Rework sim status update to not need a thread.

Rather than polling at 60Hz (which may be faster than the tick rate,
wasting cycles; and also makes synchronization annoying), collect events
during the tick and emit them after (rate limited, pooling events until
it is time for another event to send).

This can be improved by paying attention to the aircraft update list,
which would allow us to avoid updating aircraft that don't have a status
change. To do that we need to be able to quickly lookup a FlightJs
matching a Flight through, and Flight isn't hashable.

We should also be removing dead events and de-duplicating. Currently
each flight has an update for every tick, but only the latest one
matters. Combat update events also don't matter if the same combat is
new in the update.

https://github.com/dcs-liberation/dcs_liberation/issues/1680
This commit is contained in:
Dan Albert
2021-12-23 17:46:24 -08:00
parent 43d5dc0528
commit 656a98675e
23 changed files with 146 additions and 114 deletions

View File

@@ -11,6 +11,7 @@ from .flightstate import FlightState, Uninitialized
if TYPE_CHECKING:
from game.dcs.aircrafttype import AircraftType
from game.sim.gameupdateevents import GameUpdateEvents
from game.squadrons import Squadron, Pilot
from game.theater import ControlPoint, MissionTarget
from game.transfers import TransferOrder
@@ -147,8 +148,10 @@ class Flight:
def set_state(self, state: FlightState) -> None:
self.state = state
def on_game_tick(self, time: datetime, duration: timedelta) -> None:
self.state.on_game_tick(time, duration)
def on_game_tick(
self, events: GameUpdateEvents, time: datetime, duration: timedelta
) -> None:
self.state.on_game_tick(events, time, duration)
def should_halt_sim(self) -> bool:
return self.state.should_halt_sim()

View File

@@ -1,11 +1,19 @@
from __future__ import annotations
from datetime import datetime, timedelta
from typing import TYPE_CHECKING
from .flightstate import FlightState
from ..starttype import StartType
if TYPE_CHECKING:
from game.sim.gameupdateevents import GameUpdateEvents
class Completed(FlightState):
def on_game_tick(self, time: datetime, duration: timedelta) -> None:
def on_game_tick(
self, events: GameUpdateEvents, time: datetime, duration: timedelta
) -> None:
return
@property

View File

@@ -9,6 +9,7 @@ from game.ato.starttype import StartType
if TYPE_CHECKING:
from game.ato.flight import Flight
from game.settings import Settings
from game.sim.gameupdateevents import GameUpdateEvents
from game.threatzones import ThreatPoly
@@ -18,7 +19,9 @@ class FlightState(ABC):
self.settings = settings
@abstractmethod
def on_game_tick(self, time: datetime, duration: timedelta) -> None:
def on_game_tick(
self, events: GameUpdateEvents, time: datetime, duration: timedelta
) -> None:
...
@property

View File

@@ -11,6 +11,7 @@ from ..starttype import StartType
if TYPE_CHECKING:
from game.sim.combat import FrozenCombat
from game.sim.gameupdateevents import GameUpdateEvents
class InCombat(InFlight):
@@ -32,7 +33,9 @@ class InCombat(InFlight):
def estimate_speed(self) -> Speed:
return self.previous_state.estimate_speed()
def on_game_tick(self, time: datetime, duration: timedelta) -> None:
def on_game_tick(
self, events: GameUpdateEvents, time: datetime, duration: timedelta
) -> None:
raise RuntimeError("Cannot simulate combat")
@property

View File

@@ -17,6 +17,7 @@ from gen.flights.flightplan import LoiterFlightPlan
if TYPE_CHECKING:
from game.ato.flight import Flight
from game.settings import Settings
from game.sim.gameupdateevents import GameUpdateEvents
class InFlight(FlightState, ABC):
@@ -88,7 +89,9 @@ class InFlight(FlightState, ABC):
def advance_to_next_waypoint(self) -> None:
self.flight.set_state(self.next_waypoint_state())
def on_game_tick(self, time: datetime, duration: timedelta) -> None:
def on_game_tick(
self, events: GameUpdateEvents, time: datetime, duration: timedelta
) -> None:
self.elapsed_time += duration
if self.elapsed_time > self.total_time_to_next_waypoint:
self.advance_to_next_waypoint()

View File

@@ -1,5 +1,6 @@
from __future__ import annotations
from datetime import datetime, timedelta
from typing import TYPE_CHECKING
from dcs import Point
@@ -9,7 +10,7 @@ from game.ato.starttype import StartType
from game.utils import Distance, LBS_TO_KG, Speed, meters
if TYPE_CHECKING:
pass
from game.sim.gameupdateevents import GameUpdateEvents
def lerp(v0: float, v1: float, t: float) -> float:
@@ -17,6 +18,12 @@ def lerp(v0: float, v1: float, t: float) -> float:
class Navigating(InFlight):
def on_game_tick(
self, events: GameUpdateEvents, time: datetime, duration: timedelta
) -> None:
super().on_game_tick(events, time, duration)
events.update_flight(self.flight)
def progress(self) -> float:
return (
self.elapsed_time.total_seconds()

View File

@@ -11,6 +11,7 @@ from ..starttype import StartType
if TYPE_CHECKING:
from game.ato.flight import Flight
from game.settings import Settings
from game.sim.gameupdateevents import GameUpdateEvents
class StartUp(FlightState):
@@ -18,7 +19,9 @@ class StartUp(FlightState):
super().__init__(flight, settings)
self.completion_time = now + flight.flight_plan.estimate_startup()
def on_game_tick(self, time: datetime, duration: timedelta) -> None:
def on_game_tick(
self, events: GameUpdateEvents, time: datetime, duration: timedelta
) -> None:
if time < self.completion_time:
return
self.flight.set_state(Taxi(self.flight, self.settings, time))

View File

@@ -12,6 +12,7 @@ from ...utils import LBS_TO_KG
if TYPE_CHECKING:
from game.ato.flight import Flight
from game.settings import Settings
from game.sim.gameupdateevents import GameUpdateEvents
class Takeoff(FlightState):
@@ -20,7 +21,9 @@ class Takeoff(FlightState):
# TODO: Not accounted for in FlightPlan, can cause discrepancy without loiter.
self.completion_time = now + timedelta(seconds=30)
def on_game_tick(self, time: datetime, duration: timedelta) -> None:
def on_game_tick(
self, events: GameUpdateEvents, time: datetime, duration: timedelta
) -> None:
if time < self.completion_time:
return
self.flight.set_state(Navigating(self.flight, self.settings, waypoint_index=0))

View File

@@ -11,6 +11,7 @@ from ..starttype import StartType
if TYPE_CHECKING:
from game.ato.flight import Flight
from game.settings import Settings
from game.sim.gameupdateevents import GameUpdateEvents
class Taxi(FlightState):
@@ -18,7 +19,9 @@ class Taxi(FlightState):
super().__init__(flight, settings)
self.completion_time = now + flight.flight_plan.estimate_ground_ops()
def on_game_tick(self, time: datetime, duration: timedelta) -> None:
def on_game_tick(
self, events: GameUpdateEvents, time: datetime, duration: timedelta
) -> None:
if time < self.completion_time:
return
self.flight.set_state(Takeoff(self.flight, self.settings, time))

View File

@@ -1,12 +1,20 @@
from __future__ import annotations
from datetime import datetime, timedelta
from typing import TYPE_CHECKING
from gen.flights.traveltime import TotEstimator
from .flightstate import FlightState
from ..starttype import StartType
if TYPE_CHECKING:
from game.sim.gameupdateevents import GameUpdateEvents
class Uninitialized(FlightState):
def on_game_tick(self, time: datetime, duration: timedelta) -> None:
def on_game_tick(
self, events: GameUpdateEvents, time: datetime, duration: timedelta
) -> None:
raise RuntimeError("Attempted to simulate flight that is not fully initialized")
@property

View File

@@ -13,6 +13,7 @@ from .taxi import Taxi
if TYPE_CHECKING:
from game.ato.flight import Flight
from game.settings import Settings
from game.sim.gameupdateevents import GameUpdateEvents
class WaitingForStart(FlightState):
@@ -29,7 +30,9 @@ class WaitingForStart(FlightState):
def start_type(self) -> StartType:
return self.flight.start_type
def on_game_tick(self, time: datetime, duration: timedelta) -> None:
def on_game_tick(
self, events: GameUpdateEvents, time: datetime, duration: timedelta
) -> None:
if time < self.start_time:
return