress))
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{
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return;
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}
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if (args.Data.TryGetValue(DeviceNetworkConstants.Command, out string? command))
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{
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switch (command)
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{
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case SurveillanceCameraSystem.CameraConnectMessage:
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if (component.NextCameraAddress == args.SenderAddress)
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{
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component.ActiveCameraAddress = args.SenderAddress;
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TrySwitchCameraByUid(uid, args.Sender, component);
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}
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component.NextCameraAddress = null;
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break;
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case SurveillanceCameraSystem.CameraHeartbeatMessage:
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if (args.SenderAddress == component.ActiveCameraAddress)
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{
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component.LastHeartbeat = 0;
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}
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break;
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case SurveillanceCameraSystem.CameraDataMessage:
|
|
if (!args.Data.TryGetValue(SurveillanceCameraSystem.CameraNameData, out string? name)
|
|
|| !args.Data.TryGetValue(SurveillanceCameraSystem.CameraSubnetData, out string? subnetData)
|
|
|| !args.Data.TryGetValue(SurveillanceCameraSystem.CameraAddressData, out string? address)
|
|
|| !args.Data.TryGetValue(SurveillanceCameraSystem.CameraUid, out string? camera) // Sunrise-edit
|
|
|| !args.Data.TryGetValue(SurveillanceCameraSystem.CameraSubnetColor, out Color color)) // Sunrise-edit
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (!component.KnownSubnets.TryGetValue(subnetData, out var subnetAddress))
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Sunrise-start
|
|
EntityUid cameraUid;
|
|
EntityUid.TryParse(camera, out cameraUid);
|
|
var netEntCamera = GetNetEntity(cameraUid);
|
|
|
|
if (!component.KnownCameras.ContainsKey(netEntCamera))
|
|
{
|
|
EntityCoordinates coordinates = EntityCoordinates.Invalid;
|
|
var xformQuery = GetEntityQuery<TransformComponent>();
|
|
|
|
if (TryComp<TransformComponent>(cameraUid, out var transform))
|
|
{
|
|
if (transform.GridUid != null)
|
|
{
|
|
coordinates = transform.Coordinates;
|
|
}
|
|
else if (transform.MapUid != null)
|
|
{
|
|
coordinates = new EntityCoordinates(transform.MapUid.Value,
|
|
_transform.GetWorldPosition(transform, xformQuery));
|
|
}
|
|
}
|
|
|
|
component.KnownCameras.Add(netEntCamera,
|
|
new CameraData{
|
|
Name = name,
|
|
CameraAddress = address,
|
|
SubnetAddress = subnetAddress,
|
|
SubnetColor = color,
|
|
Coordinates = GetNetCoordinates(coordinates)
|
|
});
|
|
}
|
|
// Sunrise-end
|
|
|
|
UpdateUserInterface(uid, component);
|
|
break;
|
|
case SurveillanceCameraSystem.CameraSubnetData:
|
|
if (args.Data.TryGetValue(SurveillanceCameraSystem.CameraSubnetData, out string? subnet)
|
|
&& !component.KnownSubnets.ContainsKey(subnet))
|
|
{
|
|
component.KnownSubnets.Add(subnet, args.SenderAddress);
|
|
}
|
|
|
|
UpdateUserInterface(uid, component);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
private void OnDisconnectMessage(EntityUid uid, SurveillanceCameraMonitorComponent component,
|
|
SurveillanceCameraDisconnectMessage message)
|
|
{
|
|
DisconnectCamera(uid, true, component);
|
|
// Sunrise-start
|
|
foreach (var subnet in component.KnownSubnets)
|
|
{
|
|
DisconnectFromSubnet(uid, subnet.Key);
|
|
component.KnownCameras.Clear();
|
|
UpdateUserInterface(uid, component);
|
|
ConnectToSubnet(uid, subnet.Key);
|
|
}
|
|
// Sunrise-end
|
|
}
|
|
|
|
private void OnRefreshCamerasMessage(EntityUid uid, SurveillanceCameraMonitorComponent component,
|
|
SurveillanceCameraRefreshCamerasMessage message)
|
|
{
|
|
// Sunrise-start
|
|
foreach (var subnet in component.KnownSubnets)
|
|
{
|
|
DisconnectFromSubnet(uid, subnet.Key);
|
|
DisconnectCamera(uid, true, component);
|
|
component.KnownCameras.Clear();
|
|
UpdateUserInterface(uid, component);
|
|
ConnectToSubnet(uid, subnet.Key);
|
|
}
|
|
// Sunrise-end
|
|
}
|
|
|
|
private void OnRefreshSubnetsMessage(EntityUid uid, SurveillanceCameraMonitorComponent component,
|
|
SurveillanceCameraRefreshSubnetsMessage message)
|
|
{
|
|
RefreshSubnets(uid, component);
|
|
}
|
|
|
|
private void OnSwitchMessage(EntityUid uid, SurveillanceCameraMonitorComponent component, SurveillanceCameraMonitorSwitchMessage message)
|
|
{
|
|
// there would be a null check here, but honestly
|
|
// whichever one is the "latest" switch message gets to
|
|
// do the switch
|
|
TrySwitchCameraByAddress(uid, message.CameraAddress, message.SubnetAddress, component); // Sunrise-edit
|
|
}
|
|
|
|
private void OnPowerChanged(EntityUid uid, SurveillanceCameraMonitorComponent component, ref PowerChangedEvent args)
|
|
{
|
|
if (!args.Powered)
|
|
{
|
|
RemoveActiveCamera(uid, component);
|
|
component.NextCameraAddress = null;
|
|
}
|
|
}
|
|
|
|
private void OnShutdown(EntityUid uid, SurveillanceCameraMonitorComponent component, ComponentShutdown args)
|
|
{
|
|
RemoveActiveCamera(uid, component);
|
|
}
|
|
|
|
|
|
private void OnToggleInterface(EntityUid uid, SurveillanceCameraMonitorComponent component,
|
|
AfterActivatableUIOpenEvent args)
|
|
{
|
|
AfterOpenUserInterface(uid, args.User, component);
|
|
}
|
|
|
|
// This is to ensure that there's no delay in ensuring that a camera is deactivated.
|
|
private void OnSurveillanceCameraDeactivate(EntityUid uid, SurveillanceCameraMonitorComponent monitor, SurveillanceCameraDeactivateEvent args)
|
|
{
|
|
DisconnectCamera(uid, false, monitor);
|
|
}
|
|
|
|
private void OnBoundUiClose(EntityUid uid, SurveillanceCameraMonitorComponent component, BoundUIClosedEvent args)
|
|
{
|
|
RemoveViewer(uid, args.Actor, component);
|
|
}
|
|
|
|
#endregion
|
|
|
|
private void SendHeartbeat(EntityUid uid, SurveillanceCameraMonitorComponent? monitor = null)
|
|
{
|
|
if (!Resolve(uid, ref monitor)
|
|
|| monitor.LastHeartbeatSent < _heartbeatDelay
|
|
|| monitor.ActiveCamera == null // Sunrise-edit
|
|
|| !monitor.KnownCameras.TryGetValue(GetNetEntity(monitor.ActiveCamera.Value), out var cameraData)) // Sunrise-edit
|
|
{
|
|
return;
|
|
}
|
|
|
|
var payload = new NetworkPayload()
|
|
{
|
|
{ DeviceNetworkConstants.Command, SurveillanceCameraSystem.CameraHeartbeatMessage },
|
|
{ SurveillanceCameraSystem.CameraAddressData, monitor.ActiveCameraAddress }
|
|
};
|
|
|
|
_deviceNetworkSystem.QueuePacket(uid, cameraData.SubnetAddress, payload); // Sunrise-edit
|
|
}
|
|
|
|
private void DisconnectCamera(EntityUid uid, bool removeViewers, SurveillanceCameraMonitorComponent? monitor = null)
|
|
{
|
|
if (!Resolve(uid, ref monitor))
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (removeViewers)
|
|
{
|
|
RemoveActiveCamera(uid, monitor);
|
|
}
|
|
|
|
monitor.ActiveCamera = null;
|
|
monitor.ActiveCameraAddress = string.Empty;
|
|
RemComp<ActiveSurveillanceCameraMonitorComponent>(uid);
|
|
UpdateUserInterface(uid, monitor);
|
|
}
|
|
|
|
private void RefreshSubnets(EntityUid uid, SurveillanceCameraMonitorComponent? monitor = null)
|
|
{
|
|
if (!Resolve(uid, ref monitor))
|
|
{
|
|
return;
|
|
}
|
|
|
|
monitor.KnownSubnets.Clear();
|
|
PingCameraNetwork(uid, monitor);
|
|
}
|
|
|
|
private void PingCameraNetwork(EntityUid uid, SurveillanceCameraMonitorComponent? monitor = null)
|
|
{
|
|
if (!Resolve(uid, ref monitor))
|
|
{
|
|
return;
|
|
}
|
|
|
|
var payload = new NetworkPayload()
|
|
{
|
|
{ DeviceNetworkConstants.Command, SurveillanceCameraSystem.CameraPingMessage }
|
|
};
|
|
_deviceNetworkSystem.QueuePacket(uid, null, payload);
|
|
}
|
|
|
|
private void RequestSubnetInfo(EntityUid uid, string subnet, SurveillanceCameraMonitorComponent? monitor = null) // Sunrise-edit
|
|
{
|
|
if (!Resolve(uid, ref monitor)
|
|
|| !monitor.KnownSubnets.TryGetValue(subnet, out var address)) // Sunrise-edit
|
|
{
|
|
return;
|
|
}
|
|
|
|
var payload = new NetworkPayload()
|
|
{
|
|
{DeviceNetworkConstants.Command, SurveillanceCameraSystem.CameraPingSubnetMessage},
|
|
};
|
|
_deviceNetworkSystem.QueuePacket(uid, address, payload);
|
|
}
|
|
|
|
private void ConnectToSubnet(EntityUid uid, string subnet, SurveillanceCameraMonitorComponent? monitor = null)
|
|
{
|
|
if (!Resolve(uid, ref monitor)
|
|
|| !monitor.KnownSubnets.TryGetValue(subnet, out var address))
|
|
{
|
|
return;
|
|
}
|
|
|
|
var payload = new NetworkPayload()
|
|
{
|
|
{DeviceNetworkConstants.Command, SurveillanceCameraSystem.CameraSubnetConnectMessage},
|
|
};
|
|
_deviceNetworkSystem.QueuePacket(uid, address, payload);
|
|
|
|
RequestSubnetInfo(uid, subnet, monitor); // Sunrise-edit
|
|
}
|
|
|
|
private void DisconnectFromSubnet(EntityUid uid, string subnet, SurveillanceCameraMonitorComponent? monitor = null)
|
|
{
|
|
if (!Resolve(uid, ref monitor)
|
|
|| !monitor.KnownSubnets.TryGetValue(subnet, out var address))
|
|
{
|
|
return;
|
|
}
|
|
|
|
var payload = new NetworkPayload()
|
|
{
|
|
{DeviceNetworkConstants.Command, SurveillanceCameraSystem.CameraSubnetDisconnectMessage},
|
|
};
|
|
_deviceNetworkSystem.QueuePacket(uid, address, payload);
|
|
}
|
|
|
|
// Adds a viewer to the camera and the monitor.
|
|
private void AddViewer(EntityUid uid, EntityUid player, SurveillanceCameraMonitorComponent? monitor = null)
|
|
{
|
|
if (!Resolve(uid, ref monitor))
|
|
{
|
|
return;
|
|
}
|
|
|
|
monitor.Viewers.Add(player);
|
|
|
|
if (monitor.ActiveCamera != null)
|
|
{
|
|
_surveillanceCameras.AddActiveViewer(monitor.ActiveCamera.Value, player, uid);
|
|
}
|
|
|
|
UpdateUserInterface(uid, monitor, player);
|
|
}
|
|
|
|
// Removes a viewer from the camera and the monitor.
|
|
private void RemoveViewer(EntityUid uid, EntityUid player, SurveillanceCameraMonitorComponent? monitor = null)
|
|
{
|
|
if (!Resolve(uid, ref monitor))
|
|
{
|
|
return;
|
|
}
|
|
|
|
monitor.Viewers.Remove(player);
|
|
|
|
if (monitor.ActiveCamera != null)
|
|
{
|
|
_surveillanceCameras.RemoveActiveViewer(monitor.ActiveCamera.Value, player);
|
|
}
|
|
}
|
|
|
|
// Sets the camera. If the camera is not null, this will return.
|
|
//
|
|
// The camera should always attempt to switch over, rather than
|
|
// directly setting it, so that the active viewer list and view
|
|
// subscriptions can be updated.
|
|
private void SetCamera(EntityUid uid, EntityUid camera, SurveillanceCameraMonitorComponent? monitor = null)
|
|
{
|
|
if (!Resolve(uid, ref monitor)
|
|
|| monitor.ActiveCamera != null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
_surveillanceCameras.AddActiveViewers(camera, monitor.Viewers, uid);
|
|
|
|
monitor.ActiveCamera = camera;
|
|
|
|
AddComp<ActiveSurveillanceCameraMonitorComponent>(uid);
|
|
|
|
UpdateUserInterface(uid, monitor);
|
|
}
|
|
|
|
// Switches the camera's viewers over to this new given camera.
|
|
private void SwitchCamera(EntityUid uid, EntityUid camera, SurveillanceCameraMonitorComponent? monitor = null)
|
|
{
|
|
if (!Resolve(uid, ref monitor)
|
|
|| monitor.ActiveCamera == null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
_surveillanceCameras.SwitchActiveViewers(monitor.ActiveCamera.Value, camera, monitor.Viewers, uid);
|
|
|
|
monitor.ActiveCamera = camera;
|
|
|
|
UpdateUserInterface(uid, monitor);
|
|
}
|
|
|
|
private void TrySwitchCameraByAddress(EntityUid uid,
|
|
string camera, // Sunrise-edit
|
|
string subnet, // Sunrise-edit
|
|
SurveillanceCameraMonitorComponent? monitor = null)
|
|
{
|
|
if (!Resolve(uid, ref monitor))
|
|
{
|
|
return;
|
|
}
|
|
|
|
var payload = new NetworkPayload()
|
|
{
|
|
{DeviceNetworkConstants.Command, SurveillanceCameraSystem.CameraConnectMessage},
|
|
{SurveillanceCameraSystem.CameraAddressData, camera} // Sunrise-edit
|
|
};
|
|
|
|
monitor.NextCameraAddress = camera; // Sunrise-edit
|
|
_deviceNetworkSystem.QueuePacket(uid, subnet, payload); // Sunrise-edit
|
|
}
|
|
|
|
// Attempts to switch over the current viewed camera on this monitor
|
|
// to the new camera.
|
|
private void TrySwitchCameraByUid(EntityUid uid, EntityUid newCamera, SurveillanceCameraMonitorComponent? monitor = null)
|
|
{
|
|
if (!Resolve(uid, ref monitor))
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (monitor.ActiveCamera == null)
|
|
{
|
|
SetCamera(uid, newCamera, monitor);
|
|
}
|
|
else
|
|
{
|
|
SwitchCamera(uid, newCamera, monitor);
|
|
}
|
|
}
|
|
|
|
private void RemoveActiveCamera(EntityUid uid, SurveillanceCameraMonitorComponent? monitor = null)
|
|
{
|
|
if (!Resolve(uid, ref monitor)
|
|
|| monitor.ActiveCamera == null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
_surveillanceCameras.RemoveActiveViewers(monitor.ActiveCamera.Value, monitor.Viewers, uid);
|
|
|
|
UpdateUserInterface(uid, monitor);
|
|
}
|
|
|
|
// This is public primarily because it might be useful to have the ability to
|
|
// have this component added to any entity, and have them open the BUI (somehow).
|
|
public void AfterOpenUserInterface(EntityUid uid, EntityUid player, SurveillanceCameraMonitorComponent? monitor = null, ActorComponent? actor = null)
|
|
{
|
|
if (!Resolve(uid, ref monitor)
|
|
|| !Resolve(player, ref actor))
|
|
{
|
|
return;
|
|
}
|
|
|
|
AddViewer(uid, player);
|
|
}
|
|
|
|
private void UpdateUserInterface(EntityUid uid, SurveillanceCameraMonitorComponent? monitor = null, EntityUid? player = null)
|
|
{
|
|
if (!Resolve(uid, ref monitor))
|
|
{
|
|
return;
|
|
}
|
|
|
|
var state = new SurveillanceCameraMonitorUiState(GetNetEntity(monitor.ActiveCamera), monitor.KnownSubnets.Keys.ToHashSet(), monitor.ActiveCameraAddress, monitor.KnownCameras); // Sunrise-edit
|
|
_userInterface.SetUiState(uid, SurveillanceCameraMonitorUiKey.Key, state);
|
|
}
|
|
}
|