dcs_liberation/qt_ui/simcontroller.py
Dan Albert 7a8b3591cd Add locking to some UI actions.
This is by no means complete. The bugs that this solves were already in
6.x, but we'd hidden the speed controls for the sim in that release, and
have always said that anything done after pressing "go" the first time
is undefined behavior. This is the first step on making those mid-sim
actions behave correctly.

UI actions such as creating a new package need to be executed between
ticks of the sim. We can either do this synchronously by blocking the UI
until the tick is done executing, acquiring a lock on the sim, executing
the action, then releasing the lock; or asynchronously by queueing
events and letting the sim execute them when it completes the current
tick (or instantly if the sim is paused).

Anything that comes from the new UI (currently just the map) must be
asynchronous because it goes through the REST API, but for the old UI
it's simpler (and because the lock will only be acquired as quickly as
the user can act, shouldn't slow anything down) to do this
synchronously, since it's difficult to use coroutines in Qt.

https://github.com/dcs-liberation/dcs_liberation/issues/1680
2023-01-04 12:58:36 -08:00

110 lines
3.6 KiB
Python

from __future__ import annotations
import logging
from collections.abc import Iterator
from contextlib import contextmanager
from datetime import datetime, timedelta
from pathlib import Path
from typing import Callable, Optional, TYPE_CHECKING
from PySide6.QtCore import QObject, Signal
from game.polldebriefingfilethread import PollDebriefingFileThread
from game.sim.gameloop import GameLoop
from game.sim.gameupdatecallbacks import GameUpdateCallbacks
from game.sim.gameupdateevents import GameUpdateEvents
from game.sim.simspeedsetting import SimSpeedSetting
if TYPE_CHECKING:
from game import Game
from game.debriefing import Debriefing
class SimController(QObject):
sim_update = Signal(GameUpdateEvents)
sim_speed_reset = Signal(SimSpeedSetting)
simulation_complete = Signal()
def __init__(self, game: Optional[Game]) -> None:
super().__init__()
self.game_loop: Optional[GameLoop] = None
self.recreate_game_loop(game)
self.started = False
@property
def completed(self) -> bool:
return self.game_loop.completed
@property
def current_time_in_sim_if_game_loaded(self) -> datetime | None:
if self.game_loop is None:
return None
return self.game_loop.current_time_in_sim
@property
def current_time_in_sim(self) -> datetime:
time = self.current_time_in_sim_if_game_loaded
if time is None:
raise RuntimeError("No game is loaded")
return time
@property
def elapsed_time(self) -> timedelta:
if self.game_loop is None:
return timedelta()
return self.game_loop.elapsed_time
def set_game(self, game: Optional[Game]) -> None:
self.recreate_game_loop(game)
self.sim_speed_reset.emit(SimSpeedSetting.PAUSED)
def recreate_game_loop(self, game: Optional[Game]) -> None:
if self.game_loop is not None:
self.game_loop.pause()
self.game_loop = None
if game is not None:
self.game_loop = GameLoop(
game,
GameUpdateCallbacks(self.on_simulation_complete, self.sim_update.emit),
)
self.started = False
def set_simulation_speed(self, simulation_speed: SimSpeedSetting) -> None:
if self.game_loop.completed and simulation_speed is not SimSpeedSetting.PAUSED:
logging.debug("Cannot unpause sim: already complete")
return
if not self.started and simulation_speed is not SimSpeedSetting.PAUSED:
self.game_loop.start()
self.started = True
self.game_loop.set_simulation_speed(simulation_speed)
@contextmanager
def paused_sim(self) -> Iterator[None]:
with self.game_loop.paused_sim():
yield
def run_to_first_contact(self) -> None:
self.game_loop.run_to_first_contact()
def generate_miz(self, output: Path) -> None:
self.game_loop.pause_and_generate_miz(output)
def wait_for_debriefing(
self, callback: Callable[[Debriefing], None]
) -> PollDebriefingFileThread:
thread = PollDebriefingFileThread(callback, self.game_loop.sim)
thread.start()
return thread
def debrief_current_state(
self, state_path: Path, force_end: bool = False
) -> Debriefing:
return self.game_loop.pause_and_debrief(state_path, force_end)
def process_results(self, debriefing: Debriefing) -> None:
return self.game_loop.complete_with_results(debriefing)
def on_simulation_complete(self) -> None:
logging.debug("Simulation complete")
self.simulation_complete.emit()