# Conflicts: # .github/CODEOWNERS # .github/ISSUE_TEMPLATE/config.yml # .github/ISSUE_TEMPLATE/issue_report.md # Content.Client/Lobby/UI/HumanoidProfileEditor.xaml.cs # Content.Client/Medical/CrewMonitoring/CrewMonitoringWindow.xaml # Content.Client/UserInterface/Systems/Ghost/Controls/Roles/MakeGhostRoleWindow.xaml # Content.Client/UserInterface/Systems/Ghost/Controls/Roles/MakeGhostRoleWindow.xaml.cs # Content.Client/Weapons/Ranged/Systems/GunSystem.cs # Content.IntegrationTests/Tests/Destructible/DestructibleDamageGroupTest.cs # Content.IntegrationTests/Tests/Destructible/DestructibleDamageTypeTest.cs # Content.Server/Administration/Systems/AdminVerbSystem.Smites.cs # Content.Server/Arcade/SpaceVillainGame/SpaceVillainArcadeComponent.cs # Content.Server/Atmos/EntitySystems/FlammableSystem.cs # Content.Server/Chat/Systems/ChatSystem.cs # Content.Server/Destructible/Thresholds/DamageThreshold.cs # Content.Server/Entry/EntryPoint.cs # Content.Server/Fluids/EntitySystems/PuddleSystem.cs # Content.Server/GuideGenerator/ReagentEntry.cs # Content.Server/IoC/ServerContentIoC.cs # Content.Server/Medical/HealthAnalyzerSystem.cs # Content.Server/Medical/VomitSystem.cs # Content.Server/Radio/EntitySystems/HeadsetSystem.cs # Content.Server/Revenant/EntitySystems/RevenantSystem.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.cs # Content.Shared/Armor/SharedArmorSystem.cs # Content.Shared/Bed/Sleep/SleepingSystem.cs # Content.Shared/Cabinet/ItemCabinetSystem.cs # Content.Shared/Chat/SharedChatSystem.Emote.cs # Content.Shared/Chat/SharedChatSystem.cs # Content.Shared/Clothing/EntitySystems/MaskSystem.cs # Content.Shared/Clothing/EntitySystems/SharedChameleonClothingSystem.cs # Content.Shared/Damage/Systems/DamageableSystem.cs # Content.Shared/EntityEffects/Effects/StatusEffects/GenericStatusEffect.cs # Content.Shared/EntityEffects/Effects/Transform/ExplosionEntityEffect.cs # Content.Shared/Humanoid/HumanoidCharacterAppearance.cs # Content.Shared/IoC/SharedContentIoC.cs # Content.Shared/Lock/LockSystem.cs # Content.Shared/Ninja/Components/NinjaSuitComponent.cs # Content.Shared/Preferences/HumanoidCharacterProfile.cs # Content.Shared/Revenant/Components/RevenantComponent.cs # Content.Shared/Silicons/StationAi/SharedStationAiSystem.Airlock.cs # Content.Shared/Trigger/Systems/TriggerSystem.Condition.cs # Content.Shared/VendingMachines/SharedVendingMachineSystem.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Content.Shared/Weapons/Ranged/HitscanPrototype.cs # Content.Shared/Xenoarchaeology/Artifact/XAT/BaseQueryUpdateXATSystem.cs # README.md # Resources/Audio/Weapons/attributions.yml # Resources/Locale/en-US/_strings/ghost/make-ghost-gui.ftl # Resources/Locale/en-US/_strings/guidebook/chemistry/conditions.ftl # Resources/Locale/en-US/_strings/guidebook/chemistry/effects.ftl # Resources/Locale/en-US/_strings/guidebook/chemistry/healthchange.ftl # Resources/Locale/en-US/_strings/guidebook/chemistry/statuseffects.ftl # Resources/Locale/en-US/_strings/job/job-description.ftl # Resources/Locale/en-US/_strings/medical/components/crew-monitoring-component.ftl # Resources/Locale/en-US/_strings/npc/hugbot.ftl # Resources/Locale/en-US/_strings/npc/npc-debug.ftl # Resources/Locale/en-US/_strings/speech/speech-triggers.ftl # Resources/Locale/en-US/_strings/ui/stat-values.ftl # Resources/Locale/en-US/guidebook/chemistry/conditions.ftl # Resources/Locale/en-US/guidebook/chemistry/effects.ftl # Resources/Locale/en-US/guidebook/chemistry/healthchange.ftl # Resources/Locale/en-US/guidebook/entity-effects/conditions.ftl # Resources/Locale/en-US/guidebook/entity-effects/effects.ftl # Resources/Locale/en-US/guidebook/entity-effects/healthchange.ftl # Resources/Maps/Shuttles/cargo_relic.yml # Resources/Maps/_Sunrise/Station/bagel.yml # Resources/Maps/_Sunrise/Station/barratry.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/_Sunrise/Station/relic.yml # Resources/Maps/_Sunrise/event/clon_mine.yml # Resources/Maps/_Sunrise/event/void.yml # Resources/Prototypes/Body/Prototypes/vox.yml # Resources/Prototypes/Catalog/Fills/Boxes/emergency.yml # Resources/Prototypes/Catalog/Fills/Crates/fun.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Entities/Clothing/Belt/belts.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/suits.yml # Resources/Prototypes/Entities/Mobs/NPCs/silicon.yml # Resources/Prototypes/Entities/Mobs/Species/skeleton.yml # Resources/Prototypes/Entities/Objects/Devices/Electronics/base_electronics.yml # Resources/Prototypes/Entities/Objects/Misc/identification_cards.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/hitscan.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/access.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/airlocks.yml # Resources/Prototypes/Entities/Structures/Doors/MaterialDoors/material_doors.yml # Resources/Prototypes/Entities/Structures/Machines/lathe.yml # Resources/Prototypes/Entities/Structures/Specific/Atmospherics/sensor.yml # Resources/Prototypes/Loadouts/Jobs/Engineering/station_engineer.yml # Resources/Prototypes/Loadouts/Jobs/Science/scientist.yml # Resources/Prototypes/Loadouts/Jobs/Security/security_officer.yml # Resources/Prototypes/Loadouts/Miscellaneous/glasses.yml # Resources/Prototypes/Loadouts/loadout_groups.yml # Resources/Prototypes/Objectives/objectiveGroups.yml # Resources/Prototypes/Reagents/Consumable/Drink/alcohol.yml # Resources/Prototypes/Reagents/medicine.yml # Resources/Prototypes/Reagents/narcotics.yml # Resources/Prototypes/Reagents/toxins.yml # Resources/Prototypes/Recipes/Lathes/Packs/biogen.yml # Resources/Prototypes/Recipes/Lathes/Packs/security.yml # Resources/Prototypes/Recipes/Lathes/biogen.yml # Resources/Prototypes/Roles/Antags/nukeops.yml # Resources/Prototypes/Roles/Antags/revolutionary.yml # Resources/Prototypes/Roles/Antags/thief.yml # Resources/Prototypes/Roles/Antags/traitor.yml # Resources/Prototypes/Roles/Antags/wizard.yml # Resources/Prototypes/Roles/Antags/zombie.yml # Resources/Prototypes/Roles/Jobs/Cargo/salvage_specialist.yml # Resources/Prototypes/Roles/Jobs/Civilian/bartender.yml # Resources/Prototypes/Roles/Jobs/Civilian/chef.yml # Resources/Prototypes/Roles/Jobs/Civilian/mime.yml # Resources/Prototypes/Roles/Jobs/Engineering/atmospheric_technician.yml # Resources/Prototypes/Roles/Jobs/Engineering/station_engineer.yml # Resources/Prototypes/Roles/Jobs/Engineering/technical_assistant.yml # Resources/Prototypes/Roles/Jobs/Medical/chemist.yml # Resources/Prototypes/Roles/Jobs/Medical/medical_doctor.yml # Resources/Prototypes/Roles/Jobs/Medical/medical_intern.yml # Resources/Prototypes/Roles/Jobs/Medical/paramedic.yml # Resources/Prototypes/Roles/Jobs/Science/borg.yml # Resources/Prototypes/Roles/Jobs/Science/research_assistant.yml # Resources/Prototypes/Roles/Jobs/Science/scientist.yml # Resources/Prototypes/Roles/Jobs/Security/security_cadet.yml # Resources/Prototypes/Roles/Jobs/Security/security_officer.yml # Resources/Prototypes/Roles/Jobs/Security/warden.yml # Resources/Prototypes/Stacks/Materials/crystals.yml # Resources/Prototypes/Stacks/floor_tile_stacks.yml # Resources/Prototypes/tags.yml # Resources/ServerInfo/Guidebook/Science/ArtifactReports.xml # Resources/ServerInfo/Guidebook/Science/Xenoarchaeology.xml # Resources/Textures/Clothing/Hands/Gloves/Color/black.rsi/equipped-HAND.png # Resources/Textures/Clothing/Hands/Gloves/Color/black.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/mime.rsi/meta.json # Resources/Textures/Effects/speech.rsi/moth3.png # Resources/Textures/Interface/Misc/job_icons.rsi/meta.json # Resources/Textures/Structures/Machines/microwave.rsi/meta.json # Resources/Textures/Structures/Machines/microwave.rsi/mw.png # Resources/Textures/Structures/Machines/microwave.rsi/mw0.png # Resources/Textures/Structures/Machines/microwave.rsi/mw_running_unlit.png # Resources/Textures/Structures/Machines/microwave.rsi/mw_unlit.png # Resources/Textures/Structures/Machines/microwave.rsi/mwb.png # Resources/Textures/Structures/Machines/microwave.rsi/mwbloody.png # Resources/Textures/Structures/Machines/microwave.rsi/mwbloody0.png # Resources/Textures/Structures/Machines/microwave.rsi/mwbloody1.png # Resources/Textures/Structures/Machines/microwave.rsi/mwbloodyo.png # Resources/Textures/Structures/Machines/microwave.rsi/mwo.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/meta.json # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mw.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mw0.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mw_running_unlit.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mw_unlit.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mwb.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mwo.png # Resources/migration.yml # RobustToolbox
435 lines
15 KiB
C#
435 lines
15 KiB
C#
using Content.Server.Administration.Logs;
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using Content.Server.DeviceNetwork.Systems;
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using Content.Shared.Database;
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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.SurveillanceCamera;
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using Content.Shared.SurveillanceCamera.Components;
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using Robust.Server.GameObjects;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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using Content.Shared.DeviceNetwork.Components;
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namespace Content.Server.SurveillanceCamera;
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public sealed class SurveillanceCameraSystem : SharedSurveillanceCameraSystem
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly ViewSubscriberSystem _viewSubscriberSystem = default!;
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[Dependency] private readonly DeviceNetworkSystem _deviceNetworkSystem = default!;
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[Dependency] private readonly UserInterfaceSystem _userInterface = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly IAdminLogManager _adminLogger = default!;
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// Pings a surveillance camera subnet. All cameras will always respond
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// with a data message if they are on the same subnet.
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public const string CameraPingSubnetMessage = "surveillance_camera_ping_subnet";
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// Pings a surveillance camera. Useful to ensure that the camera is still on
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// before connecting fully.
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public const string CameraPingMessage = "surveillance_camera_ping";
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// Camera heartbeat. Monitors ping this to ensure that a camera is still able to
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// be contacted. If this doesn't get sent after some time, the monitor will
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// automatically disconnect.
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public const string CameraHeartbeatMessage = "surveillance_camera_heartbeat";
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// Surveillance camera data. This generally should contain nothing
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// except for the subnet that this camera is on -
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// this is because of the fact that the PacketEvent already
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// contains the sender UID, and that this will always be targeted
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// towards the sender that pinged the camera.
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public const string CameraDataMessage = "surveillance_camera_data";
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public const string CameraConnectMessage = "surveillance_camera_connect";
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public const string CameraSubnetConnectMessage = "surveillance_camera_subnet_connect";
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public const string CameraSubnetDisconnectMessage = "surveillance_camera_subnet_disconnect";
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public const string CameraAddressData = "surveillance_camera_data_origin";
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public const string CameraUid = "surveillance_camera_data_uid"; // Sunrise-edit
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public const string CameraNameData = "surveillance_camera_data_name";
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public const string CameraSubnetData = "surveillance_camera_data_subnet";
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public const string CameraSubnetColor = "surveillance_camera_color_subnet"; // Sunrise-edit
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public const int CameraNameLimit = 32;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<SurveillanceCameraComponent, ComponentShutdown>(OnShutdown);
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SubscribeLocalEvent<SurveillanceCameraComponent, PowerChangedEvent>(OnPowerChanged);
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SubscribeLocalEvent<SurveillanceCameraComponent, DeviceNetworkPacketEvent>(OnPacketReceived);
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SubscribeLocalEvent<SurveillanceCameraComponent, SurveillanceCameraSetupSetName>(OnSetName);
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SubscribeLocalEvent<SurveillanceCameraComponent, SurveillanceCameraSetupSetNetwork>(OnSetNetwork);
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}
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private void OnPacketReceived(EntityUid uid, SurveillanceCameraComponent component, DeviceNetworkPacketEvent args)
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{
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if (!component.Active)
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{
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return;
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}
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if (!TryComp(uid, out DeviceNetworkComponent? deviceNet))
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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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var payload = new NetworkPayload()
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{
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{ DeviceNetworkConstants.Command, string.Empty },
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{ CameraAddressData, deviceNet.Address },
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{ CameraNameData, component.CameraId },
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{ CameraSubnetData, string.Empty },
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{ CameraSubnetColor, new Color() }, // Sunrise-edit
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{ CameraUid, uid.ToString() } // Sunrise-edit
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};
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var dest = string.Empty;
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switch (command)
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{
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case CameraConnectMessage:
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if (!args.Data.TryGetValue(CameraAddressData, out dest)
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|| string.IsNullOrEmpty(args.Address))
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{
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return;
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}
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payload[DeviceNetworkConstants.Command] = CameraConnectMessage;
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break;
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case CameraHeartbeatMessage:
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if (!args.Data.TryGetValue(CameraAddressData, out dest)
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|| string.IsNullOrEmpty(args.Address))
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{
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return;
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}
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payload[DeviceNetworkConstants.Command] = CameraHeartbeatMessage;
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break;
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case CameraPingMessage:
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if (!args.Data.TryGetValue(CameraSubnetData, out string? subnet))
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{
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return;
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}
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// Sunrise-start
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if (!args.Data.TryGetValue(CameraSubnetColor, out Color color))
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{
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return;
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}
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// Sunrise-end
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dest = args.SenderAddress;
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payload[CameraSubnetData] = subnet;
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payload[CameraSubnetColor] = color; // Sunrise-edit
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payload[CameraUid] = uid.ToString(); // Sunrise-edit
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payload[DeviceNetworkConstants.Command] = CameraDataMessage;
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break;
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}
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_deviceNetworkSystem.QueuePacket(
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uid,
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dest,
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payload);
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}
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}
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private void OnPowerChanged(EntityUid camera, SurveillanceCameraComponent component, ref PowerChangedEvent args)
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{
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SetActive(camera, args.Powered, component);
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}
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private void OnShutdown(EntityUid camera, SurveillanceCameraComponent component, ComponentShutdown args)
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{
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Deactivate(camera, component);
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}
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private void OnSetName(EntityUid uid, SurveillanceCameraComponent component, SurveillanceCameraSetupSetName args)
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{
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if (args.UiKey is not SurveillanceCameraSetupUiKey key
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|| key != SurveillanceCameraSetupUiKey.Camera
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|| string.IsNullOrEmpty(args.Name)
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|| args.Name.Length > CameraNameLimit)
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{
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return;
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}
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component.CameraId = args.Name;
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component.NameSet = true;
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Dirty(uid, component);
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UpdateSetupInterface(uid, component);
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_adminLogger.Add(LogType.Chat, LogImpact.Low, $"{ToPrettyString(args.Actor)} set the name of {ToPrettyString(uid)} to \"{args.Name}.\"");
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}
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private void OnSetNetwork(EntityUid uid, SurveillanceCameraComponent component,
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SurveillanceCameraSetupSetNetwork args)
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{
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if (args.UiKey is not SurveillanceCameraSetupUiKey key
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|| key != SurveillanceCameraSetupUiKey.Camera)
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{
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return;
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}
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if (args.Network < 0 || args.Network >= component.AvailableNetworks.Count)
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{
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return;
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}
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if (!_prototypeManager.Resolve<DeviceFrequencyPrototype>(component.AvailableNetworks[args.Network],
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out var frequency))
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{
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return;
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}
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_deviceNetworkSystem.SetReceiveFrequency(uid, frequency.Frequency);
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component.NetworkSet = true;
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Dirty(uid, component);
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UpdateSetupInterface(uid, component);
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}
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protected override void OpenSetupInterface(EntityUid uid, EntityUid player, SurveillanceCameraComponent? camera = null)
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{
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if (!Resolve(uid, ref camera))
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return;
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if (!_userInterface.TryOpenUi(uid, SurveillanceCameraSetupUiKey.Camera, player))
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return;
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UpdateSetupInterface(uid, camera);
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}
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private void UpdateSetupInterface(EntityUid uid, SurveillanceCameraComponent? camera = null, DeviceNetworkComponent? deviceNet = null)
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{
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if (!Resolve(uid, ref camera, ref deviceNet))
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{
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return;
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}
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if (camera.NameSet && camera.NetworkSet)
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{
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_userInterface.CloseUi(uid, SurveillanceCameraSetupUiKey.Camera);
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return;
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}
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if (camera.AvailableNetworks.Count == 0)
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{
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if (deviceNet.ReceiveFrequencyId != null)
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{
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camera.AvailableNetworks.Add(deviceNet.ReceiveFrequencyId);
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}
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else if (!camera.NetworkSet)
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{
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_userInterface.CloseUi(uid, SurveillanceCameraSetupUiKey.Camera);
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return;
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}
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}
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var state = new SurveillanceCameraSetupBoundUiState(camera.CameraId, deviceNet.ReceiveFrequency ?? 0,
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camera.AvailableNetworks, camera.NameSet, camera.NetworkSet);
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_userInterface.SetUiState(uid, SurveillanceCameraSetupUiKey.Camera, state);
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}
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// If the camera deactivates for any reason, it must have all viewers removed,
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// and the relevant event broadcast to all systems.
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private void Deactivate(EntityUid camera, SurveillanceCameraComponent? component = null)
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{
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if (!Resolve(camera, ref component))
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{
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return;
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}
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var ev = new SurveillanceCameraDeactivateEvent(camera);
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RemoveActiveViewers(camera, new(component.ActiveViewers), null, component);
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component.Active = false;
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// Send a targetted event to all monitors.
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foreach (var monitor in component.ActiveMonitors)
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{
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RaiseLocalEvent(monitor, ev, true);
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}
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component.ActiveMonitors.Clear();
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// Send a local event that's broadcasted everywhere afterwards.
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RaiseLocalEvent(ev);
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UpdateVisuals(camera, component);
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}
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public override void SetActive(EntityUid camera, bool setting, SurveillanceCameraComponent? component = null)
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{
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if (!Resolve(camera, ref component))
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{
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return;
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}
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if (setting)
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{
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var attemptEv = new SurveillanceCameraSetActiveAttemptEvent();
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RaiseLocalEvent(camera, ref attemptEv);
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if (attemptEv.Cancelled)
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return;
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component.Active = setting;
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}
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else
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{
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Deactivate(camera, component);
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}
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UpdateVisuals(camera, component);
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}
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public void AddActiveViewer(EntityUid camera, EntityUid player, EntityUid? monitor = null, SurveillanceCameraComponent? component = null, ActorComponent? actor = null)
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{
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if (!Resolve(camera, ref component)
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|| !component.Active
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|| !Resolve(player, ref actor))
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{
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return;
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}
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_viewSubscriberSystem.AddViewSubscriber(camera, actor.PlayerSession);
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component.ActiveViewers.Add(player);
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if (monitor != null)
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{
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component.ActiveMonitors.Add(monitor.Value);
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}
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UpdateVisuals(camera, component);
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}
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public void AddActiveViewers(EntityUid camera, HashSet<EntityUid> players, EntityUid? monitor = null, SurveillanceCameraComponent? component = null)
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{
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if (!Resolve(camera, ref component) || !component.Active)
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{
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return;
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}
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foreach (var player in players)
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{
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AddActiveViewer(camera, player, monitor, component);
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}
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// Add monitor without viewers
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if (players.Count == 0 && monitor != null)
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{
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component.ActiveMonitors.Add(monitor.Value);
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UpdateVisuals(camera, component);
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}
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}
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// Switch the set of active viewers from one camera to another.
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public void SwitchActiveViewers(EntityUid oldCamera, EntityUid newCamera, HashSet<EntityUid> players, EntityUid? monitor = null, SurveillanceCameraComponent? oldCameraComponent = null, SurveillanceCameraComponent? newCameraComponent = null)
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{
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if (!Resolve(oldCamera, ref oldCameraComponent)
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|| !Resolve(newCamera, ref newCameraComponent)
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|| !oldCameraComponent.Active
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|| !newCameraComponent.Active)
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{
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return;
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}
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if (monitor != null)
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{
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oldCameraComponent.ActiveMonitors.Remove(monitor.Value);
|
|
newCameraComponent.ActiveMonitors.Add(monitor.Value);
|
|
}
|
|
|
|
foreach (var player in players)
|
|
{
|
|
RemoveActiveViewer(oldCamera, player, null, oldCameraComponent);
|
|
AddActiveViewer(newCamera, player, null, newCameraComponent);
|
|
}
|
|
}
|
|
|
|
public void RemoveActiveViewer(EntityUid camera, EntityUid player, EntityUid? monitor = null, SurveillanceCameraComponent? component = null, ActorComponent? actor = null)
|
|
{
|
|
if (!Resolve(camera, ref component))
|
|
return;
|
|
|
|
if (Resolve(player, ref actor))
|
|
_viewSubscriberSystem.RemoveViewSubscriber(camera, actor.PlayerSession);
|
|
|
|
component.ActiveViewers.Remove(player);
|
|
|
|
if (monitor != null)
|
|
{
|
|
component.ActiveMonitors.Remove(monitor.Value);
|
|
}
|
|
|
|
UpdateVisuals(camera, component);
|
|
}
|
|
|
|
public void RemoveActiveViewers(EntityUid camera, HashSet<EntityUid> players, EntityUid? monitor = null, SurveillanceCameraComponent? component = null)
|
|
{
|
|
if (!Resolve(camera, ref component))
|
|
{
|
|
return;
|
|
}
|
|
|
|
foreach (var player in players)
|
|
{
|
|
RemoveActiveViewer(camera, player, monitor, component);
|
|
}
|
|
|
|
// Even if not removing any viewers, remove the monitor
|
|
if (players.Count == 0 && monitor != null)
|
|
{
|
|
component.ActiveMonitors.Remove(monitor.Value);
|
|
UpdateVisuals(camera, component);
|
|
}
|
|
}
|
|
|
|
private void UpdateVisuals(EntityUid uid, SurveillanceCameraComponent? component = null, AppearanceComponent? appearance = null)
|
|
{
|
|
// Don't log missing, because otherwise tests fail.
|
|
if (!Resolve(uid, ref component, ref appearance, false))
|
|
{
|
|
return;
|
|
}
|
|
|
|
var key = SurveillanceCameraVisuals.Disabled;
|
|
|
|
if (component.Active)
|
|
{
|
|
key = SurveillanceCameraVisuals.Active;
|
|
}
|
|
|
|
if (component.ActiveViewers.Count > 0 || component.ActiveMonitors.Count > 0)
|
|
{
|
|
key = SurveillanceCameraVisuals.InUse;
|
|
}
|
|
|
|
_appearance.SetData(uid, SurveillanceCameraVisualsKey.Key, key, appearance);
|
|
}
|
|
}
|
|
|
|
public sealed class OnSurveillanceCameraViewerAddEvent : EntityEventArgs
|
|
{
|
|
|
|
}
|
|
|
|
public sealed class OnSurveillanceCameraViewerRemoveEvent : EntityEventArgs
|
|
{
|
|
|
|
}
|
|
|
|
// What happens when a camera deactivates.
|
|
public sealed class SurveillanceCameraDeactivateEvent : EntityEventArgs
|
|
{
|
|
public EntityUid Camera { get; }
|
|
|
|
public SurveillanceCameraDeactivateEvent(EntityUid camera)
|
|
{
|
|
Camera = camera;
|
|
}
|
|
}
|
|
|
|
[ByRefEvent]
|
|
public record struct SurveillanceCameraSetActiveAttemptEvent(bool Cancelled);
|