Add game event support to the admin client
Continuous Integration / lint-and-security (pull_request) Successful in 41s
Continuous Integration / tests-and-coverage (pull_request) Successful in 28s

Everything on the admin GameScript channel so far has been request/reply.
This adds the other direction: subscribe_events() opens a push stream so a
bot can react to the game instead of polling it, consumed either by awaiting
wait_for_event() or via an on_event callback. Both see every event; an event
goes to at most one waiter, and unclaimed ones sit in a bounded buffer.

Sixteen kinds, from two sources. The engine raises no GameScript event for a
vehicle reaching a stop or cargo arriving, so vehicle_arrive, vehicle_depart
and cargo_waiting are synthesised by the bridge sampling state every
`interval` ticks and diffing against the previous sample -- which means a
stop shorter than the interval is never reported, and the first sample only
establishes a baseline. The rest (crashes, industries, towns, companies,
subsidies) are engine events forwarded verbatim. vehicle_lost,
vehicle_waiting_in_depot and vehicle_unprofitable are deliberately absent:
the engine raises those only for AI companies, so a GameScript can never
observe them.

The server-side half lives in the AdminBridge GameScript, which is not in
this repo -- docker/config is gitignored -- so it has to be updated
separately for any of this to work.

Also repoints the scheduled-dispatch E2E test at a dedicated vehicle
(DISPATCH_VEHICLE_ID). It had been silently skipping because vehicle 7
carries a hand-built annual dispatch schedule, which left eight dispatch
methods unverified end to end while check_public_calls.py reported them
green off static analysis of the call sites.

Co-Authored-By: Claude <[email protected]>
This commit is contained in:
2026-08-31 18:14:40 +02:00
co-authored by Claude
parent 28f247799e
commit d87c779d94
10 changed files with 800 additions and 10 deletions
+5
View File
@@ -16,6 +16,11 @@ The primary API for developers.
- **Event-Driven:** Uses `asyncio.Event` (like `self.joined`) to signal state changes to the calling code.
- **Callback System:** Provides hooks like `on_chat` to allow users to react to game events without modifying the core library.
### 3. `OpenTTDAdminClient` (Admin Network)
Talks to the Admin port (TCP 3977) and, through the AdminBridge GameScript's JSON channel, to the running game itself.
- **Correlated Queries:** `get_timetable()`, `get_station()`, `get_dispatch()` and friends all funnel through `_gs_query()`, which tags each request with a monotonic `request_id`, parks a future, and lets `receive_ServerGamescript` resolve it when the matching reply arrives.
- **Push Events:** `subscribe_events()` opens the one stream that flows the other way. Event batches carry no `request_id`, so `receive_ServerGamescript` routes them to the event consumers instead: each event goes to the longest-waiting matching `wait_for_event()` caller, or into a bounded buffer if nobody is waiting, and to the `on_event` observer either way. See [EVENTS.md](EVENTS.md).
## Handshake Flow
1. **Connection:** TCP connection established to Port 3979.