Handle IADS updates properly.

This adds the missing events in the backend, and handles them properly in the front end.
This commit is contained in:
Raffson 2022-06-30 03:58:49 +02:00 committed by GitHub
parent 5f071a6138
commit 27dff95df5
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GPG Key ID: 4AEE18F83AFDEB23
7 changed files with 47 additions and 14 deletions

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@ -31,7 +31,7 @@ import { updateTgo } from "./tgosSlice";
import { threatZonesUpdated } from "./threatZonesSlice";
import { unculledZonesUpdated } from "./unculledZonesSlice";
import { LatLng } from "leaflet";
import { updateIadsConnection } from "./iadsNetworkSlice";
import { updateIadsConnection, removeIadsConnection } from "./iadsNetworkSlice";
interface GameUpdateEvents {
updated_flight_positions: { [id: string]: LatLng };
@ -50,6 +50,8 @@ interface GameUpdateEvents {
deleted_front_lines: string[];
updated_tgos: string[];
updated_control_points: ControlPoint[];
updated_iads: IadsConnection[];
deleted_iads: string[];
reset_on_map_center: LatLng | null;
game_unloaded: boolean;
new_turn: boolean;
@ -134,17 +136,20 @@ export const handleStreamedEvents = (
const tgo = response.data as Tgo;
dispatch(updateTgo(tgo));
});
backend.get(`/iads-network/for-tgo/${id}`).then((response) => {
for (const connection of response.data) {
dispatch(updateIadsConnection(connection as IadsConnection));
}
});
}
if (events.updated_control_points.length > 0) {
dispatch(updateControlPoint(events.updated_control_points));
}
if (events.deleted_iads.length > 0) {
dispatch(removeIadsConnection(events.deleted_iads));
}
if (events.updated_iads.length > 0) {
dispatch(updateIadsConnection(events.updated_iads));
}
if (events.reset_on_map_center != null) {
reloadGameState(dispatch);
}

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@ -15,10 +15,16 @@ export const IadsNetworkSlice = createSlice({
name: "iadsNetwork",
initialState,
reducers: {
updateIadsConnection: (state, action: PayloadAction<IadsConnection>) => {
const connection = action.payload;
updateIadsConnection: (state, action: PayloadAction<IadsConnection[]>) => {
for (const connection of action.payload) {
state.connections[connection.id] = connection
}
},
removeIadsConnection: (state, action: PayloadAction<string[]>) => {
for (const cID of action.payload) {
delete state.connections[cID];
}
}
},
extraReducers: (builder) => {
builder.addCase(gameLoaded, (state, action) => {
@ -36,7 +42,7 @@ export const IadsNetworkSlice = createSlice({
},
});
export const { updateIadsConnection } = IadsNetworkSlice.actions;
export const { updateIadsConnection, removeIadsConnection } = IadsNetworkSlice.actions;
export const selectIadsNetwork = (state: RootState) => state.iadsNetwork;

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@ -9,6 +9,7 @@ from game.server.combat.models import FrozenCombatJs
from game.server.controlpoints.models import ControlPointJs
from game.server.flights.models import FlightJs
from game.server.frontlines.models import FrontLineJs
from game.server.iadsnetwork.models import IadsConnectionJs
from game.server.leaflet import LeafletPoint
from game.server.mapzones.models import UnculledZoneJs
@ -34,6 +35,8 @@ class GameUpdateEventsJs(BaseModel):
deleted_front_lines: set[UUID]
updated_tgos: set[UUID]
updated_control_points: list[ControlPointJs]
updated_iads: list[IadsConnectionJs]
deleted_iads: set[UUID]
reset_on_map_center: LeafletPoint | None
game_unloaded: bool
new_turn: bool
@ -48,6 +51,7 @@ class GameUpdateEventsJs(BaseModel):
new_combats = []
updated_combats = []
updated_unculled_zones = []
updated_iads = []
if game is not None:
new_combats = [
FrozenCombatJs.for_combat(c, game.theater) for c in events.new_combats
@ -57,6 +61,8 @@ class GameUpdateEventsJs(BaseModel):
for c in events.updated_combats
]
updated_unculled_zones = UnculledZoneJs.from_game(game)
for node in events.updated_iads:
updated_iads.extend(IadsConnectionJs.connections_for_node(node))
return GameUpdateEventsJs(
updated_flight_positions={
@ -87,6 +93,8 @@ class GameUpdateEventsJs(BaseModel):
ControlPointJs.for_control_point(cp)
for cp in events.updated_control_points
],
updated_iads=updated_iads,
deleted_iads=events.deleted_iads_connections,
reset_on_map_center=events.reset_on_map_center,
game_unloaded=events.game_unloaded,
new_turn=events.new_turn,

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@ -12,6 +12,7 @@ if TYPE_CHECKING:
from game.ato import Flight, Package
from game.sim.combat import FrozenCombat
from game.theater import ControlPoint, FrontLine, TheaterGroundObject
from game.theater.iadsnetwork.iadsnetwork import IadsNetworkNode
@dataclass
@ -33,6 +34,8 @@ class GameUpdateEvents:
deleted_front_lines: set[UUID] = field(default_factory=set)
updated_tgos: set[UUID] = field(default_factory=set)
updated_control_points: set[ControlPoint] = field(default_factory=set)
updated_iads: set[IadsNetworkNode] = field(default_factory=set)
deleted_iads_connections: set[UUID] = field(default_factory=set)
reset_on_map_center: LatLng | None = None
game_unloaded: bool = False
new_turn: bool = False
@ -121,6 +124,14 @@ class GameUpdateEvents:
self.updated_control_points.add(control_point)
return self
def update_iads_node(self, iads_node: IadsNetworkNode) -> GameUpdateEvents:
self.updated_iads.add(iads_node)
return self
def delete_iads_connection(self, connection_id: UUID) -> GameUpdateEvents:
self.deleted_iads_connections.add(connection_id)
return self
def game_loaded(self, game: Game | None) -> GameUpdateEvents:
if game is None:
self.game_unloaded = True

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@ -843,7 +843,7 @@ class ControlPoint(MissionTarget, SidcDescribable, ABC):
tgo, VehicleGroupGroundObject
):
if isinstance(tgo, IadsGroundObject):
game.theater.iads_network.update_tgo(tgo)
game.theater.iads_network.update_tgo(tgo, events)
conflict_heading = game.theater.heading_to_conflict_from(tgo.position)
tgo.rotate(conflict_heading or tgo.heading)
if not tgo.is_control_point:

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@ -18,6 +18,7 @@ from game.theater.theatergroup import IadsGroundGroup
if TYPE_CHECKING:
from game.game import Game
from game.sim import GameUpdateEvents
class IadsNetworkException(Exception):
@ -133,19 +134,21 @@ class IadsNetwork:
skynet_nodes.append(skynet_node)
return skynet_nodes
def update_tgo(self, tgo: TheaterGroundObject) -> None:
def update_tgo(self, tgo: TheaterGroundObject, events: GameUpdateEvents) -> None:
"""Update the IADS Network for the given TGO"""
# Remove existing nodes for the given tgo
for cn in self.nodes:
if cn.group.ground_object == tgo:
self.nodes.remove(cn)
for cID in cn.connections:
events.delete_iads_connection(cID)
# Create a new node for the tgo
node = self.node_for_tgo(tgo)
if node is None:
# Not participating
return
# TODO Add the connections or calculate them..
events.update_iads_node(node)
def node_for_group(self, group: IadsGroundGroup) -> IadsNetworkNode:
"""Get existing node from the iads network or create a new node"""

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@ -258,7 +258,7 @@ class QGroundObjectMenu(QDialog):
def update_game(self) -> None:
events = GameUpdateEvents()
events.update_tgo(self.ground_object)
self.game.theater.iads_network.update_tgo(self.ground_object)
self.game.theater.iads_network.update_tgo(self.ground_object, events)
if any(
package.target == self.ground_object
for package in self.game.ato_for(player=False).packages