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...
504 lines
17 KiB
C#
504 lines
17 KiB
C#
using System.Linq;
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using Content.Server.Administration;
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using Content.Server.Administration.Logs;
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using Content.Server.Interaction;
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using Content.Server.Popups;
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using Content.Server.Stunnable;
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using Content.Shared.Administration;
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using Content.Shared.CCVar;
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using Content.Shared.Database;
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using Content.Shared.Examine;
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using Content.Shared.Instruments;
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using Content.Shared.Instruments.UI;
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using Content.Shared.Physics;
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using Content.Shared.Popups;
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using JetBrains.Annotations;
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using Robust.Server.GameObjects;
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using Robust.Shared.Audio.Midi;
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using Robust.Shared.Collections;
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using Robust.Shared.Configuration;
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using Robust.Shared.Console;
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using Robust.Shared.GameStates;
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using Robust.Shared.Player;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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namespace Content.Server.Instruments;
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[UsedImplicitly]
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public sealed partial class InstrumentSystem : SharedInstrumentSystem
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{
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly IConsoleHost _conHost = default!;
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[Dependency] private readonly IConfigurationManager _cfg = default!;
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[Dependency] private readonly StunSystem _stuns = default!;
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[Dependency] private readonly UserInterfaceSystem _bui = default!;
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[Dependency] private readonly PopupSystem _popup = default!;
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[Dependency] private readonly TransformSystem _transform = default!;
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[Dependency] private readonly ExamineSystemShared _examineSystem = default!;
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[Dependency] private readonly IAdminLogManager _admingLogSystem = default!;
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private const float MaxInstrumentBandRange = 10f;
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// Band Requests are queued and delayed both to avoid metagaming and to prevent spamming it, since it's expensive.
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private const float BandRequestDelay = 1.0f;
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private TimeSpan _bandRequestTimer = TimeSpan.Zero;
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private readonly List<InstrumentBandRequestBuiMessage> _bandRequestQueue = new();
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public override void Initialize()
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{
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base.Initialize();
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InitializeCVars();
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SubscribeNetworkEvent<InstrumentMidiEventEvent>(OnMidiEventRx);
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SubscribeNetworkEvent<InstrumentStartMidiEvent>(OnMidiStart);
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SubscribeNetworkEvent<InstrumentStopMidiEvent>(OnMidiStop);
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SubscribeNetworkEvent<InstrumentSetMasterEvent>(OnMidiSetMaster);
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SubscribeNetworkEvent<InstrumentSetFilteredChannelEvent>(OnMidiSetFilteredChannel);
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SubscribeNetworkEvent<InstrumentSetChannelsEvent>(OnMidiSetChannels);
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Subs.BuiEvents<InstrumentComponent>(InstrumentUiKey.Key, subs =>
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{
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subs.Event<BoundUIClosedEvent>(OnBoundUIClosed);
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subs.Event<BoundUIOpenedEvent>(OnBoundUIOpened);
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subs.Event<InstrumentBandRequestBuiMessage>(OnBoundUIRequestBands);
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});
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SubscribeLocalEvent<InstrumentComponent, ComponentGetState>(OnStrumentGetState);
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_conHost.RegisterCommand("addtoband", AddToBandCommand);
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}
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private void OnStrumentGetState(EntityUid uid, InstrumentComponent component, ref ComponentGetState args)
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{
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args.State = new InstrumentComponentState()
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{
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Playing = component.Playing,
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InstrumentProgram = component.InstrumentProgram,
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InstrumentBank = component.InstrumentBank,
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AllowPercussion = component.AllowPercussion,
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AllowProgramChange = component.AllowProgramChange,
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RespectMidiLimits = component.RespectMidiLimits,
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Master = GetNetEntity(component.Master),
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FilteredChannels = component.FilteredChannels
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};
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}
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[AdminCommand(AdminFlags.Fun)]
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private void AddToBandCommand(IConsoleShell shell, string _, string[] args)
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{
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if (!NetEntity.TryParse(args[0], out var firstUidNet) || !TryGetEntity(firstUidNet, out var firstUid))
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{
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shell.WriteError($"Cannot parse first Uid");
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return;
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}
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if (!NetEntity.TryParse(args[1], out var secondUidNet) || !TryGetEntity(secondUidNet, out var secondUid))
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{
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shell.WriteError($"Cannot parse second Uid");
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return;
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}
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if (!HasComp<ActiveInstrumentComponent>(secondUid))
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{
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shell.WriteError($"Puppet instrument is not active!");
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return;
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}
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var otherInstrument = Comp<InstrumentComponent>(secondUid.Value);
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otherInstrument.Playing = true;
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otherInstrument.Master = firstUid;
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Dirty(secondUid.Value, otherInstrument);
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}
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private void OnMidiStart(InstrumentStartMidiEvent msg, EntitySessionEventArgs args)
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{
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var uid = GetEntity(msg.Uid);
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if (!TryComp(uid, out InstrumentComponent? instrument))
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return;
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if (args.SenderSession.AttachedEntity != instrument.InstrumentPlayer)
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return;
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instrument.Playing = true;
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Dirty(uid, instrument);
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}
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private void OnMidiStop(InstrumentStopMidiEvent msg, EntitySessionEventArgs args)
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{
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var uid = GetEntity(msg.Uid);
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if (!TryComp(uid, out InstrumentComponent? instrument))
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return;
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if (args.SenderSession.AttachedEntity != instrument.InstrumentPlayer)
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return;
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Clean(uid, instrument);
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}
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private void OnMidiSetChannels(InstrumentSetChannelsEvent msg, EntitySessionEventArgs args)
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{
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var uid = GetEntity(msg.Uid);
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if (!TryComp(uid, out InstrumentComponent? instrument) || !TryComp(uid, out ActiveInstrumentComponent? activeInstrument))
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return;
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if (args.SenderSession.AttachedEntity != instrument.InstrumentPlayer)
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return;
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if (msg.Tracks.Length > RobustMidiEvent.MaxChannels)
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{
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Log.Warning($"{args.SenderSession.UserId.ToString()} - Tried to send tracks over the limit! Received: {msg.Tracks.Length}; Limit: {RobustMidiEvent.MaxChannels}");
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return;
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}
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foreach (var t in msg.Tracks)
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{
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// Remove any control characters that may be part of the midi file so they don't end up in the admin logs.
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t?.SanitizeFields();
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// Truncate any track names too long.
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t?.TruncateFields(_cfg.GetCVar(CCVars.MidiMaxChannelNameLength));
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}
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var tracksString = string.Join("\n",
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msg.Tracks
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.Where(t => t != null)
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.Select(t => t!.ToString()));
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_admingLogSystem.Add(
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LogType.Instrument,
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LogImpact.Low,
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$"{ToPrettyString(args.SenderSession.AttachedEntity)} set the midi channels for {ToPrettyString(uid)} to {tracksString}");
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activeInstrument.Tracks = msg.Tracks;
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Dirty(uid, activeInstrument);
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}
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private void OnMidiSetMaster(InstrumentSetMasterEvent msg, EntitySessionEventArgs args)
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{
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var uid = GetEntity(msg.Uid);
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var master = GetEntity(msg.Master);
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if (!HasComp<ActiveInstrumentComponent>(uid))
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return;
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if (!TryComp(uid, out InstrumentComponent? instrument))
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return;
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if (args.SenderSession.AttachedEntity != instrument.InstrumentPlayer)
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return;
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if (master != null)
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{
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if (!HasComp<ActiveInstrumentComponent>(master))
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return;
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if (!TryComp<InstrumentComponent>(master, out var masterInstrument) || masterInstrument.Master != null)
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return;
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instrument.Master = master;
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instrument.FilteredChannels.SetAll(false);
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instrument.Playing = true;
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Dirty(uid, instrument);
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return;
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}
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// Cleanup when disabling master...
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if (master == null && instrument.Master != null)
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{
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Clean(uid, instrument);
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}
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}
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private void OnMidiSetFilteredChannel(InstrumentSetFilteredChannelEvent msg, EntitySessionEventArgs args)
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{
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var uid = GetEntity(msg.Uid);
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if (!TryComp(uid, out InstrumentComponent? instrument))
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return;
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if (args.SenderSession.AttachedEntity != instrument.InstrumentPlayer)
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return;
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if (msg.Channel == RobustMidiEvent.PercussionChannel && !instrument.AllowPercussion)
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return;
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instrument.FilteredChannels[msg.Channel] = msg.Value;
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if (msg.Value)
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{
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// Prevent stuck notes when turning off a channel... Shrimple.
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RaiseNetworkEvent(new InstrumentMidiEventEvent(msg.Uid, new[] { RobustMidiEvent.AllNotesOff((byte)msg.Channel, 0) }));
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}
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Dirty(uid, instrument);
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}
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private void OnBoundUIClosed(EntityUid uid, InstrumentComponent component, BoundUIClosedEvent args)
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{
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if (HasComp<ActiveInstrumentComponent>(uid)
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&& !_bui.IsUiOpen(uid, args.UiKey))
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{
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RemComp<ActiveInstrumentComponent>(uid);
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}
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Clean(uid, component);
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}
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private void OnBoundUIOpened(EntityUid uid, InstrumentComponent component, BoundUIOpenedEvent args)
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{
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EnsureComp<ActiveInstrumentComponent>(uid);
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Clean(uid, component);
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}
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private void OnBoundUIRequestBands(EntityUid uid, InstrumentComponent component, InstrumentBandRequestBuiMessage args)
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{
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foreach (var request in _bandRequestQueue)
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{
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// Prevent spamming requests for the same entity.
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if (request.Entity == args.Entity)
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return;
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}
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_bandRequestQueue.Add(args);
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}
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public (NetEntity, string)[] GetBands(EntityUid uid)
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{
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var metadataQuery = GetEntityQuery<MetaDataComponent>();
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if (Deleted(uid))
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return Array.Empty<(NetEntity, string)>();
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var list = new ValueList<(NetEntity, string)>();
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var instrumentQuery = GetEntityQuery<InstrumentComponent>();
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if (!TryComp(uid, out InstrumentComponent? originInstrument)
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|| originInstrument.InstrumentPlayer is not { } originPlayer)
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return Array.Empty<(NetEntity, string)>();
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// It's probably faster to get all possible active instruments than all entities in range
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var activeEnumerator = EntityQueryEnumerator<ActiveInstrumentComponent>();
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while (activeEnumerator.MoveNext(out var entity, out _))
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{
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if (entity == uid)
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continue;
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// Don't grab puppet instruments.
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if (!instrumentQuery.TryGetComponent(entity, out var instrument) || instrument.Master != null)
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continue;
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// We want to use the instrument player's name.
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if (instrument.InstrumentPlayer is not { } playerUid)
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continue;
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// Maybe a bit expensive but oh well GetBands is queued and has a timer anyway.
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// Make sure the instrument is visible
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if (!_examineSystem.InRangeUnOccluded(uid, entity, MaxInstrumentBandRange, e => e == playerUid || e == originPlayer))
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continue;
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if (!metadataQuery.TryGetComponent(playerUid, out var playerMetadata)
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|| !metadataQuery.TryGetComponent(entity, out var metadata))
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continue;
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list.Add((GetNetEntity(entity), $"{playerMetadata.EntityName} - {metadata.EntityName}"));
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}
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return list.ToArray();
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}
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public void Clean(EntityUid uid, InstrumentComponent? instrument = null)
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{
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if (!Resolve(uid, ref instrument))
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return;
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if (instrument.Playing)
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{
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var netUid = GetNetEntity(uid);
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// Reset puppet instruments too.
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RaiseNetworkEvent(new InstrumentMidiEventEvent(netUid, new[] { RobustMidiEvent.SystemReset(0) }));
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RaiseNetworkEvent(new InstrumentStopMidiEvent(netUid));
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}
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instrument.Playing = false;
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instrument.Master = null;
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instrument.FilteredChannels.SetAll(false);
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instrument.LastSequencerTick = 0;
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instrument.BatchesDropped = 0;
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instrument.LaggedBatches = 0;
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Dirty(uid, instrument);
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}
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private void OnMidiEventRx(InstrumentMidiEventEvent msg, EntitySessionEventArgs args)
|
|
{
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var uid = GetEntity(msg.Uid);
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|
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if (!TryComp(uid, out InstrumentComponent? instrument))
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|
return;
|
|
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if (!instrument.Playing
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|| args.SenderSession.AttachedEntity != instrument.InstrumentPlayer
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|| instrument.InstrumentPlayer == null
|
|
|| args.SenderSession.AttachedEntity is not { } attached)
|
|
{
|
|
return;
|
|
}
|
|
|
|
var send = true;
|
|
|
|
var minTick = uint.MaxValue;
|
|
var maxTick = uint.MinValue;
|
|
|
|
for (var i = 0; i < msg.MidiEvent.Length; i++)
|
|
{
|
|
var tick = msg.MidiEvent[i].Tick;
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|
|
|
if (tick < minTick)
|
|
minTick = tick;
|
|
|
|
if (tick > maxTick)
|
|
maxTick = tick;
|
|
}
|
|
|
|
if (instrument.LastSequencerTick > minTick)
|
|
{
|
|
instrument.LaggedBatches++;
|
|
|
|
if (instrument.RespectMidiLimits)
|
|
{
|
|
if (instrument.LaggedBatches == (int)(MaxMidiLaggedBatches * (1 / 3d) + 1))
|
|
{
|
|
_popup.PopupEntity(Loc.GetString("instrument-component-finger-cramps-light-message"),
|
|
uid, attached, PopupType.SmallCaution);
|
|
}
|
|
else if (instrument.LaggedBatches == (int)(MaxMidiLaggedBatches * (2 / 3d) + 1))
|
|
{
|
|
_popup.PopupEntity(Loc.GetString("instrument-component-finger-cramps-serious-message"),
|
|
uid, attached, PopupType.MediumCaution);
|
|
}
|
|
}
|
|
|
|
if (instrument.LaggedBatches > MaxMidiLaggedBatches)
|
|
{
|
|
send = false;
|
|
}
|
|
}
|
|
|
|
if (++instrument.MidiEventCount > MaxMidiEventsPerSecond
|
|
|| msg.MidiEvent.Length > MaxMidiEventsPerBatch)
|
|
{
|
|
instrument.BatchesDropped++;
|
|
|
|
send = false;
|
|
}
|
|
|
|
instrument.LastSequencerTick = Math.Max(maxTick, minTick);
|
|
|
|
if (send || !instrument.RespectMidiLimits)
|
|
{
|
|
RaiseNetworkEvent(msg);
|
|
}
|
|
}
|
|
|
|
public override void Update(float frameTime)
|
|
{
|
|
base.Update(frameTime);
|
|
|
|
if (_bandRequestQueue.Count > 0 && _bandRequestTimer < _timing.RealTime)
|
|
{
|
|
_bandRequestTimer = _timing.RealTime.Add(TimeSpan.FromSeconds(BandRequestDelay));
|
|
|
|
foreach (var request in _bandRequestQueue)
|
|
{
|
|
var entity = GetEntity(request.Entity);
|
|
|
|
var nearby = GetBands(entity);
|
|
_bui.ServerSendUiMessage(entity, request.UiKey, new InstrumentBandResponseBuiMessage(nearby), request.Actor);
|
|
}
|
|
|
|
_bandRequestQueue.Clear();
|
|
}
|
|
|
|
var activeQuery = GetEntityQuery<ActiveInstrumentComponent>();
|
|
var transformQuery = GetEntityQuery<TransformComponent>();
|
|
|
|
var query = AllEntityQuery<ActiveInstrumentComponent, InstrumentComponent>();
|
|
while (query.MoveNext(out var uid, out _, out var instrument))
|
|
{
|
|
if (instrument.Master is { } master)
|
|
{
|
|
if (Deleted(master))
|
|
{
|
|
Clean(uid, instrument);
|
|
}
|
|
|
|
var masterActive = activeQuery.CompOrNull(master);
|
|
if (masterActive == null)
|
|
{
|
|
Clean(uid, instrument);
|
|
}
|
|
|
|
var trans = transformQuery.GetComponent(uid);
|
|
var masterTrans = transformQuery.GetComponent(master);
|
|
if (!_transform.InRange(masterTrans.Coordinates, trans.Coordinates, 10f)
|
|
)
|
|
{
|
|
Clean(uid, instrument);
|
|
}
|
|
}
|
|
|
|
if (instrument.RespectMidiLimits &&
|
|
(instrument.BatchesDropped >= MaxMidiBatchesDropped
|
|
|| instrument.LaggedBatches >= MaxMidiLaggedBatches))
|
|
{
|
|
if (instrument.InstrumentPlayer is { Valid: true } mob)
|
|
{
|
|
_stuns.TryParalyze(mob, TimeSpan.FromSeconds(1), true);
|
|
|
|
_popup.PopupEntity(Loc.GetString("instrument-component-finger-cramps-max-message"),
|
|
uid, mob, PopupType.LargeCaution);
|
|
}
|
|
|
|
// Just in case
|
|
Clean(uid);
|
|
_bui.CloseUi(uid, InstrumentUiKey.Key);
|
|
}
|
|
|
|
instrument.Timer += frameTime;
|
|
if (instrument.Timer < 1)
|
|
continue;
|
|
|
|
instrument.Timer = 0f;
|
|
instrument.MidiEventCount = 0;
|
|
instrument.LaggedBatches = 0;
|
|
instrument.BatchesDropped = 0;
|
|
}
|
|
}
|
|
|
|
public void ToggleInstrumentUi(EntityUid uid, EntityUid actor, InstrumentComponent? component = null)
|
|
{
|
|
if (!Resolve(uid, ref component))
|
|
return;
|
|
|
|
_bui.TryToggleUi(uid, InstrumentUiKey.Key, actor);
|
|
}
|
|
|
|
public override bool ResolveInstrument(EntityUid uid, ref SharedInstrumentComponent? component)
|
|
{
|
|
if (component is not null)
|
|
return true;
|
|
|
|
TryComp<InstrumentComponent>(uid, out var localComp);
|
|
component = localComp;
|
|
return component != null;
|
|
}
|
|
}
|