dcs-retribution/game/persistency.py
2025-04-21 21:24:32 +02:00

306 lines
9.8 KiB
Python

from __future__ import annotations
import logging
import pickle
import shutil
from pathlib import Path
from typing import Optional, TYPE_CHECKING, Any
import dcs.terrain.falklands.airports
import pydcs_extensions
from game.profiling import logged_duration
from pydcs_extensions import (
ELM2084_MMR_AD_RT,
Iron_Dome_David_Sling_CP,
RBS_70,
RBS_90,
CH_BVS10,
Artillerisystem08_M982,
)
if TYPE_CHECKING:
from game import Game
_dcs_saved_game_folder: Optional[str] = None
_prefer_liberation_payloads: bool = False
_server_port: int = 16880
# fmt: off
class DummyObject:
def __setstate__(self, state: dict[str, Any]) -> None:
self.__dict__.update(state)
class MigrationUnpickler(pickle.Unpickler):
"""Custom unpickler to migrate campaign save-files for when components have been moved"""
def find_class(self, module: Any, name: str) -> Any:
if name == "NightMissions":
from game.settings import NightMissions
return NightMissions
if name == "Conditions":
from game.weather.conditions import Conditions
return Conditions
if name == "AtmosphericConditions":
from game.weather.atmosphericconditions import AtmosphericConditions
return AtmosphericConditions
if name == "WindConditions":
from game.weather.wind import WindConditions
return WindConditions
if name == "Clouds":
from game.weather.clouds import Clouds
return Clouds
if name == "Fog":
from game.weather.fog import Fog
return Fog
if name == "ClearSkies":
from game.weather.weather import ClearSkies
return ClearSkies
if name == "Cloudy":
from game.weather.weather import Cloudy
return Cloudy
if name == "Raining":
from game.weather.weather import Raining
return Raining
if name == "Thunderstorm":
from game.weather.weather import Thunderstorm
return Thunderstorm
if name == "Hipico":
return dcs.terrain.falklands.airports.Hipico_Flying_Club
if name in ["SaveManager", "SaveGameBundle"]:
return DummyObject
if name in ["CaletaTortel", "Caleta_Tortel_Airport"]:
return dcs.terrain.Airport # use base-class if airport was removed
if name == "Superbug_AITanker":
return pydcs_extensions.fa18efg.FA_18ET
if module == "pydcs_extensions.f4b.f4b":
return pydcs_extensions.f4
if module == "pydcs_extensions.irondome.irondome":
if name in ["I9K57_URAGAN", "I9K51_GRAD", "I9K58_SMERCH"]:
return None
elif name == "ELM2048_MMR":
return ELM2084_MMR_AD_RT
elif name == "IRON_DOME_CP":
return Iron_Dome_David_Sling_CP
if module == "pydcs_extensions.swedishmilitaryassetspack.swedishmilitaryassetspack":
if name == "BV410_RBS90":
return RBS_90
elif name == "BV410":
return CH_BVS10
elif name == "Artillerisystem08":
return Artillerisystem08_M982
elif name == "BV410_RBS70":
return RBS_70
if module == "dcs.terrain.kola.airports":
if name == "Lakselv":
from dcs.terrain.kola.airports import Banak
return Banak
elif name == "Severomorsk1":
from dcs.terrain.kola.airports import Severomorsk_1
return Severomorsk_1
elif name == "Severomorsk3":
from dcs.terrain.kola.airports import Severomorsk_3
return Severomorsk_3
elif name == "Olenegorsk":
from dcs.terrain.kola.airports import Olenya
return Olenya
elif name == "Bas_100":
from dcs.terrain.kola.airports import Vuojarvi
return Vuojarvi
elif name == "Alakourtti":
from dcs.terrain.kola.airports import Alakurtti
return Alakurtti
if module == "dcs.terrain.syria.airports":
if name == "Amman":
from dcs.terrain.syria.airports import Marka
return Marka
elif name in [
"Helipad_88",
"Helipad_183",
"Helipad_217",
"Helipad_218"
]:
return dcs.terrain.Airport # use base-class if airport was removed
if module == "dcs.terrain.falklands.airports":
if name == "Aerodromo_De_Tolhuin":
from dcs.terrain.falklands.airports import Tolhuin
return Tolhuin
elif name == "Porvenir_Airfield":
from dcs.terrain.falklands.airports import Porvenir
return Porvenir
elif name == "Aeropuerto_de_Gobernador_Gregores":
from dcs.terrain.falklands.airports import Gobernador_Gregores
return Gobernador_Gregores
elif name == "Aerodromo_O_Higgins":
from dcs.terrain.falklands.airports import O_Higgins
return O_Higgins
if module in ["dcs.vehicles", "dcs.ships"]:
try:
return super().find_class(module, name)
except AttributeError:
alternate = name.split('.')[:-1] + [name.split('.')[-1][0].lower() + name.split('.')[-1][1:]]
name = '.'.join(alternate)
try:
return super().find_class(module, name)
except AttributeError:
if "dcs.terrain" in module and "airports" not in module:
module = f"{module}.airports"
else:
raise
return super().find_class(module, name)
# fmt: on
def _create_dir_if_needed(path: Path) -> Path:
if not path.exists():
path.mkdir(755, parents=True)
return path
def setup(user_folder: str, prefer_liberation_payloads: bool, port: int) -> None:
global _dcs_saved_game_folder
global _prefer_liberation_payloads
global _server_port
_dcs_saved_game_folder = user_folder
_prefer_liberation_payloads = prefer_liberation_payloads
_server_port = port
_create_dir_if_needed(save_dir())
def base_path() -> Path:
global _dcs_saved_game_folder
assert _dcs_saved_game_folder
return _create_dir_if_needed(Path(_dcs_saved_game_folder))
def debug_dir() -> Path:
return _create_dir_if_needed(base_path() / "Retribution" / "Debug")
def factions_dir() -> Path:
return _create_dir_if_needed(base_path() / "Retribution" / "Factions")
def groups_dir() -> Path:
return _create_dir_if_needed(base_path() / "Retribution" / "Groups")
def layouts_dir() -> Path:
return _create_dir_if_needed(base_path() / "Retribution" / "Layouts")
def waypoint_debug_directory() -> Path:
return _create_dir_if_needed(debug_dir() / "Waypoints")
def settings_dir() -> Path:
return _create_dir_if_needed(base_path() / "Retribution" / "Settings")
def forced_options_path() -> Path:
return _create_dir_if_needed(base_path() / "Retribution") / "forced_options.lua"
def airwing_dir() -> Path:
return _create_dir_if_needed(base_path() / "Retribution" / "AirWing")
def kneeboards_dir() -> Path:
return _create_dir_if_needed(base_path() / "Retribution" / "Kneeboards")
def payloads_dir(backup: bool = False) -> Path:
payloads = base_path() / "MissionEditor" / "UnitPayloads"
if backup:
return _create_dir_if_needed(payloads / "_retribution_backups")
return _create_dir_if_needed(payloads)
def prefer_liberation_payloads() -> bool:
global _prefer_liberation_payloads
return _prefer_liberation_payloads
def user_custom_weapon_injections_dir() -> Path:
return _create_dir_if_needed(base_path() / "Retribution" / "WeaponInjections")
def save_dir() -> Path:
return _create_dir_if_needed(base_path() / "Retribution" / "Saves")
def pre_pretense_backups_dir() -> Path:
return _create_dir_if_needed(save_dir() / "PrePretenseBackups")
def server_port() -> int:
global _server_port
return _server_port
def _temporary_save_file() -> str:
return str(save_dir() / "tmpsave.retribution")
def _autosave_path() -> str:
return str(save_dir() / "autosave.retribution")
def mission_path_for(name: str) -> Path:
return base_path() / "Missions" / name
def load_game(path: str) -> Optional[Game]:
with open(path, "rb") as f:
try:
save = MigrationUnpickler(f).load()
save.savepath = path
return save
except Exception:
logging.exception("Invalid Save game")
return None
def save_game(game: Game) -> bool:
with logged_duration("Saving game"):
try:
with open(_temporary_save_file(), "wb") as f:
data = _unload_static_data(game)
pickle.dump(game, f)
_restore_static_data(game, data)
shutil.copy(_temporary_save_file(), game.savepath)
return True
except Exception:
logging.exception("Could not save game")
return False
def _restore_static_data(game: Game, data: dict[str, Any]) -> None:
game.theater.landmap = data["landmap"]
def _unload_static_data(game: Game) -> dict[str, Any]:
landmap = game.theater.landmap
game.theater.landmap = None
return {
"landmap": landmap,
}
def autosave(game: Game) -> bool:
"""
Autosave to the autosave location
:param game: Game to save
:return: True if saved successfully
"""
try:
with open(_autosave_path(), "wb") as f:
data = _unload_static_data(game)
pickle.dump(game, f)
_restore_static_data(game, data)
return True
except Exception:
logging.exception("Could not save game")
return False