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

@@ -9,11 +9,11 @@ from game.debriefing import Debriefing
from game.missiongenerator import MissionGenerator
from game.unitmap import UnitMap
from .aircraftsimulation import AircraftSimulation
from .gameupdatecallbacks import GameUpdateCallbacks
from .missionresultsprocessor import MissionResultsProcessor
if TYPE_CHECKING:
from game import Game
from .gameupdateevents import GameUpdateEvents
TICK = timedelta(seconds=1)
@@ -25,10 +25,10 @@ class SimulationAlreadyCompletedError(RuntimeError):
class MissionSimulation:
def __init__(self, game: Game, callbacks: GameUpdateCallbacks) -> None:
def __init__(self, game: Game) -> None:
self.game = game
self.unit_map: Optional[UnitMap] = None
self.aircraft_simulation = AircraftSimulation(self.game, callbacks)
self.aircraft_simulation = AircraftSimulation(self.game)
self.completed = False
self.time = self.game.conditions.start_time
@@ -36,12 +36,13 @@ class MissionSimulation:
self.time = self.game.conditions.start_time
self.aircraft_simulation.begin_simulation()
def tick(self) -> bool:
def tick(self, events: GameUpdateEvents) -> GameUpdateEvents:
self.time += TICK
if self.completed:
raise RuntimeError("Simulation already completed")
self.completed = self.aircraft_simulation.on_game_tick(self.time, TICK)
return self.completed
self.aircraft_simulation.on_game_tick(events, self.time, TICK)
self.completed = events.simulation_complete
return events
def generate_miz(self, output: Path) -> None:
self.unit_map = MissionGenerator(self.game, self.time).generate_miz(output)