Esempio n. 1
0
    def __init__(self,
                 depsets: Sequence[ba.DependencySet],
                 team_names: Sequence[str] = None,
                 team_colors: Sequence[Sequence[float]] = None,
                 use_team_colors: bool = True,
                 min_players: int = 1,
                 max_players: int = 8,
                 allow_mid_activity_joins: bool = True):
        """Instantiate a session.

        depsets should be a sequence of successfully resolved ba.DependencySet
        instances; one for each ba.Activity the session may potentially run.
        """
        # pylint: disable=too-many-statements
        # pylint: disable=too-many-locals
        # pylint: disable=cyclic-import
        from ba._lobby import Lobby
        from ba._stats import Stats
        from ba._gameutils import sharedobj
        from ba._gameactivity import GameActivity
        from ba._team import Team
        from ba._error import DependencyError
        from ba._dependency import Dependency, AssetPackage

        # First off, resolve all dependency-sets we were passed.
        # If things are missing, we'll try to gather them into a single
        # missing-deps exception if possible to give the caller a clean
        # path to download missing stuff and try again.
        missing_asset_packages: Set[str] = set()
        for depset in depsets:
            try:
                depset.resolve()
            except DependencyError as exc:
                # Gather/report missing assets only; barf on anything else.
                if all(issubclass(d.cls, AssetPackage) for d in exc.deps):
                    for dep in exc.deps:
                        assert isinstance(dep.config, str)
                        missing_asset_packages.add(dep.config)
                else:
                    missing_info = [(d.cls, d.config) for d in exc.deps]
                    raise RuntimeError(
                        f'Missing non-asset dependencies: {missing_info}')

        # Throw a combined exception if we found anything missing.
        if missing_asset_packages:
            raise DependencyError([
                Dependency(AssetPackage, set_id)
                for set_id in missing_asset_packages
            ])

        # Ok; looks like our dependencies check out.
        # Now give the engine a list of asset-set-ids to pass along to clients.
        required_asset_packages: Set[str] = set()
        for depset in depsets:
            required_asset_packages.update(depset.get_asset_package_ids())

        # print('Would set host-session asset-reqs to:',
        # required_asset_packages)

        # First thing, wire up our internal engine data.
        self._sessiondata = _ba.register_session(self)

        self.tournament_id: Optional[str] = None

        # FIXME: This stuff shouldn't be here.
        self.sharedobjs: Dict[str, Any] = {}

        # TeamGameActivity uses this to display a help overlay on the first
        # activity only.
        self.have_shown_controls_help_overlay = False

        self.campaign = None

        # FIXME: Should be able to kill this I think.
        self.campaign_state: Dict[str, str] = {}

        self._use_teams = (team_names is not None)
        self._use_team_colors = use_team_colors
        self._in_set_activity = False
        self._allow_mid_activity_joins = allow_mid_activity_joins

        self.teams = []
        self.players = []
        self._next_team_id = 0
        self._activity_retained: Optional[ba.Activity] = None
        self.launch_end_session_activity_time: Optional[float] = None
        self._activity_end_timer: Optional[ba.Timer] = None

        # Hacky way to create empty weak ref; must be a better way.
        class _EmptyObj:
            pass

        self._activity_weak: ReferenceType[ba.Activity]
        self._activity_weak = weakref.ref(_EmptyObj())  # type: ignore
        if self._activity_weak() is not None:
            raise Exception('Error creating empty activity weak ref.')

        self._next_activity: Optional[ba.Activity] = None
        self.wants_to_end = False
        self._ending = False
        self.min_players = min_players
        self.max_players = max_players

        # Create Teams.
        if self._use_teams:
            assert team_names is not None
            assert team_colors is not None
            for i, color in enumerate(team_colors):
                team = Team(team_id=self._next_team_id,
                            name=GameActivity.get_team_display_string(
                                team_names[i]),
                            color=color)
                self.teams.append(team)
                self._next_team_id += 1

                try:
                    with _ba.Context(self):
                        self.on_team_join(team)
                except Exception:
                    from ba import _error
                    _error.print_exception(
                        f'Error in on_team_join for {self}.')

        self.lobby = Lobby()
        self.stats = Stats()

        # Instantiate our session globals node
        # (so it can apply default settings).
        sharedobj('globals')
Esempio n. 2
0
    def __init__(self,
                 depsets: Sequence[ba.DependencySet],
                 team_names: Sequence[str] = None,
                 team_colors: Sequence[Sequence[float]] = None,
                 min_players: int = 1,
                 max_players: int = 8):
        """Instantiate a session.

        depsets should be a sequence of successfully resolved ba.DependencySet
        instances; one for each ba.Activity the session may potentially run.
        """
        # pylint: disable=too-many-statements
        # pylint: disable=too-many-locals
        # pylint: disable=cyclic-import
        from ba._lobby import Lobby
        from ba._stats import Stats
        from ba._gameactivity import GameActivity
        from ba._activity import Activity
        from ba._team import SessionTeam
        from ba._error import DependencyError
        from ba._dependency import Dependency, AssetPackage
        from efro.util import empty_weakref

        # First off, resolve all dependency-sets we were passed.
        # If things are missing, we'll try to gather them into a single
        # missing-deps exception if possible to give the caller a clean
        # path to download missing stuff and try again.
        missing_asset_packages: Set[str] = set()
        for depset in depsets:
            try:
                depset.resolve()
            except DependencyError as exc:
                # Gather/report missing assets only; barf on anything else.
                if all(issubclass(d.cls, AssetPackage) for d in exc.deps):
                    for dep in exc.deps:
                        assert isinstance(dep.config, str)
                        missing_asset_packages.add(dep.config)
                else:
                    missing_info = [(d.cls, d.config) for d in exc.deps]
                    raise RuntimeError(
                        f'Missing non-asset dependencies: {missing_info}'
                    ) from exc

        # Throw a combined exception if we found anything missing.
        if missing_asset_packages:
            raise DependencyError([
                Dependency(AssetPackage, set_id)
                for set_id in missing_asset_packages
            ])

        # Ok; looks like our dependencies check out.
        # Now give the engine a list of asset-set-ids to pass along to clients.
        required_asset_packages: Set[str] = set()
        for depset in depsets:
            required_asset_packages.update(depset.get_asset_package_ids())

        # print('Would set host-session asset-reqs to:',
        # required_asset_packages)

        # Init our C++ layer data.
        self._sessiondata = _ba.register_session(self)

        # Should remove this if possible.
        self.tournament_id: Optional[str] = None

        self.sessionteams = []
        self.sessionplayers = []
        self.min_players = min_players
        self.max_players = max_players

        self.customdata = {}
        self._in_set_activity = False
        self._next_team_id = 0
        self._activity_retained: Optional[ba.Activity] = None
        self._launch_end_session_activity_time: Optional[float] = None
        self._activity_end_timer: Optional[ba.Timer] = None
        self._activity_weak = empty_weakref(Activity)
        self._next_activity: Optional[ba.Activity] = None
        self._wants_to_end = False
        self._ending = False
        self._activity_should_end_immediately = False
        self._activity_should_end_immediately_results: (
            Optional[ba.GameResults]) = None
        self._activity_should_end_immediately_delay = 0.0

        # Create static teams if we're using them.
        if self.use_teams:
            assert team_names is not None
            assert team_colors is not None
            for i, color in enumerate(team_colors):
                team = SessionTeam(team_id=self._next_team_id,
                                   name=GameActivity.get_team_display_string(
                                       team_names[i]),
                                   color=color)
                self.sessionteams.append(team)
                self._next_team_id += 1
                try:
                    with _ba.Context(self):
                        self.on_team_join(team)
                except Exception:
                    print_exception(f'Error in on_team_join for {self}.')

        self.lobby = Lobby()
        self.stats = Stats()

        # Instantiate our session globals node which will apply its settings.
        self._sessionglobalsnode = _ba.newnode('sessionglobals')