using Content.Server.Administration.Logs;
using Content.Server.Chat.Systems;
using Content.Server.Power.Components;
using Content.Server.Radio.Components;
using Content.Shared.Chat;
using Content.Shared.Database;
using Content.Shared.Radio;
using Content.Shared.Radio.Components;
using Content.Shared.Speech;
using Robust.Shared.Map;
using Robust.Shared.Network;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Replays;
using Robust.Shared.Utility;
namespace Content.Server.Radio.EntitySystems;
///
/// This system handles intrinsic radios and the general process of converting radio messages into chat messages.
///
public sealed class RadioSystem : EntitySystem
{
[Dependency] private readonly INetManager _netMan = default!;
[Dependency] private readonly IReplayRecordingManager _replay = default!;
[Dependency] private readonly IAdminLogManager _adminLogger = default!;
[Dependency] private readonly IPrototypeManager _prototype = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly ChatSystem _chat = default!;
// set used to prevent radio feedback loops.
private readonly HashSet _messages = new();
private EntityQuery _exemptQuery;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent(OnIntrinsicReceive);
SubscribeLocalEvent(OnIntrinsicSpeak);
_exemptQuery = GetEntityQuery();
}
private void OnIntrinsicSpeak(EntityUid uid, IntrinsicRadioTransmitterComponent component, EntitySpokeEvent args)
{
if (args.Channel != null && component.Channels.Contains(args.Channel.ID))
{
SendRadioMessage(uid, args.Message, args.Channel, uid);
args.Channel = null; // prevent duplicate messages from other listeners.
}
}
private void OnIntrinsicReceive(EntityUid uid, IntrinsicRadioReceiverComponent component, ref RadioReceiveEvent args)
{
if (TryComp(uid, out ActorComponent? actor))
_netMan.ServerSendMessage(args.ChatMsg, actor.PlayerSession.Channel);
}
///
/// Send radio message to all active radio listeners
///
public void SendRadioMessage(EntityUid messageSource, string message, ProtoId channel, EntityUid radioSource, bool escapeMarkup = true)
{
SendRadioMessage(messageSource, message, _prototype.Index(channel), radioSource, escapeMarkup: escapeMarkup);
}
///
/// Send radio message to all active radio listeners
///
/// Entity that spoke the message
/// Entity that picked up the message and will send it, e.g. headset
public void SendRadioMessage(EntityUid messageSource, string message, RadioChannelPrototype channel, EntityUid radioSource, bool escapeMarkup = true)
{
// TODO if radios ever garble / modify messages, feedback-prevention needs to be handled better than this.
if (!_messages.Add(message))
return;
var evt = new TransformSpeakerNameEvent(messageSource, MetaData(messageSource).EntityName);
RaiseLocalEvent(messageSource, evt);
var name = evt.VoiceName;
name = FormattedMessage.EscapeText(name);
SpeechVerbPrototype speech;
if (evt.SpeechVerb != null && _prototype.TryIndex(evt.SpeechVerb, out var evntProto))
speech = evntProto;
else
speech = _chat.GetSpeechVerb(messageSource, message);
var content = escapeMarkup
? FormattedMessage.EscapeText(message)
: message;
var wrappedMessage = Loc.GetString(speech.Bold ? "chat-radio-message-wrap-bold" : "chat-radio-message-wrap",
("color", channel.Color),
("fontType", speech.FontId),
("fontSize", speech.FontSize),
("verb", Loc.GetString(_random.Pick(speech.SpeechVerbStrings))),
("channel", $"\\[{channel.LocalizedName}\\]"),
("name", name),
("message", content));
// most radios are relayed to chat, so lets parse the chat message beforehand
var chat = new ChatMessage(
ChatChannel.Radio,
message,
wrappedMessage,
NetEntity.Invalid,
null);
var chatMsg = new MsgChatMessage { Message = chat };
var ev = new RadioReceiveEvent(message, messageSource, channel, radioSource, chatMsg);
var sendAttemptEv = new RadioSendAttemptEvent(channel, radioSource);
RaiseLocalEvent(ref sendAttemptEv);
RaiseLocalEvent(radioSource, ref sendAttemptEv);
var canSend = !sendAttemptEv.Cancelled;
var sourceMapId = Transform(radioSource).MapID;
var hasActiveServer = HasActiveServer(sourceMapId, channel.ID);
var sourceServerExempt = _exemptQuery.HasComp(radioSource);
var radioQuery = EntityQueryEnumerator();
while (canSend && radioQuery.MoveNext(out var receiver, out var radio, out var transform))
{
if (!radio.ReceiveAllChannels)
{
if (!radio.Channels.Contains(channel.ID) || (TryComp(receiver, out var intercom) &&
!intercom.SupportedChannels.Contains(channel.ID)))
continue;
}
if (!channel.LongRange && transform.MapID != sourceMapId && !radio.GlobalReceive)
continue;
// don't need telecom server for long range channels or handheld radios and intercoms
var needServer = !channel.LongRange && !sourceServerExempt;
if (needServer && !hasActiveServer)
continue;
// check if message can be sent to specific receiver
var attemptEv = new RadioReceiveAttemptEvent(channel, radioSource, receiver);
RaiseLocalEvent(ref attemptEv);
RaiseLocalEvent(receiver, ref attemptEv);
if (attemptEv.Cancelled)
continue;
// send the message
RaiseLocalEvent(receiver, ref ev);
}
if (name != Name(messageSource))
_adminLogger.Add(LogType.Chat, LogImpact.Low, $"Radio message from {ToPrettyString(messageSource):user} as {name} on {channel.LocalizedName}: {message}");
else
_adminLogger.Add(LogType.Chat, LogImpact.Low, $"Radio message from {ToPrettyString(messageSource):user} on {channel.LocalizedName}: {message}");
_replay.RecordServerMessage(chat);
_messages.Remove(message);
}
///
private bool HasActiveServer(MapId mapId, string channelId)
{
var servers = EntityQuery();
foreach (var (_, keys, power, transform) in servers)
{
if (transform.MapID == mapId &&
power.Powered &&
keys.Channels.Contains(channelId))
{
return true;
}
}
return false;
}
}