dcs_liberation/qt_ui/simcontroller.py
Dan Albert c695db0f98 Checkpoint game before sim, auto-revert on abort.
An alternative to
https://github.com/dcs-liberation/dcs_liberation/pull/2891 that I ended
up liking much better (I had assumed some part of the UI would fail or
at least look terrible with this approach, but it seems to work quite
well).

On by default now since it's far less frightening than the previous
thing.

Fixes https://github.com/dcs-liberation/dcs_liberation/issues/2735.

(cherry picked from commit 24e72475b42f40930db77b2a015f23efed25ec29)
2023-05-19 17:53:34 -07:00

112 lines
3.7 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_changed = 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.sim_speed_changed.emit(SimSpeedSetting.PAUSED)
self.recreate_game_loop(game)
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.sim_speed_changed.emit(simulation_speed)
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.sim_speed_changed.emit(SimSpeedSetting.PAUSED)
self.simulation_complete.emit()