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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
97 lines
3.4 KiB
Python
97 lines
3.4 KiB
Python
from __future__ import annotations
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import logging
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from datetime import datetime, timedelta
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from pathlib import Path
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from typing import TYPE_CHECKING
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from .gamelooptimer import GameLoopTimer
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from .gameupdatecallbacks import GameUpdateCallbacks
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from .gameupdateevents import GameUpdateEvents
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from .missionsimulation import MissionSimulation, SimulationAlreadyCompletedError
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from .simspeedsetting import SimSpeedSetting
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if TYPE_CHECKING:
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from game import Game
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from game.debriefing import Debriefing
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class GameLoop:
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def __init__(self, game: Game, callbacks: GameUpdateCallbacks) -> None:
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self.game = game
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self.callbacks = callbacks
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self.timer = GameLoopTimer(self.tick)
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self.sim = MissionSimulation(self.game)
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self.events = GameUpdateEvents()
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self.last_update_time = datetime.now()
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self.started = False
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self.completed = False
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@property
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def current_time_in_sim(self) -> datetime:
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return self.sim.time
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@property
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def elapsed_time(self) -> timedelta:
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return self.sim.time - self.game.conditions.start_time
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def start(self) -> None:
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if self.started:
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raise RuntimeError("Cannot start game loop because it has already started")
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self.started = True
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self.sim.begin_simulation()
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def pause(self) -> None:
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self.set_simulation_speed(SimSpeedSetting.PAUSED)
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def set_simulation_speed(self, simulation_speed: SimSpeedSetting) -> None:
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self.timer.stop()
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if simulation_speed != self.timer.simulation_speed:
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logging.info(f"Speed changed to {simulation_speed}")
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if not self.started:
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self.start()
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self.timer.set_speed(simulation_speed)
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def run_to_first_contact(self) -> None:
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self.pause()
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logging.info("Running sim to first contact")
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while not self.completed:
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self.tick(suppress_events=True)
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def pause_and_generate_miz(self, output: Path) -> None:
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self.pause()
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self.sim.generate_miz(output)
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def pause_and_debrief(self, state_path: Path, force_end: bool) -> Debriefing:
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self.pause()
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return self.sim.debrief_current_state(state_path, force_end)
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def complete_with_results(self, debriefing: Debriefing) -> None:
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self.pause()
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self.sim.process_results(debriefing)
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self.completed = True
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def send_update(self, rate_limit: bool) -> None:
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now = datetime.now()
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time_since_update = now - self.last_update_time
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if not rate_limit or time_since_update >= timedelta(seconds=1 / 60):
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self.callbacks.on_update(self.events)
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self.events = GameUpdateEvents()
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self.last_update_time = now
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def tick(self, suppress_events: bool = False) -> None:
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if not self.started:
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raise RuntimeError("Attempted to tick game loop before initialization")
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try:
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self.sim.tick(self.events)
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self.completed = self.events.simulation_complete
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if not suppress_events:
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self.send_update(rate_limit=True)
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if self.completed:
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self.pause()
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self.send_update(rate_limit=False)
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logging.info(f"Simulation completed at {self.sim.time}")
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self.callbacks.on_simulation_complete()
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except SimulationAlreadyCompletedError:
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logging.exception("Attempted to tick already completed sim")
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