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https://github.com/RYDE-WORK/ballistica.git
synced 2026-02-08 00:30:22 +08:00
exceptions cleanup and fix ffa spawn
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parent
5a7bcf4e44
commit
5c6249d8c9
@ -166,14 +166,14 @@ class Activity(DependencyComponent, Generic[PlayerType, TeamType]):
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session = _ba.getsession()
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session = _ba.getsession()
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if session is None:
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if session is None:
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raise Exception('No current session')
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raise RuntimeError('No current session')
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self._session = weakref.ref(session)
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self._session = weakref.ref(session)
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# Preloaded data for actors, maps, etc; indexed by type.
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# Preloaded data for actors, maps, etc; indexed by type.
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self.preloads: Dict[Type, Any] = {}
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self.preloads: Dict[Type, Any] = {}
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if not isinstance(settings, dict):
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if not isinstance(settings, dict):
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raise Exception('expected dict for settings')
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raise TypeError('expected dict for settings')
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if _ba.getactivity(doraise=False) is not self:
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if _ba.getactivity(doraise=False) is not self:
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raise Exception('invalid context state')
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raise Exception('invalid context state')
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@ -292,8 +292,8 @@ class Activity(DependencyComponent, Generic[PlayerType, TeamType]):
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(internal)
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(internal)
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"""
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"""
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if self.has_begun():
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if self.has_begun():
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raise Exception('This should only be called for Activities'
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raise RuntimeError('This should only be called for Activities'
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'that have not yet begun.')
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'that have not yet begun.')
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if not self._should_end_immediately or force:
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if not self._should_end_immediately or force:
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self._should_end_immediately = True
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self._should_end_immediately = True
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self._should_end_immediately_results = results
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self._should_end_immediately_results = results
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@ -340,7 +340,7 @@ class Activity(DependencyComponent, Generic[PlayerType, TeamType]):
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"""
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"""
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from ba import _actor as bsactor
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from ba import _actor as bsactor
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if not isinstance(actor, bsactor.Actor):
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if not isinstance(actor, bsactor.Actor):
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raise Exception('non-actor passed to _retain_actor')
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raise TypeError('non-actor passed to retain_actor')
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if (self.has_transitioned_in()
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if (self.has_transitioned_in()
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and _ba.time() - self._last_prune_dead_actors_time > 10.0):
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and _ba.time() - self._last_prune_dead_actors_time > 10.0):
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print_error('it looks like nodes/actors are not'
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print_error('it looks like nodes/actors are not'
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@ -356,7 +356,7 @@ class Activity(DependencyComponent, Generic[PlayerType, TeamType]):
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"""
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"""
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from ba import _actor as bsactor
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from ba import _actor as bsactor
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if not isinstance(actor, bsactor.Actor):
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if not isinstance(actor, bsactor.Actor):
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raise Exception('non-actor passed to _add_actor_weak_ref')
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raise TypeError('non-actor passed to add_actor_weak_ref')
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if (self.has_transitioned_in()
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if (self.has_transitioned_in()
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and _ba.time() - self._last_prune_dead_actors_time > 10.0):
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and _ba.time() - self._last_prune_dead_actors_time > 10.0):
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print_error('it looks like nodes/actors are '
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print_error('it looks like nodes/actors are '
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@ -965,7 +965,7 @@ class GameActivity(Activity[PlayerType, TeamType]):
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The default implementation simply calls spawn_player_spaz().
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The default implementation simply calls spawn_player_spaz().
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"""
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"""
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if not player:
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if not player:
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raise Exception('spawn_player() called for nonexistent player')
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raise TypeError('spawn_player() called for nonexistent player')
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return self.spawn_player_spaz(player)
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return self.spawn_player_spaz(player)
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@ -365,11 +365,12 @@ class Map(Actor):
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player_pts = []
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player_pts = []
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for player in players:
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for player in players:
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try:
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try:
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if player.node:
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if player and player.node:
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pnt = _ba.Vec3(player.node.position)
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pnt = _ba.Vec3(player.node.position)
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player_pts.append(pnt)
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player_pts.append(pnt)
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except Exception as exc:
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except Exception:
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print('EXC in get_ffa_start_position:', exc)
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from ba import _error
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_error.print_exception()
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def _getpt() -> Sequence[float]:
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def _getpt() -> Sequence[float]:
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point = self.ffa_spawn_points[self._next_ffa_start_index]
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point = self.ffa_spawn_points[self._next_ffa_start_index]
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