using Content.Server.Administration.Logs; using Content.Server.Chat.Systems; using Content.Server.Power.Components; using Content.Server.Radio.Components; using Content.Shared.Chat; using Content.Shared.Database; using Content.Shared.Radio; using Content.Shared.Radio.Components; using Content.Shared.Speech; using Robust.Shared.Map; using Robust.Shared.Network; using Robust.Shared.Player; using Robust.Shared.Prototypes; using Robust.Shared.Random; using Robust.Shared.Replays; using Robust.Shared.Utility; namespace Content.Server.Radio.EntitySystems; /// /// This system handles intrinsic radios and the general process of converting radio messages into chat messages. /// public sealed class RadioSystem : EntitySystem { [Dependency] private readonly INetManager _netMan = default!; [Dependency] private readonly IReplayRecordingManager _replay = default!; [Dependency] private readonly IAdminLogManager _adminLogger = default!; [Dependency] private readonly IPrototypeManager _prototype = default!; [Dependency] private readonly IRobustRandom _random = default!; [Dependency] private readonly ChatSystem _chat = default!; // set used to prevent radio feedback loops. private readonly HashSet _messages = new(); private EntityQuery _exemptQuery; public override void Initialize() { base.Initialize(); SubscribeLocalEvent(OnIntrinsicReceive); SubscribeLocalEvent(OnIntrinsicSpeak); _exemptQuery = GetEntityQuery(); } 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, uid); args.Channel = null; // prevent duplicate messages from other listeners. } } private void OnIntrinsicReceive(EntityUid uid, IntrinsicRadioReceiverComponent component, ref RadioReceiveEvent args) { if (TryComp(uid, out ActorComponent? actor)) _netMan.ServerSendMessage(args.ChatMsg, actor.PlayerSession.Channel); } /// /// Send radio message to all active radio listeners /// public void SendRadioMessage(EntityUid messageSource, string message, ProtoId channel, EntityUid radioSource, bool escapeMarkup = true) { SendRadioMessage(messageSource, message, _prototype.Index(channel), radioSource, escapeMarkup: escapeMarkup); } /// /// Send radio message to all active radio listeners /// /// Entity that spoke the message /// Entity that picked up the message and will send it, e.g. headset public void SendRadioMessage(EntityUid messageSource, string message, RadioChannelPrototype channel, EntityUid radioSource, bool escapeMarkup = true) { // TODO if radios ever garble / modify messages, feedback-prevention needs to be handled better than this. if (!_messages.Add(message)) return; var evt = new TransformSpeakerNameEvent(messageSource, MetaData(messageSource).EntityName); RaiseLocalEvent(messageSource, evt); var name = evt.VoiceName; name = FormattedMessage.EscapeText(name); SpeechVerbPrototype speech; if (evt.SpeechVerb != null && _prototype.Resolve(evt.SpeechVerb, out var evntProto)) speech = evntProto; else speech = _chat.GetSpeechVerb(messageSource, message); var content = escapeMarkup ? FormattedMessage.EscapeText(message) : message; var wrappedMessage = Loc.GetString(speech.Bold ? "chat-radio-message-wrap-bold" : "chat-radio-message-wrap", ("color", channel.Color), ("fontType", speech.FontId), ("fontSize", speech.FontSize), ("verb", Loc.GetString(_random.Pick(speech.SpeechVerbStrings))), ("channel", $"\\[{channel.LocalizedName}\\]"), ("name", name), ("message", content)); // most radios are relayed to chat, so lets parse the chat message beforehand var chat = new ChatMessage( ChatChannel.Radio, message, wrappedMessage, NetEntity.Invalid, null); var chatMsg = new MsgChatMessage { Message = chat }; var ev = new RadioReceiveEvent(message, messageSource, channel, radioSource, chatMsg); var sendAttemptEv = new RadioSendAttemptEvent(channel, radioSource); RaiseLocalEvent(ref sendAttemptEv); RaiseLocalEvent(radioSource, ref sendAttemptEv); var canSend = !sendAttemptEv.Cancelled; var sourceMapId = Transform(radioSource).MapID; var hasActiveServer = HasActiveServer(sourceMapId, channel.ID); var sourceServerExempt = _exemptQuery.HasComp(radioSource); var radioQuery = EntityQueryEnumerator(); while (canSend && radioQuery.MoveNext(out var receiver, out var radio, out var transform)) { if (!radio.ReceiveAllChannels) { if (!radio.Channels.Contains(channel.ID) || (TryComp(receiver, out var intercom) && !intercom.SupportedChannels.Contains(channel.ID))) continue; } if (!channel.LongRange && transform.MapID != sourceMapId && !radio.GlobalReceive) continue; // don't need telecom server for long range channels or handheld radios and intercoms var needServer = !channel.LongRange && !sourceServerExempt; if (needServer && !hasActiveServer) continue; // check if message can be sent to specific receiver var attemptEv = new RadioReceiveAttemptEvent(channel, radioSource, receiver); RaiseLocalEvent(ref attemptEv); RaiseLocalEvent(receiver, ref attemptEv); if (attemptEv.Cancelled) continue; // send the message RaiseLocalEvent(receiver, ref ev); } if (name != Name(messageSource)) _adminLogger.Add(LogType.Chat, LogImpact.Low, $"Radio message from {ToPrettyString(messageSource):user} as {name} on {channel.LocalizedName}: {message}"); else _adminLogger.Add(LogType.Chat, LogImpact.Low, $"Radio message from {ToPrettyString(messageSource):user} on {channel.LocalizedName}: {message}"); _replay.RecordServerMessage(chat); _messages.Remove(message); } /// private bool HasActiveServer(MapId mapId, string channelId) { var servers = EntityQuery(); foreach (var (_, keys, power, transform) in servers) { if (transform.MapID == mapId && power.Powered && keys.Channels.Contains(channelId)) { return true; } } return false; } }