CrewMonitoringServerSystem.cs 3.9 KB

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  1. using Content.Server.DeviceNetwork;
  2. using Content.Server.DeviceNetwork.Components;
  3. using Content.Server.DeviceNetwork.Systems;
  4. using Content.Server.Medical.SuitSensors;
  5. using Content.Shared.DeviceNetwork;
  6. using Content.Shared.Medical.SuitSensor;
  7. using Robust.Shared.Timing;
  8. namespace Content.Server.Medical.CrewMonitoring;
  9. public sealed class CrewMonitoringServerSystem : EntitySystem
  10. {
  11. [Dependency] private readonly SuitSensorSystem _sensors = default!;
  12. [Dependency] private readonly IGameTiming _gameTiming = default!;
  13. [Dependency] private readonly DeviceNetworkSystem _deviceNetworkSystem = default!;
  14. [Dependency] private readonly SingletonDeviceNetServerSystem _singletonServerSystem = default!;
  15. private const float UpdateRate = 3f;
  16. private float _updateDiff;
  17. public override void Initialize()
  18. {
  19. base.Initialize();
  20. SubscribeLocalEvent<CrewMonitoringServerComponent, ComponentRemove>(OnRemove);
  21. SubscribeLocalEvent<CrewMonitoringServerComponent, DeviceNetworkPacketEvent>(OnPacketReceived);
  22. SubscribeLocalEvent<CrewMonitoringServerComponent, DeviceNetServerDisconnectedEvent>(OnDisconnected);
  23. }
  24. public override void Update(float frameTime)
  25. {
  26. base.Update(frameTime);
  27. // check update rate
  28. _updateDiff += frameTime;
  29. if (_updateDiff < UpdateRate)
  30. return;
  31. _updateDiff -= UpdateRate;
  32. var servers = EntityQueryEnumerator<CrewMonitoringServerComponent>();
  33. while (servers.MoveNext(out var id, out var server))
  34. {
  35. if (!_singletonServerSystem.IsActiveServer(id))
  36. continue;
  37. UpdateTimeout(id);
  38. BroadcastSensorStatus(id, server);
  39. }
  40. }
  41. /// <summary>
  42. /// Adds or updates a sensor status entry if the received package is a sensor status update
  43. /// </summary>
  44. private void OnPacketReceived(EntityUid uid, CrewMonitoringServerComponent component, DeviceNetworkPacketEvent args)
  45. {
  46. var sensorStatus = _sensors.PacketToSuitSensor(args.Data);
  47. if (sensorStatus == null)
  48. return;
  49. sensorStatus.Timestamp = _gameTiming.CurTime;
  50. component.SensorStatus[args.SenderAddress] = sensorStatus;
  51. }
  52. /// <summary>
  53. /// Clears the servers sensor status list
  54. /// </summary>
  55. private void OnRemove(EntityUid uid, CrewMonitoringServerComponent component, ComponentRemove args)
  56. {
  57. component.SensorStatus.Clear();
  58. }
  59. /// <summary>
  60. /// Drop the sensor status if it hasn't been updated for to long
  61. /// </summary>
  62. private void UpdateTimeout(EntityUid uid, CrewMonitoringServerComponent? component = null)
  63. {
  64. if (!Resolve(uid, ref component))
  65. return;
  66. foreach (var (address, sensor) in component.SensorStatus)
  67. {
  68. var dif = _gameTiming.CurTime - sensor.Timestamp;
  69. if (dif.Seconds > component.SensorTimeout)
  70. component.SensorStatus.Remove(address);
  71. }
  72. }
  73. /// <summary>
  74. /// Broadcasts the status of all connected sensors
  75. /// </summary>
  76. private void BroadcastSensorStatus(EntityUid uid, CrewMonitoringServerComponent? serverComponent = null, DeviceNetworkComponent? device = null)
  77. {
  78. if (!Resolve(uid, ref serverComponent, ref device))
  79. return;
  80. var payload = new NetworkPayload()
  81. {
  82. [DeviceNetworkConstants.Command] = DeviceNetworkConstants.CmdUpdatedState,
  83. [SuitSensorConstants.NET_STATUS_COLLECTION] = serverComponent.SensorStatus
  84. };
  85. _deviceNetworkSystem.QueuePacket(uid, null, payload, device: device);
  86. }
  87. /// <summary>
  88. /// Clears sensor data on disconnect
  89. /// </summary>
  90. private void OnDisconnected(EntityUid uid, CrewMonitoringServerComponent component, ref DeviceNetServerDisconnectedEvent _)
  91. {
  92. component.SensorStatus.Clear();
  93. }
  94. }