mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-09-30 08:07:28 +00:00
* Fix the sensor monitoring console forcing a GC every 3 seconds (#38146) * Optimize sensor monitoring window graph drawing * Add shared static Vector2 pool for all GraphView instances * Address requested changes * remove lock * Update submodule to 264.0.0 (#38629) * Toy/Plushie Inhands and Wearables (#38514) * Fixed dependency injection and some other issues in a few places. * More issue fixes * patchfor broken NetworkConfiguratorLinkMenu (#38632) fix * Fix solutions flickering when transferring contents (#34838) * Use Solution clones when applying SolutionComponent states * Revert "Use Solution clones when applying SolutionComponent states" This reverts commit 013fd111cf92b22562e00f98a7aaa49bc4b4ed62. * Make Solution implement ICloneable and rename Clone method. * Copy CanReact value when cloning a Solution * Convert to IRobustCloneable * Fix typos in guidebook: Buisness → Business (#38636) * Fix typo in `MinorAntagonists.xml` Buisness → Business * Fix typo in `YourFirstCharacter.xml` Buisness → Business * Various Headphones Fixes and Tweaks (#38479) * sprites, wearables * neck * icon-on sprite * Cleanup prototype instantiation in `DamageTest` (#38639) Cleanup prototype instantiation in DamageTest * Cleanup prototype instantiation in `ExplosionSystem` (#38642) Cleanup prototype instantiation in ExplosionSystem * AddBodyPartCommand localization. (#38612) commit * fix ItemSlotsSystem debug assert (#38655) * Allow the Command & Super door remotes to use the access of their user. (Re-creation of PR due to changes to game balance) (#35536) * Added directional beacons (#38284) * Added directional beacons Signed-off-by: Nox38 <nebulousnox38@gmail.com> * Fixed names Signed-off-by: Nox38 <nebulousnox38@gmail.com> --------- Signed-off-by: Nox38 <nebulousnox38@gmail.com> * Power stat and nuke codes commands get some LEC love. (#38585) * commit * requested changes. * Dsay Dirty and Follow commands converted to LEC and localized. (#38666) * commit * whoopwhoopwhoop * Retro laser sprite fix (#38676) * Fixed everything except the icon Signed-off-by: Nox38 <nebulousnox38@gmail.com> * fixed icon Signed-off-by: Nox38 <nebulousnox38@gmail.com> --------- Signed-off-by: Nox38 <nebulousnox38@gmail.com> * fix water coolers (#38681) * Monochromacy typo fix (#38686) * fixes the typo * Fixed cloning looking for the trait, not the component, RE https://github.com/space-wizards/space-station-14/pull/38686#issuecomment-3025093504 * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Validate `CloningSettingsPrototype`s (#38688) * Validate CloningSettingsPrototypes * Update Content.IntegrationTests/Tests/Cloning/CloningSettingsPrototypeTest.cs Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Check EventComponents too --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Add test of objective-related console commands (#36400) * Add test of objective add/list/remove commands * Not sure why we're validating test prototypes, but sure * We don't need a map * Improvements and fixups for New Status Effect API (#38660) * Predict healing and bloodstream (#38690) * initial commit * reapply 38126 * fix rootable * someone missed an important minus sign here * try this * fix * fix * reenable crit hits * cleanup * fix status time dirtying * fix * camelCase * Healing and bloodstream prediction fixes. * Resolving Wizard casting recall on nuke disk making it impossible to disarm (#38661) * Resolving Wizard Recall on Nuke disk making it impossible to disarm - Adding a DisarmBomb case to nuke status update loop - Changing a few methods and parameters to properly follow formatting standards - Updating some names to follow camelCase * Updating missed tag * Reverting DataField change Should prevent this preventative bugfix being a breaking change. * Switch HSV to the default colorspace for character customization (#38434) * Made HSV default for character editor * Adds/fixes comments to HSV defaulting * Added dropbox fix, potentially cursed * Revert "Added dropbox fix, potentially cursed" This reverts commit a709883366fbee813e839742125e70844672af29. --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * Fix: Don't deploy foldables when clicking on items inside containers (#38709) * Fix * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Pressure Relief Valve (#36708) * initial system (this math is probably WRONG) * General code cleanup and OnExamined support (holy moly this code sucks) * UICode and related events foundation TODO: - Actually write the XAML UI and the underlying system - Un-shitcode the entire thing - Actually test everything... * Working UI code TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't. * Remove one TODO for unshitcoding the examine code * Add reminder yea * Make predicted (defenitely isn't) (also defenitely isn't a copypaste from pressure pump code) * It's predicted! TODO: - Give it snazzy predicted visuals! - Have a different field for pressure entry, lest it gets bulldozed every UI update. * Improve gas pressure relief valve UI TODO: Reminder to reduce amount of dirties using deltafields * Implement DirtyField prediction * Entity<T> cleanup A lot of Entity<T> conversions and lukewarm cleanup. Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell. * More cleanup and comments * Remove TODO comment on bulldozing window title * """refactoring""" - Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance. - More Entity<T> conversions because I like them. - Move UI creation handling over entirely to the ActivatableUI system. - Fix a hardcoded locale string (why????). * Add visuals * Revert debugging variable replacememt yea * Revert skissue * Remove unused using directives and remove TODO * Localize, cleanup, document * Fix adminlogging discrepancy * Add ability to construct, add guidebook entry * Clear up comment * Add guidebook tooltip to valve * Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor * Adds more input handling and adds autofill on open * Un-deepfry input validator shitcode Genuinely what was I smoking * improve visuals logic * Refactor again - Update math to the correct implementation - Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs * I'm sorry but I hate warnings * Remove unused using directive in AtmosphereSystem.Gases.cs * Review and cleanup * Lukewarm UI glossup * Maintainer for the upstream project btw * Remove redundant state sets and messy logic * Unduplicate valve updater code * Redo UI (im sorry Slarti) * run tests * Test refactored UI messaging * Second round of UI improvements - God please find a way to improve this system. Feels bad. * Update loop implementation * Further predict UI * Clear up SetToCurrentThreshold * cleanup * Update to master + pipe layers and bug fixes want to run tests * fixes * Deploy rename pipebomb * Documentation and requested changes * Rename the method that wiggled away * Undo rounding changes * Fix comment * Rename and cleanup * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Fix TextLinkTag (#32203) * Adjust uplink buy button to be under item icon (#38596) * Adjusted uplink buy button to be under item icon * Put the discount subtext under the icon * Indent fixes, added margin --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * Scurrets - Audio Improvements (#38482) * Scurret audio tuning * Add new sfx * Update sneezing sfx * YAML support * Rename a folder * make telesci wreck easier (#37569) rel * Validate `ShaderPrototype` IDs (#38728) * Convert all shader prototype string literals to protoids in overlays * Convert more shader prototype literal strings to protoids * Convert ValidatePrototypeId to ProtoId * Later * [BUGFIX] Fixed revenant malfunction ability not working properly only MediBots and Stasis bed (#38664) * fixed * clean up * orks fix smart * review fix 1 * more requested changes * less cursed * more descriptive description * better wording * Tiny Tiny Cleanup of the EyeClosingSystem. (#38734) Update EyeClosingSystem.cs * Fix human skin tone distribution (#38701) * fix: Use PredictedQueueDel for gib spell (#38729) * fix: don't default to uncharged sprite state for cells (#38730) * Fix Hristov description - remove inaccurate technical specs (#38746) - Removes inaccurate 'armor piercing 14.5mm shells' reference - Replaces it with a more funny description, matching the style of the other snipers and guns - Keeps ammunition type '.60 anti-materiel ammo' specification - Fixes issue #38590 Co-authored-by: Arthur Fiorese de Andrade <aandrade@cmcxs.gov.br> * feat: allow mopping evaporating puddles (#38743) * Validate remaining `ProtoId` strings (#38747) Validate remaining ProtoId strings * Validate `ProtoId`s in tests (#38745) * Convert string literals to protoids in Content.Tests * Convert string literals to protoids or consts in Content.IntegrationTests * Fix linter failures Tricksy static using misled me * Cleanup warning in StomachSystem (#38748) you did not see this * Vox scars (#38592) * Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl * Revert "Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl" This reverts commit c73da55ba3b39ddf93b493aecd85604c54dd8a15. * locale key fix * Changed top surgery scar names to be more generalized * Adjusted face scars * Formatting fixes --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * UnlockNode command to LEC. (#38751) * commit * Update UnlockNodeCommand.cs * commit * move command locale to its own file. * Update Content.Server/Xenoarchaeology/Artifact/UnlockNodeCommand.cs --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Typofixes for figurine dialogue (#38737) * Typofixes for figurine dialogue * Forgot two * Janitor Tool: Wire Brush (#38667) * Wow! It's -brush- * spacing. * Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * fixed changes --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Minor escape menu UX improvements (#38650) * fix: spellbooks can have infinite charges (#38376) * fix: spellbooks can have infinite charges * refactor: indicate infinite spellbook charges with null Not sure if I like this much better...
289 lines
9.6 KiB
C#
289 lines
9.6 KiB
C#
using System.Linq;
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using System.Numerics;
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using Content.Client.Computer;
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using Content.Client.Stylesheets;
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using Content.Client.UserInterface.Controls;
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using Content.Shared.SensorMonitoring;
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using JetBrains.Annotations;
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using Robust.Client.AutoGenerated;
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using Robust.Client.Graphics;
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using Robust.Client.UserInterface;
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using Robust.Client.UserInterface.Controls;
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using Robust.Client.UserInterface.XAML;
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using Robust.Shared.Timing;
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using ConsoleUIState = Content.Shared.SensorMonitoring.SensorMonitoringConsoleBoundInterfaceState;
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using IncrementalUIState = Content.Shared.SensorMonitoring.SensorMonitoringIncrementalUpdate;
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namespace Content.Client.SensorMonitoring;
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[GenerateTypedNameReferences]
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public sealed partial class SensorMonitoringWindow : FancyWindow, IComputerWindow<ConsoleUIState>
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{
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly ILocalizationManager _loc = default!;
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private TimeSpan _retentionTime;
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private readonly Dictionary<int, SensorData> _sensorData = new();
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/// <summary>
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/// <para>A shared array used to store vertices for drawing graphs in <see cref="GraphView"/>.
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/// Prevents excessive allocations by reusing the same array across multiple graph views.</para>
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/// <para>This effectively makes it so that each <see cref="SensorMonitoringWindow"/> has its own pooled array.</para>
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/// </summary>
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private Vector2[] _sharedVertices = [];
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/// <summary>
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/// Retrieves a shared array of vertices, ensuring that it has at least the requested size.
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/// Assigns a new array of the requested size if the current shared array is smaller than the requested size.
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/// </summary>
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/// <param name="requestedSize">The minimum number of vertices required in the shared array.</param>
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/// <returns>An array of <see cref="System.Numerics.Vector2"/> representing the shared vertices.</returns>
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/// <remarks>This does not prevent other threads from accessing the same shared pool.</remarks>
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public Vector2[] GetSharedVertices(int requestedSize)
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{
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if (_sharedVertices.Length < requestedSize)
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{
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_sharedVertices = new Vector2[requestedSize];
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}
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return _sharedVertices;
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}
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public SensorMonitoringWindow()
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{
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RobustXamlLoader.Load(this);
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IoCManager.InjectDependencies(this);
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}
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public void UpdateState(ConsoleUIState state)
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{
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_retentionTime = state.RetentionTime;
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_sensorData.Clear();
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foreach (var netSensor in state.Sensors)
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{
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var sensor = new SensorData
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{
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Name = netSensor.Name,
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Address = netSensor.Address,
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DeviceType = netSensor.DeviceType
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};
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_sensorData.Add(netSensor.NetId, sensor);
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foreach (var netStream in netSensor.Streams)
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{
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var stream = new SensorStream
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{
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Name = netStream.Name,
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Unit = netStream.Unit
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};
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sensor.Streams.Add(netStream.NetId, stream);
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foreach (var sample in netStream.Samples)
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{
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stream.Samples.Enqueue(sample);
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}
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}
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}
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Update();
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}
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public void ReceiveMessage(BoundUserInterfaceMessage message)
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{
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if (message is not IncrementalUIState incremental)
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return;
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foreach (var removed in incremental.RemovedSensors)
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{
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_sensorData.Remove(removed);
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}
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foreach (var netSensor in incremental.Sensors)
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{
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// TODO: Fuck this doesn't work if a sensor is added while the UI is open.
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if (!_sensorData.TryGetValue(netSensor.NetId, out var sensor))
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continue;
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foreach (var netStream in netSensor.Streams)
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{
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// TODO: Fuck this doesn't work if a stream is added while the UI is open.
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if (!sensor.Streams.TryGetValue(netStream.NetId, out var stream))
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continue;
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foreach (var (time, value) in netStream.Samples)
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{
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stream.Samples.Enqueue(new SensorSample(time + incremental.RelTime, value));
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}
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}
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}
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CullOldSamples();
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Update();
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}
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private void Update()
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{
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Asdf.RemoveAllChildren();
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var curTime = _gameTiming.CurTime;
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var startTime = curTime - _retentionTime;
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foreach (var sensor in _sensorData.Values)
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{
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var labelName = new Label { Text = sensor.Name, StyleClasses = { StyleBase.StyleClassLabelHeading } };
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var labelAddress = new Label
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{
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Text = sensor.Address,
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Margin = new Thickness(4, 0),
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VerticalAlignment = VAlignment.Bottom,
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StyleClasses = { StyleNano.StyleClassLabelSecondaryColor }
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};
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Asdf.AddChild(new BoxContainer
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{
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Orientation = BoxContainer.LayoutOrientation.Horizontal, Children =
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{
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labelName,
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labelAddress
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}
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});
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foreach (var stream in sensor.Streams.Values)
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{
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var maxValue = stream.Samples.Max(x => x.Value);
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// TODO: Better way to do this?
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var lastSample = stream.Samples.Last();
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Asdf.AddChild(new BoxContainer
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{
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Orientation = BoxContainer.LayoutOrientation.Horizontal,
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Children =
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{
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new Label { Text = stream.Name, StyleClasses = { "monospace" }, HorizontalExpand = true },
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new Label { Text = FormatValue(stream.Unit, lastSample.Value) }
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}
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});
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Asdf.AddChild(new GraphView(stream.Samples, startTime, curTime, maxValue * 1.1f, this) { MinHeight = 150 });
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Asdf.AddChild(new PanelContainer { StyleClasses = { StyleBase.ClassLowDivider } });
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}
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}
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}
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private string FormatValue(SensorUnit unit, float value)
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{
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return _loc.GetString(
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"sensor-monitoring-value-display",
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("unit", unit.ToString()),
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("value", value));
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}
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private void CullOldSamples()
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{
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var startTime = _gameTiming.CurTime - _retentionTime;
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foreach (var sensor in _sensorData.Values)
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{
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foreach (var stream in sensor.Streams.Values)
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{
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while (stream.Samples.TryPeek(out var sample) && sample.Time < startTime)
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{
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stream.Samples.Dequeue();
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}
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}
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}
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}
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private sealed class SensorData
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{
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public string Name = "";
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public string Address = "";
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public SensorDeviceType DeviceType;
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public readonly Dictionary<int, SensorStream> Streams = new();
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}
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private sealed class SensorStream
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{
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public string Name = "";
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public SensorUnit Unit;
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public readonly Queue<SensorSample> Samples = new();
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}
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private sealed class GraphView : Control
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{
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private readonly Queue<SensorSample> _samples;
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private readonly TimeSpan _startTime;
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private readonly TimeSpan _curTime;
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private readonly float _maxY;
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private readonly SensorMonitoringWindow _parentWindow;
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public GraphView(Queue<SensorSample> samples,
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TimeSpan startTime,
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TimeSpan curTime,
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float maxY,
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SensorMonitoringWindow parentWindow)
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{
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_samples = samples;
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_startTime = startTime;
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_curTime = curTime;
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_maxY = maxY;
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RectClipContent = true;
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_parentWindow = parentWindow;
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}
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protected override void Draw(DrawingHandleScreen handle)
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{
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base.Draw(handle);
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var window = (float)(_curTime - _startTime).TotalSeconds;
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var countVtx = 0;
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var lastPoint = new Vector2(float.NaN, float.NaN);
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var requiredVertices = 6 * (_samples.Count - 1);
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var vertices = _parentWindow.GetSharedVertices(requiredVertices);
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foreach (var (time, sample) in _samples)
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{
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var relTime = (float)(time - _startTime).TotalSeconds;
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var posY = PixelHeight - (sample / _maxY) * PixelHeight;
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var posX = (relTime / window) * PixelWidth;
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var newPoint = new Vector2(posX, posY);
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if (float.IsFinite(lastPoint.X))
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{
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handle.DrawLine(lastPoint, newPoint, Color.White);
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vertices[countVtx++] = lastPoint;
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vertices[countVtx++] = lastPoint with { Y = PixelHeight };
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vertices[countVtx++] = newPoint;
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vertices[countVtx++] = newPoint;
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vertices[countVtx++] = lastPoint with { Y = PixelHeight };
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vertices[countVtx++] = newPoint with { Y = PixelHeight };
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}
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lastPoint = newPoint;
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}
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handle.DrawPrimitives(DrawPrimitiveTopology.TriangleList,
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vertices.AsSpan(0, countVtx),
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Color.White.WithAlpha(0.1f));
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}
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}
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}
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[UsedImplicitly]
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public sealed class
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SensorMonitoringConsoleBoundUserInterface : ComputerBoundUserInterface<SensorMonitoringWindow, ConsoleUIState>
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{
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public SensorMonitoringConsoleBoundUserInterface(EntityUid owner, Enum uiKey) : base(owner, uiKey)
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{
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}
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}
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