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

@@ -7,6 +7,7 @@ from typing import TYPE_CHECKING
from .gamelooptimer import GameLoopTimer
from .gameupdatecallbacks import GameUpdateCallbacks
from .gameupdateevents import GameUpdateEvents
from .missionsimulation import MissionSimulation, SimulationAlreadyCompletedError
from .simspeedsetting import SimSpeedSetting
@@ -20,7 +21,9 @@ class GameLoop:
self.game = game
self.callbacks = callbacks
self.timer = GameLoopTimer(self.tick)
self.sim = MissionSimulation(self.game, self.callbacks)
self.sim = MissionSimulation(self.game)
self.events = GameUpdateEvents()
self.last_update_time = datetime.now()
self.started = False
self.completed = False
@@ -53,7 +56,7 @@ class GameLoop:
self.pause()
logging.info("Running sim to first contact")
while not self.completed:
self.tick()
self.tick(suppress_events=True)
def pause_and_generate_miz(self, output: Path) -> None:
self.pause()
@@ -68,13 +71,25 @@ class GameLoop:
self.sim.process_results(debriefing)
self.completed = True
def tick(self) -> None:
def send_update(self, rate_limit: bool) -> None:
now = datetime.now()
time_since_update = now - self.last_update_time
if not rate_limit or time_since_update >= timedelta(seconds=1 / 60):
self.callbacks.on_update(self.events)
self.events = GameUpdateEvents()
self.last_update_time = now
def tick(self, suppress_events: bool = False) -> None:
if not self.started:
raise RuntimeError("Attempted to tick game loop before initialization")
try:
self.completed = self.sim.tick()
self.sim.tick(self.events)
self.completed = self.events.simulation_complete
if not suppress_events:
self.send_update(rate_limit=True)
if self.completed:
self.pause()
self.send_update(rate_limit=False)
logging.info(f"Simulation completed at {self.sim.time}")
self.callbacks.on_simulation_complete()
except SimulationAlreadyCompletedError: