using Content.Server.Chat.Systems; using Content.Server.Radio.Components; using Content.Server.Speech; using Content.Server.VoiceMask; using Content.Shared.Chat; using Content.Shared.IdentityManagement; using Content.Shared.Radio; using Robust.Server.GameObjects; using Robust.Shared.Network; using Robust.Shared.Utility; namespace Content.Server.Radio.EntitySystems; /// /// This system handles radio speakers and microphones (which together form a hand-held radio). /// public sealed class RadioSystem : EntitySystem { [Dependency] private readonly INetManager _netMan = default!; // set used to prevent radio feedback loops. private readonly HashSet _messages = new(); public override void Initialize() { base.Initialize(); SubscribeLocalEvent(OnIntrinsicReceive); SubscribeLocalEvent(OnIntrinsicSpeak); } private void OnIntrinsicSpeak(EntityUid uid, IntrinsicRadioTransmitterComponent component, EntitySpokeEvent args) { if (args.Channel != null && component.Channels.Contains(args.Channel.ID)) { SendRadioMessage(uid, args.Message, args.Channel); args.Channel = null; // prevent duplicate messages from other listeners. } } private void OnIntrinsicReceive(EntityUid uid, IntrinsicRadioReceiverComponent component, RadioReceiveEvent args) { if (TryComp(uid, out ActorComponent? actor)) _netMan.ServerSendMessage(args.ChatMsg, actor.PlayerSession.ConnectedClient); } public void SendRadioMessage(EntityUid source, string message, RadioChannelPrototype channel) { // TODO if radios ever garble / modify messages, feedback-prevention needs to be handled better than this. if (!_messages.Add(message)) return; var name = TryComp(source, out VoiceMaskComponent? mask) && mask.Enabled ? Identity.Name(source, EntityManager) : MetaData(source).EntityName; name = FormattedMessage.EscapeText(name); // most radios are relayed to chat, so lets parse the chat message beforehand var chatMsg = new MsgChatMessage { Channel = ChatChannel.Radio, Message = message, //Square brackets are added here to avoid issues with escaping WrappedMessage = Loc.GetString("chat-radio-message-wrap", ("color", channel.Color), ("channel", $"\\[{channel.LocalizedName}\\]"), ("name", name), ("message", FormattedMessage.EscapeText(message))) }; var ev = new RadioReceiveEvent(message, source, channel, chatMsg); var attemptEv = new RadioReceiveAttemptEvent(message, source, channel); foreach (var radio in EntityQuery()) { // TODO map/station/range checks? if (!radio.Channels.Contains(channel.ID)) continue; RaiseLocalEvent(radio.Owner, attemptEv); if (attemptEv.Cancelled) { attemptEv.Uncancel(); continue; } RaiseLocalEvent(radio.Owner, ev); } _messages.Remove(message); } }