mirror of
https://github.com/dcs-retribution/dcs-retribution.git
synced 2025-11-10 15:41:24 +00:00
The React UI running in a browser can't connect to the backend without punching a hole for CORS, which isn't done by default. We don't need the API key to protect from browsers, and anything else running on the user's machine that can access the backend (that's hosted on only localhost) already has enough control to do damage without using Liberation as an attack vector. https://github.com/dcs-liberation/dcs_liberation
133 lines
4.5 KiB
Python
133 lines
4.5 KiB
Python
from __future__ import annotations
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from typing import List, Optional
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from PySide2.QtCore import Property, QObject, Signal
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from dcs.mapping import LatLng
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from game import Game
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from game.profiling import logged_duration
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from game.server.leaflet import LeafletLatLon
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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.windows.GameUpdateSignal import GameUpdateSignal
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from .controlpointjs import ControlPointJs
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from .supplyroutejs import SupplyRouteJs
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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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apiKeyChanged = Signal(str)
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mapCenterChanged = Signal(list)
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controlPointsChanged = Signal()
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supplyRoutesChanged = Signal()
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mapReset = Signal()
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def __init__(self, game_model: GameModel) -> None:
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super().__init__()
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self.game_model = game_model
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self._map_center = LatLng(0, 0)
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self._control_points = []
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self._supply_routes = []
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GameUpdateSignal.get_instance().game_loaded.connect(self.on_game_load)
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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.cleared.emit()
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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_routes()
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self.mapReset.emit()
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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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self._map_center = theater.terrain.map_view_default.position.latlng()
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self.mapCenterChanged.emit(self._map_center.as_list())
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@Property(list, notify=mapCenterChanged)
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def mapCenter(self) -> LeafletLatLon:
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return self._map_center.as_list()
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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_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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[p.latlng().as_list() for p in convoy_route],
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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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[p.latlng().as_list() for p in shipping_lane],
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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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@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")
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return self.game_model.game
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