Files
Delta-v/Content.Server/SurveillanceCamera/Systems/SurveillanceCameraMonitorSystem.cs
T
29e55b9464 Upstream Merge (June / July) attempt 2 electric boogaloo (#4607)
* 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...
2025-11-06 18:22:39 +00:00

505 lines
18 KiB
C#

using System.Linq;
using Content.Server.DeviceNetwork;
using Content.Server.DeviceNetwork.Systems;
using Content.Server.Power.Components;
using Content.Shared.DeviceNetwork;
using Content.Shared.DeviceNetwork.Events;
using Content.Shared.Power;
using Content.Shared.UserInterface;
using Content.Shared.SurveillanceCamera;
using Robust.Server.GameObjects;
using Robust.Shared.Player;
namespace Content.Server.SurveillanceCamera;
public sealed class SurveillanceCameraMonitorSystem : EntitySystem
{
[Dependency] private readonly SurveillanceCameraSystem _surveillanceCameras = default!;
[Dependency] private readonly UserInterfaceSystem _userInterface = default!;
[Dependency] private readonly DeviceNetworkSystem _deviceNetworkSystem = default!;
public override void Initialize()
{
SubscribeLocalEvent<SurveillanceCameraMonitorComponent, SurveillanceCameraDeactivateEvent>(OnSurveillanceCameraDeactivate);
SubscribeLocalEvent<SurveillanceCameraMonitorComponent, PowerChangedEvent>(OnPowerChanged);
SubscribeLocalEvent<SurveillanceCameraMonitorComponent, ComponentShutdown>(OnShutdown);
SubscribeLocalEvent<SurveillanceCameraMonitorComponent, DeviceNetworkPacketEvent>(OnPacketReceived);
SubscribeLocalEvent<SurveillanceCameraMonitorComponent, ComponentStartup>(OnComponentStartup);
SubscribeLocalEvent<SurveillanceCameraMonitorComponent, AfterActivatableUIOpenEvent>(OnToggleInterface);
Subs.BuiEvents<SurveillanceCameraMonitorComponent>(SurveillanceCameraMonitorUiKey.Key, subs =>
{
subs.Event<SurveillanceCameraRefreshCamerasMessage>(OnRefreshCamerasMessage);
subs.Event<SurveillanceCameraRefreshSubnetsMessage>(OnRefreshSubnetsMessage);
subs.Event<SurveillanceCameraDisconnectMessage>(OnDisconnectMessage);
subs.Event<SurveillanceCameraMonitorSubnetRequestMessage>(OnSubnetRequest);
subs.Event<SurveillanceCameraMonitorSwitchMessage>(OnSwitchMessage);
subs.Event<BoundUIClosedEvent>(OnBoundUiClose);
});
}
private const float _maxHeartbeatTime = 300f;
private const float _heartbeatDelay = 30f;
public override void Update(float frameTime)
{
var query = EntityQueryEnumerator<ActiveSurveillanceCameraMonitorComponent, SurveillanceCameraMonitorComponent>();
while (query.MoveNext(out var uid, out _, out var monitor))
{
if (Paused(uid))
{
continue;
}
monitor.LastHeartbeatSent += frameTime;
SendHeartbeat(uid, monitor);
monitor.LastHeartbeat += frameTime;
if (monitor.LastHeartbeat > _maxHeartbeatTime)
{
DisconnectCamera(uid, true, monitor);
RemComp<ActiveSurveillanceCameraMonitorComponent>(uid);
}
}
}
/// ROUTING:
///
/// Monitor freq: General frequency for cameras, routers, and monitors to speak on.
///
/// Subnet freqs: Frequency for each specific subnet. Routers ping cameras here,
/// cameras ping back on monitor frequency. When a monitor
/// selects a subnet, it saves that subnet's frequency
/// so it can connect to the camera. All outbound cameras
/// always speak on the monitor frequency and will not
/// do broadcast pings - whatever talks to it, talks to it.
///
/// How a camera is discovered:
///
/// Subnet ping:
/// Surveillance camera monitor - [ monitor freq ] -> Router
/// Router -> camera discovery
/// Router - [ subnet freq ] -> Camera
/// Camera -> router ping
/// Camera - [ monitor freq ] -> Router
/// Router -> monitor data forward
/// Router - [ monitor freq ] -> Monitor
#region Event Handling
private void OnComponentStartup(EntityUid uid, SurveillanceCameraMonitorComponent component, ComponentStartup args)
{
RefreshSubnets(uid, component);
}
private void OnSubnetRequest(EntityUid uid, SurveillanceCameraMonitorComponent component,
SurveillanceCameraMonitorSubnetRequestMessage args)
{
if (args.Actor is { Valid: true } actor && !Deleted(actor))
{
SetActiveSubnet(uid, args.Subnet, component);
}
}
private void OnPacketReceived(EntityUid uid, SurveillanceCameraMonitorComponent component,
DeviceNetworkPacketEvent args)
{
if (string.IsNullOrEmpty(args.SenderAddress))
{
return;
}
if (args.Data.TryGetValue(DeviceNetworkConstants.Command, out string? command))
{
switch (command)
{
case SurveillanceCameraSystem.CameraConnectMessage:
if (component.NextCameraAddress == args.SenderAddress)
{
component.ActiveCameraAddress = args.SenderAddress;
TrySwitchCameraByUid(uid, args.Sender, component);
}
component.NextCameraAddress = null;
break;
case SurveillanceCameraSystem.CameraHeartbeatMessage:
if (args.SenderAddress == component.ActiveCameraAddress)
{
component.LastHeartbeat = 0;
}
break;
case SurveillanceCameraSystem.CameraDataMessage:
if (!args.Data.TryGetValue(SurveillanceCameraSystem.CameraNameData, out string? name)
|| !args.Data.TryGetValue(SurveillanceCameraSystem.CameraSubnetData, out string? subnetData)
|| !args.Data.TryGetValue(SurveillanceCameraSystem.CameraAddressData, out string? address))
{
return;
}
if (component.ActiveSubnet != subnetData)
{
DisconnectFromSubnet(uid, subnetData);
}
if (!component.KnownCameras.ContainsKey(address))
{
component.KnownCameras.Add(address, name);
}
UpdateUserInterface(uid, component);
break;
case SurveillanceCameraSystem.CameraSubnetData:
if (args.Data.TryGetValue(SurveillanceCameraSystem.CameraSubnetData, out string? subnet)
&& !string.IsNullOrEmpty(subnet)
&& !component.KnownSubnets.ContainsKey(subnet))
{
component.KnownSubnets.Add(subnet, args.SenderAddress);
}
UpdateUserInterface(uid, component);
break;
}
}
}
private void OnDisconnectMessage(EntityUid uid, SurveillanceCameraMonitorComponent component,
SurveillanceCameraDisconnectMessage message)
{
DisconnectCamera(uid, true, component);
}
private void OnRefreshCamerasMessage(EntityUid uid, SurveillanceCameraMonitorComponent component,
SurveillanceCameraRefreshCamerasMessage message)
{
component.KnownCameras.Clear();
RequestActiveSubnetInfo(uid, component);
}
private void OnRefreshSubnetsMessage(EntityUid uid, SurveillanceCameraMonitorComponent component,
SurveillanceCameraRefreshSubnetsMessage message)
{
RefreshSubnets(uid, component);
}
private void OnSwitchMessage(EntityUid uid, SurveillanceCameraMonitorComponent component, SurveillanceCameraMonitorSwitchMessage message)
{
// there would be a null check here, but honestly
// whichever one is the "latest" switch message gets to
// do the switch
TrySwitchCameraByAddress(uid, message.Address, component);
}
private void OnPowerChanged(EntityUid uid, SurveillanceCameraMonitorComponent component, ref PowerChangedEvent args)
{
if (!args.Powered)
{
RemoveActiveCamera(uid, component);
component.NextCameraAddress = null;
component.ActiveSubnet = string.Empty;
}
}
private void OnShutdown(EntityUid uid, SurveillanceCameraMonitorComponent component, ComponentShutdown args)
{
RemoveActiveCamera(uid, component);
}
private void OnToggleInterface(EntityUid uid, SurveillanceCameraMonitorComponent component,
AfterActivatableUIOpenEvent args)
{
AfterOpenUserInterface(uid, args.User, component);
}
// This is to ensure that there's no delay in ensuring that a camera is deactivated.
private void OnSurveillanceCameraDeactivate(EntityUid uid, SurveillanceCameraMonitorComponent monitor, SurveillanceCameraDeactivateEvent args)
{
DisconnectCamera(uid, false, monitor);
}
private void OnBoundUiClose(EntityUid uid, SurveillanceCameraMonitorComponent component, BoundUIClosedEvent args)
{
RemoveViewer(uid, args.Actor, component);
}
#endregion
private void SendHeartbeat(EntityUid uid, SurveillanceCameraMonitorComponent? monitor = null)
{
if (!Resolve(uid, ref monitor)
|| monitor.LastHeartbeatSent < _heartbeatDelay
|| string.IsNullOrEmpty(monitor.ActiveSubnet)
|| !monitor.KnownSubnets.TryGetValue(monitor.ActiveSubnet, out var subnetAddress))
{
return;
}
var payload = new NetworkPayload()
{
{ DeviceNetworkConstants.Command, SurveillanceCameraSystem.CameraHeartbeatMessage },
{ SurveillanceCameraSystem.CameraAddressData, monitor.ActiveCameraAddress }
};
_deviceNetworkSystem.QueuePacket(uid, subnetAddress, payload);
}
private void DisconnectCamera(EntityUid uid, bool removeViewers, SurveillanceCameraMonitorComponent? monitor = null)
{
if (!Resolve(uid, ref monitor))
{
return;
}
if (removeViewers)
{
RemoveActiveCamera(uid, monitor);
}
monitor.ActiveCamera = null;
monitor.ActiveCameraAddress = string.Empty;
RemComp<ActiveSurveillanceCameraMonitorComponent>(uid);
UpdateUserInterface(uid, monitor);
}
private void RefreshSubnets(EntityUid uid, SurveillanceCameraMonitorComponent? monitor = null)
{
if (!Resolve(uid, ref monitor))
{
return;
}
monitor.KnownSubnets.Clear();
PingCameraNetwork(uid, monitor);
}
private void PingCameraNetwork(EntityUid uid, SurveillanceCameraMonitorComponent? monitor = null)
{
if (!Resolve(uid, ref monitor))
{
return;
}
var payload = new NetworkPayload()
{
{ DeviceNetworkConstants.Command, SurveillanceCameraSystem.CameraPingMessage }
};
_deviceNetworkSystem.QueuePacket(uid, null, payload);
}
private void SetActiveSubnet(EntityUid uid, string subnet,
SurveillanceCameraMonitorComponent? monitor = null)
{
if (!Resolve(uid, ref monitor)
|| string.IsNullOrEmpty(subnet)
|| !monitor.KnownSubnets.ContainsKey(subnet))
{
return;
}
DisconnectFromSubnet(uid, monitor.ActiveSubnet);
DisconnectCamera(uid, true, monitor);
monitor.ActiveSubnet = subnet;
monitor.KnownCameras.Clear();
UpdateUserInterface(uid, monitor);
ConnectToSubnet(uid, subnet);
}
private void RequestActiveSubnetInfo(EntityUid uid, SurveillanceCameraMonitorComponent? monitor = null)
{
if (!Resolve(uid, ref monitor)
|| string.IsNullOrEmpty(monitor.ActiveSubnet)
|| !monitor.KnownSubnets.TryGetValue(monitor.ActiveSubnet, out var address))
{
return;
}
var payload = new NetworkPayload()
{
{DeviceNetworkConstants.Command, SurveillanceCameraSystem.CameraPingSubnetMessage},
};
_deviceNetworkSystem.QueuePacket(uid, address, payload);
}
private void ConnectToSubnet(EntityUid uid, string subnet, SurveillanceCameraMonitorComponent? monitor = null)
{
if (!Resolve(uid, ref monitor)
|| string.IsNullOrEmpty(subnet)
|| !monitor.KnownSubnets.TryGetValue(subnet, out var address))
{
return;
}
var payload = new NetworkPayload()
{
{DeviceNetworkConstants.Command, SurveillanceCameraSystem.CameraSubnetConnectMessage},
};
_deviceNetworkSystem.QueuePacket(uid, address, payload);
RequestActiveSubnetInfo(uid);
}
private void DisconnectFromSubnet(EntityUid uid, string subnet, SurveillanceCameraMonitorComponent? monitor = null)
{
if (!Resolve(uid, ref monitor)
|| string.IsNullOrEmpty(subnet)
|| !monitor.KnownSubnets.TryGetValue(subnet, out var address))
{
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);
}
}