using Content.Server.DeviceNetwork.Components;
using Content.Server.Medical.CrewMonitoring;
using Content.Server.Power.Components;
using Content.Server.Station.Systems;
namespace Content.Server.DeviceNetwork.Systems;
///
/// Keeps one active server entity per station. Activates another available one if the currently active server becomes unavailable
/// Server in this context means an entity that manages the devicenet packets like the
///
public sealed class SingletonDeviceNetServerSystem : EntitySystem
{
[Dependency] private readonly DeviceNetworkSystem _deviceNetworkSystem = default!;
[Dependency] private readonly StationSystem _stationSystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent(OnPowerChanged);
}
///
/// Returns whether the given entity is an active server or not
///
public bool IsActiveServer(EntityUid serverId, SingletonDeviceNetServerComponent? serverComponent = default)
{
return Resolve(serverId, ref serverComponent) && serverComponent.Active;
}
///
/// Returns the address of the currently active server for the given station id if there is one.
/// What kind of server you're trying to get the active instance of is determined by the component type parameter TComp.
///
/// Setting TComp to , for example, gives you the address of an entity containing the crew monitoring server component.
///
/// The entityUid of the station
/// The address of the active server if it exists
/// The component type that determines what type of server you're getting the address of
/// True if there is an active serve. False otherwise
public bool TryGetActiveServerAddress(EntityUid stationId, out string? address) where TComp : IComponent
{
var servers = EntityQueryEnumerator<
SingletonDeviceNetServerComponent,
DeviceNetworkComponent,
TComp
>();
(EntityUid id, SingletonDeviceNetServerComponent server, DeviceNetworkComponent device)? last = default;
while (servers.MoveNext(out var uid, out var server, out var device, out _))
{
if (!_stationSystem.GetOwningStation(uid)?.Equals(stationId) ?? true)
continue;
if (!server.Available)
{
DisconnectServer(uid,server, device);
continue;
}
last = (uid, server, device);
if (!server.Active)
continue;
address = device.Address;
return true;
}
//If there was no active server for the station make the last available inactive one active
if (last.HasValue)
{
ConnectServer(last.Value.id, last.Value.server, last.Value.device);
address = last.Value.device.Address;
return true;
}
address = null;
return address != null;
}
///
/// Disconnects the server losing power
///
private void OnPowerChanged(EntityUid uid, SingletonDeviceNetServerComponent component, ref PowerChangedEvent args)
{
component.Available = args.Powered;
if (!args.Powered && component.Active)
DisconnectServer(uid, component);
}
private void ConnectServer(EntityUid uid, SingletonDeviceNetServerComponent? server = null, DeviceNetworkComponent? device = null)
{
if (!Resolve(uid, ref server, ref device))
return;
server.Active = true;
var connectedEvent = new DeviceNetServerConnectedEvent();
RaiseLocalEvent(uid, ref connectedEvent);
if (_deviceNetworkSystem.IsDeviceConnected(uid, device))
return;
_deviceNetworkSystem.ConnectDevice(uid, device);
}
///
/// Disconnects a server from the device network and clears the currently active server
///
private void DisconnectServer(EntityUid uid, SingletonDeviceNetServerComponent? server = null, DeviceNetworkComponent? device = null)
{
if (!Resolve(uid, ref server, ref device))
return;
server.Active = false;
var disconnectedEvent = new DeviceNetServerDisconnectedEvent();
RaiseLocalEvent(uid, ref disconnectedEvent);
_deviceNetworkSystem.DisconnectDevice(uid, device, false);
}
}
///
/// Raised when a server gets activated and connected to the device net
///
[ByRefEvent]
public record struct DeviceNetServerConnectedEvent;
///
/// Raised when a server gets disconnected
///
[ByRefEvent]
public record struct DeviceNetServerDisconnectedEvent;