Files
tbd-station-14/Content.Server/Medical/CrewMonitoring/CrewMonitoringServerSystem.cs

199 lines
6.5 KiB
C#

using Content.Server.DeviceNetwork;
using Content.Server.DeviceNetwork.Components;
using Content.Server.DeviceNetwork.Systems;
using Content.Server.Medical.SuitSensors;
using Content.Server.Power.Components;
using Content.Server.Station.Systems;
using Content.Shared.Medical.SuitSensor;
using Robust.Shared.Timing;
namespace Content.Server.Medical.CrewMonitoring;
public sealed class CrewMonitoringServerSystem : EntitySystem
{
[Dependency] private readonly SuitSensorSystem _sensors = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly DeviceNetworkSystem _deviceNetworkSystem = default!;
[Dependency] private readonly StationSystem _stationSystem = default!;
private const float UpdateRate = 3f;
private float _updateDiff;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<CrewMonitoringServerComponent, ComponentRemove>(OnRemove);
SubscribeLocalEvent<CrewMonitoringServerComponent, DeviceNetworkPacketEvent>(OnPacketReceived);
SubscribeLocalEvent<CrewMonitoringServerComponent, PowerChangedEvent>(OnPowerChanged);
}
public override void Update(float frameTime)
{
base.Update(frameTime);
// check update rate
_updateDiff += frameTime;
if (_updateDiff < UpdateRate)
return;
_updateDiff -= UpdateRate;
var servers = EntityQueryEnumerator<CrewMonitoringServerComponent>();
List<EntityUid> activeServers = new();
while (servers.MoveNext(out var id, out var server))
{
//Make sure the server is disconnected when it becomes unavailable
if (!server.Available)
{
if (server.Active)
DisconnectServer(id, server);
continue;
}
if (!server.Active)
continue;
activeServers.Add(id);
}
foreach (var activeServer in activeServers)
{
UpdateTimeout(activeServer);
BroadcastSensorStatus(activeServer);
}
}
/// <summary>
/// Returns the address of the currently active server for the given station id if there is one
/// </summary>
public bool TryGetActiveServerAddress(EntityUid stationId, out string? address)
{
var servers = EntityQueryEnumerator<CrewMonitoringServerComponent, DeviceNetworkComponent>();
(EntityUid id, CrewMonitoringServerComponent server, DeviceNetworkComponent device)? last = default;
while (servers.MoveNext(out var uid, out var server, out var device))
{
if (!_stationSystem.GetOwningStation(uid)?.Equals(stationId) ?? true)
continue;
if (!server.Available)
{
DisconnectServer(uid,server, device);
continue;
}
last = (uid, server, device);
if (server.Active)
{
address = device.Address;
return true;
}
}
//If there was no active server for the station make the last available inactive one active
if (last.HasValue)
{
ConnectServer(last.Value.id, last.Value.server, last.Value.device);
address = last.Value.device.Address;
return true;
}
address = null;
return address != null;
}
/// <summary>
/// Adds or updates a sensor status entry if the received package is a sensor status update
/// </summary>
private void OnPacketReceived(EntityUid uid, CrewMonitoringServerComponent component, DeviceNetworkPacketEvent args)
{
var sensorStatus = _sensors.PacketToSuitSensor(args.Data);
if (sensorStatus == null)
return;
sensorStatus.Timestamp = _gameTiming.CurTime;
component.SensorStatus[args.SenderAddress] = sensorStatus;
}
/// <summary>
/// Clears the servers sensor status list
/// </summary>
private void OnRemove(EntityUid uid, CrewMonitoringServerComponent component, ComponentRemove args)
{
component.SensorStatus.Clear();
}
/// <summary>
/// Disconnects the server losing power
/// </summary>
private void OnPowerChanged(EntityUid uid, CrewMonitoringServerComponent component, ref PowerChangedEvent args)
{
component.Available = args.Powered;
if (!args.Powered)
DisconnectServer(uid, component);
}
/// <summary>
/// Drop the sensor status if it hasn't been updated for to long
/// </summary>
private void UpdateTimeout(EntityUid uid, CrewMonitoringServerComponent? component = null)
{
if (!Resolve(uid, ref component))
return;
foreach (var (address, sensor) in component.SensorStatus)
{
var dif = _gameTiming.CurTime - sensor.Timestamp;
if (dif.Seconds > component.SensorTimeout)
component.SensorStatus.Remove(address);
}
}
/// <summary>
/// Broadcasts the status of all connected sensors
/// </summary>
private void BroadcastSensorStatus(EntityUid uid, CrewMonitoringServerComponent? serverComponent = null, DeviceNetworkComponent? device = null)
{
if (!Resolve(uid, ref serverComponent, ref device))
return;
var payload = new NetworkPayload()
{
[DeviceNetworkConstants.Command] = DeviceNetworkConstants.CmdUpdatedState,
[SuitSensorConstants.NET_STATUS_COLLECTION] = serverComponent.SensorStatus
};
_deviceNetworkSystem.QueuePacket(uid, null, payload, device: device);
}
private void ConnectServer(EntityUid uid, CrewMonitoringServerComponent? server = null, DeviceNetworkComponent? device = null)
{
if (!Resolve(uid, ref server, ref device))
return;
server.Active = true;
if (_deviceNetworkSystem.IsDeviceConnected(uid, device))
return;
_deviceNetworkSystem.ConnectDevice(uid, device);
}
/// <summary>
/// Disconnects a server from the device network and clears the currently active server
/// </summary>
private void DisconnectServer(EntityUid uid, CrewMonitoringServerComponent? server = null, DeviceNetworkComponent? device = null)
{
if (!Resolve(uid, ref server, ref device))
return;
server.SensorStatus.Clear();
server.Active = false;
_deviceNetworkSystem.DisconnectDevice(uid, device, false);
}
}