Dan Albert 350f08be2f Add FastAPI interface between the game and map.
A possible explanation for the infrequent CTDs we've been seeing since
adding fast forward is that QWebChannel doesn't keep a reference to the
python objects that it passes to js, so if the object is GC'd before the
front end is done with it, it crashes.

We don't really like QWebChannel anyway, so this begins replacing that
with FastAPI.
2022-02-15 18:14:34 -08:00

175 lines
5.9 KiB
Python

from __future__ import annotations
import uuid
from datetime import datetime, timedelta
from typing import Any, List, Optional, TYPE_CHECKING
from dcs.planes import C_101CC, C_101EB, Su_33
from gen.flights.loadouts import Loadout
from .flightroster import FlightRoster
from .flightstate import FlightState, Uninitialized
from ..savecompat import has_save_compat_for
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
from .flighttype import FlightType
from .flightwaypoint import FlightWaypoint
from .package import Package
from .starttype import StartType
class Flight:
def __init__(
self,
package: Package,
country: str,
squadron: Squadron,
count: int,
flight_type: FlightType,
start_type: StartType,
divert: Optional[ControlPoint],
custom_name: Optional[str] = None,
cargo: Optional[TransferOrder] = None,
roster: Optional[FlightRoster] = None,
) -> None:
self.id = uuid.uuid4()
self.package = package
self.country = country
self.squadron = squadron
self.squadron.claim_inventory(count)
if roster is None:
self.roster = FlightRoster(self.squadron, initial_size=count)
else:
self.roster = roster
self.divert = divert
self.flight_type = flight_type
# TODO: Replace with FlightPlan.
self.targets: List[MissionTarget] = []
self.loadout = Loadout.default_for(self)
self.start_type = start_type
self.use_custom_loadout = False
self.custom_name = custom_name
# Only used by transport missions.
self.cargo = cargo
# Flight properties that can be set in the mission editor. This is used for
# things like HMD selection, ripple quantity, etc. Any values set here will take
# the place of the defaults defined by DCS.
#
# This is a part of the Flight rather than the Loadout because DCS does not
# associate these choices with the loadout, and we don't want to reset these
# options when players switch loadouts.
self.props: dict[str, Any] = {}
# Used for simulating the travel to first contact.
self.state: FlightState = Uninitialized(self, squadron.settings)
# Will be replaced with a more appropriate FlightPlan by
# FlightPlanBuilder, but an empty flight plan the flight begins with an
# empty flight plan.
from gen.flights.flightplan import FlightPlan, CustomFlightPlan
self.flight_plan: FlightPlan = CustomFlightPlan(
package=package, flight=self, custom_waypoints=[]
)
def __getstate__(self) -> dict[str, Any]:
state = self.__dict__.copy()
# Avoid persisting the flight state since that's not (currently) used outside
# mission generation. This is a bit of a hack for the moment and in the future
# we will need to persist the flight state, but for now keep it out of save
# compat (it also contains a generator that cannot be pickled).
del state["state"]
return state
@has_save_compat_for(6)
def __setstate__(self, state: dict[str, Any]) -> None:
state["state"] = Uninitialized(self, state["squadron"].settings)
if "props" not in state:
state["props"] = {}
if "id" not in state:
state["id"] = uuid.uuid4()
self.__dict__.update(state)
@property
def departure(self) -> ControlPoint:
return self.squadron.location
@property
def arrival(self) -> ControlPoint:
return self.squadron.arrival
@property
def count(self) -> int:
return self.roster.max_size
@property
def client_count(self) -> int:
return self.roster.player_count
@property
def unit_type(self) -> AircraftType:
return self.squadron.aircraft
@property
def from_cp(self) -> ControlPoint:
return self.departure
@property
def points(self) -> List[FlightWaypoint]:
return self.flight_plan.waypoints[1:]
def resize(self, new_size: int) -> None:
self.squadron.claim_inventory(new_size - self.count)
self.roster.resize(new_size)
def set_pilot(self, index: int, pilot: Optional[Pilot]) -> None:
self.roster.set_pilot(index, pilot)
@property
def missing_pilots(self) -> int:
return self.roster.missing_pilots
def return_pilots_and_aircraft(self) -> None:
self.roster.clear()
self.squadron.claim_inventory(-self.count)
def max_takeoff_fuel(self) -> Optional[float]:
# Special case so Su 33 and C101 can take off
unit_type = self.unit_type.dcs_unit_type
if unit_type == Su_33:
if self.flight_type.is_air_to_air:
return Su_33.fuel_max / 2.2
else:
return Su_33.fuel_max * 0.8
elif unit_type in {C_101EB, C_101CC}:
return unit_type.fuel_max * 0.5
return None
def __repr__(self) -> str:
if self.custom_name:
return f"{self.custom_name} {self.count} x {self.unit_type}"
return f"[{self.flight_type}] {self.count} x {self.unit_type}"
def __str__(self) -> str:
if self.custom_name:
return f"{self.custom_name} {self.count} x {self.unit_type}"
return f"[{self.flight_type}] {self.count} x {self.unit_type}"
def set_state(self, state: FlightState) -> None:
self.state = state
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()