# Conflicts: # Content.Client/Clothing/ClientClothingSystem.cs # Content.Client/Options/UI/Tabs/KeyRebindTab.xaml.cs # Content.Client/VoiceMask/VoiceMaskBoundUserInterface.cs # Content.Client/VoiceMask/VoiceMaskNameChangeWindow.xaml # Content.Client/VoiceMask/VoiceMaskNameChangeWindow.xaml.cs # Content.Server/Administration/Commands/AdminWhoCommand.cs # Content.Server/Bed/Sleep/SleepingSystem.cs # Content.Server/Body/Components/BloodstreamComponent.cs # Content.Server/Body/Components/RespiratorComponent.cs # Content.Server/Body/Systems/InternalsSystem.cs # Content.Server/Body/Systems/RespiratorSystem.cs # Content.Server/Chat/Managers/IChatManager.cs # Content.Server/Chemistry/EntitySystems/ReagentDispenserSystem.cs # Content.Server/DeviceNetwork/Systems/DeviceNetworkSystem.cs # Content.Server/Electrocution/ElectrocutionSystem.cs # Content.Server/Holosign/HolosignProjectorComponent.cs # Content.Server/Holosign/HolosignSystem.cs # Content.Server/Remotes/DoorRemoteSystem.cs # Content.Server/Shuttles/Systems/EmergencyShuttleSystem.cs # Content.Server/Shuttles/Systems/ShuttleConsoleSystem.cs # Content.Server/Store/Systems/StoreSystem.Ui.cs # Content.Server/VendingMachines/VendingMachineSystem.cs # Content.Server/VoiceMask/VoiceMaskSystem.Equip.cs # Content.Server/VoiceMask/VoiceMaskSystem.cs # Content.Server/VoiceMask/VoiceMaskerComponent.cs # Content.Server/Zombies/ZombieSystem.cs # Content.Shared/Bed/Sleep/SleepEmitSoundComponent.cs # Content.Shared/Cuffs/SharedCuffableSystem.cs # Content.Shared/VoiceMask/SharedVoiceMaskSystem.cs # Resources/Locale/en-US/escape-menu/ui/options-menu.ftl # Resources/Maps/bagel.yml # Resources/Maps/box.yml # Resources/Maps/centcomm.yml # Resources/Maps/cluster.yml # Resources/Maps/europa.yml # Resources/Maps/marathon.yml # Resources/Maps/meta.yml # Resources/Maps/omega.yml # Resources/Maps/origin.yml # Resources/Maps/packed.yml # Resources/Maps/reach.yml # Resources/Prototypes/Catalog/Fills/Boxes/syndicate.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/medidrobe.yml # Resources/Prototypes/Entities/Clothing/Hands/colored.yml # Resources/Prototypes/Entities/Clothing/Neck/mantles.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/wintercoats.yml # Resources/Prototypes/Entities/Objects/Consumable/Smokeables/Cigarettes/packs.yml # Resources/Prototypes/Entities/Objects/Misc/land_mine.yml # Resources/Prototypes/Entities/Objects/Tools/cable_coils.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/armblade.yml # Resources/Prototypes/Entities/Structures/Decoration/curtains.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/highsec.yml # Resources/Prototypes/Entities/Structures/Doors/Shutter/shutters.yml # Resources/Prototypes/Entities/Structures/Holographic/projections.yml # Resources/Prototypes/Entities/Structures/Machines/lathe.yml # Resources/Prototypes/Maps/marathon.yml # Resources/Prototypes/Maps/packed.yml # Resources/Prototypes/Recipes/Lathes/security.yml # Resources/Prototypes/Roles/Jobs/Engineering/atmospheric_technician.yml # Resources/Prototypes/Roles/Jobs/Security/detective.yml # Resources/Prototypes/Roles/Jobs/Security/head_of_security.yml # Resources/Prototypes/Roles/Jobs/Security/security_cadet.yml # Resources/Prototypes/Roles/Jobs/Security/security_officer.yml # Resources/Prototypes/Roles/Jobs/Security/warden.yml # Resources/Textures/Clothing/OuterClothing/Armor/lingarmor.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Coats/labcoat.rsi/equipped-OUTERCLOTHING.png # Resources/Textures/Clothing/OuterClothing/Coats/labcoat.rsi/icon-open.png # Resources/Textures/Clothing/OuterClothing/Coats/labcoat.rsi/icon.png # Resources/Textures/Clothing/OuterClothing/Coats/labcoat.rsi/inhand-left.png # Resources/Textures/Clothing/OuterClothing/Coats/labcoat.rsi/inhand-right.png # Resources/Textures/Clothing/OuterClothing/Coats/labcoat.rsi/open-equipped-OUTERCLOTHING.png # Resources/Textures/Clothing/OuterClothing/Coats/labcoat.rsi/open-inhand-left.png # Resources/Textures/Clothing/OuterClothing/Coats/labcoat.rsi/open-inhand-right.png # Resources/Textures/Clothing/OuterClothing/Coats/labcoat_chem.rsi/equipped-OUTERCLOTHING.png # Resources/Textures/Clothing/OuterClothing/Coats/labcoat_chem.rsi/icon-open.png # Resources/Textures/Clothing/OuterClothing/Coats/labcoat_chem.rsi/icon.png # Resources/Textures/Clothing/OuterClothing/Coats/labcoat_chem.rsi/inhand-left.png # Resources/Textures/Clothing/OuterClothing/Coats/labcoat_chem.rsi/inhand-right.png # Resources/Textures/Clothing/OuterClothing/Coats/labcoat_chem.rsi/open-equipped-OUTERCLOTHING.png # Resources/Textures/Clothing/OuterClothing/Coats/labcoat_chem.rsi/open-inhand-left.png # Resources/Textures/Clothing/OuterClothing/Coats/labcoat_chem.rsi/open-inhand-right.png # Resources/Textures/Clothing/OuterClothing/Coats/labcoat_cmo.rsi/equipped-OUTERCLOTHING.png # Resources/Textures/Clothing/OuterClothing/Coats/labcoat_cmo.rsi/icon-open.png # Resources/Textures/Clothing/OuterClothing/Coats/labcoat_cmo.rsi/icon.png # Resources/Textures/Clothing/OuterClothing/Coats/labcoat_cmo.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Coats/labcoat_cmo.rsi/open-equipped-OUTERCLOTHING.png # Resources/Textures/Clothing/OuterClothing/Coats/labcoat_sci.rsi/equipped-OUTERCLOTHING-body-slim.png # Resources/Textures/Clothing/OuterClothing/Coats/labcoat_sci.rsi/open-equipped-OUTERCLOTHING-body-slim.png # Resources/Textures/Clothing/OuterClothing/Hardsuits/cybersun.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/lingspacesuit.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/paramed.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/spatio.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndiecommander.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndieelite.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Misc/nunrobe.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Misc/plaguedoctorsuit.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/atmos_firesuit.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coat.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatatmos.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatbar.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatcap.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatcargo.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatce.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatcentcom.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatchem.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatclown.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatcmo.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatengi.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatgen.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coathop.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coathos.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coathydro.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatjani.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatmed.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatmime.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatminer.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatnomi.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatparamed.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatqm.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatrd.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatrobo.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatsci.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatsec.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatviro.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatwarden.rsi/meta.json # Resources/Textures/Clothing/Shoes/Boots/combatboots.rsi/meta.json # Resources/Textures/Clothing/Shoes/Specific/bling.rsi/meta.json # Resources/Textures/Clothing/Uniforms/Jumpskirt/atmosf.rsi/meta.json # Resources/Textures/Clothing/Uniforms/Jumpskirt/centcomformaldress.rsi/meta.json # Resources/Textures/Clothing/Uniforms/Jumpskirt/hosformaldress.rsi/meta.json # Resources/Textures/Clothing/Uniforms/Jumpskirt/operative_s.rsi/meta.json # Resources/Textures/Clothing/Uniforms/Jumpsuit/atmos.rsi/meta.json # Resources/Textures/Clothing/Uniforms/Jumpsuit/centcomformal.rsi/meta.json # Resources/Textures/Clothing/Uniforms/Jumpsuit/hosformal.rsi/meta.json # Resources/Textures/Clothing/Uniforms/Jumpsuit/journalist.rsi/meta.json # Resources/Textures/Clothing/Uniforms/Jumpsuit/operative.rsi/meta.json # Resources/Textures/Clothing/Uniforms/Jumpsuit/psychologist.rsi/meta.json # Resources/Textures/Clothing/Uniforms/Jumpsuit/reporter.rsi/meta.json # Resources/Textures/Interface/Alerts/essence_counter.rsi/essence0.png # Resources/Textures/Interface/Alerts/essence_counter.rsi/essence16.png # Resources/Textures/Objects/Storage/boxes.rsi/meta.json # Resources/Textures/Structures/Doors/Airlocks/Glass/atmospherics.rsi/meta.json # Resources/Textures/Structures/Doors/Airlocks/Standard/atmospherics.rsi/meta.json # Resources/Textures/Structures/Doors/Airlocks/highsec/highsec.rsi/meta.json
467 lines
17 KiB
C#
467 lines
17 KiB
C#
using Content.Server.DeviceNetwork.Components;
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using Content.Shared.DeviceNetwork;
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using JetBrains.Annotations;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using System.Buffers;
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using System.Diagnostics.CodeAnalysis;
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using System.Numerics;
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using Content.Shared.Examine;
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namespace Content.Server.DeviceNetwork.Systems
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{
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/// <summary>
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/// Entity system that handles everything device network related.
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/// Device networking allows machines and devices to communicate with each other while adhering to restrictions like range or being connected to the same powernet.
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/// </summary>
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[UsedImplicitly]
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public sealed class DeviceNetworkSystem : EntitySystem
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{
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly IPrototypeManager _protoMan = default!;
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[Dependency] private readonly SharedTransformSystem _transformSystem = default!;
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[Dependency] private readonly DeviceListSystem _deviceLists = default!;
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[Dependency] private readonly NetworkConfiguratorSystem _configurator = default!;
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private readonly Dictionary<int, DeviceNet> _networks = new(4);
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private readonly Queue<DeviceNetworkPacketEvent> _queueA = new();
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private readonly Queue<DeviceNetworkPacketEvent> _queueB = new();
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/// <summary>
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/// The queue being processed in the current tick
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/// </summary>
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private Queue<DeviceNetworkPacketEvent> _activeQueue = null!;
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/// <summary>
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/// The queue that will be processed in the next tick
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/// </summary>
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private Queue<DeviceNetworkPacketEvent> _nextQueue = null!;
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public override void Initialize()
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{
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SubscribeLocalEvent<DeviceNetworkComponent, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<DeviceNetworkComponent, ComponentShutdown>(OnNetworkShutdown);
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SubscribeLocalEvent<DeviceNetworkComponent, ExaminedEvent>(OnExamine);
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_activeQueue = _queueA;
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_nextQueue = _queueB;
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}
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public override void Update(float frameTime)
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{
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while (_activeQueue.TryDequeue(out var packet))
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{
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SendPacket(packet);
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}
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SwapQueues();
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}
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/// <summary>
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/// Sends the given payload as a device network packet to the entity with the given address and frequency.
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/// Addresses are given to the DeviceNetworkComponent of an entity when connecting.
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/// </summary>
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/// <param name="uid">The EntityUid of the sending entity</param>
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/// <param name="address">The address of the entity that the packet gets sent to. If null, the message is broadcast to all devices on that frequency (except the sender)</param>
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/// <param name="frequency">The frequency to send on</param>
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/// <param name="data">The data to be sent</param>
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/// <returns>Returns true when the packet was successfully enqueued.</returns>
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public bool QueuePacket(EntityUid uid, string? address, NetworkPayload data, uint? frequency = null, int? network = null, DeviceNetworkComponent? device = null)
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{
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if (!Resolve(uid, ref device, false))
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return false;
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if (device.Address == string.Empty)
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return false;
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frequency ??= device.TransmitFrequency;
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if (frequency == null)
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return false;
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network ??= device.DeviceNetId;
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_nextQueue.Enqueue(new DeviceNetworkPacketEvent(network.Value, address, frequency.Value, device.Address, uid, data));
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return true;
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}
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/// <summary>
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/// Swaps the active queue.
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/// Queues are swapped so that packets being sent in the current tick get processed in the next tick.
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/// </summary>
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/// <remarks>
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/// This prevents infinite loops while sending packets
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/// </remarks>
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private void SwapQueues()
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{
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_nextQueue = _activeQueue;
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_activeQueue = _activeQueue == _queueA ? _queueB : _queueA;
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}
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private void OnExamine(EntityUid uid, DeviceNetworkComponent device, ExaminedEvent args)
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{
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if (device.ExaminableAddress)
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{
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args.PushText(Loc.GetString("device-address-examine-message", ("address", device.Address)));
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}
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}
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/// <summary>
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/// Automatically attempt to connect some devices when a map starts.
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/// </summary>
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private void OnMapInit(EntityUid uid, DeviceNetworkComponent device, MapInitEvent args)
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{
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if (device.ReceiveFrequency == null
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&& device.ReceiveFrequencyId != null
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&& _protoMan.TryIndex<DeviceFrequencyPrototype>(device.ReceiveFrequencyId, out var receive))
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{
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device.ReceiveFrequency = receive.Frequency;
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}
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if (device.TransmitFrequency == null
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&& device.TransmitFrequencyId != null
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&& _protoMan.TryIndex<DeviceFrequencyPrototype>(device.TransmitFrequencyId, out var xmit))
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{
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device.TransmitFrequency = xmit.Frequency;
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}
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if (device.AutoConnect)
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ConnectDevice(uid, device);
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}
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private DeviceNet GetNetwork(int netId)
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{
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if (_networks.TryGetValue(netId, out var deviceNet))
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return deviceNet;
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var newDeviceNet = new DeviceNet(netId, _random);
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_networks[netId] = newDeviceNet;
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return newDeviceNet;
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}
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/// <summary>
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/// Automatically disconnect when an entity with a DeviceNetworkComponent shuts down.
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/// </summary>
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private void OnNetworkShutdown(EntityUid uid, DeviceNetworkComponent component, ComponentShutdown args)
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{
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foreach (var list in component.DeviceLists)
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{
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_deviceLists.OnDeviceShutdown(list, (uid, component));
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}
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foreach (var list in component.Configurators)
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{
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_configurator.OnDeviceShutdown(list, (uid, component));
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}
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GetNetwork(component.DeviceNetId).Remove(component);
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}
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/// <summary>
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/// Connect an entity with a DeviceNetworkComponent. Note that this will re-use an existing address if the
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/// device already had one configured. If there is a clash, the device cannot join the network.
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/// </summary>
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public bool ConnectDevice(EntityUid uid, DeviceNetworkComponent? device = null)
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{
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if (!Resolve(uid, ref device, false))
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return false;
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return GetNetwork(device.DeviceNetId).Add(device);
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}
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/// <summary>
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/// Disconnect an entity with a DeviceNetworkComponent.
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/// </summary>
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public bool DisconnectDevice(EntityUid uid, DeviceNetworkComponent? device, bool preventAutoConnect = true)
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{
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if (!Resolve(uid, ref device, false))
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return false;
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// If manually disconnected, don't auto reconnect when a game state is loaded.
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if (preventAutoConnect)
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device.AutoConnect = false;
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return GetNetwork(device.DeviceNetId).Remove(device);
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}
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/// <summary>
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/// Checks if a device is already connected to its network
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/// </summary>
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/// <returns>True if the device was found in the network with its corresponding network id</returns>
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public bool IsDeviceConnected(EntityUid uid, DeviceNetworkComponent? device)
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{
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if (!Resolve(uid, ref device, false))
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return false;
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if (!_networks.TryGetValue(device.DeviceNetId, out var deviceNet))
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return false;
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return deviceNet.Devices.ContainsValue(device);
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}
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/// <summary>
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/// Checks if an address exists in the network with the given netId
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/// </summary>
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public bool IsAddressPresent(int netId, string? address)
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{
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if (address == null || !_networks.TryGetValue(netId, out var network))
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return false;
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return network.Devices.ContainsKey(address);
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}
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public void SetReceiveFrequency(EntityUid uid, uint? frequency, DeviceNetworkComponent? device = null)
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{
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if (!Resolve(uid, ref device, false))
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return;
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if (device.ReceiveFrequency == frequency)
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return;
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var deviceNet = GetNetwork(device.DeviceNetId);
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deviceNet.Remove(device);
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device.ReceiveFrequency = frequency;
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deviceNet.Add(device);
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}
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public void SetTransmitFrequency(EntityUid uid, uint? frequency, DeviceNetworkComponent? device = null)
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{
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if (Resolve(uid, ref device, false))
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device.TransmitFrequency = frequency;
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}
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public void SetReceiveAll(EntityUid uid, bool receiveAll, DeviceNetworkComponent? device = null)
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{
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if (!Resolve(uid, ref device, false))
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return;
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if (device.ReceiveAll == receiveAll)
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return;
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var deviceNet = GetNetwork(device.DeviceNetId);
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deviceNet.Remove(device);
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device.ReceiveAll = receiveAll;
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deviceNet.Add(device);
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}
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public void SetAddress(EntityUid uid, string address, DeviceNetworkComponent? device = null)
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{
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if (!Resolve(uid, ref device, false))
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return;
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if (device.Address == address && device.CustomAddress)
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return;
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var deviceNet = GetNetwork(device.DeviceNetId);
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deviceNet.Remove(device);
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device.CustomAddress = true;
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device.Address = address;
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deviceNet.Add(device);
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}
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public void RandomizeAddress(EntityUid uid, DeviceNetworkComponent? device = null)
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{
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if (!Resolve(uid, ref device, false))
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return;
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var deviceNet = GetNetwork(device.DeviceNetId);
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deviceNet.Remove(device);
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device.CustomAddress = false;
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device.Address = "";
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deviceNet.Add(device);
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}
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/// <summary>
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/// Try to find a device on a network using its address.
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/// </summary>
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private bool TryGetDevice(int netId, string address, [NotNullWhen(true)] out DeviceNetworkComponent? device)
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{
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return GetNetwork(netId).Devices.TryGetValue(address, out device);
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}
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private void SendPacket(DeviceNetworkPacketEvent packet)
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{
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var network = GetNetwork(packet.NetId);
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if (packet.Address == null)
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{
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// Broadcast to all listening devices
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if (network.ListeningDevices.TryGetValue(packet.Frequency, out var devices) && CheckRecipientsList(packet, ref devices))
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{
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var deviceCopy = ArrayPool<DeviceNetworkComponent>.Shared.Rent(devices.Count);
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devices.CopyTo(deviceCopy);
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SendToConnections(deviceCopy.AsSpan(0, devices.Count), packet);
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ArrayPool<DeviceNetworkComponent>.Shared.Return(deviceCopy);
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}
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}
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else
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{
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var totalDevices = 0;
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var hasTargetedDevice = false;
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if (network.ReceiveAllDevices.TryGetValue(packet.Frequency, out var devices))
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{
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totalDevices += devices.Count;
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}
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if (TryGetDevice(packet.NetId, packet.Address, out var device) &&
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!device.ReceiveAll &&
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device.ReceiveFrequency == packet.Frequency)
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{
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totalDevices += 1;
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hasTargetedDevice = true;
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}
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var deviceCopy = ArrayPool<DeviceNetworkComponent>.Shared.Rent(totalDevices);
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if (devices != null)
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{
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devices.CopyTo(deviceCopy);
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}
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if (hasTargetedDevice)
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{
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deviceCopy[totalDevices - 1] = device!;
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|
}
|
|
SendToConnections(deviceCopy.AsSpan(0, totalDevices), packet);
|
|
ArrayPool<DeviceNetworkComponent>.Shared.Return(deviceCopy);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sends the <see cref="BeforeBroadcastAttemptEvent"/> to the sending entity if the packets SendBeforeBroadcastAttemptEvent field is set to true.
|
|
/// The recipients is set to the modified recipient list.
|
|
/// </summary>
|
|
/// <returns>false if the broadcast was canceled</returns>
|
|
private bool CheckRecipientsList(DeviceNetworkPacketEvent packet, ref HashSet<DeviceNetworkComponent> recipients)
|
|
{
|
|
if (!_networks.ContainsKey(packet.NetId) || !_networks[packet.NetId].Devices.ContainsKey(packet.SenderAddress))
|
|
return false;
|
|
|
|
var sender = _networks[packet.NetId].Devices[packet.SenderAddress];
|
|
if (!sender.SendBroadcastAttemptEvent)
|
|
return true;
|
|
|
|
var beforeBroadcastAttemptEvent = new BeforeBroadcastAttemptEvent(recipients);
|
|
RaiseLocalEvent(packet.Sender, beforeBroadcastAttemptEvent, true);
|
|
|
|
if (beforeBroadcastAttemptEvent.Cancelled || beforeBroadcastAttemptEvent.ModifiedRecipients == null)
|
|
return false;
|
|
|
|
recipients = beforeBroadcastAttemptEvent.ModifiedRecipients;
|
|
return true;
|
|
}
|
|
|
|
private void SendToConnections(ReadOnlySpan<DeviceNetworkComponent> connections, DeviceNetworkPacketEvent packet)
|
|
{
|
|
if (Deleted(packet.Sender))
|
|
{
|
|
return;
|
|
}
|
|
|
|
var xform = Transform(packet.Sender);
|
|
|
|
var senderPos = _transformSystem.GetWorldPosition(xform);
|
|
|
|
foreach (var connection in connections)
|
|
{
|
|
if (connection.Owner == packet.Sender)
|
|
continue;
|
|
|
|
BeforePacketSentEvent beforeEv = new(packet.Sender, xform, senderPos, connection.NetIdEnum.ToString());
|
|
RaiseLocalEvent(connection.Owner, beforeEv);
|
|
|
|
if (!beforeEv.Cancelled)
|
|
RaiseLocalEvent(connection.Owner, packet);
|
|
else
|
|
beforeEv.Uncancel();
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Event raised before a device network packet is send.
|
|
/// Subscribed to by other systems to prevent the packet from being sent.
|
|
/// </summary>
|
|
public sealed class BeforePacketSentEvent : CancellableEntityEventArgs
|
|
{
|
|
/// <summary>
|
|
/// The EntityUid of the entity the packet was sent from.
|
|
/// </summary>
|
|
public readonly EntityUid Sender;
|
|
|
|
public readonly TransformComponent SenderTransform;
|
|
|
|
/// <summary>
|
|
/// The senders current position in world coordinates.
|
|
/// </summary>
|
|
public readonly Vector2 SenderPosition;
|
|
|
|
/// <summary>
|
|
/// The network the packet will be sent to.
|
|
/// </summary>
|
|
public readonly string NetworkId;
|
|
|
|
public BeforePacketSentEvent(EntityUid sender, TransformComponent xform, Vector2 senderPosition, string networkId)
|
|
{
|
|
Sender = sender;
|
|
SenderTransform = xform;
|
|
SenderPosition = senderPosition;
|
|
NetworkId = networkId;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sent to the sending entity before broadcasting network packets to recipients
|
|
/// </summary>
|
|
public sealed class BeforeBroadcastAttemptEvent : CancellableEntityEventArgs
|
|
{
|
|
public readonly IReadOnlySet<DeviceNetworkComponent> Recipients;
|
|
public HashSet<DeviceNetworkComponent>? ModifiedRecipients;
|
|
|
|
public BeforeBroadcastAttemptEvent(IReadOnlySet<DeviceNetworkComponent> recipients)
|
|
{
|
|
Recipients = recipients;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Event raised when a device network packet gets sent.
|
|
/// </summary>
|
|
public sealed class DeviceNetworkPacketEvent : EntityEventArgs
|
|
{
|
|
/// <summary>
|
|
/// The id of the network that this packet is being sent on.
|
|
/// </summary>
|
|
public int NetId;
|
|
|
|
/// <summary>
|
|
/// The frequency the packet is sent on.
|
|
/// </summary>
|
|
public readonly uint Frequency;
|
|
|
|
/// <summary>
|
|
/// Address of the intended recipient. Null if the message was broadcast.
|
|
/// </summary>
|
|
public string? Address;
|
|
|
|
/// <summary>
|
|
/// The device network address of the sending entity.
|
|
/// </summary>
|
|
public readonly string SenderAddress;
|
|
|
|
/// <summary>
|
|
/// The entity that sent the packet.
|
|
/// </summary>
|
|
public EntityUid Sender;
|
|
|
|
/// <summary>
|
|
/// The data that is being sent.
|
|
/// </summary>
|
|
public readonly NetworkPayload Data;
|
|
|
|
public DeviceNetworkPacketEvent(int netId, string? address, uint frequency, string senderAddress, EntityUid sender, NetworkPayload data)
|
|
{
|
|
NetId = netId;
|
|
Address = address;
|
|
Frequency = frequency;
|
|
SenderAddress = senderAddress;
|
|
Sender = sender;
|
|
Data = data;
|
|
}
|
|
}
|
|
}
|