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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
99 lines
3.2 KiB
Python
99 lines
3.2 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 Callable, Optional, TYPE_CHECKING
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from PySide2.QtCore import QObject, Signal
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from game.polldebriefingfilethread import PollDebriefingFileThread
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from game.sim.gameloop import GameLoop
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from game.sim.gameupdatecallbacks import GameUpdateCallbacks
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from game.sim.gameupdateevents import GameUpdateEvents
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from game.sim.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 SimController(QObject):
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sim_update = Signal(GameUpdateEvents)
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sim_speed_reset = Signal(SimSpeedSetting)
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simulation_complete = Signal()
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def __init__(self, game: Optional[Game]) -> None:
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super().__init__()
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self.game_loop: Optional[GameLoop] = None
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self.recreate_game_loop(game)
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self.started = False
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@property
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def completed(self) -> bool:
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return self.game_loop.completed
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@property
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def current_time_in_sim(self) -> Optional[datetime]:
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if self.game_loop is None:
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return None
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return self.game_loop.current_time_in_sim
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@property
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def elapsed_time(self) -> timedelta:
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if self.game_loop is None:
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return timedelta()
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return self.game_loop.elapsed_time
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def set_game(self, game: Optional[Game]) -> None:
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self.recreate_game_loop(game)
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self.sim_speed_reset.emit(SimSpeedSetting.PAUSED)
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def recreate_game_loop(self, game: Optional[Game]) -> None:
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if self.game_loop is not None:
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self.game_loop.pause()
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self.game_loop = None
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if game is not None:
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self.game_loop = GameLoop(
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game,
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GameUpdateCallbacks(
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self.on_simulation_complete,
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self.sim_update.emit,
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),
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)
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self.started = False
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def set_simulation_speed(self, simulation_speed: SimSpeedSetting) -> None:
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if self.game_loop.completed and simulation_speed is not SimSpeedSetting.PAUSED:
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logging.debug("Cannot unpause sim: already complete")
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return
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if not self.started and simulation_speed is not SimSpeedSetting.PAUSED:
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self.game_loop.start()
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self.started = True
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self.game_loop.set_simulation_speed(simulation_speed)
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def run_to_first_contact(self) -> None:
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self.game_loop.run_to_first_contact()
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def generate_miz(self, output: Path) -> None:
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self.game_loop.pause_and_generate_miz(output)
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def wait_for_debriefing(
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self, callback: Callable[[Debriefing], None]
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) -> PollDebriefingFileThread:
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thread = PollDebriefingFileThread(callback, self.game_loop.sim)
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thread.start()
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return thread
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def debrief_current_state(
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self, state_path: Path, force_end: bool = False
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) -> Debriefing:
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return self.game_loop.pause_and_debrief(state_path, force_end)
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def process_results(self, debriefing: Debriefing) -> None:
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return self.game_loop.complete_with_results(debriefing)
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def on_simulation_complete(self) -> None:
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logging.debug("Simulation complete")
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self.simulation_complete.emit()
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