mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-10-04 13:27:30 +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...
461 lines
16 KiB
C#
461 lines
16 KiB
C#
using Content.Server.Administration.Logs;
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using Content.Server.DeviceNetwork.Systems;
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using Content.Server.Emp;
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using Content.Shared.ActionBlocker;
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using Content.Shared.Database;
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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.SurveillanceCamera;
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using Content.Shared.Verbs;
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using Robust.Server.GameObjects;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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using Content.Shared.DeviceNetwork.Components;
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namespace Content.Server.SurveillanceCamera;
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public sealed class SurveillanceCameraSystem : EntitySystem
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly ActionBlockerSystem _actionBlocker = default!;
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[Dependency] private readonly ViewSubscriberSystem _viewSubscriberSystem = default!;
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[Dependency] private readonly DeviceNetworkSystem _deviceNetworkSystem = default!;
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[Dependency] private readonly UserInterfaceSystem _userInterface = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly IAdminLogManager _adminLogger = default!;
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// Pings a surveillance camera subnet. All cameras will always respond
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// with a data message if they are on the same subnet.
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public const string CameraPingSubnetMessage = "surveillance_camera_ping_subnet";
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// Pings a surveillance camera. Useful to ensure that the camera is still on
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// before connecting fully.
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public const string CameraPingMessage = "surveillance_camera_ping";
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// Camera heartbeat. Monitors ping this to ensure that a camera is still able to
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// be contacted. If this doesn't get sent after some time, the monitor will
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// automatically disconnect.
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public const string CameraHeartbeatMessage = "surveillance_camera_heartbeat";
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// Surveillance camera data. This generally should contain nothing
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// except for the subnet that this camera is on -
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// this is because of the fact that the PacketEvent already
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// contains the sender UID, and that this will always be targeted
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// towards the sender that pinged the camera.
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public const string CameraDataMessage = "surveillance_camera_data";
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public const string CameraConnectMessage = "surveillance_camera_connect";
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public const string CameraSubnetConnectMessage = "surveillance_camera_subnet_connect";
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public const string CameraSubnetDisconnectMessage = "surveillance_camera_subnet_disconnect";
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public const string CameraAddressData = "surveillance_camera_data_origin";
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public const string CameraNameData = "surveillance_camera_data_name";
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public const string CameraSubnetData = "surveillance_camera_data_subnet";
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public const int CameraNameLimit = 32;
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public override void Initialize()
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{
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SubscribeLocalEvent<SurveillanceCameraComponent, ComponentShutdown>(OnShutdown);
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SubscribeLocalEvent<SurveillanceCameraComponent, PowerChangedEvent>(OnPowerChanged);
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SubscribeLocalEvent<SurveillanceCameraComponent, DeviceNetworkPacketEvent>(OnPacketReceived);
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SubscribeLocalEvent<SurveillanceCameraComponent, SurveillanceCameraSetupSetName>(OnSetName);
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SubscribeLocalEvent<SurveillanceCameraComponent, SurveillanceCameraSetupSetNetwork>(OnSetNetwork);
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SubscribeLocalEvent<SurveillanceCameraComponent, GetVerbsEvent<AlternativeVerb>>(AddVerbs);
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SubscribeLocalEvent<SurveillanceCameraComponent, EmpPulseEvent>(OnEmpPulse);
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SubscribeLocalEvent<SurveillanceCameraComponent, EmpDisabledRemoved>(OnEmpDisabledRemoved);
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}
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private void OnPacketReceived(EntityUid uid, SurveillanceCameraComponent component, DeviceNetworkPacketEvent args)
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{
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if (!component.Active)
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{
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return;
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}
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if (!TryComp(uid, out DeviceNetworkComponent? deviceNet))
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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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var payload = new NetworkPayload()
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{
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{ DeviceNetworkConstants.Command, string.Empty },
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{ CameraAddressData, deviceNet.Address },
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{ CameraNameData, component.CameraId },
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{ CameraSubnetData, string.Empty }
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};
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var dest = string.Empty;
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switch (command)
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{
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case CameraConnectMessage:
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if (!args.Data.TryGetValue(CameraAddressData, out dest)
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|| string.IsNullOrEmpty(args.Address))
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{
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return;
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}
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payload[DeviceNetworkConstants.Command] = CameraConnectMessage;
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break;
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case CameraHeartbeatMessage:
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if (!args.Data.TryGetValue(CameraAddressData, out dest)
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|| string.IsNullOrEmpty(args.Address))
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{
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return;
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}
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payload[DeviceNetworkConstants.Command] = CameraHeartbeatMessage;
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break;
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case CameraPingMessage:
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if (!args.Data.TryGetValue(CameraSubnetData, out string? subnet))
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{
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return;
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}
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dest = args.SenderAddress;
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payload[CameraSubnetData] = subnet;
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payload[DeviceNetworkConstants.Command] = CameraDataMessage;
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break;
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}
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_deviceNetworkSystem.QueuePacket(
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uid,
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dest,
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payload);
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}
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}
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private void AddVerbs(EntityUid uid, SurveillanceCameraComponent component, GetVerbsEvent<AlternativeVerb> verbs)
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{
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if (!_actionBlocker.CanInteract(verbs.User, uid) || !_actionBlocker.CanComplexInteract(verbs.User))
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{
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return;
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}
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if (component.NameSet && component.NetworkSet)
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{
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return;
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}
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AlternativeVerb verb = new();
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verb.Text = Loc.GetString("surveillance-camera-setup");
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verb.Act = () => OpenSetupInterface(uid, verbs.User, component);
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verbs.Verbs.Add(verb);
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}
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private void OnPowerChanged(EntityUid camera, SurveillanceCameraComponent component, ref PowerChangedEvent args)
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{
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SetActive(camera, args.Powered, component);
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}
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private void OnShutdown(EntityUid camera, SurveillanceCameraComponent component, ComponentShutdown args)
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{
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Deactivate(camera, component);
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}
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private void OnSetName(EntityUid uid, SurveillanceCameraComponent component, SurveillanceCameraSetupSetName args)
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{
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if (args.UiKey is not SurveillanceCameraSetupUiKey key
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|| key != SurveillanceCameraSetupUiKey.Camera
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|| string.IsNullOrEmpty(args.Name)
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|| args.Name.Length > CameraNameLimit)
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{
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return;
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}
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component.CameraId = args.Name;
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component.NameSet = true;
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UpdateSetupInterface(uid, component);
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_adminLogger.Add(LogType.Chat, LogImpact.Low, $"{ToPrettyString(args.Actor)} set the name of {ToPrettyString(uid)} to \"{args.Name}.\"");
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}
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private void OnSetNetwork(EntityUid uid, SurveillanceCameraComponent component,
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SurveillanceCameraSetupSetNetwork args)
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{
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if (args.UiKey is not SurveillanceCameraSetupUiKey key
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|| key != SurveillanceCameraSetupUiKey.Camera)
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{
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return;
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}
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if (args.Network < 0 || args.Network >= component.AvailableNetworks.Count)
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{
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return;
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}
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if (!_prototypeManager.TryIndex<DeviceFrequencyPrototype>(component.AvailableNetworks[args.Network],
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out var frequency))
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{
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return;
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}
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_deviceNetworkSystem.SetReceiveFrequency(uid, frequency.Frequency);
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component.NetworkSet = true;
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UpdateSetupInterface(uid, component);
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}
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private void OpenSetupInterface(EntityUid uid, EntityUid player, SurveillanceCameraComponent? camera = null)
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{
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if (!Resolve(uid, ref camera))
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return;
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if (!_userInterface.TryOpenUi(uid, SurveillanceCameraSetupUiKey.Camera, player))
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return;
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UpdateSetupInterface(uid, camera);
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}
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private void UpdateSetupInterface(EntityUid uid, SurveillanceCameraComponent? camera = null, DeviceNetworkComponent? deviceNet = null)
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{
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if (!Resolve(uid, ref camera, ref deviceNet))
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{
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return;
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}
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if (camera.NameSet && camera.NetworkSet)
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{
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_userInterface.CloseUi(uid, SurveillanceCameraSetupUiKey.Camera);
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return;
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}
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if (camera.AvailableNetworks.Count == 0)
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{
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if (deviceNet.ReceiveFrequencyId != null)
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{
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camera.AvailableNetworks.Add(deviceNet.ReceiveFrequencyId);
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}
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else if (!camera.NetworkSet)
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{
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_userInterface.CloseUi(uid, SurveillanceCameraSetupUiKey.Camera);
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return;
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}
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}
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var state = new SurveillanceCameraSetupBoundUiState(camera.CameraId, deviceNet.ReceiveFrequency ?? 0,
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camera.AvailableNetworks, camera.NameSet, camera.NetworkSet);
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_userInterface.SetUiState(uid, SurveillanceCameraSetupUiKey.Camera, state);
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}
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// If the camera deactivates for any reason, it must have all viewers removed,
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// and the relevant event broadcast to all systems.
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private void Deactivate(EntityUid camera, SurveillanceCameraComponent? component = null)
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{
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if (!Resolve(camera, ref component))
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{
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return;
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}
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var ev = new SurveillanceCameraDeactivateEvent(camera);
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RemoveActiveViewers(camera, new(component.ActiveViewers), null, component);
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component.Active = false;
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// Send a targetted event to all monitors.
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foreach (var monitor in component.ActiveMonitors)
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{
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RaiseLocalEvent(monitor, ev, true);
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}
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component.ActiveMonitors.Clear();
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// Send a local event that's broadcasted everywhere afterwards.
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RaiseLocalEvent(ev);
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UpdateVisuals(camera, component);
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}
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public void SetActive(EntityUid camera, bool setting, SurveillanceCameraComponent? component = null)
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{
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if (!Resolve(camera, ref component))
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{
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return;
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}
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if (setting)
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{
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var attemptEv = new SurveillanceCameraSetActiveAttemptEvent();
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RaiseLocalEvent(camera, ref attemptEv);
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if (attemptEv.Cancelled)
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return;
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component.Active = setting;
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}
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else
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{
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Deactivate(camera, component);
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}
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UpdateVisuals(camera, component);
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}
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public void AddActiveViewer(EntityUid camera, EntityUid player, EntityUid? monitor = null, SurveillanceCameraComponent? component = null, ActorComponent? actor = null)
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{
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if (!Resolve(camera, ref component)
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|| !component.Active
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|| !Resolve(player, ref actor))
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{
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return;
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}
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_viewSubscriberSystem.AddViewSubscriber(camera, actor.PlayerSession);
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component.ActiveViewers.Add(player);
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if (monitor != null)
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{
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component.ActiveMonitors.Add(monitor.Value);
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}
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UpdateVisuals(camera, component);
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}
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public void AddActiveViewers(EntityUid camera, HashSet<EntityUid> players, EntityUid? monitor = null, SurveillanceCameraComponent? component = null)
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{
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if (!Resolve(camera, ref component) || !component.Active)
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{
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return;
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}
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foreach (var player in players)
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{
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AddActiveViewer(camera, player, monitor, component);
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}
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// Add monitor without viewers
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if (players.Count == 0 && monitor != null)
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{
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component.ActiveMonitors.Add(monitor.Value);
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UpdateVisuals(camera, component);
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}
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}
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// Switch the set of active viewers from one camera to another.
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public void SwitchActiveViewers(EntityUid oldCamera, EntityUid newCamera, HashSet<EntityUid> players, EntityUid? monitor = null, SurveillanceCameraComponent? oldCameraComponent = null, SurveillanceCameraComponent? newCameraComponent = null)
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{
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if (!Resolve(oldCamera, ref oldCameraComponent)
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|| !Resolve(newCamera, ref newCameraComponent)
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|| !oldCameraComponent.Active
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|| !newCameraComponent.Active)
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{
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return;
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}
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if (monitor != null)
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{
|
|
oldCameraComponent.ActiveMonitors.Remove(monitor.Value);
|
|
newCameraComponent.ActiveMonitors.Add(monitor.Value);
|
|
}
|
|
|
|
foreach (var player in players)
|
|
{
|
|
RemoveActiveViewer(oldCamera, player, null, oldCameraComponent);
|
|
AddActiveViewer(newCamera, player, null, newCameraComponent);
|
|
}
|
|
}
|
|
|
|
public void RemoveActiveViewer(EntityUid camera, EntityUid player, EntityUid? monitor = null, SurveillanceCameraComponent? component = null, ActorComponent? actor = null)
|
|
{
|
|
if (!Resolve(camera, ref component))
|
|
return;
|
|
|
|
if (Resolve(player, ref actor))
|
|
_viewSubscriberSystem.RemoveViewSubscriber(camera, actor.PlayerSession);
|
|
|
|
component.ActiveViewers.Remove(player);
|
|
|
|
if (monitor != null)
|
|
{
|
|
component.ActiveMonitors.Remove(monitor.Value);
|
|
}
|
|
|
|
UpdateVisuals(camera, component);
|
|
}
|
|
|
|
public void RemoveActiveViewers(EntityUid camera, HashSet<EntityUid> players, EntityUid? monitor = null, SurveillanceCameraComponent? component = null)
|
|
{
|
|
if (!Resolve(camera, ref component))
|
|
{
|
|
return;
|
|
}
|
|
|
|
foreach (var player in players)
|
|
{
|
|
RemoveActiveViewer(camera, player, monitor, component);
|
|
}
|
|
|
|
// Even if not removing any viewers, remove the monitor
|
|
if (players.Count == 0 && monitor != null)
|
|
{
|
|
component.ActiveMonitors.Remove(monitor.Value);
|
|
UpdateVisuals(camera, component);
|
|
}
|
|
}
|
|
|
|
private void UpdateVisuals(EntityUid uid, SurveillanceCameraComponent? component = null, AppearanceComponent? appearance = null)
|
|
{
|
|
// Don't log missing, because otherwise tests fail.
|
|
if (!Resolve(uid, ref component, ref appearance, false))
|
|
{
|
|
return;
|
|
}
|
|
|
|
var key = SurveillanceCameraVisuals.Disabled;
|
|
|
|
if (component.Active)
|
|
{
|
|
key = SurveillanceCameraVisuals.Active;
|
|
}
|
|
|
|
if (component.ActiveViewers.Count > 0 || component.ActiveMonitors.Count > 0)
|
|
{
|
|
key = SurveillanceCameraVisuals.InUse;
|
|
}
|
|
|
|
_appearance.SetData(uid, SurveillanceCameraVisualsKey.Key, key, appearance);
|
|
}
|
|
|
|
private void OnEmpPulse(EntityUid uid, SurveillanceCameraComponent component, ref EmpPulseEvent args)
|
|
{
|
|
if (component.Active)
|
|
{
|
|
args.Affected = true;
|
|
args.Disabled = true;
|
|
SetActive(uid, false);
|
|
}
|
|
}
|
|
|
|
private void OnEmpDisabledRemoved(EntityUid uid, SurveillanceCameraComponent component, ref EmpDisabledRemoved args)
|
|
{
|
|
SetActive(uid, true);
|
|
}
|
|
}
|
|
|
|
public sealed class OnSurveillanceCameraViewerAddEvent : EntityEventArgs
|
|
{
|
|
|
|
}
|
|
|
|
public sealed class OnSurveillanceCameraViewerRemoveEvent : EntityEventArgs
|
|
{
|
|
|
|
}
|
|
|
|
// What happens when a camera deactivates.
|
|
public sealed class SurveillanceCameraDeactivateEvent : EntityEventArgs
|
|
{
|
|
public EntityUid Camera { get; }
|
|
|
|
public SurveillanceCameraDeactivateEvent(EntityUid camera)
|
|
{
|
|
Camera = camera;
|
|
}
|
|
}
|
|
|
|
[ByRefEvent]
|
|
public record struct SurveillanceCameraSetActiveAttemptEvent(bool Cancelled);
|