Dan Albert 5adcfbd7bd Work around PySide2 bug in Property.
https://bugreports.qt.io/browse/PYSIDE-1426

For whatever reason this only shows up in packaged builds for us, and
also the recommended workaround of using a member property rather than a
decorated method does not work for us.

Until PySide2 5.15.3 (or later) is released, we need to use a named
signal for every property we expose.
2021-05-13 20:24:22 -07:00

551 lines
18 KiB
Python

import logging
from datetime import timedelta
from typing import List, Optional, Tuple
from PySide2.QtCore import Property, QObject, Signal, Slot
from dcs import Point
from dcs.unit import Unit
from dcs.vehicles import vehicle_map
from game import Game, db
from game.profiling import logged_duration
from game.theater import (
ConflictTheater,
ControlPoint,
TheaterGroundObject,
FrontLine,
)
from game.utils import meters, nautical_miles
from gen.ato import AirTaskingOrder
from gen.flights.flight import Flight, FlightWaypoint, FlightWaypointType
from gen.flights.flightplan import FlightPlan
from qt_ui.dialogs import Dialog
from qt_ui.models import GameModel
from qt_ui.windows.GameUpdateSignal import GameUpdateSignal
from qt_ui.windows.basemenu.QBaseMenu2 import QBaseMenu2
from qt_ui.windows.groundobject.QGroundObjectMenu import QGroundObjectMenu
LeafletLatLon = List[float]
# **EVERY PROPERTY NEEDS A NOTIFY SIGNAL**
#
# https://bugreports.qt.io/browse/PYSIDE-1426
#
# PySide2 5.15.2 released 6 days before the fix for this was merged, but presumably we
# can clean up after 5.15.3 (or a future version) is released.
#
# Until then, all properties must use a notify signal. For some reason the error doesn't
# show up when running from source, and member properties also are not sufficient.
# Failing to do this will cause every sync of the property to emit an expensive log
# message. This can prevent the UI from being responsive.
#
# A local signal (i.e. `@Property(t, notify=Signal())`) is not sufficient. The class
# needs a named signal for every property, even if it is constant.
class ControlPointJs(QObject):
nameChanged = Signal()
blueChanged = Signal()
positionChanged = Signal()
def __init__(
self,
control_point: ControlPoint,
game_model: GameModel,
theater: ConflictTheater,
) -> None:
super().__init__()
self.control_point = control_point
self.game_model = game_model
self.theater = theater
self.dialog: Optional[QBaseMenu2] = None
@Property(str, notify=nameChanged)
def name(self) -> str:
return self.control_point.name
@Property(bool, notify=blueChanged)
def blue(self) -> bool:
return self.control_point.captured
@Property(list, notify=positionChanged)
def position(self) -> LeafletLatLon:
ll = self.theater.point_to_ll(self.control_point.position)
return [ll.latitude, ll.longitude]
@Slot()
def showInfoDialog(self) -> None:
if self.dialog is None:
self.dialog = QBaseMenu2(None, self.control_point, self.game_model)
self.dialog.show()
@Slot()
def showPackageDialog(self) -> None:
Dialog.open_new_package_dialog(self.control_point)
class GroundObjectJs(QObject):
nameChanged = Signal()
unitsChanged = Signal()
blueChanged = Signal()
positionChanged = Signal()
samThreatRangesChanged = Signal()
samDetectionRangesChanged = Signal()
def __init__(self, tgo: TheaterGroundObject, game: Game) -> None:
super().__init__()
self.tgo = tgo
self.game = game
self.theater = game.theater
self.buildings = self.theater.find_ground_objects_by_obj_name(self.tgo.obj_name)
if self.tgo.is_friendly(to_player=True):
self.country = game.player_country
else:
self.country = game.enemy_country
self.dialog: Optional[QGroundObjectMenu] = None
@Slot()
def showInfoDialog(self) -> None:
if self.dialog is None:
self.dialog = QGroundObjectMenu(
None,
self.tgo,
self.buildings,
self.tgo.control_point,
self.game,
)
self.dialog.show()
@Slot()
def showPackageDialog(self) -> None:
Dialog.open_new_package_dialog(self.tgo)
@Property(str, notify=nameChanged)
def name(self) -> str:
return self.tgo.name
def make_unit_name(self, unit: Unit, dead: bool) -> str:
dead_label = " [DEAD]" if dead else ""
unit_display_name = unit.type
unit_type = vehicle_map.get(unit.type)
if unit_type is not None:
unit_display_name = db.unit_get_expanded_info(
self.country, unit_type, "name"
)
return f"Unit #{unit.id} - {unit_display_name}{dead_label}"
@Property(list, notify=unitsChanged)
def units(self) -> List[str]:
units = []
if self.buildings:
for building in self.buildings:
dead = " [DEAD]" if building.is_dead else ""
units.append(f"{building.dcs_identifier}{dead}")
else:
for unit in self.tgo.units:
units.append(self.make_unit_name(unit, dead=False))
for unit in self.tgo.dead_units:
units.append(self.make_unit_name(unit, dead=True))
return units
@Property(bool, notify=blueChanged)
def blue(self) -> bool:
return self.tgo.control_point.captured
@Property(list, notify=positionChanged)
def position(self) -> LeafletLatLon:
ll = self.theater.point_to_ll(self.tgo.position)
return [ll.latitude, ll.longitude]
@Property(list, notify=samThreatRangesChanged)
def samThreatRanges(self) -> List[float]:
if not self.tgo.might_have_aa:
return []
ranges = []
for group in self.tgo.groups:
threat_range = self.tgo.threat_range(group)
if threat_range:
ranges.append(threat_range.meters)
return ranges
@Property(list, notify=samDetectionRangesChanged)
def samDetectionRanges(self) -> List[float]:
if not self.tgo.might_have_aa:
return []
ranges = []
for group in self.tgo.groups:
detection_range = self.tgo.detection_range(group)
if detection_range:
ranges.append(detection_range.meters)
return ranges
class SupplyRouteJs(QObject):
pointsChanged = Signal()
frontActiveChanged = Signal()
isSeaChanged = Signal()
blueChanged = Signal()
def __init__(
self,
a: ControlPoint,
b: ControlPoint,
points: List[LeafletLatLon],
sea_route: bool,
) -> None:
super().__init__()
self.control_point_a = a
self.control_point_b = b
self._points = points
self.sea_route = sea_route
@Property(list, notify=pointsChanged)
def points(self) -> List[LeafletLatLon]:
return self._points
@Property(bool, notify=frontActiveChanged)
def frontActive(self) -> bool:
if self.sea_route:
return False
return self.control_point_a.front_is_active(self.control_point_b)
@Property(bool, notify=isSeaChanged)
def isSea(self) -> bool:
return self.sea_route
@Property(bool, notify=blueChanged)
def blue(self) -> bool:
return self.control_point_a.captured
class FrontLineJs(QObject):
extentsChanged = Signal()
def __init__(self, front_line: FrontLine, theater: ConflictTheater) -> None:
super().__init__()
self.front_line = front_line
self.theater = theater
@Property(list, notify=extentsChanged)
def extents(self) -> List[LeafletLatLon]:
a = self.theater.point_to_ll(
self.front_line.position.point_from_heading(
self.front_line.attack_heading + 90, nautical_miles(2).meters
)
)
b = self.theater.point_to_ll(
self.front_line.position.point_from_heading(
self.front_line.attack_heading + 270, nautical_miles(2).meters
)
)
return [[a.latitude, a.longitude], [b.latitude, b.longitude]]
@Slot()
def showPackageDialog(self) -> None:
Dialog.open_new_package_dialog(self.front_line)
class WaypointJs(QObject):
numberChanged = Signal()
positionChanged = Signal()
altitudeFtChanged = Signal()
altitudeReferenceChanged = Signal()
nameChanged = Signal()
timingChanged = Signal()
isDivertChanged = Signal()
def __init__(
self,
waypoint: FlightWaypoint,
number: int,
flight_plan: FlightPlan,
theater: ConflictTheater,
) -> None:
super().__init__()
self.waypoint = waypoint
self._number = number
self.flight_plan = flight_plan
self.theater = theater
@Property(int, notify=numberChanged)
def number(self) -> int:
return self._number
@Property(list, notify=positionChanged)
def position(self) -> LeafletLatLon:
ll = self.theater.point_to_ll(self.waypoint.position)
return [ll.latitude, ll.longitude]
@Property(int, notify=altitudeFtChanged)
def altitudeFt(self) -> int:
return int(self.waypoint.alt.feet)
@Property(str, notify=altitudeReferenceChanged)
def altitudeReference(self) -> str:
return "AGL" if self.waypoint.alt_type == "RADIO" else "MSL"
@Property(str, notify=nameChanged)
def name(self) -> str:
return self.waypoint.name
@Property(str, notify=timingChanged)
def timing(self) -> str:
prefix = "TOT"
time = self.flight_plan.tot_for_waypoint(self.waypoint)
if time is None:
prefix = "Depart"
time = self.flight_plan.depart_time_for_waypoint(self.waypoint)
if time is None:
return ""
return f"{prefix} T+{timedelta(seconds=int(time.total_seconds()))}"
@Property(bool, notify=isDivertChanged)
def isDivert(self) -> bool:
return self.waypoint.waypoint_type is FlightWaypointType.DIVERT
class FlightJs(QObject):
flightPlanChanged = Signal()
blueChanged = Signal()
selectedChanged = Signal()
def __init__(
self, flight: Flight, selected: bool, theater: ConflictTheater
) -> None:
super().__init__()
self.flight = flight
self._selected = selected
self.theater = theater
self._waypoints = []
self.reset_waypoints()
def reset_waypoints(self) -> None:
departure = FlightWaypoint(
FlightWaypointType.TAKEOFF,
self.flight.departure.position.x,
self.flight.departure.position.y,
meters(0),
)
departure.alt_type = "RADIO"
self._waypoints = [
WaypointJs(p, i, self.flight.flight_plan, self.theater)
for i, p in enumerate([departure] + self.flight.points)
]
self.flightPlanChanged.emit()
@Property(list, notify=flightPlanChanged)
def flightPlan(self) -> List[WaypointJs]:
return self._waypoints
@Property(bool, notify=blueChanged)
def blue(self) -> bool:
return self.flight.departure.captured
@Property(bool, notify=selectedChanged)
def selected(self) -> bool:
return self._selected
class MapModel(QObject):
cleared = Signal()
mapCenterChanged = Signal(list)
controlPointsChanged = Signal()
groundObjectsChanged = Signal()
supplyRoutesChanged = Signal()
flightsChanged = Signal()
frontLinesChanged = Signal()
def __init__(self, game_model: GameModel) -> None:
super().__init__()
self.game_model = game_model
self._map_center = [0, 0]
self._control_points = []
self._ground_objects = []
self._supply_routes = []
self._flights = []
self._front_lines = []
self._selected_flight_index: Optional[Tuple[int, int]] = None
GameUpdateSignal.get_instance().game_loaded.connect(self.on_game_load)
GameUpdateSignal.get_instance().flight_paths_changed.connect(self.reset_atos)
GameUpdateSignal.get_instance().package_selection_changed.connect(
self.set_package_selection
)
GameUpdateSignal.get_instance().flight_selection_changed.connect(
self.set_flight_selection
)
self.reset()
def clear(self) -> None:
self._control_points = []
self._supply_routes = []
self._ground_objects = []
self._flights = []
self._front_lines = []
self.cleared.emit()
def set_package_selection(self, index: int) -> None:
# Optional[int] isn't a valid type for a Qt signal. None will be converted to
# zero automatically. We use -1 to indicate no selection.
if index == -1:
self._selected_flight_index = None
else:
self._selected_flight_index = index, 0
self.reset_atos()
def set_flight_selection(self, index: int) -> None:
if self._selected_flight_index is None:
if index != -1:
# We don't know what order update_package_selection and
# update_flight_selection will be called in when the last
# package is removed. If no flight is selected, it's not a
# problem to also have no package selected.
logging.error("Flight was selected with no package selected")
return
# Optional[int] isn't a valid type for a Qt signal. None will be converted to
# zero automatically. We use -1 to indicate no selection.
if index == -1:
self._selected_flight_index = self._selected_flight_index[0], None
self._selected_flight_index = self._selected_flight_index[0], index
self.reset_atos()
@staticmethod
def leaflet_coord_for(point: Point, theater: ConflictTheater) -> LeafletLatLon:
ll = theater.point_to_ll(point)
return [ll.latitude, ll.longitude]
def reset(self) -> None:
if self.game_model.game is None:
self.clear()
return
with logged_duration("Map reset"):
self.reset_control_points()
self.reset_ground_objects()
self.reset_routes()
self.reset_atos()
self.reset_front_lines()
def on_game_load(self, game: Optional[Game]) -> None:
if game is not None:
self.reset_map_center(game.theater)
def reset_map_center(self, theater: ConflictTheater) -> None:
ll = theater.point_to_ll(theater.terrain.map_view_default.position)
self._map_center = [ll.latitude, ll.longitude]
self.mapCenterChanged.emit(self._map_center)
@Property(list, notify=mapCenterChanged)
def mapCenter(self) -> LeafletLatLon:
return self._map_center
def _flights_in_ato(self, ato: AirTaskingOrder, blue: bool) -> List[FlightJs]:
flights = []
for p_idx, package in enumerate(ato.packages):
for f_idx, flight in enumerate(package.flights):
flights.append(
FlightJs(
flight,
selected=blue and (p_idx, f_idx) == self._selected_flight_index,
theater=self.game.theater,
)
)
return flights
def reset_atos(self) -> None:
self._flights = self._flights_in_ato(
self.game.blue_ato, blue=True
) + self._flights_in_ato(self.game.red_ato, blue=False)
self.flightsChanged.emit()
@Property(list, notify=flightsChanged)
def flights(self) -> List[FlightJs]:
return self._flights
def reset_control_points(self) -> None:
self._control_points = [
ControlPointJs(c, self.game_model, self.game.theater)
for c in self.game.theater.controlpoints
]
self.controlPointsChanged.emit()
@Property(list, notify=controlPointsChanged)
def controlPoints(self) -> List[ControlPointJs]:
return self._control_points
def reset_ground_objects(self) -> None:
seen = set()
self._ground_objects = []
for cp in self.game.theater.controlpoints:
for tgo in cp.ground_objects:
if tgo.name in seen:
continue
seen.add(tgo.name)
self._ground_objects.append(GroundObjectJs(tgo, self.game))
self.groundObjectsChanged.emit()
@Property(list, notify=groundObjectsChanged)
def groundObjects(self) -> List[GroundObjectJs]:
return self._ground_objects
def reset_routes(self) -> None:
seen = set()
self._supply_routes = []
for control_point in self.game.theater.controlpoints:
seen.add(control_point)
for destination, convoy_route in control_point.convoy_routes.items():
if destination in seen:
continue
self._supply_routes.append(
SupplyRouteJs(
control_point,
destination,
[
self.leaflet_coord_for(p, self.game.theater)
for p in convoy_route
],
sea_route=False,
)
)
for destination, shipping_lane in control_point.shipping_lanes.items():
if destination in seen:
continue
if control_point.is_friendly(destination.captured):
self._supply_routes.append(
SupplyRouteJs(
control_point,
destination,
[
self.leaflet_coord_for(p, self.game.theater)
for p in shipping_lane
],
sea_route=True,
)
)
self.supplyRoutesChanged.emit()
@Property(list, notify=supplyRoutesChanged)
def supplyRoutes(self) -> List[SupplyRouteJs]:
return self._supply_routes
def reset_front_lines(self) -> None:
self._front_lines = [
FrontLineJs(f, self.game.theater) for f in self.game.theater.conflicts()
]
self.frontLinesChanged.emit()
@Property(list, notify=frontLinesChanged)
def frontLines(self) -> List[FrontLineJs]:
return self._front_lines
@property
def game(self) -> Game:
if self.game_model.game is None:
raise RuntimeError("No game loaded")
return self.game_model.game