Changeset 2177
- Timestamp:
- 09/29/10 17:24:30 (20 months ago)
- Location:
- trunk
- Files:
-
- 3 edited
-
lotatc_server/lotatc_FC2.lua (modified) (1 diff)
-
lotatc_server/lotatc_luaServer.py (modified) (8 diffs)
-
lotatc_server_ui.py (modified) (5 diffs)
Legend:
- Unmodified
- Added
- Removed
-
trunk/lotatc_server/lotatc_FC2.lua
r2132 r2177 164 164 end 165 165 end 166 167 -- Not yet tested 168 return 169 170 -- Remove detectedWeapon which are no more present 171 for weaponId, weaponInfo in pairs( self.detectedWeapon) do 172 if ( not worldObjects[weaponId]) and ( not ballisticObjects[weaponId]) then 173 self.detectedWeapon[weaponId] = nil 174 end 175 end 176 177 166 178 end, 167 179 -
trunk/lotatc_server/lotatc_luaServer.py
r2132 r2177 28 28 from lotatc_object import * 29 29 from lotatc_radarList import * 30 from lotatc_lodynServer import * 30 31 31 32 # Common declaration with export.lua and LuaServer … … 62 63 # Save dbParser parser instance 63 64 self.dbParser = server.dbParser 65 # Retrieve loDynServer instance 66 self.loDynServer = server.loDynServer 64 67 65 68 # Init LostAndFound … … 410 413 # ------------------------------------------------------------------------------------- 411 414 elif command == END_OF_TIME_SLOT: 412 # Process loast and found units415 # Foward lost and found units to loDynServer 413 416 if self.foundUnit or self.lostUnit: 414 print "Process lost and found units"417 # Process found units 415 418 for unit, group in self.foundUnit.iteritems(): 416 print "Found unit %s for group %s" % ( unit, group) 419 self.loDynServer.newUnit( group, unit) 420 421 # Process killed units 417 422 for unit, group in self.lostUnit.iteritems(): 418 print "Lost unit %s for group %s" % ( unit, group) 419 420 self.lostUnit = {} 423 self.loDynServer.unitKilled( group, unit) 424 self.lostUnit = {} 425 426 # As there was some info, foward that to loDynServer 427 self.loDynServer.endOfSlot() 428 421 429 return True 422 430 … … 431 439 weaponName = unicode( items[2], self.luaServer.lo_encoding) 432 440 weaponCount = int( items[3]) 433 print "%s has launched %d %s" % ( self.localObjectsDb[objectId].pilotName, weaponCount, weaponName) 434 441 442 # Forward this info to loDynServer 443 self.loDynServer.weaponUsed( self.localObjectsDb[objectId].groupName 444 , self.localObjectsDb[objectId].pilotName 445 , weaponName 446 , weaponCount 447 ) 435 448 436 449 # ------------------------------------------------------------------------------------- … … 493 506 self.logger.info("Start time: %s" % items[1]) 494 507 self.logger.info("Sampling period: %s" % items[2]) 508 509 # Forward info to loDynServer 510 self.loDynServer.startOfMission() 511 495 512 496 513 # ------------------------------------------------------------------------------------- … … 508 525 self.coalitionLocks[coalition].release() 509 526 self.mainInfo["EndOfMission"] = True 527 528 # Forward info to loDynServer 529 self.loDynServer.endOfMission() 510 530 511 531 else: … … 675 695 # @param coalitionObjects, To share detected objects with radars 676 696 # @param coalitionLocks Lock on coalitionObjects 677 def __init__( self, serverAddress, mainInfo, globalServerConfig, dbParser,678 meshServer, coalitionObjects, coalitionLocks):697 def __init__( self, serverAddress, loDynServer, mainInfo, globalServerConfig, dbParser 698 , meshServer, coalitionObjects, coalitionLocks): 679 699 self.logger = logging.getLogger('[LuaServer]') 680 700 self.logger.debug("__init__") … … 684 704 685 705 # Save parameters 706 self.loDynServer = loDynServer 686 707 self.mainInfo = mainInfo 687 708 self.mainInfo["TimeStamp"] = {} -
trunk/lotatc_server_ui.py
r2165 r2177 51 51 from lotatc_radarServer import RadarServer 52 52 from datalink_server import DataLinkServer 53 from lotatc_lodynServer import LoDynServer 53 54 from missionPlaybackDlg import * 54 55 from lua_export_check import check_exports … … 146 147 #----------------------------------- SERVER FUNCTIONS 147 148 def launch_servers(): 149 150 # Create the loDynServer 151 g_window.loDynServer = LoDynServer( ('', CST_LODYN_PORT)) 152 g_window.loDynServer.lo_encoding = g_window.encoding 153 g_window.loDynServerThread = threading.Thread(target = g_window.loDynServer.serve_forever) 154 g_window.loDynServerThread.setDaemon(True) 155 g_window.loDynServerThread.start() 156 148 157 # Create the luaServer which receive data from lua (lua is the client ...) 149 158 g_window.luaServer = LuaServer( ('', CST_LUA_PORT) 159 , g_window.loDynServer 150 160 , g_window.mainInfo 151 161 , g_window.configuration … … 156 166 ) 157 167 g_window.luaServer.lo_encoding = g_window.encoding 158 # Create, configure and start a thread for this server159 168 g_window.luaServerThread = threading.Thread(target = g_window.luaServer.serve_forever) 160 169 g_window.luaServerThread.setDaemon(True) 161 170 g_window.luaServerThread.start() 162 171 163 # Now create the RadarServer. There will a thread per connection172 # Create the RadarServer. There will a thread per connection 164 173 g_window.radarServer = RadarServer( ('', CST_RADAR_PORT) 165 174 , g_window.mainInfo … … 173 182 g_window.radarServerThread.setDaemon(True) 174 183 g_window.radarServerThread.start() 175 # Now create the DataLink. There will a thread per connection 176 g_window.datalinkServer = DataLinkServer( ('', CST_DATALINK_PORT), 177 g_window.radarServer, 178 g_pathname) 184 185 # Create the DataLink. There will a thread per connection 186 g_window.datalinkServer = DataLinkServer( ('', CST_DATALINK_PORT) 187 , g_window.radarServer 188 , g_pathname 189 ) 179 190 g_window.datalinkServerThread = threading.Thread(target = g_window.datalinkServer.serve_forever) 180 191 g_window.datalinkServerThread.setDaemon(True) 181 192 g_window.datalinkServerThread.start() 182 193 g_window.server_run = True 194 195 183 196 #----------------------------------- 184 197 def load_dbParser( version, stop=False): … … 420 433 g_window.radarServer = None 421 434 g_window.datalinkServer = None 435 g_window.lorealityServer = None 422 436 g_window.log_to_play = None 423 437 g_window.play_back_window = None
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