make linking logic gates 1000% better (#25041)
* make door status use SendSignal * LastSignals and logic, add ClearSignal api too * make everything outputting a logic signal default to false * refactor ops * :trollface: * :trollface: * protoid for LastSignals * oop --------- Co-authored-by: deltanedas <@deltanedas:kde.org>
This commit is contained in:
@@ -1,9 +1,10 @@
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using Content.Server.DeviceLinking.Components;
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using Content.Server.DeviceLinking.Events;
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using Content.Server.DeviceLinking.Components;
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using Content.Server.DeviceLinking.Events;
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using Content.Server.DeviceNetwork;
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using Content.Server.DeviceNetwork.Components;
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using Content.Server.DeviceNetwork.Systems;
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using Content.Shared.DeviceLinking;
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using Content.Shared.DeviceLinking.Events;
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using Content.Shared.DeviceNetwork;
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namespace Content.Server.DeviceLinking.Systems;
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@@ -15,7 +16,9 @@ public sealed class DeviceLinkSystem : SharedDeviceLinkSystem
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<DeviceLinkSinkComponent, DeviceNetworkPacketEvent>(OnPacketReceived);
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SubscribeLocalEvent<DeviceLinkSourceComponent, NewLinkEvent>(OnNewLink);
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}
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public override void Update(float frameTime)
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@@ -51,61 +54,87 @@ public sealed class DeviceLinkSystem : SharedDeviceLinkSystem
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foreach (var (source, sink) in links)
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{
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if (source != port)
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continue;
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if (sinkComponent.InvokeCounter > sinkComponent.InvokeLimit)
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{
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sinkComponent.InvokeCounter = 0;
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var args = new DeviceLinkOverloadedEvent();
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RaiseLocalEvent(sinkUid, ref args);
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RemoveAllFromSink(sinkUid, sinkComponent);
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continue;
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}
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sinkComponent.InvokeCounter++;
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//Just skip using device networking if the source or the sink doesn't support it
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if (!HasComp<DeviceNetworkComponent>(uid) || !TryComp<DeviceNetworkComponent>(sinkUid, out var sinkNetworkComponent))
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{
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var eventArgs = new SignalReceivedEvent(sink, uid);
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RaiseLocalEvent(sinkUid, ref eventArgs);
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continue;
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}
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var payload = new NetworkPayload()
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{
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[InvokedPort] = sink
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};
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if (data != null)
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{
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//Prevent overriding the invoked port
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data.Remove(InvokedPort);
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foreach (var (key, value) in data)
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{
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payload.Add(key, value);
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}
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}
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// force using wireless network so things like atmos devices are able to send signals
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var network = (int) DeviceNetworkComponent.DeviceNetIdDefaults.Wireless;
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_deviceNetworkSystem.QueuePacket(uid, sinkNetworkComponent.Address, payload, sinkNetworkComponent.ReceiveFrequency, network);
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if (source == port)
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InvokeDirect((uid, sourceComponent), (sinkUid, sinkComponent), source, sink, data);
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}
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}
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}
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/// <summary>
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/// Raises an event on or sends a network packet directly to a sink from a source.
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/// </summary>
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private void InvokeDirect(Entity<DeviceLinkSourceComponent> source, Entity<DeviceLinkSinkComponent?> sink, string sourcePort, string sinkPort, NetworkPayload? data)
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{
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if (!Resolve(sink, ref sink.Comp))
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return;
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if (sink.Comp.InvokeCounter > sink.Comp.InvokeLimit)
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{
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sink.Comp.InvokeCounter = 0;
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var args = new DeviceLinkOverloadedEvent();
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RaiseLocalEvent(sink, ref args);
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RemoveAllFromSink(sink, sink.Comp);
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return;
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}
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sink.Comp.InvokeCounter++;
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//Just skip using device networking if the source or the sink doesn't support it
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if (!HasComp<DeviceNetworkComponent>(source) || !TryComp<DeviceNetworkComponent>(sink, out var sinkNetwork))
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{
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var eventArgs = new SignalReceivedEvent(sinkPort, source);
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RaiseLocalEvent(sink, ref eventArgs);
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return;
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}
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var payload = new NetworkPayload()
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{
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[InvokedPort] = sinkPort
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};
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if (data != null)
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{
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//Prevent overriding the invoked port
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data.Remove(InvokedPort);
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foreach (var (key, value) in data)
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{
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payload.Add(key, value);
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}
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}
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// force using wireless network so things like atmos devices are able to send signals
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var network = (int) DeviceNetworkComponent.DeviceNetIdDefaults.Wireless;
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_deviceNetworkSystem.QueuePacket(source, sinkNetwork.Address, payload, sinkNetwork.ReceiveFrequency, network);
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}
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/// <summary>
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/// Helper function that invokes a port with a high/low binary logic signal.
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/// </summary>
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public void SendSignal(EntityUid uid, string port, bool signal, DeviceLinkSourceComponent? comp = null)
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{
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if (!Resolve(uid, ref comp))
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return;
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var data = new NetworkPayload
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{
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[DeviceNetworkConstants.LogicState] = signal ? SignalState.High : SignalState.Low
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};
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InvokePort(uid, port, data, comp);
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comp.LastSignals[port] = signal;
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}
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/// <summary>
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/// Clears the last signals state for linking.
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/// This is not to be confused with sending a low signal, this is the complete absence of anything.
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/// Use if the device is in an invalid state and has no reasonable output signal.
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/// </summary>
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public void ClearSignal(Entity<DeviceLinkSourceComponent?> ent, string port)
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{
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if (!Resolve(ent, ref ent.Comp))
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return;
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ent.Comp.LastSignals.Remove(port);
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}
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/// <summary>
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@@ -120,5 +149,24 @@ public sealed class DeviceLinkSystem : SharedDeviceLinkSystem
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var eventArgs = new SignalReceivedEvent(port, args.Sender, args.Data);
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RaiseLocalEvent(uid, ref eventArgs);
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}
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/// <summary>
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/// When linking from a port that currently has a signal being sent, invoke the new link with that signal.
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/// </summary>
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private void OnNewLink(Entity<DeviceLinkSourceComponent> ent, ref NewLinkEvent args)
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{
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if (args.Source != ent.Owner)
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return;
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// only do anything if a signal is being sent from a port
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if (!ent.Comp.LastSignals.TryGetValue(args.SourcePort, out var signal))
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return;
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var payload = new NetworkPayload()
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{
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[DeviceNetworkConstants.LogicState] = signal ? SignalState.High : SignalState.Low
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};
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InvokeDirect(ent, args.Sink, args.SourcePort, args.SinkPort, payload);
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}
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#endregion
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}
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