using Content.Server.Administration.Logs;
using Content.Server.Chat.Systems;
using Content.Server.Radio.Components;
using Content.Server.VoiceMask;
using Content.Server.Popups;
using Content.Shared.Chat;
using Content.Shared.Database;
using Content.Shared.Radio;
using Robust.Server.GameObjects;
using Robust.Shared.Network;
using Robust.Shared.Replays;
using Robust.Shared.Utility;
using Content.Shared.Popups;
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 PopupSystem _popupSystem = 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, EntityUid? radioSource = null)
{
// 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
? mask.VoiceName
: MetaData(source).EntityName;
name = FormattedMessage.EscapeText(name);
// most radios are relayed to chat, so lets parse the chat message beforehand
var chat = new ChatMessage(
ChatChannel.Radio,
message,
Loc.GetString("chat-radio-message-wrap", ("color", channel.Color), ("channel", $"\\[{channel.LocalizedName}\\]"), ("name", name), ("message", FormattedMessage.EscapeText(message))),
EntityUid.Invalid);
var chatMsg = new MsgChatMessage { Message = chat };
var ev = new RadioReceiveEvent(message, source, channel, chatMsg, radioSource);
var attemptEv = new RadioReceiveAttemptEvent(message, source, channel, radioSource);
var sentAtLeastOnce = false;
foreach (var radio in EntityQuery())
{
var ent = radio.Owner;
// TODO map/station/range checks?
if (!radio.Channels.Contains(channel.ID))
continue;
RaiseLocalEvent(ent, attemptEv);
if (attemptEv.Cancelled)
{
attemptEv.Uncancel();
continue;
}
sentAtLeastOnce = true;
RaiseLocalEvent(ent, ev);
}
if (!sentAtLeastOnce)
_popupSystem.PopupEntity(Loc.GetString("failed-to-send-message"), source, source, PopupType.MediumCaution);
if (name != Name(source))
_adminLogger.Add(LogType.Chat, LogImpact.Low, $"Radio message from {ToPrettyString(source):user} as {name} on {channel.LocalizedName}: {message}");
else
_adminLogger.Add(LogType.Chat, LogImpact.Low, $"Radio message from {ToPrettyString(source):user} on {channel.LocalizedName}: {message}");
_replay.QueueReplayMessage(chat);
_messages.Remove(message);
}
}