* Predict dumping - This got soaped really fucking hard. - Dumping is predicted, this required disposals to be predicte.d - Disposals required mailing (because it's tightly coupled), and a smidge of other content systems. - I also had to fix a compnetworkgenerator issue at the same time so it wouldn't mispredict. * Fix a bunch of stuff * nasty merge * Some reviews * Some more reviews while I stash * Fix merge * Fix merge * Half of review * Review * re(h)f * lizards * feexes * feex
113 lines
3.9 KiB
C#
113 lines
3.9 KiB
C#
using Content.Server.DeviceNetwork.Systems;
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using Content.Server.Medical.SuitSensors;
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using Content.Shared.DeviceNetwork;
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using Content.Shared.DeviceNetwork.Events;
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using Content.Shared.Medical.SuitSensor;
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using Robust.Shared.Timing;
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using Content.Shared.DeviceNetwork.Components;
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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 SingletonDeviceNetServerSystem _singletonServerSystem = 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, DeviceNetServerDisconnectedEvent>(OnDisconnected);
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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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while (servers.MoveNext(out var id, out var server))
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{
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if (!_singletonServerSystem.IsActiveServer(id))
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continue;
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UpdateTimeout(id);
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BroadcastSensorStatus(id, server);
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}
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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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/// 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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/// <summary>
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/// Clears sensor data on disconnect
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/// </summary>
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private void OnDisconnected(EntityUid uid, CrewMonitoringServerComponent component, ref DeviceNetServerDisconnectedEvent _)
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{
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component.SensorStatus.Clear();
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}
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}
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