* Implement device networking * Implement device configuration menu * Fix device network * Implement disposal mailing unit * Implement base network connection Implement wired and wireless network connection Implement device network metadata * Fix dereference null error * Fix wired network null checks * Change BaseNetworks enum to NetworkUtils class Add PingResponse function to NetworkUtils Change device network file structure * Add doc comments * Apply suggestions from code review Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Add tag validation to disposal mailing unit * Add tag validation to the mailing unit component * Address reviews Change WiredNetwork can connect check Change device networking string literals to constants * Address reviews Revert changes to PowerProvider and PowerReceiver Add new NodeGroup WELP * Fix recursive access to Owner property * Integrate suggested changes * Fix TryGetWireNet acting on NullPowerProvider Fix network connections not checking if their owner has been deleted * Close device network connection when the owning entity got deleted Fix mailing unit not closing the device network connection on remove * Remove GetWireNet from NullPowerProvider Co-authored-by: Julian Giebel <j.giebel@netrocks.info> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
39 lines
1.2 KiB
C#
39 lines
1.2 KiB
C#
using Content.Server.Interfaces;
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using System;
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using System.Collections.Generic;
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using System.Text;
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namespace Content.Server.GameObjects.EntitySystems.DeviceNetwork
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{
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/// <summary>
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/// A collection of utilities to help with using device networks
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/// </summary>
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public static class NetworkUtils
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{
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public const int PRIVATE = 0;
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public const int WIRED = 1;
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public const int WIRELESS = 2;
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public const string COMMAND = "command";
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public const string MESSAGE = "message";
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public const string PING = "ping";
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/// <summary>
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/// Handles responding to pings.
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/// </summary>
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public static void PingResponse<T>(T connection, string sender, IReadOnlyDictionary<string, string> payload, string message = "") where T : IDeviceNetworkConnection
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{
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if (payload.TryGetValue(COMMAND, out var command) && command == PING)
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{
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var response = new Dictionary<string, string>
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{
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{COMMAND, "ping_response"},
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{MESSAGE, message}
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};
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connection.Send(connection.Frequency, sender, response);
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}
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}
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}
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}
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