mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-09-30 16:17:27 +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...
505 lines
18 KiB
C#
505 lines
18 KiB
C#
using System.Linq;
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using Content.Server.DeviceNetwork;
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using Content.Server.DeviceNetwork.Systems;
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using Content.Server.Power.Components;
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using Content.Shared.DeviceNetwork;
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using Content.Shared.DeviceNetwork.Events;
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using Content.Shared.Power;
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using Content.Shared.UserInterface;
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using Content.Shared.SurveillanceCamera;
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using Robust.Server.GameObjects;
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using Robust.Shared.Player;
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namespace Content.Server.SurveillanceCamera;
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public sealed class SurveillanceCameraMonitorSystem : EntitySystem
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{
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[Dependency] private readonly SurveillanceCameraSystem _surveillanceCameras = default!;
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[Dependency] private readonly UserInterfaceSystem _userInterface = default!;
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[Dependency] private readonly DeviceNetworkSystem _deviceNetworkSystem = default!;
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public override void Initialize()
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{
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SubscribeLocalEvent<SurveillanceCameraMonitorComponent, SurveillanceCameraDeactivateEvent>(OnSurveillanceCameraDeactivate);
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SubscribeLocalEvent<SurveillanceCameraMonitorComponent, PowerChangedEvent>(OnPowerChanged);
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SubscribeLocalEvent<SurveillanceCameraMonitorComponent, ComponentShutdown>(OnShutdown);
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SubscribeLocalEvent<SurveillanceCameraMonitorComponent, DeviceNetworkPacketEvent>(OnPacketReceived);
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SubscribeLocalEvent<SurveillanceCameraMonitorComponent, ComponentStartup>(OnComponentStartup);
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SubscribeLocalEvent<SurveillanceCameraMonitorComponent, AfterActivatableUIOpenEvent>(OnToggleInterface);
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Subs.BuiEvents<SurveillanceCameraMonitorComponent>(SurveillanceCameraMonitorUiKey.Key, subs =>
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{
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subs.Event<SurveillanceCameraRefreshCamerasMessage>(OnRefreshCamerasMessage);
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subs.Event<SurveillanceCameraRefreshSubnetsMessage>(OnRefreshSubnetsMessage);
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subs.Event<SurveillanceCameraDisconnectMessage>(OnDisconnectMessage);
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subs.Event<SurveillanceCameraMonitorSubnetRequestMessage>(OnSubnetRequest);
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subs.Event<SurveillanceCameraMonitorSwitchMessage>(OnSwitchMessage);
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subs.Event<BoundUIClosedEvent>(OnBoundUiClose);
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});
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}
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private const float _maxHeartbeatTime = 300f;
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private const float _heartbeatDelay = 30f;
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public override void Update(float frameTime)
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{
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var query = EntityQueryEnumerator<ActiveSurveillanceCameraMonitorComponent, SurveillanceCameraMonitorComponent>();
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while (query.MoveNext(out var uid, out _, out var monitor))
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{
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if (Paused(uid))
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{
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continue;
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}
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monitor.LastHeartbeatSent += frameTime;
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SendHeartbeat(uid, monitor);
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monitor.LastHeartbeat += frameTime;
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if (monitor.LastHeartbeat > _maxHeartbeatTime)
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{
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DisconnectCamera(uid, true, monitor);
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RemComp<ActiveSurveillanceCameraMonitorComponent>(uid);
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}
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}
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}
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/// ROUTING:
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///
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/// Monitor freq: General frequency for cameras, routers, and monitors to speak on.
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///
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/// Subnet freqs: Frequency for each specific subnet. Routers ping cameras here,
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/// cameras ping back on monitor frequency. When a monitor
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/// selects a subnet, it saves that subnet's frequency
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/// so it can connect to the camera. All outbound cameras
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/// always speak on the monitor frequency and will not
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/// do broadcast pings - whatever talks to it, talks to it.
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///
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/// How a camera is discovered:
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///
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/// Subnet ping:
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/// Surveillance camera monitor - [ monitor freq ] -> Router
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/// Router -> camera discovery
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/// Router - [ subnet freq ] -> Camera
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/// Camera -> router ping
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/// Camera - [ monitor freq ] -> Router
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/// Router -> monitor data forward
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/// Router - [ monitor freq ] -> Monitor
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#region Event Handling
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private void OnComponentStartup(EntityUid uid, SurveillanceCameraMonitorComponent component, ComponentStartup args)
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{
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RefreshSubnets(uid, component);
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}
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private void OnSubnetRequest(EntityUid uid, SurveillanceCameraMonitorComponent component,
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SurveillanceCameraMonitorSubnetRequestMessage args)
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{
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if (args.Actor is { Valid: true } actor && !Deleted(actor))
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{
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SetActiveSubnet(uid, args.Subnet, component);
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}
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}
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private void OnPacketReceived(EntityUid uid, SurveillanceCameraMonitorComponent component,
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DeviceNetworkPacketEvent args)
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{
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if (string.IsNullOrEmpty(args.SenderAddress))
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{
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return;
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}
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if (args.Data.TryGetValue(DeviceNetworkConstants.Command, out string? command))
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{
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switch (command)
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{
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case SurveillanceCameraSystem.CameraConnectMessage:
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if (component.NextCameraAddress == args.SenderAddress)
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{
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component.ActiveCameraAddress = args.SenderAddress;
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TrySwitchCameraByUid(uid, args.Sender, component);
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}
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component.NextCameraAddress = null;
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break;
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case SurveillanceCameraSystem.CameraHeartbeatMessage:
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if (args.SenderAddress == component.ActiveCameraAddress)
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{
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component.LastHeartbeat = 0;
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}
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break;
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case SurveillanceCameraSystem.CameraDataMessage:
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if (!args.Data.TryGetValue(SurveillanceCameraSystem.CameraNameData, out string? name)
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|| !args.Data.TryGetValue(SurveillanceCameraSystem.CameraSubnetData, out string? subnetData)
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|| !args.Data.TryGetValue(SurveillanceCameraSystem.CameraAddressData, out string? address))
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{
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return;
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}
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if (component.ActiveSubnet != subnetData)
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{
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DisconnectFromSubnet(uid, subnetData);
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}
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if (!component.KnownCameras.ContainsKey(address))
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{
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component.KnownCameras.Add(address, name);
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}
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UpdateUserInterface(uid, component);
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break;
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case SurveillanceCameraSystem.CameraSubnetData:
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if (args.Data.TryGetValue(SurveillanceCameraSystem.CameraSubnetData, out string? subnet)
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&& !string.IsNullOrEmpty(subnet)
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&& !component.KnownSubnets.ContainsKey(subnet))
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{
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component.KnownSubnets.Add(subnet, args.SenderAddress);
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}
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UpdateUserInterface(uid, component);
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break;
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}
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}
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}
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private void OnDisconnectMessage(EntityUid uid, SurveillanceCameraMonitorComponent component,
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SurveillanceCameraDisconnectMessage message)
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{
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DisconnectCamera(uid, true, component);
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}
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private void OnRefreshCamerasMessage(EntityUid uid, SurveillanceCameraMonitorComponent component,
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SurveillanceCameraRefreshCamerasMessage message)
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{
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component.KnownCameras.Clear();
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RequestActiveSubnetInfo(uid, component);
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}
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private void OnRefreshSubnetsMessage(EntityUid uid, SurveillanceCameraMonitorComponent component,
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SurveillanceCameraRefreshSubnetsMessage message)
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{
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RefreshSubnets(uid, component);
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}
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private void OnSwitchMessage(EntityUid uid, SurveillanceCameraMonitorComponent component, SurveillanceCameraMonitorSwitchMessage message)
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{
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// there would be a null check here, but honestly
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// whichever one is the "latest" switch message gets to
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// do the switch
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TrySwitchCameraByAddress(uid, message.Address, component);
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}
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private void OnPowerChanged(EntityUid uid, SurveillanceCameraMonitorComponent component, ref PowerChangedEvent args)
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{
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if (!args.Powered)
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{
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RemoveActiveCamera(uid, component);
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component.NextCameraAddress = null;
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component.ActiveSubnet = string.Empty;
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}
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}
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private void OnShutdown(EntityUid uid, SurveillanceCameraMonitorComponent component, ComponentShutdown args)
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{
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RemoveActiveCamera(uid, component);
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}
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private void OnToggleInterface(EntityUid uid, SurveillanceCameraMonitorComponent component,
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AfterActivatableUIOpenEvent args)
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{
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AfterOpenUserInterface(uid, args.User, component);
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}
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// This is to ensure that there's no delay in ensuring that a camera is deactivated.
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private void OnSurveillanceCameraDeactivate(EntityUid uid, SurveillanceCameraMonitorComponent monitor, SurveillanceCameraDeactivateEvent args)
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{
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DisconnectCamera(uid, false, monitor);
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}
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private void OnBoundUiClose(EntityUid uid, SurveillanceCameraMonitorComponent component, BoundUIClosedEvent args)
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{
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RemoveViewer(uid, args.Actor, component);
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}
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#endregion
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private void SendHeartbeat(EntityUid uid, SurveillanceCameraMonitorComponent? monitor = null)
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{
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if (!Resolve(uid, ref monitor)
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|| monitor.LastHeartbeatSent < _heartbeatDelay
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|| string.IsNullOrEmpty(monitor.ActiveSubnet)
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|| !monitor.KnownSubnets.TryGetValue(monitor.ActiveSubnet, out var subnetAddress))
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{
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return;
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}
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var payload = new NetworkPayload()
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{
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{ DeviceNetworkConstants.Command, SurveillanceCameraSystem.CameraHeartbeatMessage },
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{ SurveillanceCameraSystem.CameraAddressData, monitor.ActiveCameraAddress }
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};
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_deviceNetworkSystem.QueuePacket(uid, subnetAddress, payload);
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}
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private void DisconnectCamera(EntityUid uid, bool removeViewers, SurveillanceCameraMonitorComponent? monitor = null)
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{
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if (!Resolve(uid, ref monitor))
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{
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return;
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}
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if (removeViewers)
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{
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RemoveActiveCamera(uid, monitor);
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}
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monitor.ActiveCamera = null;
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monitor.ActiveCameraAddress = string.Empty;
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RemComp<ActiveSurveillanceCameraMonitorComponent>(uid);
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UpdateUserInterface(uid, monitor);
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}
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private void RefreshSubnets(EntityUid uid, SurveillanceCameraMonitorComponent? monitor = null)
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{
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if (!Resolve(uid, ref monitor))
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{
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return;
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}
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monitor.KnownSubnets.Clear();
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PingCameraNetwork(uid, monitor);
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}
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private void PingCameraNetwork(EntityUid uid, SurveillanceCameraMonitorComponent? monitor = null)
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{
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if (!Resolve(uid, ref monitor))
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{
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return;
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}
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var payload = new NetworkPayload()
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{
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{ DeviceNetworkConstants.Command, SurveillanceCameraSystem.CameraPingMessage }
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};
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_deviceNetworkSystem.QueuePacket(uid, null, payload);
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}
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private void SetActiveSubnet(EntityUid uid, string subnet,
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SurveillanceCameraMonitorComponent? monitor = null)
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{
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if (!Resolve(uid, ref monitor)
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|| string.IsNullOrEmpty(subnet)
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|| !monitor.KnownSubnets.ContainsKey(subnet))
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{
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return;
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}
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DisconnectFromSubnet(uid, monitor.ActiveSubnet);
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DisconnectCamera(uid, true, monitor);
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monitor.ActiveSubnet = subnet;
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monitor.KnownCameras.Clear();
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UpdateUserInterface(uid, monitor);
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ConnectToSubnet(uid, subnet);
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}
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private void RequestActiveSubnetInfo(EntityUid uid, SurveillanceCameraMonitorComponent? monitor = null)
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{
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if (!Resolve(uid, ref monitor)
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|| string.IsNullOrEmpty(monitor.ActiveSubnet)
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|| !monitor.KnownSubnets.TryGetValue(monitor.ActiveSubnet, out var address))
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{
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return;
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}
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var payload = new NetworkPayload()
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{
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{DeviceNetworkConstants.Command, SurveillanceCameraSystem.CameraPingSubnetMessage},
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};
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_deviceNetworkSystem.QueuePacket(uid, address, payload);
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}
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private void ConnectToSubnet(EntityUid uid, string subnet, SurveillanceCameraMonitorComponent? monitor = null)
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{
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if (!Resolve(uid, ref monitor)
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|| string.IsNullOrEmpty(subnet)
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|| !monitor.KnownSubnets.TryGetValue(subnet, out var address))
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{
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return;
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}
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var payload = new NetworkPayload()
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{
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{DeviceNetworkConstants.Command, SurveillanceCameraSystem.CameraSubnetConnectMessage},
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};
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_deviceNetworkSystem.QueuePacket(uid, address, payload);
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RequestActiveSubnetInfo(uid);
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}
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private void DisconnectFromSubnet(EntityUid uid, string subnet, SurveillanceCameraMonitorComponent? monitor = null)
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{
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if (!Resolve(uid, ref monitor)
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|| string.IsNullOrEmpty(subnet)
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|| !monitor.KnownSubnets.TryGetValue(subnet, out var address))
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|
{
|
|
return;
|
|
}
|
|
|
|
var payload = new NetworkPayload()
|
|
{
|
|
{DeviceNetworkConstants.Command, SurveillanceCameraSystem.CameraSubnetDisconnectMessage},
|
|
};
|
|
_deviceNetworkSystem.QueuePacket(uid, address, payload);
|
|
}
|
|
|
|
// Adds a viewer to the camera and the monitor.
|
|
private void AddViewer(EntityUid uid, EntityUid player, SurveillanceCameraMonitorComponent? monitor = null)
|
|
{
|
|
if (!Resolve(uid, ref monitor))
|
|
{
|
|
return;
|
|
}
|
|
|
|
monitor.Viewers.Add(player);
|
|
|
|
if (monitor.ActiveCamera != null)
|
|
{
|
|
_surveillanceCameras.AddActiveViewer(monitor.ActiveCamera.Value, player, uid);
|
|
}
|
|
|
|
UpdateUserInterface(uid, monitor, player);
|
|
}
|
|
|
|
// Removes a viewer from the camera and the monitor.
|
|
private void RemoveViewer(EntityUid uid, EntityUid player, SurveillanceCameraMonitorComponent? monitor = null)
|
|
{
|
|
if (!Resolve(uid, ref monitor))
|
|
{
|
|
return;
|
|
}
|
|
|
|
monitor.Viewers.Remove(player);
|
|
|
|
if (monitor.ActiveCamera != null)
|
|
{
|
|
_surveillanceCameras.RemoveActiveViewer(monitor.ActiveCamera.Value, player);
|
|
}
|
|
}
|
|
|
|
// Sets the camera. If the camera is not null, this will return.
|
|
//
|
|
// The camera should always attempt to switch over, rather than
|
|
// directly setting it, so that the active viewer list and view
|
|
// subscriptions can be updated.
|
|
private void SetCamera(EntityUid uid, EntityUid camera, SurveillanceCameraMonitorComponent? monitor = null)
|
|
{
|
|
if (!Resolve(uid, ref monitor)
|
|
|| monitor.ActiveCamera != null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
_surveillanceCameras.AddActiveViewers(camera, monitor.Viewers, uid);
|
|
|
|
monitor.ActiveCamera = camera;
|
|
|
|
AddComp<ActiveSurveillanceCameraMonitorComponent>(uid);
|
|
|
|
UpdateUserInterface(uid, monitor);
|
|
}
|
|
|
|
// Switches the camera's viewers over to this new given camera.
|
|
private void SwitchCamera(EntityUid uid, EntityUid camera, SurveillanceCameraMonitorComponent? monitor = null)
|
|
{
|
|
if (!Resolve(uid, ref monitor)
|
|
|| monitor.ActiveCamera == null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
_surveillanceCameras.SwitchActiveViewers(monitor.ActiveCamera.Value, camera, monitor.Viewers, uid);
|
|
|
|
monitor.ActiveCamera = camera;
|
|
|
|
UpdateUserInterface(uid, monitor);
|
|
}
|
|
|
|
private void TrySwitchCameraByAddress(EntityUid uid, string address,
|
|
SurveillanceCameraMonitorComponent? monitor = null)
|
|
{
|
|
if (!Resolve(uid, ref monitor)
|
|
|| string.IsNullOrEmpty(monitor.ActiveSubnet)
|
|
|| !monitor.KnownSubnets.TryGetValue(monitor.ActiveSubnet, out var subnetAddress))
|
|
{
|
|
return;
|
|
}
|
|
|
|
var payload = new NetworkPayload()
|
|
{
|
|
{DeviceNetworkConstants.Command, SurveillanceCameraSystem.CameraConnectMessage},
|
|
{SurveillanceCameraSystem.CameraAddressData, address}
|
|
};
|
|
|
|
monitor.NextCameraAddress = address;
|
|
_deviceNetworkSystem.QueuePacket(uid, subnetAddress, payload);
|
|
}
|
|
|
|
// Attempts to switch over the current viewed camera on this monitor
|
|
// to the new camera.
|
|
private void TrySwitchCameraByUid(EntityUid uid, EntityUid newCamera, SurveillanceCameraMonitorComponent? monitor = null)
|
|
{
|
|
if (!Resolve(uid, ref monitor))
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (monitor.ActiveCamera == null)
|
|
{
|
|
SetCamera(uid, newCamera, monitor);
|
|
}
|
|
else
|
|
{
|
|
SwitchCamera(uid, newCamera, monitor);
|
|
}
|
|
}
|
|
|
|
private void RemoveActiveCamera(EntityUid uid, SurveillanceCameraMonitorComponent? monitor = null)
|
|
{
|
|
if (!Resolve(uid, ref monitor)
|
|
|| monitor.ActiveCamera == null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
_surveillanceCameras.RemoveActiveViewers(monitor.ActiveCamera.Value, monitor.Viewers, uid);
|
|
|
|
UpdateUserInterface(uid, monitor);
|
|
}
|
|
|
|
// This is public primarily because it might be useful to have the ability to
|
|
// have this component added to any entity, and have them open the BUI (somehow).
|
|
public void AfterOpenUserInterface(EntityUid uid, EntityUid player, SurveillanceCameraMonitorComponent? monitor = null, ActorComponent? actor = null)
|
|
{
|
|
if (!Resolve(uid, ref monitor)
|
|
|| !Resolve(player, ref actor))
|
|
{
|
|
return;
|
|
}
|
|
|
|
AddViewer(uid, player);
|
|
}
|
|
|
|
private void UpdateUserInterface(EntityUid uid, SurveillanceCameraMonitorComponent? monitor = null, EntityUid? player = null)
|
|
{
|
|
if (!Resolve(uid, ref monitor))
|
|
{
|
|
return;
|
|
}
|
|
|
|
var state = new SurveillanceCameraMonitorUiState(GetNetEntity(monitor.ActiveCamera), monitor.KnownSubnets.Keys.ToHashSet(), monitor.ActiveCameraAddress, monitor.ActiveSubnet, monitor.KnownCameras);
|
|
_userInterface.SetUiState(uid, SurveillanceCameraMonitorUiKey.Key, state);
|
|
}
|
|
}
|