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OldThink/Content.Server/Medical/CrewMonitoring/CrewMonitoringServerSystem.cs

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Черри пики 7 (#592) * Remake gasp popup to emote (#27736) * fix * Silence ringtones on admin PDAs (#29801) * Silence ringtones on invisible PDAs * Revert "Silence ringtones on invisible PDAs" This reverts commit afc1041f31eebe82e83630a856a8856b877a9826. * Literally just this * Add an admin announcement for news article publishing * Fix invalid UI hover/click sounds breaking client (#30067) fixes #29561 * Display the administrator's title in ahelp and ahelp relay (#30075) * Adding the admin prefix to the ahelp * Updating the admin prefix * The second update of the admin prefix * Configuration correction * fix * Fix servers ambience sound (#30091) * Fix servers ambience * I'm silly * Clean up * Add pen clicking sound (#30531) * Add pen clicking sound * switch to OnUse and reduce distance a little * Fix exploding pen clicking (#30533) * fix pens * added a bunch more fox noises (#27578) * fuck it we ball * added recommended copyright information * revised copyright license * revised copyright license x2 * finalized the fops # reduced the number of audio clips # adjusted the volume of all fox sounds to be consistent with each other * added new sounds to the overall fox parent mob because we forgot oopsie --------- Co-authored-by: lzk <124214523+lzk228@users.noreply.github.com> Co-authored-by: Tayrtahn <tayrtahn@gmail.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: to4no_fix <156101927+chavonadelal@users.noreply.github.com> Co-authored-by: Winkarst <74284083+Winkarst-cpu@users.noreply.github.com> Co-authored-by: themias <89101928+themias@users.noreply.github.com> Co-authored-by: nao fujiwara <awkwarddryad@gmail.com>
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using Content.Server.DeviceNetwork;
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using Content.Server.DeviceNetwork.Components;
using Content.Server.DeviceNetwork.Systems;
using Content.Server.Medical.SuitSensors;
using Content.Shared.DeviceNetwork;
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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 SingletonDeviceNetServerSystem _singletonServerSystem = default!;
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private const float UpdateRate = 3f;
private float _updateDiff;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<CrewMonitoringServerComponent, ComponentRemove>(OnRemove);
SubscribeLocalEvent<CrewMonitoringServerComponent, DeviceNetworkPacketEvent>(OnPacketReceived);
SubscribeLocalEvent<CrewMonitoringServerComponent, DeviceNetServerDisconnectedEvent>(OnDisconnected);
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}
public override void Update(float frameTime)
{
base.Update(frameTime);
// check update rate
_updateDiff += frameTime;
if (_updateDiff < UpdateRate)
return;
_updateDiff -= UpdateRate;
var servers = EntityQueryEnumerator<CrewMonitoringServerComponent>();
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while (servers.MoveNext(out var id, out var server))
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{
if (!_singletonServerSystem.IsActiveServer(id))
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continue;
UpdateTimeout(id);
BroadcastSensorStatus(id, server);
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}
}
/// <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>
/// 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);
}
/// <summary>
/// Clears sensor data on disconnect
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/// </summary>
private void OnDisconnected(EntityUid uid, CrewMonitoringServerComponent component, ref DeviceNetServerDisconnectedEvent _)
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{
component.SensorStatus.Clear();
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}
}