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https://github.com/dcs-retribution/dcs-retribution.git
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Probably the final Fix #97 Unused aircraft (assigned upon takeoff) would get claimed but since it's not possible to delete those flights after aborting, these flights wouldn't get released anymore. This should fix that issue, including a migrator change to correct the number of claimed aircraft per squadron.
242 lines
8.5 KiB
Python
242 lines
8.5 KiB
Python
from __future__ import annotations
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import logging
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from pathlib import Path
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from typing import Optional
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from PySide2 import QtCore
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from PySide2.QtCore import QObject, Signal
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from PySide2.QtGui import QIcon, QMovie, QPixmap
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from PySide2.QtWidgets import (
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QDialog,
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QFileDialog,
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QGridLayout,
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QGroupBox,
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QHBoxLayout,
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QLabel,
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QPushButton,
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QTextBrowser,
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QWidget,
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)
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from jinja2 import Environment, FileSystemLoader, select_autoescape
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from game import Game
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from game.debriefing import Debriefing
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from game.profiling import logged_duration
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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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class DebriefingFileWrittenSignal(QObject):
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instance = None
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debriefingReceived = Signal(Debriefing)
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def __init__(self):
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super(DebriefingFileWrittenSignal, self).__init__()
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DebriefingFileWrittenSignal.instance = self
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def sendDebriefing(self, debriefing: Debriefing):
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self.debriefingReceived.emit(debriefing)
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@staticmethod
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def get_instance() -> DebriefingFileWrittenSignal:
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return DebriefingFileWrittenSignal.instance
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DebriefingFileWrittenSignal()
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class QWaitingForMissionResultWindow(QDialog):
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def __init__(
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self,
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game: Game,
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sim_controller: SimController,
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parent: Optional[QWidget] = None,
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) -> None:
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super(QWaitingForMissionResultWindow, self).__init__(parent=parent)
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self.setWindowModality(QtCore.Qt.WindowModal)
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self.game = game
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self.sim_controller = sim_controller
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self.setWindowTitle("Waiting for mission completion.")
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self.setWindowIcon(QIcon("./resources/icon.png"))
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self.setMinimumHeight(570)
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self.initUi()
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DebriefingFileWrittenSignal.get_instance().debriefingReceived.connect(
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self.updateLayout
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)
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self.wait_thread = sim_controller.wait_for_debriefing(
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lambda debriefing: self.on_debriefing_update(debriefing)
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)
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def initUi(self):
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self.layout = QGridLayout()
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header = QLabel(self)
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header.setGeometry(0, 0, 655, 106)
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pixmap = QPixmap("./resources/ui/conflict.png")
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header.setPixmap(pixmap)
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self.layout.addWidget(header, 0, 0)
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self.gridLayout = QGridLayout()
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jinja = Environment(
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loader=FileSystemLoader("resources/ui/templates"),
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autoescape=select_autoescape(
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disabled_extensions=("",),
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default_for_string=True,
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default=True,
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),
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trim_blocks=True,
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lstrip_blocks=True,
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)
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self.instructions_text = QTextBrowser()
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self.instructions_text.setHtml(
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jinja.get_template("mission_start_EN.j2").render()
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)
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self.instructions_text.setOpenExternalLinks(True)
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self.gridLayout.addWidget(self.instructions_text, 1, 0)
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progress = QLabel("")
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progress.setAlignment(QtCore.Qt.AlignCenter)
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progress_bar = QMovie("./resources/ui/loader.gif")
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progress.setMovie(progress_bar)
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self.actions = QGroupBox("Actions :")
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self.actions_layout = QHBoxLayout()
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self.actions.setLayout(self.actions_layout)
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self.manually_submit = QPushButton("Manually Submit [Advanced users]")
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self.manually_submit.clicked.connect(self.submit_manually)
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self.actions_layout.addWidget(self.manually_submit)
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self.cancel = QPushButton("Abort mission")
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self.cancel.clicked.connect(self.reset_game_state)
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self.actions_layout.addWidget(self.cancel)
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self.gridLayout.addWidget(self.actions, 2, 0)
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self.actions2 = QGroupBox("Actions :")
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self.actions2_layout = QHBoxLayout()
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self.actions2.setLayout(self.actions2_layout)
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self.manually_submit2 = QPushButton("Manually Submit [Advanced users]")
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self.manually_submit2.clicked.connect(self.submit_manually)
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self.actions2_layout.addWidget(self.manually_submit2)
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self.cancel2 = QPushButton("Abort mission")
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self.cancel2.clicked.connect(self.reset_game_state)
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self.actions2_layout.addWidget(self.cancel2)
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self.proceed = QPushButton("Accept results")
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self.proceed.setProperty("style", "btn-success")
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self.proceed.clicked.connect(self.process_debriefing)
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self.actions2_layout.addWidget(self.proceed)
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progress_bar.start()
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self.layout.addLayout(self.gridLayout, 1, 0)
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self.setLayout(self.layout)
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@staticmethod
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def add_update_row(description: str, count: int, layout: QGridLayout) -> None:
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row = layout.rowCount()
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layout.addWidget(QLabel(f"<b>{description}</b>"), row, 0)
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layout.addWidget(QLabel(f"{count}"), row, 1)
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def updateLayout(self, debriefing: Debriefing) -> None:
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updateBox = QGroupBox("Mission status")
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update_layout = QGridLayout()
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updateBox.setLayout(update_layout)
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self.debriefing = debriefing
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self.add_update_row(
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"Aircraft destroyed", len(list(debriefing.air_losses.losses)), update_layout
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)
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self.add_update_row(
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"Front line units destroyed",
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len(list(debriefing.front_line_losses)),
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update_layout,
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)
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self.add_update_row(
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"Convoy units destroyed", len(list(debriefing.convoy_losses)), update_layout
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)
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self.add_update_row(
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"Shipping cargo destroyed",
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len(list(debriefing.cargo_ship_losses)),
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update_layout,
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)
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self.add_update_row(
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"Airlift cargo destroyed",
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sum(len(loss.cargo) for loss in debriefing.airlift_losses),
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update_layout,
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)
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self.add_update_row(
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"Ground Objects destroyed",
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len(list(debriefing.ground_object_losses)),
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update_layout,
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)
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self.add_update_row(
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"Scenery Objects destroyed",
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len(list(debriefing.scenery_object_losses)),
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update_layout,
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)
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self.add_update_row(
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"Base capture events", len(debriefing.base_captures), update_layout
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)
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# Clear previous content of the window
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for i in reversed(range(self.gridLayout.count())):
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try:
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self.gridLayout.itemAt(i).widget().setParent(None)
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except:
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logging.exception("Failed to clear window")
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# Set new window content
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self.gridLayout.addWidget(updateBox, 0, 0)
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if not debriefing.state_data.mission_ended:
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self.gridLayout.addWidget(QLabel("<b>Mission is being played</b>"), 1, 0)
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self.gridLayout.addWidget(self.actions, 2, 0)
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else:
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self.gridLayout.addWidget(QLabel("<b>Mission is over</b>"), 1, 0)
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self.gridLayout.addWidget(self.actions2, 2, 0)
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def on_debriefing_update(self, debriefing: Debriefing) -> None:
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try:
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logging.info("On Debriefing update")
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logging.debug(debriefing)
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DebriefingFileWrittenSignal.get_instance().sendDebriefing(debriefing)
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except Exception:
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logging.exception("Got an error while sending debriefing")
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if not debriefing.state_data.mission_ended:
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# Wait for more changes
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self.wait_thread = self.sim_controller.wait_for_debriefing(
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lambda d: self.on_debriefing_update(d)
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)
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def process_debriefing(self):
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with logged_duration("Turn processing"):
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self.sim_controller.process_results(self.debriefing)
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self.game.pass_turn()
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GameUpdateSignal.get_instance().sendDebriefing(self.debriefing)
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GameUpdateSignal.get_instance().updateGame(self.game)
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self.close()
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def closeEvent(self, evt):
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super(QWaitingForMissionResultWindow, self).closeEvent(evt)
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if self.wait_thread is not None:
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self.wait_thread.stop()
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def submit_manually(self):
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file = QFileDialog.getOpenFileName(
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self, "Select game file to open", filter="json(*.json)", dir="."
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)
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if file[0] != "":
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logging.debug("Processing manually submitted %s", file[0])
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# Stop the current waiting thread as we manually submit the results
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self.wait_thread.stop()
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self.on_debriefing_update(
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self.sim_controller.debrief_current_state(Path(file[0]), force_end=True)
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)
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def reset_game_state(self):
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self.sim_controller.set_game(self.game)
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GameUpdateSignal.get_instance().updateGame(self.game)
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self.close()
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