Files
OldThink/Content.Server/SurveillanceCamera/Systems/SurveillanceCameraRouterSystem.cs

268 lines
9.5 KiB
C#
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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 01:44:57 -07:00
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 SurveillanceCameraRouterSystem : EntitySystem
{
[Dependency] private readonly DeviceNetworkSystem _deviceNetworkSystem = default!;
[Dependency] private readonly ActionBlockerSystem _actionBlocker = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly UserInterfaceSystem _userInterface = default!;
public override void Initialize()
{
SubscribeLocalEvent<SurveillanceCameraRouterComponent, ComponentInit>(OnInitialize);
SubscribeLocalEvent<SurveillanceCameraRouterComponent, DeviceNetworkPacketEvent>(OnPacketReceive);
SubscribeLocalEvent<SurveillanceCameraRouterComponent, SurveillanceCameraSetupSetNetwork>(OnSetNetwork);
SubscribeLocalEvent<SurveillanceCameraRouterComponent, GetVerbsEvent<AlternativeVerb>>(AddVerbs);
SubscribeLocalEvent<SurveillanceCameraRouterComponent, PowerChangedEvent>(OnPowerChanged);
}
private void OnInitialize(EntityUid uid, SurveillanceCameraRouterComponent router, ComponentInit args)
{
if (router.SubnetFrequencyId == null ||
!_prototypeManager.TryIndex(router.SubnetFrequencyId, out DeviceFrequencyPrototype? subnetFrequency))
{
return;
}
router.SubnetFrequency = subnetFrequency.Frequency;
router.Active = true;
}
private void OnPacketReceive(EntityUid uid, SurveillanceCameraRouterComponent router, DeviceNetworkPacketEvent args)
{
if (!router.Active
|| string.IsNullOrEmpty(args.SenderAddress)
|| !args.Data.TryGetValue(DeviceNetworkConstants.Command, out string? command))
{
return;
}
switch (command)
{
case SurveillanceCameraSystem.CameraConnectMessage:
if (!args.Data.TryGetValue(SurveillanceCameraSystem.CameraAddressData, out string? address))
{
return;
}
ConnectCamera(uid, args.SenderAddress, address, router);
break;
case SurveillanceCameraSystem.CameraHeartbeatMessage:
if (!args.Data.TryGetValue(SurveillanceCameraSystem.CameraAddressData, out string? camera))
{
return;
}
SendHeartbeat(uid, args.SenderAddress, camera, router);
break;
case SurveillanceCameraSystem.CameraSubnetConnectMessage:
AddMonitorToRoute(uid, args.SenderAddress, router);
PingSubnet(uid, router);
break;
case SurveillanceCameraSystem.CameraSubnetDisconnectMessage:
RemoveMonitorFromRoute(uid, args.SenderAddress, router);
break;
case SurveillanceCameraSystem.CameraPingSubnetMessage:
PingSubnet(uid, router);
break;
case SurveillanceCameraSystem.CameraPingMessage:
SubnetPingResponse(uid, args.SenderAddress, router);
break;
case SurveillanceCameraSystem.CameraDataMessage:
SendCameraInfo(uid, args.Data, router);
break;
}
}
private void OnPowerChanged(EntityUid uid, SurveillanceCameraRouterComponent component, ref PowerChangedEvent args)
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 01:44:57 -07:00
{
component.MonitorRoutes.Clear();
component.Active = args.Powered;
}
private void AddVerbs(EntityUid uid, SurveillanceCameraRouterComponent component, GetVerbsEvent<AlternativeVerb> verbs)
{
if (!_actionBlocker.CanInteract(verbs.User, uid))
{
return;
}
if (component.SubnetFrequencyId != null)
{
return;
}
AlternativeVerb verb = new();
verb.Text = Loc.GetString("surveillance-camera-setup");
verb.Act = () => OpenSetupInterface(uid, verbs.User, component);
verbs.Verbs.Add(verb);
}
private void OnSetNetwork(EntityUid uid, SurveillanceCameraRouterComponent component,
SurveillanceCameraSetupSetNetwork args)
{
if (args.UiKey is not SurveillanceCameraSetupUiKey key
|| key != SurveillanceCameraSetupUiKey.Router)
{
return;
}
if (args.Network < 0 || args.Network >= component.AvailableNetworks.Count)
{
return;
}
if (!_prototypeManager.TryIndex<DeviceFrequencyPrototype>(component.AvailableNetworks[args.Network],
out var frequency))
{
return;
}
component.SubnetFrequencyId = component.AvailableNetworks[args.Network];
component.SubnetFrequency = frequency.Frequency;
component.Active = true;
UpdateSetupInterface(uid, component);
}
private void OpenSetupInterface(EntityUid uid, EntityUid player, SurveillanceCameraRouterComponent? camera = null, ActorComponent? actor = null)
{
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if (!Resolve(uid, ref camera) || !Resolve(player, ref actor))
return;
if (!_userInterface.TryGetUi(uid, SurveillanceCameraSetupUiKey.Router, out var bui))
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 01:44:57 -07:00
return;
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_userInterface.OpenUi(bui, actor.PlayerSession);
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 01:44:57 -07:00
UpdateSetupInterface(uid, camera);
}
private void UpdateSetupInterface(EntityUid uid, SurveillanceCameraRouterComponent? router = null, DeviceNetworkComponent? deviceNet = null)
{
if (!Resolve(uid, ref router, ref deviceNet))
{
return;
}
if (router.AvailableNetworks.Count == 0 || router.SubnetFrequencyId != null)
{
_userInterface.TryCloseAll(uid, SurveillanceCameraSetupUiKey.Router);
return;
}
var state = new SurveillanceCameraSetupBoundUiState(router.SubnetName, deviceNet.ReceiveFrequency ?? 0,
router.AvailableNetworks, true, router.SubnetFrequencyId != null);
_userInterface.TrySetUiState(uid, SurveillanceCameraSetupUiKey.Router, state);
}
private void SendHeartbeat(EntityUid uid, string origin, string destination,
SurveillanceCameraRouterComponent? router = null)
{
if (!Resolve(uid, ref router))
{
return;
}
var payload = new NetworkPayload()
{
{ DeviceNetworkConstants.Command, SurveillanceCameraSystem.CameraHeartbeatMessage },
{ SurveillanceCameraSystem.CameraAddressData, origin }
};
_deviceNetworkSystem.QueuePacket(uid, destination, payload, router.SubnetFrequency);
}
private void SubnetPingResponse(EntityUid uid, string origin, SurveillanceCameraRouterComponent? router = null)
{
if (!Resolve(uid, ref router) || router.SubnetFrequencyId == null)
{
return;
}
var payload = new NetworkPayload()
{
{ DeviceNetworkConstants.Command, SurveillanceCameraSystem.CameraSubnetData },
{ SurveillanceCameraSystem.CameraSubnetData, router.SubnetFrequencyId }
};
_deviceNetworkSystem.QueuePacket(uid, origin, payload);
}
private void ConnectCamera(EntityUid uid, string origin, string address, SurveillanceCameraRouterComponent? router = null)
{
if (!Resolve(uid, ref router))
{
return;
}
var payload = new NetworkPayload()
{
{ DeviceNetworkConstants.Command, SurveillanceCameraSystem.CameraConnectMessage },
{ SurveillanceCameraSystem.CameraAddressData, origin }
};
_deviceNetworkSystem.QueuePacket(uid, address, payload, router.SubnetFrequency);
}
// Adds a monitor to the set of routes.
private void AddMonitorToRoute(EntityUid uid, string address, SurveillanceCameraRouterComponent? router = null)
{
if (!Resolve(uid, ref router))
{
return;
}
router.MonitorRoutes.Add(address);
}
private void RemoveMonitorFromRoute(EntityUid uid, string address, SurveillanceCameraRouterComponent? router = null)
{
if (!Resolve(uid, ref router))
{
return;
}
router.MonitorRoutes.Remove(address);
}
// Pings a subnet to get all camera information.
private void PingSubnet(EntityUid uid, SurveillanceCameraRouterComponent? router = null)
{
if (!Resolve(uid, ref router))
{
return;
}
var payload = new NetworkPayload()
{
{ DeviceNetworkConstants.Command, SurveillanceCameraSystem.CameraPingMessage },
{ SurveillanceCameraSystem.CameraSubnetData, router.SubnetName }
};
_deviceNetworkSystem.QueuePacket(uid, null, payload, router.SubnetFrequency);
}
// Sends camera information to all monitors currently interested.
private void SendCameraInfo(EntityUid uid, NetworkPayload payload, SurveillanceCameraRouterComponent? router = null)
{
if (!Resolve(uid, ref router))
{
return;
}
foreach (var address in router.MonitorRoutes)
{
_deviceNetworkSystem.QueuePacket(uid, address, payload);
}
}
}