Files
tbd-station-14/Content.Server/SurveillanceCamera/Systems/SurveillanceCameraSystem.cs
Flipp Syder d4697c000c Surveillance cameras (#8246)
* 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>
2022-05-31 18:44:57 +10:00

418 lines
14 KiB
C#

using Content.Server.Administration.Managers;
using Content.Server.DeviceNetwork;
using Content.Server.DeviceNetwork.Components;
using Content.Server.DeviceNetwork.Systems;
using Content.Server.Ghost.Components;
using Content.Server.Power.Components;
using Content.Shared.ActionBlocker;
using Content.Shared.DeviceNetwork;
using Content.Shared.SurveillanceCamera;
using Content.Shared.Verbs;
using Robust.Server.GameObjects;
using Robust.Shared.Prototypes;
namespace Content.Server.SurveillanceCamera;
public sealed class SurveillanceCameraSystem : EntitySystem
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly ActionBlockerSystem _actionBlocker = default!;
[Dependency] private readonly ViewSubscriberSystem _viewSubscriberSystem = default!;
[Dependency] private readonly DeviceNetworkSystem _deviceNetworkSystem = default!;
[Dependency] private readonly UserInterfaceSystem _userInterface = default!;
// Pings a surveillance camera subnet. All cameras will always respond
// with a data message if they are on the same subnet.
public const string CameraPingSubnetMessage = "surveillance_camera_ping_subnet";
// Pings a surveillance camera. Useful to ensure that the camera is still on
// before connecting fully.
public const string CameraPingMessage = "surveillance_camera_ping";
// Camera heartbeat. Monitors ping this to ensure that a camera is still able to
// be contacted. If this doesn't get sent after some time, the monitor will
// automatically disconnect.
public const string CameraHeartbeatMessage = "surveillance_camera_heartbeat";
// Surveillance camera data. This generally should contain nothing
// except for the subnet that this camera is on -
// this is because of the fact that the PacketEvent already
// contains the sender UID, and that this will always be targeted
// towards the sender that pinged the camera.
public const string CameraDataMessage = "surveillance_camera_data";
public const string CameraConnectMessage = "surveillance_camera_connect";
public const string CameraSubnetConnectMessage = "surveillance_camera_subnet_connect";
public const string CameraSubnetDisconnectMessage = "surveillance_camera_subnet_disconnect";
public const string CameraAddressData = "surveillance_camera_data_origin";
public const string CameraNameData = "surveillance_camera_data_name";
public const string CameraSubnetData = "surveillance_camera_data_subnet";
public const int CameraNameLimit = 32;
public override void Initialize()
{
SubscribeLocalEvent<SurveillanceCameraComponent, ComponentShutdown>(OnShutdown);
SubscribeLocalEvent<SurveillanceCameraComponent, PowerChangedEvent>(OnPowerChanged);
SubscribeLocalEvent<SurveillanceCameraComponent, DeviceNetworkPacketEvent>(OnPacketReceived);
SubscribeLocalEvent<SurveillanceCameraComponent, SurveillanceCameraSetupSetName>(OnSetName);
SubscribeLocalEvent<SurveillanceCameraComponent, SurveillanceCameraSetupSetNetwork>(OnSetNetwork);
SubscribeLocalEvent<SurveillanceCameraComponent, GetVerbsEvent<AlternativeVerb>>(AddVerbs);
}
private void OnPacketReceived(EntityUid uid, SurveillanceCameraComponent component, DeviceNetworkPacketEvent args)
{
if (!component.Active)
{
return;
}
if (!TryComp(uid, out DeviceNetworkComponent? deviceNet))
{
return;
}
if (args.Data.TryGetValue(DeviceNetworkConstants.Command, out string? command))
{
var payload = new NetworkPayload()
{
{ DeviceNetworkConstants.Command, string.Empty },
{ CameraAddressData, deviceNet.Address },
{ CameraNameData, component.CameraId },
{ CameraSubnetData, string.Empty }
};
var dest = string.Empty;
switch (command)
{
case CameraConnectMessage:
if (!args.Data.TryGetValue(CameraAddressData, out dest)
|| string.IsNullOrEmpty(args.Address))
{
return;
}
payload[DeviceNetworkConstants.Command] = CameraConnectMessage;
break;
case CameraHeartbeatMessage:
if (!args.Data.TryGetValue(CameraAddressData, out dest)
|| string.IsNullOrEmpty(args.Address))
{
return;
}
payload[DeviceNetworkConstants.Command] = CameraHeartbeatMessage;
break;
case CameraPingMessage:
if (!args.Data.TryGetValue(CameraSubnetData, out string? subnet))
{
return;
}
dest = args.SenderAddress;
payload[CameraSubnetData] = subnet;
payload[DeviceNetworkConstants.Command] = CameraDataMessage;
break;
}
_deviceNetworkSystem.QueuePacket(
uid,
dest,
payload);
}
}
private void AddVerbs(EntityUid uid, SurveillanceCameraComponent component, GetVerbsEvent<AlternativeVerb> verbs)
{
if (!_actionBlocker.CanInteract(verbs.User, uid))
{
return;
}
if (component.NameSet && component.NetworkSet)
{
return;
}
AlternativeVerb verb = new();
verb.Text = Loc.GetString("surveillance-camera-setup");
verb.Act = () => OpenSetupInterface(uid, verbs.User, component);
verbs.Verbs.Add(verb);
}
private void OnPowerChanged(EntityUid camera, SurveillanceCameraComponent component, PowerChangedEvent args)
{
SetActive(camera, args.Powered, component);
}
private void OnShutdown(EntityUid camera, SurveillanceCameraComponent component, ComponentShutdown args)
{
Deactivate(camera, component);
}
private void OnSetName(EntityUid uid, SurveillanceCameraComponent component, SurveillanceCameraSetupSetName args)
{
if (args.UiKey is not SurveillanceCameraSetupUiKey key
|| key != SurveillanceCameraSetupUiKey.Camera
|| string.IsNullOrEmpty(args.Name)
|| args.Name.Length > CameraNameLimit)
{
return;
}
component.CameraId = args.Name;
component.NameSet = true;
UpdateSetupInterface(uid, component);
}
private void OnSetNetwork(EntityUid uid, SurveillanceCameraComponent component,
SurveillanceCameraSetupSetNetwork args)
{
if (args.UiKey is not SurveillanceCameraSetupUiKey key
|| key != SurveillanceCameraSetupUiKey.Camera)
{
return;
}
if (args.Network < 0 || args.Network >= component.AvailableNetworks.Count)
{
return;
}
if (!_prototypeManager.TryIndex<DeviceFrequencyPrototype>(component.AvailableNetworks[args.Network],
out var frequency))
{
return;
}
_deviceNetworkSystem.SetReceiveFrequency(uid, frequency.Frequency);
component.NetworkSet = true;
UpdateSetupInterface(uid, component);
}
private void OpenSetupInterface(EntityUid uid, EntityUid player, SurveillanceCameraComponent? camera = null, ActorComponent? actor = null)
{
if (!Resolve(uid, ref camera)
|| !Resolve(player, ref actor))
{
return;
}
_userInterface.GetUiOrNull(uid, SurveillanceCameraSetupUiKey.Camera)!.Open(actor.PlayerSession);
UpdateSetupInterface(uid, camera);
}
private void UpdateSetupInterface(EntityUid uid, SurveillanceCameraComponent? camera = null, DeviceNetworkComponent? deviceNet = null)
{
if (!Resolve(uid, ref camera, ref deviceNet))
{
return;
}
if (camera.NameSet && camera.NetworkSet)
{
_userInterface.TryCloseAll(uid, SurveillanceCameraSetupUiKey.Camera);
return;
}
if (camera.AvailableNetworks.Count == 0)
{
if (deviceNet.ReceiveFrequencyId != null)
{
camera.AvailableNetworks.Add(deviceNet.ReceiveFrequencyId);
}
else if (!camera.NetworkSet)
{
_userInterface.TryCloseAll(uid, SurveillanceCameraSetupUiKey.Camera);
return;
}
}
var state = new SurveillanceCameraSetupBoundUiState(camera.CameraId, deviceNet.ReceiveFrequency ?? 0,
camera.AvailableNetworks, camera.NameSet, camera.NetworkSet);
_userInterface.TrySetUiState(uid, SurveillanceCameraSetupUiKey.Camera, state);
}
// If the camera deactivates for any reason, it must have all viewers removed,
// and the relevant event broadcast to all systems.
private void Deactivate(EntityUid camera, SurveillanceCameraComponent? component = null)
{
if (!Resolve(camera, ref component))
{
return;
}
var ev = new SurveillanceCameraDeactivateEvent(camera);
RemoveActiveViewers(camera, new(component.ActiveViewers), null, component);
component.Active = false;
// Send a targetted event to all monitors.
foreach (var monitor in component.ActiveMonitors)
{
RaiseLocalEvent(monitor, ev);
}
component.ActiveMonitors.Clear();
// Send a local event that's broadcasted everywhere afterwards.
RaiseLocalEvent(ev);
UpdateVisuals(camera, component);
}
public void SetActive(EntityUid camera, bool setting, SurveillanceCameraComponent? component = null)
{
if (!Resolve(camera, ref component))
{
return;
}
if (setting)
{
component.Active = setting;
}
else
{
Deactivate(camera, component);
}
UpdateVisuals(camera, component);
}
public void AddActiveViewer(EntityUid camera, EntityUid player, EntityUid? monitor = null, SurveillanceCameraComponent? component = null, ActorComponent? actor = null)
{
if (!Resolve(camera, ref component)
|| !component.Active
|| !Resolve(player, ref actor))
{
return;
}
_viewSubscriberSystem.AddViewSubscriber(camera, actor.PlayerSession);
component.ActiveViewers.Add(player);
if (monitor != null)
{
component.ActiveMonitors.Add(monitor.Value);
}
UpdateVisuals(camera, component);
}
public void AddActiveViewers(EntityUid camera, HashSet<EntityUid> players, EntityUid? monitor = null, SurveillanceCameraComponent? component = null)
{
if (!Resolve(camera, ref component) || !component.Active)
{
return;
}
foreach (var player in players)
{
AddActiveViewer(camera, player, monitor, component);
}
}
// Switch the set of active viewers from one camera to another.
public void SwitchActiveViewers(EntityUid oldCamera, EntityUid newCamera, HashSet<EntityUid> players, EntityUid? monitor = null, SurveillanceCameraComponent? oldCameraComponent = null, SurveillanceCameraComponent? newCameraComponent = null)
{
if (!Resolve(oldCamera, ref oldCameraComponent)
|| !Resolve(newCamera, ref newCameraComponent)
|| !oldCameraComponent.Active
|| !newCameraComponent.Active)
{
return;
}
if (monitor != null)
{
oldCameraComponent.ActiveMonitors.Remove(monitor.Value);
newCameraComponent.ActiveMonitors.Add(monitor.Value);
}
foreach (var player in players)
{
RemoveActiveViewer(oldCamera, player, null, oldCameraComponent);
AddActiveViewer(newCamera, player, null, newCameraComponent);
}
}
public void RemoveActiveViewer(EntityUid camera, EntityUid player, EntityUid? monitor = null, SurveillanceCameraComponent? component = null, ActorComponent? actor = null)
{
if (!Resolve(camera, ref component)
|| !Resolve(player, ref actor))
{
return;
}
_viewSubscriberSystem.RemoveViewSubscriber(camera, actor.PlayerSession);
component.ActiveViewers.Remove(player);
if (monitor != null)
{
component.ActiveMonitors.Remove(monitor.Value);
}
UpdateVisuals(camera, component);
}
public void RemoveActiveViewers(EntityUid camera, HashSet<EntityUid> players, EntityUid? monitor = null, SurveillanceCameraComponent? component = null)
{
if (!Resolve(camera, ref component))
{
return;
}
foreach (var player in players)
{
RemoveActiveViewer(camera, player, monitor, component);
}
}
private void UpdateVisuals(EntityUid camera, SurveillanceCameraComponent? component = null, AppearanceComponent? appearance = null)
{
// Don't log missing, because otherwise tests fail.
if (!Resolve(camera, ref component, ref appearance, false))
{
return;
}
var key = SurveillanceCameraVisuals.Disabled;
if (component.Active)
{
key = SurveillanceCameraVisuals.Active;
}
if (component.ActiveViewers.Count > 0 || component.ActiveMonitors.Count > 0)
{
key = SurveillanceCameraVisuals.InUse;
}
appearance.SetData(SurveillanceCameraVisualsKey.Key, key);
}
}
public sealed class OnSurveillanceCameraViewerAddEvent : EntityEventArgs
{
}
public sealed class OnSurveillanceCameraViewerRemoveEvent : EntityEventArgs
{
}
// What happens when a camera deactivates.
public sealed class SurveillanceCameraDeactivateEvent : EntityEventArgs
{
public EntityUid Camera { get; }
public SurveillanceCameraDeactivateEvent(EntityUid camera)
{
Camera = camera;
}
}