from direct.directnotify.DirectNotifyGlobal import * import cPickle from otp.ai.AIBaseGlobal import * from toontown.building import DistributedBuildingAI from toontown.building import GagshopBuildingAI from toontown.building import HQBuildingAI from toontown.building import KartShopBuildingAI from toontown.building import PetshopBuildingAI from toontown.hood import ZoneUtil class DistributedBuildingMgrAI: notify = directNotify.newCategory('DistributedBuildingMgrAI') def __init__(self, air, branchId, dnaStore, trophyMgr): self.air = air self.branchId = branchId self.canonicalBranchId = ZoneUtil.getCanonicalZoneId(self.branchId) self.dnaStore = dnaStore self.trophyMgr = trophyMgr self.__buildings = {} self.tableName = 'buildings_%s' % self.branchId self.findAllLandmarkBuildings() def cleanup(self): for building in self.__buildings.values(): building.cleanup() self.__buildings = {} def isValidBlockNumber(self, blockNumber): return blockNumber in self.__buildings def isSuitBlock(self, blockNumber): if not self.isValidBlockNumber(blockNumber): return False return self.__buildings[blockNumber].isSuitBlock() def getSuitBlocks(self): blocks = [] for blockNumber, building in self.__buildings.items(): if building.isSuitBlock(): blocks.append(blockNumber) return blocks def getEstablishedSuitBlocks(self): blocks = [] for blockNumber, building in self.__buildings.items(): if building.isEstablishedSuitBlock(): blocks.append(blockNumber) return blocks def getToonBlocks(self): blocks = [] for blockNumber, building in self.__buildings.items(): if isinstance(building, HQBuildingAI.HQBuildingAI): continue if isinstance(building, GagshopBuildingAI.GagshopBuildingAI): continue if isinstance(building, PetshopBuildingAI.PetshopBuildingAI): continue if isinstance(building, KartShopBuildingAI.KartShopBuildingAI): continue if not building.isSuitBlock(): blocks.append(blockNumber) return blocks def getBuildings(self): return self.__buildings.values() def getFrontDoorPoint(self, blockNumber): if self.isValidBlockNumber(blockNumber): return self.__buildings[blockNumber].getFrontDoorPoint() def getBuildingTrack(self, blockNumber): if self.isValidBlockNumber(blockNumber): return self.__buildings[blockNumber].track def getBuilding(self, blockNumber): if self.isValidBlockNumber(blockNumber): return self.__buildings[blockNumber] def setFrontDoorPoint(self, blockNumber, point): if self.isValidBlockNumber(blockNumber): return self.__buildings[blockNumber].setFrontDoorPoint(point) def getDNABlockLists(self): blocks = [] hqBlocks = [] gagshopBlocks = [] petshopBlocks = [] kartshopBlocks = [] for i in xrange(self.dnaStore.getNumBlockNumbers()): blockNumber = self.dnaStore.getBlockNumberAt(i) buildingType = self.dnaStore.getBlockBuildingType(blockNumber) if buildingType == 'hq': hqBlocks.append(blockNumber) elif buildingType == 'gagshop': gagshopBlocks.append(blockNumber) elif buildingType == 'petshop': if self.air.wantPets: petshopBlocks.append(blockNumber) elif buildingType == 'kartshop': kartshopBlocks.append(blockNumber) else: blocks.append(blockNumber) return (blocks, hqBlocks, gagshopBlocks, petshopBlocks, kartshopBlocks) def findAllLandmarkBuildings(self): buildings = self.load() (blocks, hqBlocks, gagshopBlocks, petshopBlocks, kartshopBlocks) = self.getDNABlockLists() for blockNumber in blocks: self.newBuilding(blockNumber, buildings.get(blockNumber, None)) for blockNumber in hqBlocks: self.newHQBuilding(blockNumber) for blockNumber in gagshopBlocks: self.newGagshopBuilding(blockNumber) for block in petshopBlocks: self.newPetshopBuilding(block) for block in kartshopBlocks: self.newKartShopBuilding(block) def newBuilding(self, blockNumber, blockData = None): building = DistributedBuildingAI.DistributedBuildingAI(self.air, blockNumber, self.branchId, self.trophyMgr) building.generateWithRequired(self.branchId) if blockData: building.track = blockData.get('track', 'c') building.realTrack = blockData.get('track', 'c') building.difficulty = int(blockData.get('difficulty', 1)) building.numFloors = int(blockData.get('numFloors', 1)) building.numFloors = max(1, min(5, building.numFloors)) building.becameSuitTime = blockData.get('becameSuitTime', time.time()) if blockData['state'] == 'suit': building.setState('suit') elif blockData['state'] == 'cogdo': if simbase.air.wantCogdominiums: building.setState('cogdo') else: building.setState('toon') else: building.setState('toon') self.__buildings[blockNumber] = building return building def newHQBuilding(self, blockNumber): dnaStore = self.air.dnaStoreMap[self.canonicalBranchId] exteriorZoneId = dnaStore.getZoneFromBlockNumber(blockNumber) interiorZoneId = (self.branchId - (self.branchId%100)) + 500 + blockNumber building = HQBuildingAI.HQBuildingAI( self.air, exteriorZoneId, interiorZoneId, blockNumber) self.__buildings[blockNumber] = building return building def newGagshopBuilding(self, blockNumber): dnaStore = self.air.dnaStoreMap[self.canonicalBranchId] exteriorZoneId = dnaStore.getZoneFromBlockNumber(blockNumber) interiorZoneId = (self.branchId - (self.branchId%100)) + 500 + blockNumber building = GagshopBuildingAI.GagshopBuildingAI( self.air, exteriorZoneId, interiorZoneId, blockNumber) self.__buildings[blockNumber] = building return building def newPetshopBuilding(self, blockNumber): dnaStore = self.air.dnaStoreMap[self.canonicalBranchId] exteriorZoneId = dnaStore.getZoneFromBlockNumber(blockNumber) interiorZoneId = (self.branchId - (self.branchId%100)) + 500 + blockNumber building = PetshopBuildingAI.PetshopBuildingAI( self.air, exteriorZoneId, interiorZoneId, blockNumber) self.__buildings[blockNumber] = building return building def newKartShopBuilding(self, blockNumber): dnaStore = self.air.dnaStoreMap[self.canonicalBranchId] exteriorZoneId = dnaStore.getZoneFromBlockNumber(blockNumber) interiorZoneId = (self.branchId - (self.branchId%100)) + 500 + blockNumber building = KartShopBuildingAI.KartShopBuildingAI( self.air, exteriorZoneId, interiorZoneId, blockNumber) self.__buildings[blockNumber] = building return building def save(self): if self.air.dbConn: buildings = [] for i in self.__buildings.values(): if isinstance(i, HQBuildingAI.HQBuildingAI): continue buildings.append(i.getPickleData()) street = {'ai': self.air.districtId, 'branch': self.branchId} try: self.air.dbGlobalCursor.streets.update(street, {'$setOnInsert': street, '$set': {'buildings': buildings}}, upsert=True) except: # Something happened to our DB, but we can reconnect and retry. taskMgr.doMethodLater(config.GetInt('mongodb-retry-time', 2), self.save, 'retrySave', extraArgs=[]) else: self.saveDev() def saveDev(self): backups = {} for blockNumber in self.getSuitBlocks(): building = self.getBuilding(blockNumber) backups[blockNumber] = building.getPickleData() simbase.backups.save('block-info', (self.air.districtId, self.branchId), backups) def load(self): if self.air.dbConn: blocks = {} # Ensure that toontown.streets is indexed. Doing this at loading time # is a fine way to make sure that we won't upset players with a # lagspike while we wait for the backend to handle the index request. self.air.dbGlobalCursor.streets.ensure_index([('ai', 1), ('branch', 1)]) street = {'ai': self.air.districtId, 'branch': self.branchId} try: doc = self.air.dbGlobalCursor.streets.find_one(street) except: # We're failing over - normally we'd wait to retry, but this is on AI startup so we might want to retry (or refactor the bldgMgr so we can sanely retry). return blocks if not doc: return blocks for building in doc.get('buildings', []): blocks[int(building['block'])] = building return blocks else: blocks = simbase.backups.load('block-info', (self.air.districtId, self.branchId), default={}) return blocks