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https://github.com/dcs-liberation/dcs_liberation.git
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This is the first step toward bundling all assets related to a save game into a single item. That makes it easier to avoid clobbering "temporary" assets from other games like the state.json, but also makes it easier for players to file bug reports, since there's only a single asset to upload. This is only the first step because so far it only includes the various save files: start of turn, end of last turn before results processing, and "latest" (the game saved explicitly by the player).
197 lines
8.0 KiB
Python
197 lines
8.0 KiB
Python
from __future__ import annotations
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import itertools
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import logging
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import pickle
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from collections import defaultdict
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from concurrent.futures import ThreadPoolExecutor
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from pathlib import Path
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from typing import Iterator
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import dcs
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import yaml
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from dcs import Point
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from dcs.unitgroup import StaticGroup
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from game import persistence
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from game.data.groups import GroupRole
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from game.layout.layout import (
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AntiAirLayout,
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BuildingLayout,
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DefensesLayout,
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GroundForceLayout,
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LayoutUnit,
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NavalLayout,
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TgoLayout,
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TgoLayoutGroup,
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TgoLayoutUnitGroup,
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)
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from game.layout.layoutmapping import LayoutMapping
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from game.profiling import logged_duration
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from game.version import VERSION
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LAYOUT_DIR = "resources/layouts/"
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LAYOUT_DUMP = "Liberation/layouts.p"
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LAYOUT_TYPES = {
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GroupRole.AIR_DEFENSE: AntiAirLayout,
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GroupRole.BUILDING: BuildingLayout,
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GroupRole.NAVAL: NavalLayout,
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GroupRole.GROUND_FORCE: GroundForceLayout,
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GroupRole.DEFENSES: DefensesLayout,
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}
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class LayoutLoader:
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# Map of all available layouts indexed by name
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_layouts: dict[str, TgoLayout] = {}
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def __init__(self) -> None:
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self._layouts = {}
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def initialize(self) -> None:
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if not self._layouts:
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with logged_duration("Loading layouts"):
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self.load_templates()
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@property
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def layouts(self) -> Iterator[TgoLayout]:
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self.initialize()
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yield from self._layouts.values()
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def load_templates(self) -> None:
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"""This will load all pre-loaded layouts from a pickle file.
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If pickle can not be loaded it will import and dump the layouts"""
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# We use a pickle for performance reasons. Importing takes many seconds
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file = Path(persistence.base_path()) / LAYOUT_DUMP
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if file.is_file():
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# Load from pickle if existing
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with file.open("rb") as f:
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try:
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version, self._layouts = pickle.load(f)
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# Check if the game version of the dump is identical to the current
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if version == VERSION:
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return
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except Exception as e:
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logging.exception(f"Error {e} reading layouts dump. Recreating.")
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# If no dump is available or game version is different create a new dump
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self.import_templates()
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def import_templates(self) -> None:
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"""This will import all layouts from the template folder
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and dumps them to a pickle"""
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self._layouts = {}
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mappings: dict[str, list[LayoutMapping]] = defaultdict(list)
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with logged_duration("Parsing mapping yamls"):
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for file in Path(LAYOUT_DIR).rglob("*.yaml"):
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if not file.is_file():
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raise RuntimeError(f"{file.name} is not a file")
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with file.open("r", encoding="utf-8") as f:
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mapping_dict = yaml.safe_load(f)
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template_map = LayoutMapping.from_dict(mapping_dict, f.name)
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mappings[template_map.layout_file].append(template_map)
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with logged_duration(f"Parsing all layout miz multithreaded"):
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with ThreadPoolExecutor() as exe:
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exe.map(self._load_from_miz, mappings.keys(), mappings.values())
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# Sort al the LayoutGroups with the correct index
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for layout in self._layouts.values():
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layout.groups.sort(key=lambda g: g.group_index)
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for group in layout.groups:
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group.unit_groups.sort(key=lambda ug: ug.unit_index)
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logging.info(f"Imported {len(self._layouts)} layouts")
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self._dump_templates()
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def _dump_templates(self) -> None:
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file = Path(persistence.base_path()) / LAYOUT_DUMP
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dump = (VERSION, self._layouts)
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with file.open("wb") as fdata:
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pickle.dump(dump, fdata)
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def _load_from_miz(self, miz: str, mappings: list[LayoutMapping]) -> None:
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template_position: dict[str, Point] = {}
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temp_mis = dcs.Mission()
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with logged_duration(f"Parsing {miz}"):
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# The load_file takes a lot of time to compute. That's why the layouts
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# are written to a pickle and can be reloaded from the ui
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# Example the whole routine: 0:00:00.934417,
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# the .load_file() method: 0:00:00.920409
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temp_mis.load_file(miz)
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for mapping in mappings:
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# Find the group from the mapping in any coalition
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for country in itertools.chain(
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temp_mis.coalition["red"].countries.values(),
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temp_mis.coalition["blue"].countries.values(),
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):
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for dcs_group in itertools.chain(
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temp_mis.country(country.name).vehicle_group,
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temp_mis.country(country.name).ship_group,
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temp_mis.country(country.name).static_group,
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):
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try:
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g_id, u_id, group_name, group_mapping = mapping.group_for_name(
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dcs_group.name
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)
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except KeyError:
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continue
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if not isinstance(dcs_group, StaticGroup) and max(
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group_mapping.unit_count
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) > len(dcs_group.units):
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logging.error(
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f"Incorrect unit_count found in Layout {mapping.name}-{group_mapping.name}"
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)
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layout = self._layouts.get(mapping.name, None)
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if layout is None:
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# Create a new template
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layout = LAYOUT_TYPES[mapping.primary_role](
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mapping.name, mapping.description
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)
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layout.generic = mapping.generic
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layout.tasks = mapping.tasks
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self._layouts[layout.name] = layout
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for i, unit in enumerate(dcs_group.units):
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unit_group = None
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for _unit_group in layout.all_unit_groups:
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if _unit_group.name == group_mapping.name:
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# We already have a layoutgroup for this dcs_group
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unit_group = _unit_group
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if not unit_group:
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unit_group = TgoLayoutUnitGroup(
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group_mapping.name,
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[],
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group_mapping.unit_count,
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group_mapping.unit_types,
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group_mapping.unit_classes,
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group_mapping.fallback_classes,
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u_id,
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)
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unit_group.optional = group_mapping.optional
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unit_group.fill = group_mapping.fill
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unit_group.sub_task = group_mapping.sub_task
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tgo_group = None
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for _tgo_group in layout.groups:
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if _tgo_group.group_name == group_name:
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tgo_group = _tgo_group
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if tgo_group is None:
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tgo_group = TgoLayoutGroup(group_name, g_id)
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layout.groups.append(tgo_group)
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tgo_group.unit_groups.append(unit_group)
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layout_unit = LayoutUnit.from_unit(unit)
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if i == 0 and layout.name not in template_position:
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template_position[layout.name] = unit.position
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layout_unit.position = (
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layout_unit.position - template_position[layout.name]
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)
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unit_group.layout_units.append(layout_unit)
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def by_name(self, name: str) -> TgoLayout:
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self.initialize()
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return self._layouts[name]
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