Files
Delta-v/Content.Server/Instruments/InstrumentSystem.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

504 lines
17 KiB
C#

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