Apc device network and apc based light switch (#4908)

* Remove WireNet node group from cables
Implement extension cable components and system
Remove connection over distance logic from ApcPower... components

* Add extension cable components to prototypes

* Implement ApcNetwork
Implement ApcNetSwitch

* Fix ignoredComponents.cs

* Add friend attribute to new components

* Add construction graph for a light switch

* Address reviews

* Fix broken test

* Move ConnectionType enum to DeviceNetworkComponent
Change netId data definition to use the ConnectionType enum values

Co-authored-by: Julian Giebel <j.giebel@netrocks.info>
This commit is contained in:
Julian Giebel
2021-10-24 01:23:19 +02:00
committed by GitHub
parent e7f352d6c2
commit 45caf25ea9
43 changed files with 678 additions and 237 deletions

View File

@@ -0,0 +1,56 @@
using Content.Server.DeviceNetwork.Components;
using Content.Server.NodeContainer;
using JetBrains.Annotations;
using Robust.Shared.GameObjects;
using Content.Server.Power.EntitySystems;
using Content.Server.Power.Nodes;
namespace Content.Server.DeviceNetwork.Systems
{
[UsedImplicitly]
public class ApcNetworkSystem : EntitySystem
{
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<ApcNetworkComponent, BeforePacketSentEvent>(OnBeforePacketSent);
SubscribeLocalEvent<ApcNetworkComponent, ExtensionCableSystem.ProviderConnectedEvent>(OnProviderConnected);
SubscribeLocalEvent<ApcNetworkComponent, ExtensionCableSystem.ProviderDisconnectedEvent>(OnProviderDisconnected);
}
/// <summary>
/// Checks if both devices are connected to the same apc
/// </summary>
private void OnBeforePacketSent(EntityUid uid, ApcNetworkComponent receiver, BeforePacketSentEvent args)
{
if (!EntityManager.TryGetComponent(args.Sender, out ApcNetworkComponent? sender)) return;
if (sender.ConnectedNode?.NodeGroup == null || !sender.ConnectedNode.NodeGroup.Equals(receiver.ConnectedNode?.NodeGroup))
{
args.Cancel();
}
}
private void OnProviderConnected(EntityUid uid, ApcNetworkComponent component, ExtensionCableSystem.ProviderConnectedEvent args)
{
if (!args.Provider.Owner.TryGetComponent(out NodeContainerComponent? nodeContainer)) return;
if (nodeContainer.TryGetNode("power", out CableNode? node))
{
component.ConnectedNode = node;
}
else if (nodeContainer.TryGetNode("output", out CableDeviceNode? deviceNode))
{
component.ConnectedNode = deviceNode;
}
}
private void OnProviderDisconnected(EntityUid uid, ApcNetworkComponent component, ExtensionCableSystem.ProviderDisconnectedEvent args)
{
component.ConnectedNode = null;
}
}
}

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@@ -17,7 +17,7 @@ namespace Content.Server.DeviceNetwork.Systems
{
[Dependency] private readonly IRobustRandom _random = default!;
private readonly Dictionary<int, List<DeviceNetworkComponent>> _connections = new();
private readonly Dictionary<DeviceNetworkComponent.ConnectionType, List<DeviceNetworkComponent>> _connections = new();
private readonly Queue<NetworkPacket> _packets = new();
public override void Initialize()
@@ -139,7 +139,7 @@ namespace Content.Server.DeviceNetwork.Systems
/// <summary>
/// Generates a valid address by randomly generating one and checking if it already exists on the device network with the given device netId.
/// </summary>
private string GenerateValidAddress(int netId)
private string GenerateValidAddress(DeviceNetworkComponent.ConnectionType netId)
{
var unique = false;
var connections = _connections[netId];
@@ -154,7 +154,7 @@ namespace Content.Server.DeviceNetwork.Systems
return address;
}
private List<DeviceNetworkComponent> ConnectionsForFrequency(int netId, int frequency)
private List<DeviceNetworkComponent> ConnectionsForFrequency(DeviceNetworkComponent.ConnectionType netId, int frequency)
{
if (!_connections.ContainsKey(netId))
return new List<DeviceNetworkComponent>();
@@ -164,7 +164,7 @@ namespace Content.Server.DeviceNetwork.Systems
return result;
}
private bool TryGetConnectionWithAddress(int netId, int frequency, string address, [NotNullWhen(true)] out DeviceNetworkComponent connection)
private bool TryGetConnectionWithAddress(DeviceNetworkComponent.ConnectionType netId, int frequency, string address, [NotNullWhen(true)] out DeviceNetworkComponent connection)
{
var connections = ConnectionsForFrequency(netId, frequency);
@@ -180,7 +180,7 @@ namespace Content.Server.DeviceNetwork.Systems
return false;
}
private List<DeviceNetworkComponent> ConnectionsWithReceiveAll(int netId, int frequency)
private List<DeviceNetworkComponent> ConnectionsWithReceiveAll(DeviceNetworkComponent.ConnectionType netId, int frequency)
{
if (!_connections.ContainsKey(netId))
return new List<DeviceNetworkComponent>();
@@ -195,7 +195,7 @@ namespace Content.Server.DeviceNetwork.Systems
if (!TryGetConnectionWithAddress(packet.NetId, packet.Frequency, packet.Address, out var connection))
return;
var receivers = ConnectionsWithReceiveAll(packet.Frequency, packet.NetId);
var receivers = ConnectionsWithReceiveAll(packet.NetId, packet.Frequency);
receivers.Add(connection);
SendToConnections(receivers, packet);
@@ -203,7 +203,7 @@ namespace Content.Server.DeviceNetwork.Systems
private void BroadcastPacket(NetworkPacket packet)
{
var receivers = ConnectionsForFrequency(packet.Frequency, packet.NetId);
var receivers = ConnectionsForFrequency(packet.NetId, packet.Frequency);
SendToConnections(receivers, packet);
}
@@ -223,7 +223,7 @@ namespace Content.Server.DeviceNetwork.Systems
internal struct NetworkPacket
{
public int NetId;
public DeviceNetworkComponent.ConnectionType NetId;
public int Frequency;
public string Address;
public bool Broadcast;

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@@ -0,0 +1,54 @@
using Content.Server.DeviceNetwork.Components;
using Content.Server.DeviceNetwork.Components.Devices;
using Content.Shared.Interaction;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
namespace Content.Server.DeviceNetwork.Systems.Devices
{
public sealed class ApcNetSwitchSystem : EntitySystem
{
[Dependency] private readonly DeviceNetworkSystem _deviceNetworkSystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<ApcNetSwitchComponent, InteractHandEvent>(OnInteracted);
SubscribeLocalEvent<ApcNetSwitchComponent, PacketSentEvent>(OnPackedReceived);
}
/// <summary>
/// Toggles the state of the switch and sents a <see cref="DeviceNetworkConstants.CmdSetState"/> command with the
/// <see cref="DeviceNetworkConstants.StateEnabled"/> value set to state.
/// </summary>
private void OnInteracted(EntityUid uid, ApcNetSwitchComponent component, InteractHandEvent args)
{
if (!EntityManager.TryGetComponent(uid, out DeviceNetworkComponent? networkComponent)) return;
component.State = !component.State;
var payload = new NetworkPayload
{
[DeviceNetworkConstants.Command] = DeviceNetworkConstants.CmdSetState,
[DeviceNetworkConstants.StateEnabled] = component.State,
};
_deviceNetworkSystem.QueuePacket(uid, DeviceNetworkConstants.NullAddress, networkComponent.Frequency, payload, true);
args.Handled = true;
}
/// <summary>
/// Listens to the <see cref="DeviceNetworkConstants.CmdSetState"/> command of other switches to sync state
/// </summary>
private void OnPackedReceived(EntityUid uid, ApcNetSwitchComponent component, PacketSentEvent args)
{
if (!EntityManager.TryGetComponent(uid, out DeviceNetworkComponent? networkComponent) || args.SenderAddress == networkComponent.Address) return;
if (!args.Data.TryGetValue(DeviceNetworkConstants.Command, out string? command) || command != DeviceNetworkConstants.CmdSetState) return;
if (!args.Data.TryGetValue(DeviceNetworkConstants.StateEnabled, out bool enabled)) return;
component.State = enabled;
}
}
}