Пример #1
0
    def end(self):
        self.log.debug("Ending session")
        self.is_alive = False

        # Has to be done here, cause the manager uses Scheduler!
        Scheduler().rem_all_classinst_calls(self)
        ExtScheduler().rem_all_classinst_calls(self)

        horizons.globals.fife.sound.end()

        # these will call end() if the attribute still exists by the LivingObject magic
        self.ingame_gui = None  # keep this before world

        if hasattr(self, 'world'):
            # must be called before the world ref is gone, but may not exist yet while loading
            self.world.end()
        self.world = None
        self.view = None
        self.manager = None
        self.timer = None
        self.scenario_eventhandler = None

        Scheduler().end()
        Scheduler.destroy_instance()

        self.selected_instances = None
        self.selection_groups = None

        self._clear_caches()

        # discard() in case loading failed and we did not yet subscribe
        SettingChanged.discard(self._on_setting_changed)
        MessageBus().reset()
Пример #2
0
    def end(self):
        self.log.debug("Ending session")
        self.is_alive = False

        self.gui.session = None

        # Has to be done here, cause the manager uses Scheduler!
        self.end_production_finished_icon_manager()
        Scheduler().rem_all_classinst_calls(self)
        ExtScheduler().rem_all_classinst_calls(self)

        if horizons.globals.fife.get_fife_setting("PlaySounds"):
            for emitter in horizons.globals.fife.sound.emitter['ambient'][:]:
                emitter.stop()
                horizons.globals.fife.sound.emitter['ambient'].remove(emitter)
            horizons.globals.fife.sound.emitter['effects'].stop()
            horizons.globals.fife.sound.emitter['speech'].stop()
        if hasattr(self, "cursor"):  # the line below would crash uglily on ^C
            self.cursor.remove()

        if hasattr(self, 'cursor') and self.cursor is not None:
            self.cursor.end()
        # these will call end() if the attribute still exists by the LivingObject magic
        self.ingame_gui = None  # keep this before world

        LastActivePlayerSettlementManager().remove()  # keep after ingame_gui
        LastActivePlayerSettlementManager.destroy_instance()

        self.cursor = None
        self.world.end()  # must be called before the world ref is gone
        self.world = None
        self.keylistener = None
        self.view = None
        self.manager = None
        self.timer = None
        self.scenario_eventhandler = None

        Scheduler().end()
        Scheduler.destroy_instance()

        self.selected_instances = None
        self.selection_groups = None

        self.status_icon_manager.end()
        self.status_icon_manager = None

        horizons.main._modules.session = None
        self._clear_caches()

        # subscriptions shouldn't survive listeners (except the main Gui)
        self.gui.unsubscribe()
        AutosaveIntervalChanged.unsubscribe(self._on_autosave_interval_changed)
        MessageBus().reset()
        self.gui.subscribe()