dcs_liberation/game/sim/aircraftsimulation.py
Dan Albert 656a98675e Rework sim status update to not need a thread.
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
2021-12-23 17:46:24 -08:00

86 lines
2.9 KiB
Python

from __future__ import annotations
import itertools
from collections.abc import Iterator
from datetime import datetime, timedelta
from typing_extensions import TYPE_CHECKING
from game.ato import Flight
from game.ato.flightstate import (
Navigating,
StartUp,
Takeoff,
Taxi,
Uninitialized,
WaitingForStart,
)
from game.ato.starttype import StartType
from gen.flights.traveltime import TotEstimator
from .combat import CombatInitiator, FrozenCombat
if TYPE_CHECKING:
from game import Game
from .gameupdateevents import GameUpdateEvents
class AircraftSimulation:
def __init__(self, game: Game) -> None:
self.game = game
self.combats: list[FrozenCombat] = []
def begin_simulation(self) -> None:
self.reset()
self.set_initial_flight_states()
def on_game_tick(
self, events: GameUpdateEvents, time: datetime, duration: timedelta
) -> None:
for flight in self.iter_flights():
flight.on_game_tick(events, time, duration)
# Finish updating all flights before checking for combat so that the new
# positions are used.
CombatInitiator(self.game, self.combats, events).update_active_combats()
# After updating all combat states, check for halts.
for flight in self.iter_flights():
if flight.should_halt_sim():
events.complete_simulation()
return
def set_initial_flight_states(self) -> None:
now = self.game.conditions.start_time
for flight in self.iter_flights():
estimator = TotEstimator(flight.package)
start_time = estimator.mission_start_time(flight)
if start_time <= timedelta():
self.set_active_flight_state(flight, now)
else:
flight.set_state(
WaitingForStart(flight, self.game.settings, now + start_time)
)
def set_active_flight_state(self, flight: Flight, now: datetime) -> None:
if flight.start_type is StartType.COLD:
flight.set_state(StartUp(flight, self.game.settings, now))
elif flight.start_type is StartType.WARM:
flight.set_state(Taxi(flight, self.game.settings, now))
elif flight.start_type is StartType.RUNWAY:
flight.set_state(Takeoff(flight, self.game.settings, now))
elif flight.start_type is StartType.IN_FLIGHT:
flight.set_state(Navigating(flight, self.game.settings, waypoint_index=0))
else:
raise ValueError(f"Unknown start type {flight.start_type} for {flight}")
def reset(self) -> None:
for flight in self.iter_flights():
flight.set_state(Uninitialized(flight, self.game.settings))
def iter_flights(self) -> Iterator[Flight]:
packages = itertools.chain(
self.game.blue.ato.packages, self.game.red.ato.packages
)
for package in packages:
yield from package.flights