got coop in headless builds working

This commit is contained in:
Roman Trapeznikov 2021-07-10 22:27:48 +03:00
parent 9e2fa821f3
commit fa0036f14c
2 changed files with 36 additions and 19 deletions

View File

@ -156,8 +156,29 @@ class CoopSession(Session):
from ba._general import WeakCall
super().on_player_leave(sessionplayer)
# If all our players leave we wanna quit out of the session.
_ba.timer(2.0, WeakCall(self._end_session_if_empty))
if _ba.app.server is not None:
# If we're in server mode, end game and show results.
activity = self.getactivity()
_ba.timer(2.0, WeakCall(self._end_activity_if_empty))
else:
# Otherwise, if all our players leave
# we wanna quit out of the session.
_ba.timer(2.0, WeakCall(self._end_session_if_empty))
def _end_activity_if_empty(self) -> None:
activity = self.getactivity()
if activity is None:
return # Probably everything is already broken, why do something?
if activity.players:
return
with _ba.Context(activity):
from ba._gameactivity import GameActivity
# FIXME: rewrite this, doesn't cover all cases
assert isinstance(activity, GameActivity)
activity.end_game()
def _end_session_if_empty(self) -> None:
activity = self.getactivity()
@ -250,10 +271,11 @@ class CoopSession(Session):
# If at any point we have no in-game players, quit out of the session
# (this can happen if someone leaves in the tutorial for instance).
active_players = [p for p in self.sessionplayers if p.in_game]
if not active_players:
self.end()
return
if isinstance(activity, TutorialActivity):
active_players = [p for p in self.sessionplayers if p.in_game]
if not active_players:
self.end()
return
# If we're in a between-round activity or a restart-activity,
# hop into a round.

View File

@ -122,7 +122,7 @@ class CoopScoreScreen(ba.Activity[ba.Player, ba.Team]):
self._birth_time = ba.time()
self._min_view_time = 5.0
self._allow_server_transition = False
self._server_transitioning: Optional[bool] = True
self._server_transitioning: Optional[bool] = None
self._playerinfos: List[ba.PlayerInfo] = settings['playerinfos']
assert isinstance(self._playerinfos, list)
@ -494,8 +494,6 @@ class CoopScoreScreen(ba.Activity[ba.Player, ba.Team]):
def _player_press(self) -> None:
# (Only for headless builds).
print('HERE PLAYER PRESS')
# If this activity is a good 'end point', ask server-mode just once if
# it wants to do anything special like switch sessions or kill the app.
if (self._allow_server_transition and _ba.app.server is not None
@ -503,16 +501,14 @@ class CoopScoreScreen(ba.Activity[ba.Player, ba.Team]):
self._server_transitioning = _ba.app.server.handle_transition()
assert isinstance(self._server_transitioning, bool)
print('HERE IF PASSED')
# If server-mode is handling this, don't do anything ourself.
if self._server_transitioning is True:
return
print('HERE RESTARTING COOP')
# Otherwise restart current level.
print('HERE ui_restart() only for testing; replace after that')
self._ui_restart()
self._campaign.set_selected_level(self._level_name)
with ba.Context(self):
self.end({'outcome': 'restart'})
def _safe_assign(self, player: EmptyPlayer) -> None:
# (Only for headless builds).
@ -520,16 +516,15 @@ class CoopScoreScreen(ba.Activity[ba.Player, ba.Team]):
# Just to be extra careful, don't assign if we're transitioning out.
# (though theoretically that should be ok).
if not self.is_transitioning_out() and player:
player.assigninput((ba.InputType.JUMP_PRESS, ba.InputType.PUNCH_PRESS,
ba.InputType.BOMB_PRESS, ba.InputType.PICK_UP_PRESS),
self._player_press)
player.assigninput(
(ba.InputType.JUMP_PRESS, ba.InputType.PUNCH_PRESS,
ba.InputType.BOMB_PRESS, ba.InputType.PICK_UP_PRESS),
self._player_press)
def on_player_join(self, player: PlayerType) -> None:
print('HERE ON PLAYER JOIN')
super().on_player_join(player)
if ba.app.server is not None:
print('HERE INPUT ASSIGNED')
# Host can't press retry button, so anyone can do it instead.
time_till_assign = max(
0, self._birth_time + self._min_view_time - _ba.time())