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https://github.com/dcs-retribution/dcs-retribution.git
synced 2025-11-10 15:41:24 +00:00
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
475 lines
18 KiB
Python
475 lines
18 KiB
Python
from __future__ import annotations
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import logging
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from typing import List, Optional, Tuple
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from PySide2.QtCore import Property, QObject, Signal
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from dcs import Point
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from game import Game
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from game.ato.airtaaskingorder import AirTaskingOrder
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from game.profiling import logged_duration
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from game.sim.combat import FrozenCombat
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from game.sim.combat.aircombat import AirCombat
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from game.sim.combat.atip import AtIp
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from game.sim.combat.defendingsam import DefendingSam
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from game.sim.gameupdateevents import GameUpdateEvents
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from game.theater import (
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ConflictTheater,
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)
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from qt_ui.models import GameModel
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from qt_ui.simcontroller import SimController
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from qt_ui.windows.GameUpdateSignal import GameUpdateSignal
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from .aircombatjs import AirCombatJs
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from .controlpointjs import ControlPointJs
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from .flightjs import FlightJs
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from .frontlinejs import FrontLineJs
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from .groundobjectjs import GroundObjectJs
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from .holdzonesjs import HoldZonesJs
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from .ipcombatjs import IpCombatJs
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from .ipzonesjs import IpZonesJs
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from .joinzonesjs import JoinZonesJs
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from .leaflet import LeafletLatLon
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from .mapzonesjs import MapZonesJs
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from .navmeshjs import NavMeshJs
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from .samcombatjs import SamCombatJs
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from .supplyroutejs import SupplyRouteJs
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from .threatzonecontainerjs import ThreatZoneContainerJs
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from .threatzonesjs import ThreatZonesJs
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from .unculledzonejs import UnculledZone
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# **EVERY PROPERTY NEEDS A NOTIFY SIGNAL**
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#
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# https://bugreports.qt.io/browse/PYSIDE-1426
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#
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# PySide2 5.15.2 released 6 days before the fix for this was merged, but presumably we
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# can clean up after 5.15.3 (or a future version) is released.
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#
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# Until then, all properties must use a notify signal. For some reason the error doesn't
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# show up when running from source, and member properties also are not sufficient.
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# Failing to do this will cause every sync of the property to emit an expensive log
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# message. This can prevent the UI from being responsive.
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#
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# A local signal (i.e. `@Property(t, notify=Signal())`) is not sufficient. The class
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# needs a named signal for every property, even if it is constant.
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class MapModel(QObject):
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cleared = Signal()
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mapCenterChanged = Signal(list)
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controlPointsChanged = Signal()
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groundObjectsChanged = Signal()
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supplyRoutesChanged = Signal()
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flightsChanged = Signal()
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frontLinesChanged = Signal()
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threatZonesChanged = Signal()
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navmeshesChanged = Signal()
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mapZonesChanged = Signal()
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unculledZonesChanged = Signal()
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ipZonesChanged = Signal()
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joinZonesChanged = Signal()
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holdZonesChanged = Signal()
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airCombatsChanged = Signal()
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samCombatsChanged = Signal()
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ipCombatsChanged = Signal()
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def __init__(self, game_model: GameModel, sim_controller: SimController) -> None:
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super().__init__()
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self.game_model = game_model
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self._map_center = [0, 0]
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self._control_points = []
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self._ground_objects = []
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self._supply_routes = []
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self._flights: dict[tuple[bool, int, int], FlightJs] = {}
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self._front_lines = []
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self._threat_zones = ThreatZoneContainerJs(
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ThreatZonesJs.empty(), ThreatZonesJs.empty()
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)
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self._navmeshes = NavMeshJs([], [])
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self._map_zones = MapZonesJs([], [], [])
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self._unculled_zones = []
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self._ip_zones = IpZonesJs.empty()
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self._join_zones = JoinZonesJs.empty()
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self._hold_zones = HoldZonesJs.empty()
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self._selected_flight_index: Optional[Tuple[int, int]] = None
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self._air_combats = []
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self._sam_combats = []
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self._ip_combats = []
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GameUpdateSignal.get_instance().game_loaded.connect(self.on_game_load)
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GameUpdateSignal.get_instance().flight_paths_changed.connect(self.reset_atos)
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GameUpdateSignal.get_instance().package_selection_changed.connect(
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self.set_package_selection
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)
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GameUpdateSignal.get_instance().flight_selection_changed.connect(
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self.set_flight_selection
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)
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sim_controller.sim_update.connect(self.on_sim_update)
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self.reset()
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def clear(self) -> None:
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self._control_points = []
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self._supply_routes = []
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self._ground_objects = []
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self._flights = {}
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self._front_lines = []
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self._threat_zones = ThreatZoneContainerJs(
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ThreatZonesJs.empty(), ThreatZonesJs.empty()
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)
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self._navmeshes = NavMeshJs([], [])
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self._map_zones = MapZonesJs([], [], [])
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self._unculled_zones = []
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self._ip_zones = IpZonesJs.empty()
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self._air_combats = []
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self._sam_combats = []
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self._ip_combats = []
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self.cleared.emit()
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def on_sim_update(self, events: GameUpdateEvents) -> None:
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# TODO: Only update flights with changes.
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# We have the signal of which flights have updates, but no fast lookup for
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# Flight -> FlightJs since Flight isn't hashable. Faster to update every flight
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# than do do the O(n^2) filtered update.
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for flight in self._flights.values():
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flight.positionChanged.emit()
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for combat in events.new_combats:
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self.on_add_combat(combat)
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for combat in events.updated_combats:
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self.on_combat_changed(combat)
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def set_package_selection(self, index: int) -> None:
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self.deselect_current_flight()
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# Optional[int] isn't a valid type for a Qt signal. None will be converted to
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# zero automatically. We use -1 to indicate no selection.
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if index == -1:
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self._selected_flight_index = None
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else:
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self._selected_flight_index = index, 0
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self.select_current_flight()
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def set_flight_selection(self, index: int) -> None:
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self.deselect_current_flight()
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if self._selected_flight_index is None:
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if index != -1:
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# We don't know what order update_package_selection and
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# update_flight_selection will be called in when the last
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# package is removed. If no flight is selected, it's not a
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# problem to also have no package selected.
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logging.error("Flight was selected with no package selected")
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return
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# Optional[int] isn't a valid type for a Qt signal. None will be converted to
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# zero automatically. We use -1 to indicate no selection.
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if index == -1:
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self._selected_flight_index = self._selected_flight_index[0], None
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self._selected_flight_index = self._selected_flight_index[0], index
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self.select_current_flight()
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@property
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def _selected_flight(self) -> Optional[FlightJs]:
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if self._selected_flight_index is None:
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return None
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package_index, flight_index = self._selected_flight_index
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blue = True
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return self._flights.get((blue, package_index, flight_index))
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def deselect_current_flight(self) -> None:
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flight = self._selected_flight
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if flight is None:
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return None
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flight.set_selected(False)
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def select_current_flight(self):
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flight = self._selected_flight
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if flight is None:
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return None
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flight.set_selected(True)
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@staticmethod
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def leaflet_coord_for(point: Point, theater: ConflictTheater) -> LeafletLatLon:
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ll = theater.point_to_ll(point)
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return [ll.latitude, ll.longitude]
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def reset(self) -> None:
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if self.game_model.game is None:
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self.clear()
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return
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with logged_duration("Map reset"):
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self.reset_control_points()
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self.reset_ground_objects()
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self.reset_routes()
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self.reset_atos()
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self.reset_front_lines()
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self.reset_threat_zones()
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self.reset_navmeshes()
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self.reset_map_zones()
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self.reset_unculled_zones()
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self.reset_combats()
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def on_game_load(self, game: Optional[Game]) -> None:
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if game is not None:
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self.reset_map_center(game.theater)
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def reset_map_center(self, theater: ConflictTheater) -> None:
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ll = theater.point_to_ll(theater.terrain.map_view_default.position)
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self._map_center = [ll.latitude, ll.longitude]
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self.mapCenterChanged.emit(self._map_center)
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@Property(list, notify=mapCenterChanged)
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def mapCenter(self) -> LeafletLatLon:
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return self._map_center
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def _flights_in_ato(
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self, ato: AirTaskingOrder, blue: bool
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) -> dict[tuple[bool, int, int], FlightJs]:
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flights = {}
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for p_idx, package in enumerate(ato.packages):
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for f_idx, flight in enumerate(package.flights):
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flights[blue, p_idx, f_idx] = FlightJs(
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flight,
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selected=blue and (p_idx, f_idx) == self._selected_flight_index,
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theater=self.game.theater,
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ato_model=self.game_model.ato_model_for(blue),
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)
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return flights
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def reset_atos(self) -> None:
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self._flights = self._flights_in_ato(
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self.game.blue.ato, blue=True
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) | self._flights_in_ato(self.game.red.ato, blue=False)
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self.flightsChanged.emit()
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selected_flight = None
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if self._selected_flight is not None:
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selected_flight = self._selected_flight.flight
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if selected_flight is None:
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self._ip_zones = IpZonesJs.empty()
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self._join_zones = JoinZonesJs.empty()
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self._hold_zones = HoldZonesJs.empty()
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else:
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self._ip_zones = IpZonesJs.for_flight(selected_flight, self.game)
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self._join_zones = JoinZonesJs.for_flight(selected_flight, self.game)
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self._hold_zones = HoldZonesJs.for_flight(selected_flight, self.game)
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self.ipZonesChanged.emit()
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self.joinZonesChanged.emit()
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self.holdZonesChanged.emit()
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@Property(list, notify=flightsChanged)
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def flights(self) -> list[FlightJs]:
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return list(self._flights.values())
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def reset_control_points(self) -> None:
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self._control_points = [
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ControlPointJs(c, self.game_model, self.game.theater)
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for c in self.game.theater.controlpoints
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]
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self.controlPointsChanged.emit()
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@Property(list, notify=controlPointsChanged)
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def controlPoints(self) -> List[ControlPointJs]:
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return self._control_points
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def reset_ground_objects(self) -> None:
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seen = set()
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self._ground_objects = []
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for cp in self.game.theater.controlpoints:
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for tgo in cp.ground_objects:
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if tgo.name in seen:
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continue
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seen.add(tgo.name)
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if tgo.is_control_point:
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# TGOs that are the CP (CV groups) are an implementation quirk that
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# we don't need to expose to the UI.
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continue
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self._ground_objects.append(GroundObjectJs(tgo, self.game))
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self.groundObjectsChanged.emit()
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@Property(list, notify=groundObjectsChanged)
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def groundObjects(self) -> List[GroundObjectJs]:
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return self._ground_objects
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def reset_routes(self) -> None:
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seen = set()
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self._supply_routes = []
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for control_point in self.game.theater.controlpoints:
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seen.add(control_point)
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for destination, convoy_route in control_point.convoy_routes.items():
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if destination in seen:
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continue
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self._supply_routes.append(
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SupplyRouteJs(
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control_point,
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destination,
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[
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self.leaflet_coord_for(p, self.game.theater)
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for p in convoy_route
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],
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sea_route=False,
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game=self.game,
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)
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)
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for destination, shipping_lane in control_point.shipping_lanes.items():
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if destination in seen:
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continue
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if control_point.is_friendly(destination.captured):
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self._supply_routes.append(
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SupplyRouteJs(
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control_point,
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destination,
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[
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self.leaflet_coord_for(p, self.game.theater)
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for p in shipping_lane
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],
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sea_route=True,
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game=self.game,
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)
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)
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self.supplyRoutesChanged.emit()
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@Property(list, notify=supplyRoutesChanged)
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def supplyRoutes(self) -> List[SupplyRouteJs]:
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return self._supply_routes
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def reset_front_lines(self) -> None:
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self._front_lines = [
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FrontLineJs(f, self.game.theater) for f in self.game.theater.conflicts()
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]
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self.frontLinesChanged.emit()
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@Property(list, notify=frontLinesChanged)
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def frontLines(self) -> List[FrontLineJs]:
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return self._front_lines
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def reset_threat_zones(self) -> None:
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self._threat_zones = ThreatZoneContainerJs(
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ThreatZonesJs.from_zones(
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self.game.threat_zone_for(player=True), self.game.theater
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),
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ThreatZonesJs.from_zones(
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self.game.threat_zone_for(player=False), self.game.theater
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),
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)
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self.threatZonesChanged.emit()
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@Property(ThreatZoneContainerJs, notify=threatZonesChanged)
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def threatZones(self) -> ThreatZoneContainerJs:
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return self._threat_zones
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def reset_navmeshes(self) -> None:
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self._navmeshes = NavMeshJs.from_game(self.game)
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self.navmeshesChanged.emit()
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@Property(NavMeshJs, notify=navmeshesChanged)
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def navmeshes(self) -> NavMeshJs:
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return self._navmeshes
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def reset_map_zones(self) -> None:
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self._map_zones = MapZonesJs.from_game(self.game)
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self.mapZonesChanged.emit()
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@Property(MapZonesJs, notify=mapZonesChanged)
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def mapZones(self) -> NavMeshJs:
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return self._map_zones
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def reset_unculled_zones(self) -> None:
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self._unculled_zones = list(UnculledZone.each_from_game(self.game))
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self.unculledZonesChanged.emit()
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@Property(list, notify=unculledZonesChanged)
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def unculledZones(self) -> list[UnculledZone]:
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return self._unculled_zones
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@Property(IpZonesJs, notify=ipZonesChanged)
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def ipZones(self) -> IpZonesJs:
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return self._ip_zones
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@Property(JoinZonesJs, notify=joinZonesChanged)
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def joinZones(self) -> JoinZonesJs:
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return self._join_zones
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@Property(HoldZonesJs, notify=holdZonesChanged)
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def holdZones(self) -> HoldZonesJs:
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return self._hold_zones
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def reset_combats(self) -> None:
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self._air_combats = []
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self._sam_combats = []
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self._ip_combats = []
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self.airCombatsChanged.emit()
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self.samCombatsChanged.emit()
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self.ipCombatsChanged.emit()
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def on_add_combat(self, combat: FrozenCombat) -> None:
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if isinstance(combat, AirCombat):
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self.add_air_combat(combat)
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elif isinstance(combat, DefendingSam):
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self.add_sam_combat(combat)
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elif isinstance(combat, AtIp):
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self.add_ip_combat(combat)
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else:
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logging.error(f"Unhandled FrozenCombat type: {combat.__class__}")
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def add_air_combat(self, combat: AirCombat) -> None:
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self._air_combats.append(AirCombatJs(combat, self.game.theater))
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self.airCombatsChanged.emit()
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def add_sam_combat(self, combat: DefendingSam) -> None:
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self._sam_combats.append(SamCombatJs(combat, self.game_model))
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self.samCombatsChanged.emit()
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def add_ip_combat(self, combat: AtIp) -> None:
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self._ip_combats.append(IpCombatJs(combat, self.game_model))
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self.ipCombatsChanged.emit()
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def on_combat_changed(self, combat: FrozenCombat) -> None:
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if isinstance(combat, AirCombat):
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self.refresh_air_combat(combat)
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elif isinstance(combat, DefendingSam):
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self.refresh_sam_combat(combat)
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elif isinstance(combat, AtIp):
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self.refresh_ip_combat(combat)
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else:
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logging.error(f"Unhandled FrozenCombat type: {combat.__class__}")
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def refresh_air_combat(self, combat: AirCombat) -> None:
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for js in self._air_combats:
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if js.combat == combat:
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js.refresh()
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return
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logging.error(f"Could not find existing combat model to update for {combat}")
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def refresh_sam_combat(self, combat: DefendingSam) -> None:
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for js in self._sam_combats:
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if js.combat == combat:
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js.refresh()
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return
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logging.error(f"Could not find existing combat model to update for {combat}")
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def refresh_ip_combat(self, combat: AtIp) -> None:
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for js in self._ip_combats:
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if js.combat == combat:
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js.refresh()
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return
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logging.error(f"Could not find existing combat model to update for {combat}")
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@Property(list, notify=airCombatsChanged)
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def airCombats(self) -> list[AirCombatJs]:
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return self._air_combats
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@Property(list, notify=samCombatsChanged)
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def samCombats(self) -> list[SamCombatJs]:
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return self._sam_combats
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@Property(list, notify=ipCombatsChanged)
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def ipCombats(self) -> list[IpCombatJs]:
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return self._ip_combats
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@property
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def game(self) -> Game:
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if self.game_model.game is None:
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|
raise RuntimeError("No game loaded")
|
|
return self.game_model.game
|