* Try syncing powered state to client For some reason the client is not receiving the ApcPowerReceiverComponentState, so it's not working. * Fix powered state not syncing to client The client PowerReceiverSystem was abstract, which prevented it from running initialize. * Flip check so that it runs bigger checks first PowerDisabled skips the others. NeedsPower skips the receiving check. * Disallow changing Powered manually * Move Powered update to PowerReceiverSystem * Move appearance to event subscription * Move metadata component to AllEntityQuery * Cleanup * Move Powered update back to PowerNetSystem It's easier to use the EntityQueries and it dosen't need to be updated anywhere else. * Put appearance updating back * Move IsPowered to shared * Simplify IsPowered * Cleanup * Remove duplicate PowerChangedEvent PowerChangedEvent on ProviderChanged doesn't seem to be needed PowerChangedEvent gets raised by in update if the power state changes after a new provider is connected
525 lines
20 KiB
C#
525 lines
20 KiB
C#
using System.Linq;
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using Content.Server.NodeContainer.EntitySystems;
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using Content.Server.Power.Components;
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using Content.Server.Power.NodeGroups;
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using Content.Server.Power.Pow3r;
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using Content.Shared.Power;
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using JetBrains.Annotations;
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using Robust.Server.GameObjects;
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using Robust.Shared.Threading;
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namespace Content.Server.Power.EntitySystems
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{
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/// <summary>
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/// Manages power networks, power state, and all power components.
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/// </summary>
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[UsedImplicitly]
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public sealed class PowerNetSystem : EntitySystem
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{
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[Dependency] private readonly AppearanceSystem _appearance = default!;
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[Dependency] private readonly PowerNetConnectorSystem _powerNetConnector = default!;
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[Dependency] private readonly IParallelManager _parMan = default!;
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[Dependency] private readonly PowerReceiverSystem _powerReceiver = default!;
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private readonly PowerState _powerState = new();
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private readonly HashSet<PowerNet> _powerNetReconnectQueue = new();
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private readonly HashSet<ApcNet> _apcNetReconnectQueue = new();
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private readonly BatteryRampPegSolver _solver = new();
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public override void Initialize()
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{
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base.Initialize();
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UpdatesAfter.Add(typeof(NodeGroupSystem));
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SubscribeLocalEvent<ApcPowerReceiverComponent, ComponentInit>(ApcPowerReceiverInit);
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SubscribeLocalEvent<ApcPowerReceiverComponent, ComponentShutdown>(ApcPowerReceiverShutdown);
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SubscribeLocalEvent<ApcPowerReceiverComponent, ComponentRemove>(ApcPowerReceiverRemove);
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SubscribeLocalEvent<ApcPowerReceiverComponent, EntityPausedEvent>(ApcPowerReceiverPaused);
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SubscribeLocalEvent<ApcPowerReceiverComponent, EntityUnpausedEvent>(ApcPowerReceiverUnpaused);
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SubscribeLocalEvent<PowerNetworkBatteryComponent, ComponentInit>(BatteryInit);
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SubscribeLocalEvent<PowerNetworkBatteryComponent, ComponentShutdown>(BatteryShutdown);
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SubscribeLocalEvent<PowerNetworkBatteryComponent, EntityPausedEvent>(BatteryPaused);
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SubscribeLocalEvent<PowerNetworkBatteryComponent, EntityUnpausedEvent>(BatteryUnpaused);
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SubscribeLocalEvent<PowerConsumerComponent, ComponentInit>(PowerConsumerInit);
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SubscribeLocalEvent<PowerConsumerComponent, ComponentShutdown>(PowerConsumerShutdown);
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SubscribeLocalEvent<PowerConsumerComponent, EntityPausedEvent>(PowerConsumerPaused);
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SubscribeLocalEvent<PowerConsumerComponent, EntityUnpausedEvent>(PowerConsumerUnpaused);
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SubscribeLocalEvent<PowerSupplierComponent, ComponentInit>(PowerSupplierInit);
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SubscribeLocalEvent<PowerSupplierComponent, ComponentShutdown>(PowerSupplierShutdown);
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SubscribeLocalEvent<PowerSupplierComponent, EntityPausedEvent>(PowerSupplierPaused);
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SubscribeLocalEvent<PowerSupplierComponent, EntityUnpausedEvent>(PowerSupplierUnpaused);
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}
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private void ApcPowerReceiverInit(EntityUid uid, ApcPowerReceiverComponent component, ComponentInit args)
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{
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AllocLoad(component.NetworkLoad);
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}
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private void ApcPowerReceiverShutdown(EntityUid uid, ApcPowerReceiverComponent component,
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ComponentShutdown args)
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{
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_powerState.Loads.Free(component.NetworkLoad.Id);
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}
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private void ApcPowerReceiverRemove(EntityUid uid, ApcPowerReceiverComponent component, ComponentRemove args)
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{
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component.Provider?.RemoveReceiver(component);
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}
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private static void ApcPowerReceiverPaused(
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EntityUid uid,
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ApcPowerReceiverComponent component,
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ref EntityPausedEvent args)
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{
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component.NetworkLoad.Paused = true;
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}
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private static void ApcPowerReceiverUnpaused(
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EntityUid uid,
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ApcPowerReceiverComponent component,
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ref EntityUnpausedEvent args)
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{
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component.NetworkLoad.Paused = false;
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}
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private void BatteryInit(EntityUid uid, PowerNetworkBatteryComponent component, ComponentInit args)
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{
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AllocBattery(component.NetworkBattery);
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}
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private void BatteryShutdown(EntityUid uid, PowerNetworkBatteryComponent component, ComponentShutdown args)
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{
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_powerState.Batteries.Free(component.NetworkBattery.Id);
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}
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private static void BatteryPaused(EntityUid uid, PowerNetworkBatteryComponent component, ref EntityPausedEvent args)
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{
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component.NetworkBattery.Paused = true;
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}
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private static void BatteryUnpaused(EntityUid uid, PowerNetworkBatteryComponent component, ref EntityUnpausedEvent args)
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{
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component.NetworkBattery.Paused = false;
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}
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private void PowerConsumerInit(EntityUid uid, PowerConsumerComponent component, ComponentInit args)
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{
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_powerNetConnector.BaseNetConnectorInit(component);
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AllocLoad(component.NetworkLoad);
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}
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private void PowerConsumerShutdown(EntityUid uid, PowerConsumerComponent component, ComponentShutdown args)
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{
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_powerState.Loads.Free(component.NetworkLoad.Id);
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}
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private static void PowerConsumerPaused(EntityUid uid, PowerConsumerComponent component, ref EntityPausedEvent args)
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{
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component.NetworkLoad.Paused = true;
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}
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private static void PowerConsumerUnpaused(EntityUid uid, PowerConsumerComponent component, ref EntityUnpausedEvent args)
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{
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component.NetworkLoad.Paused = false;
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}
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private void PowerSupplierInit(EntityUid uid, PowerSupplierComponent component, ComponentInit args)
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{
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_powerNetConnector.BaseNetConnectorInit(component);
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AllocSupply(component.NetworkSupply);
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}
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private void PowerSupplierShutdown(EntityUid uid, PowerSupplierComponent component, ComponentShutdown args)
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{
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_powerState.Supplies.Free(component.NetworkSupply.Id);
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}
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private static void PowerSupplierPaused(EntityUid uid, PowerSupplierComponent component, ref EntityPausedEvent args)
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{
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component.NetworkSupply.Paused = true;
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}
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private static void PowerSupplierUnpaused(EntityUid uid, PowerSupplierComponent component, ref EntityUnpausedEvent args)
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{
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component.NetworkSupply.Paused = false;
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}
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public void InitPowerNet(PowerNet powerNet)
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{
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AllocNetwork(powerNet.NetworkNode);
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_powerState.GroupedNets = null;
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}
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public void DestroyPowerNet(PowerNet powerNet)
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{
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_powerState.Networks.Free(powerNet.NetworkNode.Id);
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_powerState.GroupedNets = null;
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}
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public void QueueReconnectPowerNet(PowerNet powerNet)
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{
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_powerNetReconnectQueue.Add(powerNet);
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_powerState.GroupedNets = null;
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}
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public void InitApcNet(ApcNet apcNet)
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{
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AllocNetwork(apcNet.NetworkNode);
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_powerState.GroupedNets = null;
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}
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public void DestroyApcNet(ApcNet apcNet)
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{
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_powerState.Networks.Free(apcNet.NetworkNode.Id);
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_powerState.GroupedNets = null;
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}
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public void QueueReconnectApcNet(ApcNet apcNet)
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{
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_apcNetReconnectQueue.Add(apcNet);
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_powerState.GroupedNets = null;
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}
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public PowerStatistics GetStatistics()
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{
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return new()
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{
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CountBatteries = _powerState.Batteries.Count,
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CountLoads = _powerState.Loads.Count,
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CountNetworks = _powerState.Networks.Count,
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CountSupplies = _powerState.Supplies.Count
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};
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}
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public NetworkPowerStatistics GetNetworkStatistics(PowerState.Network network)
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{
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// Right, consumption. Now this is a big mess.
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// Start by summing up consumer draw rates.
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// Then deal with batteries.
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// While for consumers we want to use their max draw rates,
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// for batteries we ought to use their current draw rates,
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// because there's all sorts of weirdness with them.
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// A full battery will still have the same max draw rate,
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// but will likely have deliberately limited current draw rate.
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float consumptionW = network.Loads.Sum(s => _powerState.Loads[s].DesiredPower);
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consumptionW += network.BatteryLoads.Sum(s => _powerState.Batteries[s].CurrentReceiving);
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// This is interesting because LastMaxSupplySum seems to match LastAvailableSupplySum for some reason.
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// I suspect it's accounting for current supply rather than theoretical supply.
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float maxSupplyW = network.Supplies.Sum(s => _powerState.Supplies[s].MaxSupply);
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// Battery stuff is more complex.
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// Without stealing PowerState, the most efficient way
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// to grab the necessary discharge data is from
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// PowerNetworkBatteryComponent (has Pow3r reference).
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float supplyBatteriesW = 0.0f;
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float storageCurrentJ = 0.0f;
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float storageMaxJ = 0.0f;
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foreach (var discharger in network.BatterySupplies)
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{
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var nb = _powerState.Batteries[discharger];
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supplyBatteriesW += nb.CurrentSupply;
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storageCurrentJ += nb.CurrentStorage;
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storageMaxJ += nb.Capacity;
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maxSupplyW += nb.MaxSupply;
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}
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// And charging
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float outStorageCurrentJ = 0.0f;
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float outStorageMaxJ = 0.0f;
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foreach (var charger in network.BatteryLoads)
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{
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var nb = _powerState.Batteries[charger];
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outStorageCurrentJ += nb.CurrentStorage;
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outStorageMaxJ += nb.Capacity;
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}
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return new()
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{
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SupplyCurrent = network.LastCombinedMaxSupply,
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SupplyBatteries = supplyBatteriesW,
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SupplyTheoretical = maxSupplyW,
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Consumption = consumptionW,
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InStorageCurrent = storageCurrentJ,
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InStorageMax = storageMaxJ,
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OutStorageCurrent = outStorageCurrentJ,
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OutStorageMax = outStorageMaxJ
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};
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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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ReconnectNetworks();
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// Synchronize batteries
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RaiseLocalEvent(new NetworkBatteryPreSync());
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// Run power solver.
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_solver.Tick(frameTime, _powerState, _parMan);
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// Synchronize batteries, the other way around.
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RaiseLocalEvent(new NetworkBatteryPostSync());
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// Send events where necessary.
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// TODO: Instead of querying ALL power components every tick, and then checking if an event needs to be
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// raised, should probably assemble a list of entity Uids during the actual solver steps.
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UpdateApcPowerReceiver();
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UpdatePowerConsumer();
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UpdateNetworkBattery();
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}
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private void ReconnectNetworks()
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{
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foreach (var apcNet in _apcNetReconnectQueue)
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{
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if (apcNet.Removed)
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continue;
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DoReconnectApcNet(apcNet);
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}
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_apcNetReconnectQueue.Clear();
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foreach (var powerNet in _powerNetReconnectQueue)
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{
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if (powerNet.Removed)
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continue;
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DoReconnectPowerNet(powerNet);
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}
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_powerNetReconnectQueue.Clear();
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}
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private void UpdateApcPowerReceiver()
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{
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var appearanceQuery = GetEntityQuery<AppearanceComponent>();
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var metaQuery = GetEntityQuery<MetaDataComponent>();
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var enumerator = AllEntityQuery<ApcPowerReceiverComponent>();
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while (enumerator.MoveNext(out var uid, out var apcReceiver))
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{
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var powered = !apcReceiver.PowerDisabled
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&& (!apcReceiver.NeedsPower
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|| MathHelper.CloseToPercent(apcReceiver.NetworkLoad.ReceivingPower,
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apcReceiver.Load));
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// If new value is the same as the old, then exit
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if (!apcReceiver.Recalculate && apcReceiver.Powered == powered)
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continue;
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var metadata = metaQuery.Comp(uid);
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if (metadata.EntityPaused)
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continue;
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apcReceiver.Recalculate = false;
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apcReceiver.Powered = powered;
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Dirty(uid, apcReceiver, metadata);
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var ev = new PowerChangedEvent(powered, apcReceiver.NetworkLoad.ReceivingPower);
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RaiseLocalEvent(uid, ref ev);
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if (appearanceQuery.TryComp(uid, out var appearance))
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_appearance.SetData(uid, PowerDeviceVisuals.Powered, powered, appearance);
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}
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}
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private void UpdatePowerConsumer()
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{
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var metaQuery = GetEntityQuery<MetaDataComponent>();
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var enumerator = AllEntityQuery<PowerConsumerComponent>();
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while (enumerator.MoveNext(out var uid, out var consumer))
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{
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var newRecv = consumer.NetworkLoad.ReceivingPower;
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ref var lastRecv = ref consumer.LastReceived;
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if (MathHelper.CloseToPercent(lastRecv, newRecv))
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continue;
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if (metaQuery.GetComponent(uid).EntityPaused)
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continue;
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lastRecv = newRecv;
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var msg = new PowerConsumerReceivedChanged(newRecv, consumer.DrawRate);
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RaiseLocalEvent(uid, ref msg);
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}
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}
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private void UpdateNetworkBattery()
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{
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var enumerator = EntityQueryEnumerator<PowerNetworkBatteryComponent>();
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while (enumerator.MoveNext(out var uid, out var powerNetBattery))
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{
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var lastSupply = powerNetBattery.LastSupply;
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var currentSupply = powerNetBattery.CurrentSupply;
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if (lastSupply == 0f && currentSupply != 0f)
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{
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var ev = new PowerNetBatterySupplyEvent(true);
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RaiseLocalEvent(uid, ref ev);
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}
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else if (lastSupply > 0f && currentSupply == 0f)
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{
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var ev = new PowerNetBatterySupplyEvent(false);
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RaiseLocalEvent(uid, ref ev);
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}
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powerNetBattery.LastSupply = currentSupply;
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}
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}
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private void AllocLoad(PowerState.Load load)
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{
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_powerState.Loads.Allocate(out load.Id) = load;
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}
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private void AllocSupply(PowerState.Supply supply)
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{
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_powerState.Supplies.Allocate(out supply.Id) = supply;
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}
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private void AllocBattery(PowerState.Battery battery)
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{
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_powerState.Batteries.Allocate(out battery.Id) = battery;
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}
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private void AllocNetwork(PowerState.Network network)
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{
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_powerState.Networks.Allocate(out network.Id) = network;
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}
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private void DoReconnectApcNet(ApcNet net)
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{
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var netNode = net.NetworkNode;
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netNode.Loads.Clear();
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netNode.BatterySupplies.Clear();
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netNode.BatteryLoads.Clear();
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netNode.Supplies.Clear();
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foreach (var provider in net.Providers)
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{
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foreach (var receiver in provider.LinkedReceivers)
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{
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netNode.Loads.Add(receiver.NetworkLoad.Id);
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receiver.NetworkLoad.LinkedNetwork = netNode.Id;
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}
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}
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DoReconnectBasePowerNet(net, netNode);
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var batteryQuery = GetEntityQuery<PowerNetworkBatteryComponent>();
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foreach (var apc in net.Apcs)
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{
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var netBattery = batteryQuery.GetComponent(apc.Owner);
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netNode.BatterySupplies.Add(netBattery.NetworkBattery.Id);
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netBattery.NetworkBattery.LinkedNetworkDischarging = netNode.Id;
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}
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}
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private void DoReconnectPowerNet(PowerNet net)
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{
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var netNode = net.NetworkNode;
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netNode.Loads.Clear();
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netNode.Supplies.Clear();
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netNode.BatteryLoads.Clear();
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netNode.BatterySupplies.Clear();
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DoReconnectBasePowerNet(net, netNode);
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var batteryQuery = GetEntityQuery<PowerNetworkBatteryComponent>();
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foreach (var charger in net.Chargers)
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{
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var battery = batteryQuery.GetComponent(charger.Owner);
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netNode.BatteryLoads.Add(battery.NetworkBattery.Id);
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battery.NetworkBattery.LinkedNetworkCharging = netNode.Id;
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}
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foreach (var discharger in net.Dischargers)
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{
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var battery = batteryQuery.GetComponent(discharger.Owner);
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netNode.BatterySupplies.Add(battery.NetworkBattery.Id);
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battery.NetworkBattery.LinkedNetworkDischarging = netNode.Id;
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}
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}
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private void DoReconnectBasePowerNet<TNetType>(BasePowerNet<TNetType> net, PowerState.Network netNode)
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where TNetType : IBasePowerNet
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{
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foreach (var consumer in net.Consumers)
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{
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netNode.Loads.Add(consumer.NetworkLoad.Id);
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consumer.NetworkLoad.LinkedNetwork = netNode.Id;
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}
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foreach (var supplier in net.Suppliers)
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{
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netNode.Supplies.Add(supplier.NetworkSupply.Id);
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supplier.NetworkSupply.LinkedNetwork = netNode.Id;
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}
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}
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}
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/// <summary>
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/// Raised before power network simulation happens, to synchronize battery state from
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/// components like <see cref="BatteryComponent"/> into <see cref="PowerNetworkBatteryComponent"/>.
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/// </summary>
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public readonly struct NetworkBatteryPreSync
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{
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}
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/// <summary>
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/// Raised after power network simulation happens, to synchronize battery charge changes from
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/// <see cref="PowerNetworkBatteryComponent"/> to components like <see cref="BatteryComponent"/>.
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/// </summary>
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public readonly struct NetworkBatteryPostSync
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{
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}
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/// <summary>
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/// Raised when the amount of receiving power on a <see cref="PowerConsumerComponent"/> changes.
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/// </summary>
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[ByRefEvent]
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public readonly record struct PowerConsumerReceivedChanged(float ReceivedPower, float DrawRate)
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{
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public readonly float ReceivedPower = ReceivedPower;
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public readonly float DrawRate = DrawRate;
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}
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/// <summary>
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/// Raised whenever a <see cref="PowerNetworkBatteryComponent"/> changes from / to 0 CurrentSupply.
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/// </summary>
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[ByRefEvent]
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public readonly record struct PowerNetBatterySupplyEvent(bool Supply)
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{
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public readonly bool Supply = Supply;
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}
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public struct PowerStatistics
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{
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public int CountNetworks;
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public int CountLoads;
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public int CountSupplies;
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public int CountBatteries;
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}
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public struct NetworkPowerStatistics
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{
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public float SupplyCurrent;
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public float SupplyBatteries;
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public float SupplyTheoretical;
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public float Consumption;
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public float InStorageCurrent;
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public float InStorageMax;
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public float OutStorageCurrent;
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public float OutStorageMax;
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}
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|
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}
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