mirror of
https://github.com/dcs-liberation/dcs_liberation.git
synced 2025-11-10 14:22:26 +00:00
Handle IADS updates properly.
This adds the missing events in the backend, and handles them properly in the front end.
This commit is contained in:
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5f071a6138
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27dff95df5
@ -31,7 +31,7 @@ import { updateTgo } from "./tgosSlice";
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import { threatZonesUpdated } from "./threatZonesSlice";
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import { unculledZonesUpdated } from "./unculledZonesSlice";
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import { LatLng } from "leaflet";
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import { updateIadsConnection } from "./iadsNetworkSlice";
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import { updateIadsConnection, removeIadsConnection } from "./iadsNetworkSlice";
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interface GameUpdateEvents {
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updated_flight_positions: { [id: string]: LatLng };
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@ -50,6 +50,8 @@ interface GameUpdateEvents {
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deleted_front_lines: string[];
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updated_tgos: string[];
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updated_control_points: ControlPoint[];
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updated_iads: IadsConnection[];
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deleted_iads: string[];
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reset_on_map_center: LatLng | null;
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game_unloaded: boolean;
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new_turn: boolean;
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@ -134,17 +136,20 @@ export const handleStreamedEvents = (
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const tgo = response.data as Tgo;
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dispatch(updateTgo(tgo));
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});
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backend.get(`/iads-network/for-tgo/${id}`).then((response) => {
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for (const connection of response.data) {
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dispatch(updateIadsConnection(connection as IadsConnection));
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}
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});
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}
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if (events.updated_control_points.length > 0) {
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dispatch(updateControlPoint(events.updated_control_points));
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}
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if (events.deleted_iads.length > 0) {
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dispatch(removeIadsConnection(events.deleted_iads));
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}
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if (events.updated_iads.length > 0) {
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dispatch(updateIadsConnection(events.updated_iads));
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}
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if (events.reset_on_map_center != null) {
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reloadGameState(dispatch);
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}
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@ -15,10 +15,16 @@ export const IadsNetworkSlice = createSlice({
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name: "iadsNetwork",
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initialState,
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reducers: {
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updateIadsConnection: (state, action: PayloadAction<IadsConnection>) => {
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const connection = action.payload;
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state.connections[connection.id] = connection
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updateIadsConnection: (state, action: PayloadAction<IadsConnection[]>) => {
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for (const connection of action.payload) {
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state.connections[connection.id] = connection
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}
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},
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removeIadsConnection: (state, action: PayloadAction<string[]>) => {
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for (const cID of action.payload) {
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delete state.connections[cID];
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}
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}
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},
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extraReducers: (builder) => {
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builder.addCase(gameLoaded, (state, action) => {
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@ -36,7 +42,7 @@ export const IadsNetworkSlice = createSlice({
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},
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});
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export const { updateIadsConnection } = IadsNetworkSlice.actions;
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export const { updateIadsConnection, removeIadsConnection } = IadsNetworkSlice.actions;
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export const selectIadsNetwork = (state: RootState) => state.iadsNetwork;
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@ -9,6 +9,7 @@ from game.server.combat.models import FrozenCombatJs
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from game.server.controlpoints.models import ControlPointJs
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from game.server.flights.models import FlightJs
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from game.server.frontlines.models import FrontLineJs
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from game.server.iadsnetwork.models import IadsConnectionJs
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from game.server.leaflet import LeafletPoint
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from game.server.mapzones.models import UnculledZoneJs
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@ -34,6 +35,8 @@ class GameUpdateEventsJs(BaseModel):
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deleted_front_lines: set[UUID]
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updated_tgos: set[UUID]
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updated_control_points: list[ControlPointJs]
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updated_iads: list[IadsConnectionJs]
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deleted_iads: set[UUID]
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reset_on_map_center: LeafletPoint | None
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game_unloaded: bool
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new_turn: bool
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@ -48,6 +51,7 @@ class GameUpdateEventsJs(BaseModel):
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new_combats = []
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updated_combats = []
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updated_unculled_zones = []
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updated_iads = []
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if game is not None:
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new_combats = [
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FrozenCombatJs.for_combat(c, game.theater) for c in events.new_combats
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@ -57,6 +61,8 @@ class GameUpdateEventsJs(BaseModel):
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for c in events.updated_combats
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]
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updated_unculled_zones = UnculledZoneJs.from_game(game)
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for node in events.updated_iads:
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updated_iads.extend(IadsConnectionJs.connections_for_node(node))
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return GameUpdateEventsJs(
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updated_flight_positions={
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@ -87,6 +93,8 @@ class GameUpdateEventsJs(BaseModel):
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ControlPointJs.for_control_point(cp)
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for cp in events.updated_control_points
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],
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updated_iads=updated_iads,
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deleted_iads=events.deleted_iads_connections,
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reset_on_map_center=events.reset_on_map_center,
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game_unloaded=events.game_unloaded,
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new_turn=events.new_turn,
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@ -12,6 +12,7 @@ if TYPE_CHECKING:
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from game.ato import Flight, Package
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from game.sim.combat import FrozenCombat
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from game.theater import ControlPoint, FrontLine, TheaterGroundObject
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from game.theater.iadsnetwork.iadsnetwork import IadsNetworkNode
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@dataclass
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@ -33,6 +34,8 @@ class GameUpdateEvents:
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deleted_front_lines: set[UUID] = field(default_factory=set)
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updated_tgos: set[UUID] = field(default_factory=set)
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updated_control_points: set[ControlPoint] = field(default_factory=set)
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updated_iads: set[IadsNetworkNode] = field(default_factory=set)
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deleted_iads_connections: set[UUID] = field(default_factory=set)
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reset_on_map_center: LatLng | None = None
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game_unloaded: bool = False
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new_turn: bool = False
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@ -121,6 +124,14 @@ class GameUpdateEvents:
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self.updated_control_points.add(control_point)
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return self
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def update_iads_node(self, iads_node: IadsNetworkNode) -> GameUpdateEvents:
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self.updated_iads.add(iads_node)
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return self
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def delete_iads_connection(self, connection_id: UUID) -> GameUpdateEvents:
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self.deleted_iads_connections.add(connection_id)
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return self
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def game_loaded(self, game: Game | None) -> GameUpdateEvents:
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if game is None:
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self.game_unloaded = True
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@ -843,7 +843,7 @@ class ControlPoint(MissionTarget, SidcDescribable, ABC):
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tgo, VehicleGroupGroundObject
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):
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if isinstance(tgo, IadsGroundObject):
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game.theater.iads_network.update_tgo(tgo)
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game.theater.iads_network.update_tgo(tgo, events)
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conflict_heading = game.theater.heading_to_conflict_from(tgo.position)
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tgo.rotate(conflict_heading or tgo.heading)
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if not tgo.is_control_point:
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@ -18,6 +18,7 @@ from game.theater.theatergroup import IadsGroundGroup
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if TYPE_CHECKING:
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from game.game import Game
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from game.sim import GameUpdateEvents
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class IadsNetworkException(Exception):
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@ -133,19 +134,21 @@ class IadsNetwork:
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skynet_nodes.append(skynet_node)
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return skynet_nodes
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def update_tgo(self, tgo: TheaterGroundObject) -> None:
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def update_tgo(self, tgo: TheaterGroundObject, events: GameUpdateEvents) -> None:
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"""Update the IADS Network for the given TGO"""
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# Remove existing nodes for the given tgo
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for cn in self.nodes:
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if cn.group.ground_object == tgo:
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self.nodes.remove(cn)
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for cID in cn.connections:
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events.delete_iads_connection(cID)
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# Create a new node for the tgo
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node = self.node_for_tgo(tgo)
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if node is None:
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# Not participating
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return
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# TODO Add the connections or calculate them..
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events.update_iads_node(node)
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def node_for_group(self, group: IadsGroundGroup) -> IadsNetworkNode:
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"""Get existing node from the iads network or create a new node"""
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@ -258,7 +258,7 @@ class QGroundObjectMenu(QDialog):
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def update_game(self) -> None:
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events = GameUpdateEvents()
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events.update_tgo(self.ground_object)
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self.game.theater.iads_network.update_tgo(self.ground_object)
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self.game.theater.iads_network.update_tgo(self.ground_object, events)
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if any(
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package.target == self.ground_object
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for package in self.game.ato_for(player=False).packages
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