* cameras but i didn't feel like git stashing them * Adds more functionality server-side for surveillance cameras * rider moment * Adds skeleton for SurveillanceCameraMonitorBoundUi on client * whoops * makes surveillance camera monitor UI more defined * removes tree from SurveillanceCameraMonitorWindow * surveillance camera active flag, other routing things * actually sets how SurveillanceCameraMonitorSystem sends camera info to clients * adds entity yaml, changes field * adds the camera/monitor entities, makes the UI open * SurveillanceCameraRouters (not implemented fully) * subnets for cameras, server-side * it works! * fixes rotation in cameras * whoops restores surveillance cameras to ignored components makes it so that switching cameras now lerps the other camera * makes the UI work * makes it so that cameras actually refresh now * cleanup * adds camera.rsi * cleans up prototypes a bit * adds camera subnet frequencies, cameras in subnets * adds surveillance camera router subnets * might fix testing errors * adds the circuit board to the surveillance camera monitor * fixes up the camera monitor (the detective will get his tv soon) * adds heartbeat, ensures subnet data is passed into cameras to send * fixes up a few things * whoops * changes to UI internals * fixes subnet selection issue * localized strings for UI * changes 'test' id to 'camera' for cameras * whoops * missing s * camera static! * adds a delay to camera switching * adjusts a few things in camera timing * adds setup for cameras/routers, localization for frequency names * adds setup ui for routers, makes subnet names in monitor window follow frequency name in prototype * localization, some cleanup * ui adjustments * adds surveillance camera visuals * fixes a bug when closing the UI for monitors * adds disconnect message to UI * adds construction graph to cameras * adds the camera to the construction menu * fixes network selection for setup, tweak to assembly * adds surveillance camera router construction, fixes up surveillance camera wire cutting * adds disconnect button to monitor UI * switches around the status text * tweaks monitor UI * makes the address actually show * might make tests pass * UI adjustments, hard name limit * ok, that didn't work * adds wireless cameras * makes the television work/look nicer * adds tripod cameras in addition to mobile cameras * makes wireless cameras constructable * fixes up those prototypes * reorganization in C#, small cleanup * ensures that power changes deactivate some devices * adds a component to the television, comments out a function * actually, never mind, i forgot that wireless cameras existed/are creatable for a second * tweaks to router construction, removes SubnetTest from prototypes * removes it from frequencies too * Apply suggestions from code review Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * type serializers into components * setup window opens centered, enum is now byte * replaces active monitor list with ActiveSurveillanceCameraMonitorComponent * adds paused/deleted entity checks, changes how verbs are given * removes EntitySystem.Get<T>() references * fixes bug related to selecting network from setup, alphabet-orders network listing in setup * rider moment * adds minwidth to surveillance camera setup window * addresses reviews * should fix the issue with camera visuals not updating properly * addresses some reviews * addresses further review * addresses reviews related to RSIs * never needed a key there anyways * changes a few things with routers to ensure that they're active * whoops * ensurecomp over addcomp * whoops Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
269 lines
9.5 KiB
C#
269 lines
9.5 KiB
C#
using Content.Server.Administration.Managers;
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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.Ghost.Components;
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using Content.Server.Power.Components;
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using Content.Shared.ActionBlocker;
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using Content.Shared.DeviceNetwork;
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using Content.Shared.SurveillanceCamera;
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using Content.Shared.Verbs;
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using Robust.Server.GameObjects;
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using Robust.Shared.Prototypes;
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namespace Content.Server.SurveillanceCamera;
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public sealed class SurveillanceCameraRouterSystem : EntitySystem
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{
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[Dependency] private readonly DeviceNetworkSystem _deviceNetworkSystem = default!;
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[Dependency] private readonly ActionBlockerSystem _actionBlocker = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly UserInterfaceSystem _userInterface = default!;
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public override void Initialize()
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{
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SubscribeLocalEvent<SurveillanceCameraRouterComponent, ComponentInit>(OnInitialize);
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SubscribeLocalEvent<SurveillanceCameraRouterComponent, DeviceNetworkPacketEvent>(OnPacketReceive);
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SubscribeLocalEvent<SurveillanceCameraRouterComponent, SurveillanceCameraSetupSetNetwork>(OnSetNetwork);
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SubscribeLocalEvent<SurveillanceCameraRouterComponent, GetVerbsEvent<AlternativeVerb>>(AddVerbs);
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SubscribeLocalEvent<SurveillanceCameraRouterComponent, PowerChangedEvent>(OnPowerChanged);
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}
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private void OnInitialize(EntityUid uid, SurveillanceCameraRouterComponent router, ComponentInit args)
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{
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if (router.SubnetFrequencyId == null ||
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!_prototypeManager.TryIndex(router.SubnetFrequencyId, out DeviceFrequencyPrototype? subnetFrequency))
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{
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return;
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}
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router.SubnetFrequency = subnetFrequency.Frequency;
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router.Active = true;
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}
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private void OnPacketReceive(EntityUid uid, SurveillanceCameraRouterComponent router, DeviceNetworkPacketEvent args)
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{
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if (!router.Active
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|| string.IsNullOrEmpty(args.SenderAddress)
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|| !args.Data.TryGetValue(DeviceNetworkConstants.Command, out string? command))
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{
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return;
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}
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switch (command)
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{
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case SurveillanceCameraSystem.CameraConnectMessage:
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if (!args.Data.TryGetValue(SurveillanceCameraSystem.CameraAddressData, out string? address))
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{
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return;
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}
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ConnectCamera(uid, args.SenderAddress, address, router);
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break;
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case SurveillanceCameraSystem.CameraHeartbeatMessage:
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if (!args.Data.TryGetValue(SurveillanceCameraSystem.CameraAddressData, out string? camera))
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{
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return;
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}
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SendHeartbeat(uid, args.SenderAddress, camera, router);
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break;
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case SurveillanceCameraSystem.CameraSubnetConnectMessage:
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AddMonitorToRoute(uid, args.SenderAddress, router);
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PingSubnet(uid, router);
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break;
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case SurveillanceCameraSystem.CameraSubnetDisconnectMessage:
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RemoveMonitorFromRoute(uid, args.SenderAddress, router);
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break;
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case SurveillanceCameraSystem.CameraPingSubnetMessage:
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PingSubnet(uid, router);
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break;
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case SurveillanceCameraSystem.CameraPingMessage:
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SubnetPingResponse(uid, args.SenderAddress, router);
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break;
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case SurveillanceCameraSystem.CameraDataMessage:
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SendCameraInfo(uid, args.Data, router);
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break;
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}
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}
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private void OnPowerChanged(EntityUid uid, SurveillanceCameraRouterComponent component, PowerChangedEvent args)
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{
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component.MonitorRoutes.Clear();
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component.Active = args.Powered;
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}
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private void AddVerbs(EntityUid uid, SurveillanceCameraRouterComponent component, GetVerbsEvent<AlternativeVerb> verbs)
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{
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if (!_actionBlocker.CanInteract(verbs.User, uid))
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{
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return;
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}
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if (component.SubnetFrequencyId != null)
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{
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return;
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}
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AlternativeVerb verb = new();
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verb.Text = Loc.GetString("surveillance-camera-setup");
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verb.Act = () => OpenSetupInterface(uid, verbs.User, component);
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verbs.Verbs.Add(verb);
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}
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private void OnSetNetwork(EntityUid uid, SurveillanceCameraRouterComponent component,
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SurveillanceCameraSetupSetNetwork args)
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{
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if (args.UiKey is not SurveillanceCameraSetupUiKey key
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|| key != SurveillanceCameraSetupUiKey.Router)
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{
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return;
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}
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if (args.Network < 0 || args.Network >= component.AvailableNetworks.Count)
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{
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return;
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}
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if (!_prototypeManager.TryIndex<DeviceFrequencyPrototype>(component.AvailableNetworks[args.Network],
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out var frequency))
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{
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return;
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}
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component.SubnetFrequencyId = component.AvailableNetworks[args.Network];
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component.SubnetFrequency = frequency.Frequency;
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component.Active = true;
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UpdateSetupInterface(uid, component);
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}
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private void OpenSetupInterface(EntityUid uid, EntityUid player, SurveillanceCameraRouterComponent? camera = null, ActorComponent? actor = null)
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{
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if (!Resolve(uid, ref camera)
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|| !Resolve(player, ref actor))
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{
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return;
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}
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_userInterface.GetUiOrNull(uid, SurveillanceCameraSetupUiKey.Router)!.Open(actor.PlayerSession);
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UpdateSetupInterface(uid, camera);
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}
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private void UpdateSetupInterface(EntityUid uid, SurveillanceCameraRouterComponent? router = null, DeviceNetworkComponent? deviceNet = null)
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{
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if (!Resolve(uid, ref router, ref deviceNet))
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{
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return;
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}
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if (router.AvailableNetworks.Count == 0 || router.SubnetFrequencyId != null)
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{
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_userInterface.TryCloseAll(uid, SurveillanceCameraSetupUiKey.Router);
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return;
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}
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var state = new SurveillanceCameraSetupBoundUiState(router.SubnetName, deviceNet.ReceiveFrequency ?? 0,
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router.AvailableNetworks, true, router.SubnetFrequencyId != null);
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_userInterface.TrySetUiState(uid, SurveillanceCameraSetupUiKey.Router, state);
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}
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private void SendHeartbeat(EntityUid uid, string origin, string destination,
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SurveillanceCameraRouterComponent? router = null)
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{
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if (!Resolve(uid, ref router))
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{
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return;
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}
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var payload = new NetworkPayload()
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{
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{ DeviceNetworkConstants.Command, SurveillanceCameraSystem.CameraHeartbeatMessage },
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{ SurveillanceCameraSystem.CameraAddressData, origin }
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};
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_deviceNetworkSystem.QueuePacket(uid, destination, payload, router.SubnetFrequency);
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}
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private void SubnetPingResponse(EntityUid uid, string origin, SurveillanceCameraRouterComponent? router = null)
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{
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if (!Resolve(uid, ref router) || router.SubnetFrequencyId == null)
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{
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return;
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}
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var payload = new NetworkPayload()
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{
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{ DeviceNetworkConstants.Command, SurveillanceCameraSystem.CameraSubnetData },
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{ SurveillanceCameraSystem.CameraSubnetData, router.SubnetFrequencyId }
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};
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_deviceNetworkSystem.QueuePacket(uid, origin, payload);
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}
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private void ConnectCamera(EntityUid uid, string origin, string address, SurveillanceCameraRouterComponent? router = null)
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{
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if (!Resolve(uid, ref router))
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{
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return;
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}
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var payload = new NetworkPayload()
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{
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{ DeviceNetworkConstants.Command, SurveillanceCameraSystem.CameraConnectMessage },
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{ SurveillanceCameraSystem.CameraAddressData, origin }
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};
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_deviceNetworkSystem.QueuePacket(uid, address, payload, router.SubnetFrequency);
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}
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// Adds a monitor to the set of routes.
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private void AddMonitorToRoute(EntityUid uid, string address, SurveillanceCameraRouterComponent? router = null)
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{
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if (!Resolve(uid, ref router))
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{
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return;
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}
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router.MonitorRoutes.Add(address);
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}
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private void RemoveMonitorFromRoute(EntityUid uid, string address, SurveillanceCameraRouterComponent? router = null)
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{
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if (!Resolve(uid, ref router))
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{
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return;
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}
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router.MonitorRoutes.Remove(address);
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}
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// Pings a subnet to get all camera information.
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private void PingSubnet(EntityUid uid, SurveillanceCameraRouterComponent? router = null)
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{
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if (!Resolve(uid, ref router))
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{
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return;
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}
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var payload = new NetworkPayload()
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{
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{ DeviceNetworkConstants.Command, SurveillanceCameraSystem.CameraPingMessage },
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{ SurveillanceCameraSystem.CameraSubnetData, router.SubnetName }
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};
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_deviceNetworkSystem.QueuePacket(uid, null, payload, router.SubnetFrequency);
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}
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// Sends camera information to all monitors currently interested.
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private void SendCameraInfo(EntityUid uid, NetworkPayload payload, SurveillanceCameraRouterComponent? router = null)
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{
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if (!Resolve(uid, ref router))
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{
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return;
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}
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foreach (var address in router.MonitorRoutes)
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{
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_deviceNetworkSystem.QueuePacket(uid, address, payload);
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}
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}
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}
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