* Predict two-way levers Annoys me the rare occasions I touch cargo. Doesn't predict the signal but at least the lever responds immediately. * space * a
200 lines
6.5 KiB
C#
200 lines
6.5 KiB
C#
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.Server.Medical.SuitSensors;
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using Content.Server.Power.Components;
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using Content.Server.Station.Systems;
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using Content.Shared.DeviceNetwork;
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using Content.Shared.Medical.SuitSensor;
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using Robust.Shared.Timing;
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namespace Content.Server.Medical.CrewMonitoring;
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public sealed class CrewMonitoringServerSystem : EntitySystem
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{
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[Dependency] private readonly SuitSensorSystem _sensors = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly DeviceNetworkSystem _deviceNetworkSystem = default!;
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[Dependency] private readonly StationSystem _stationSystem = default!;
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private const float UpdateRate = 3f;
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private float _updateDiff;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<CrewMonitoringServerComponent, ComponentRemove>(OnRemove);
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SubscribeLocalEvent<CrewMonitoringServerComponent, DeviceNetworkPacketEvent>(OnPacketReceived);
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SubscribeLocalEvent<CrewMonitoringServerComponent, PowerChangedEvent>(OnPowerChanged);
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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// check update rate
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_updateDiff += frameTime;
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if (_updateDiff < UpdateRate)
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return;
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_updateDiff -= UpdateRate;
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var servers = EntityQueryEnumerator<CrewMonitoringServerComponent>();
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List<EntityUid> activeServers = new();
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while (servers.MoveNext(out var id, out var server))
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{
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//Make sure the server is disconnected when it becomes unavailable
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if (!server.Available)
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{
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if (server.Active)
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DisconnectServer(id, server);
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continue;
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}
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if (!server.Active)
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continue;
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activeServers.Add(id);
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}
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foreach (var activeServer in activeServers)
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{
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UpdateTimeout(activeServer);
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BroadcastSensorStatus(activeServer);
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}
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}
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/// <summary>
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/// Returns the address of the currently active server for the given station id if there is one
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/// </summary>
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public bool TryGetActiveServerAddress(EntityUid stationId, out string? address)
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{
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var servers = EntityQueryEnumerator<CrewMonitoringServerComponent, DeviceNetworkComponent>();
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(EntityUid id, CrewMonitoringServerComponent server, DeviceNetworkComponent device)? last = default;
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while (servers.MoveNext(out var uid, out var server, out var device))
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{
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if (!_stationSystem.GetOwningStation(uid)?.Equals(stationId) ?? true)
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continue;
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if (!server.Available)
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{
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DisconnectServer(uid,server, device);
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continue;
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}
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last = (uid, server, device);
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if (server.Active)
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{
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address = device.Address;
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return true;
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}
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}
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//If there was no active server for the station make the last available inactive one active
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if (last.HasValue)
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{
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ConnectServer(last.Value.id, last.Value.server, last.Value.device);
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address = last.Value.device.Address;
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return true;
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}
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address = null;
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return address != null;
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}
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/// <summary>
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/// Adds or updates a sensor status entry if the received package is a sensor status update
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/// </summary>
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private void OnPacketReceived(EntityUid uid, CrewMonitoringServerComponent component, DeviceNetworkPacketEvent args)
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{
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var sensorStatus = _sensors.PacketToSuitSensor(args.Data);
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if (sensorStatus == null)
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return;
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sensorStatus.Timestamp = _gameTiming.CurTime;
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component.SensorStatus[args.SenderAddress] = sensorStatus;
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}
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/// <summary>
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/// Clears the servers sensor status list
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/// </summary>
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private void OnRemove(EntityUid uid, CrewMonitoringServerComponent component, ComponentRemove args)
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{
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component.SensorStatus.Clear();
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}
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/// <summary>
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/// Disconnects the server losing power
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/// </summary>
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private void OnPowerChanged(EntityUid uid, CrewMonitoringServerComponent component, ref PowerChangedEvent args)
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{
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component.Available = args.Powered;
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if (!args.Powered)
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DisconnectServer(uid, component);
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}
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/// <summary>
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/// Drop the sensor status if it hasn't been updated for to long
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/// </summary>
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private void UpdateTimeout(EntityUid uid, CrewMonitoringServerComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return;
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foreach (var (address, sensor) in component.SensorStatus)
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{
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var dif = _gameTiming.CurTime - sensor.Timestamp;
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if (dif.Seconds > component.SensorTimeout)
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component.SensorStatus.Remove(address);
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}
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}
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/// <summary>
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/// Broadcasts the status of all connected sensors
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/// </summary>
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private void BroadcastSensorStatus(EntityUid uid, CrewMonitoringServerComponent? serverComponent = null, DeviceNetworkComponent? device = null)
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{
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if (!Resolve(uid, ref serverComponent, ref device))
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return;
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var payload = new NetworkPayload()
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{
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[DeviceNetworkConstants.Command] = DeviceNetworkConstants.CmdUpdatedState,
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[SuitSensorConstants.NET_STATUS_COLLECTION] = serverComponent.SensorStatus
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};
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_deviceNetworkSystem.QueuePacket(uid, null, payload, device: device);
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}
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private void ConnectServer(EntityUid uid, CrewMonitoringServerComponent? server = null, DeviceNetworkComponent? device = null)
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{
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if (!Resolve(uid, ref server, ref device))
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return;
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server.Active = true;
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if (_deviceNetworkSystem.IsDeviceConnected(uid, device))
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return;
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_deviceNetworkSystem.ConnectDevice(uid, device);
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}
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/// <summary>
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/// Disconnects a server from the device network and clears the currently active server
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/// </summary>
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private void DisconnectServer(EntityUid uid, CrewMonitoringServerComponent? server = null, DeviceNetworkComponent? device = null)
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{
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if (!Resolve(uid, ref server, ref device))
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return;
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server.SensorStatus.Clear();
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server.Active = false;
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_deviceNetworkSystem.DisconnectDevice(uid, device, false);
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}
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}
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