* Add DeviceNetworkJammerComponent & System Allows for entities to "jam" DeviceNetwork packets. Whenever a device attempts to send a packet, the DeviceNetworkJammerSystem listens for the BeforePacketSentEvent. From there if any entity with the jammer component is within range of either the sender or receiver of the packet the event will be cancelled. Additionally jammers can only block packets in certain networks. If a packet is not being transmitted in one of the networks it can block then even if the jammer is in range the event will not be cancelled. The range is stored in the jammer component along with the networks it can jam. Jammable network ids are stored as strings which seems to be how custom networks are stored (E.g. network ids for suit sensors). To allow for all of this, the BeforePacketSentEvent was modified to provide the NetworkId. * Make JammerSystem for the radio jammer use the DeviceNetworkJammer. Remove redundant event. * Replace calls to TryDistance with InRange
139 lines
5.1 KiB
C#
139 lines
5.1 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using Content.Server.DeviceNetwork.Components;
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using Content.Server.Medical.CrewMonitoring;
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using Content.Server.Power.Components;
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using Content.Server.Station.Systems;
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namespace Content.Server.DeviceNetwork.Systems;
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/// <summary>
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/// Keeps one active server entity per station. Activates another available one if the currently active server becomes unavailable
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/// Server in this context means an entity that manages the devicenet packets like the <see cref="Content.Server.Medical.CrewMonitoring.CrewMonitoringServerSystem"/>
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/// </summary>
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public sealed class SingletonDeviceNetServerSystem : EntitySystem
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{
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[Dependency] private readonly DeviceNetworkSystem _deviceNetworkSystem = default!;
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[Dependency] private readonly StationSystem _stationSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<SingletonDeviceNetServerComponent, PowerChangedEvent>(OnPowerChanged);
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}
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/// <summary>
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/// Returns whether the given entity is an active server or not
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/// </summary>
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public bool IsActiveServer(EntityUid serverId, SingletonDeviceNetServerComponent? serverComponent = default)
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{
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return Resolve(serverId, ref serverComponent) && serverComponent.Active;
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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.<br/>
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/// What kind of server you're trying to get the active instance of is determined by the component type parameter TComp.<br/>
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/// <br/>
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/// Setting TComp to <see cref="CrewMonitoringServerComponent"/>, for example, gives you the address of an entity containing the crew monitoring server component.<br/>
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/// </summary>
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/// <param name="stationId">The entityUid of the station</param>
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/// <param name="address">The address of the active server if it exists</param>
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/// <typeparam name="TComp">The component type that determines what type of server you're getting the address of</typeparam>
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/// <returns>True if there is an active serve. False otherwise</returns>
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public bool TryGetActiveServerAddress<TComp>(EntityUid stationId, [NotNullWhen(true)] out string? address) where TComp : IComponent
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{
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var servers = EntityQueryEnumerator<
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SingletonDeviceNetServerComponent,
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DeviceNetworkComponent,
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TComp
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>();
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(EntityUid id, SingletonDeviceNetServerComponent server, DeviceNetworkComponent device)? last = default;
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while (servers.MoveNext(out var uid, out var server, out var device, out _))
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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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continue;
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address = device.Address;
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return true;
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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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/// Disconnects the server losing power
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/// </summary>
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private void OnPowerChanged(EntityUid uid, SingletonDeviceNetServerComponent component, ref PowerChangedEvent args)
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{
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component.Available = args.Powered;
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if (!args.Powered && component.Active)
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DisconnectServer(uid, component);
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}
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private void ConnectServer(EntityUid uid, SingletonDeviceNetServerComponent? 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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var connectedEvent = new DeviceNetServerConnectedEvent();
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RaiseLocalEvent(uid, ref connectedEvent);
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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, SingletonDeviceNetServerComponent? 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 = false;
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var disconnectedEvent = new DeviceNetServerDisconnectedEvent();
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RaiseLocalEvent(uid, ref disconnectedEvent);
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_deviceNetworkSystem.DisconnectDevice(uid, device, false);
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}
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}
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/// <summary>
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/// Raised when a server gets activated and connected to the device net
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/// </summary>
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[ByRefEvent]
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public record struct DeviceNetServerConnectedEvent;
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/// <summary>
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/// Raised when a server gets disconnected
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/// </summary>
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[ByRefEvent]
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public record struct DeviceNetServerDisconnectedEvent;
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