Files
openttd-client/docs/EVENTS.md
T
kovagoadiandClaude d87c779d94
Continuous Integration / lint-and-security (pull_request) Successful in 41s
Continuous Integration / tests-and-coverage (pull_request) Successful in 28s
Add game event support to the admin client
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]>
2026-08-31 18:14:40 +02:00

233 lines
11 KiB
Markdown
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
# Game Events: Usage Guide
Everything else in this library is a **request**: you ask the server something and it answers.
Events are the other direction — the server tells you when something happens, so a bot can react
to the game instead of polling it in a loop. This guide covers `OpenTTDAdminClient`'s
`subscribe_events()`, `unsubscribe_events()`, `wait_for_event()` and the `on_event` callback.
For the JSON that goes over the wire, see [PROTOCOL.md](PROTOCOL.md#game-events).
## Quick start
```python
import asyncio
from openttd import OpenTTDAdminClient
from openttd.protocol import GameEventType
async def main():
admin = OpenTTDAdminClient("127.0.0.1", admin_name="EventWatcher")
await admin.connect(admin_password="asd", secure=True)
await admin.joined.wait()
await admin.subscribe_events(
events=[GameEventType.VehicleArrive, GameEventType.VehicleDepart],
)
for _ in range(10):
event = await admin.wait_for_event(timeout=60.0)
print(f"vehicle {event['vehicle_id']} {event['event']} "
f"at station {event['station_id']}")
await admin.unsubscribe_events()
await admin.quit()
asyncio.run(main())
```
## Two ways to consume events
Both see **every** event, so you can use either or mix them.
**Pull — `await admin.wait_for_event(kind=None, timeout=5.0)`.** Returns the next matching event.
`kind` is a `GameEventType` (or plain string), an iterable of them, or `None` for "anything".
Events that arrive while you are not waiting are buffered, so nothing is lost between two calls,
and each event goes to at most one waiter. Raises `asyncio.TimeoutError` if nothing matching
arrives in time, `ConnectionError` if the admin connection drops mid-wait.
```python
# The next arrival or departure, whichever comes first.
event = await admin.wait_for_event(
{GameEventType.VehicleArrive, GameEventType.VehicleDepart}, timeout=30.0)
```
**Push — `admin.on_event = handler`.** A plain callback (like `on_chat` / `on_console`), invoked
with each event dict as it arrives. Use it for a long-running loop that reacts to everything:
```python
def handle(event):
if event["event"] == "cargo_waiting" and event["delta"] > 0:
print(f"{event['delta']} units of cargo {event['cargo_id']} "
f"arrived at station {event['station_id']}")
admin.on_event = handle
await admin.subscribe_events(events=[GameEventType.CargoWaiting])
await asyncio.sleep(600) # events arrive on the connection's own task
```
The buffer behind `wait_for_event()` holds the last 256 unclaimed events by default
(`OpenTTDAdminClient(..., event_buffer_size=N)`); past that the oldest are dropped, so a
subscription nobody drains cannot grow without bound.
## Event kinds
Import them from `openttd.protocol` as `GameEventType`, or just use the string. They come in two
flavours, which behave differently in ways worth knowing.
### Polled events — sampled, not instantaneous
The engine raises **no** event when a vehicle reaches a stop or when cargo shows up, so the
AdminBridge GameScript synthesises these by sampling game state every `interval` ticks and
reporting what changed since the previous sample.
| Kind | Fires when | Fields |
|---|---|---|
| `vehicle_arrive` | a vehicle starts loading/unloading at a station | `vehicle_id`, `station_id`, `owner`, `vehicle_type`, `order_position`, `cargo` |
| `vehicle_depart` | a vehicle stops loading/unloading at a station | the same, plus `dwell` (ticks it stayed) |
| `cargo_waiting` | a station's waiting amount of a cargo changes | `station_id`, `cargo_id`, `waiting` (new total), `delta` (signed change) |
`cargo` is a list of `{"cargo_id": n, "load": units}` for the cargo actually aboard (omit it with
`include_cargo=False`). `vehicle_type` is `0` rail, `1` road, `2` water, `3` air.
`order_position` is the index of the vehicle's current order, or `-1` if it has none.
`delta` is negative when cargo was picked up rather than delivered.
Three consequences of sampling that you should design around:
- **Short stops can be missed entirely.** If a vehicle arrives and leaves between two samples,
neither event exists. Lower `interval` to narrow the window; you cannot close it.
- **The first sample only establishes a baseline.** A vehicle already sitting at a station when
you subscribe did not just arrive and gets no `vehicle_arrive`. Its eventual `dwell` is counted
from that first sample, not from its real arrival.
- **`delta` is measured against the previous sample, not the previous event.** With a
`min_cargo_delta` filter, suppressed changes still move the baseline, so the next reported
`delta` covers everything since the last *sample*.
Two more edge cases in how "at a stop" is defined: it means *loading or unloading* at a station,
so a vehicle passing through a station non-stop never registers, and a vehicle that is stopped by
hand or breaks down at a platform reads as having left (and as arriving again when it resumes).
### Forwarded engine events — exact, as they happen
These the engine does raise, so they are reported the moment they occur, with no sampling
involved and no `interval` dependence.
| Kind | Fields |
|---|---|
| `vehicle_crashed` | `vehicle_id`, `tile`, `reason`, `victims`, `owner` |
| `station_first_vehicle` | `station_id`, `vehicle_id` |
| `industry_open`, `industry_close` | `industry_id` |
| `town_founded` | `town_id` |
| `company_new`, `company_in_trouble`, `company_bankrupt` | `company_id` |
| `subsidy_offer`, `subsidy_offer_expired`, `subsidy_awarded`, `subsidy_expired` | `subsidy_id` |
Every event of either flavour also carries `event` (its kind) and `tick` (the game tick it was
observed at).
There is deliberately no `vehicle_lost`, `vehicle_waiting_in_depot` or `vehicle_unprofitable`:
the engine raises those only for AI companies, never for a GameScript, so no bridge could
forward them. Watch `vehicle_arrive`/`vehicle_depart` or poll `get_timetable()` instead.
### `events_dropped`
Not something you subscribe to — the bridge emits it when a single poll produced more events than
its per-poll cap (200) and discarded `count` of them. Treat it as "your view has a hole in it":
if you see it, your subscription is too broad or your interval too coarse for what the map is
doing. Re-read state with `get_station()` / `get_timetable()` rather than trusting your
event-derived view.
## `subscribe_events(...)`
Awaitable; returns the bridge's confirmation `{"events": [accepted kinds], "interval": N}`. Every
argument narrows what you get, and all are optional.
| Parameter | Type | Meaning |
|---|---|---|
| `events` | iterable | Which kinds to receive. Default: all of them. |
| `interval` | `int` | Ticks between state samples for the polled kinds. Default `10`. This is their resolution, not a delay. |
| `company_id` | `int` | Only report vehicles and stations owned by this company. |
| `vehicles` | iterable | Only sample these vehicle ids instead of every vehicle. |
| `stations` | iterable | Only sample these station ids instead of every station. |
| `cargo` | iterable | Only inspect these cargo types (for `cargo_waiting`, and for the load on vehicle events). |
| `min_cargo_delta` | `int` | Suppress `cargo_waiting` events smaller than this many units. Default `1` (report everything). |
| `include_cargo` | `bool` | `False` leaves the per-cargo load off vehicle events. Default `True`. |
| `timeout` | `float` | Seconds to wait for the confirmation. Default `5.0`. |
Subscribing **replaces** any previous subscription and resets the baseline. `unsubscribe_events()`
stops the stream and drops the bridge's sampling state.
Errors: `ValueError` when the GameScript rejects the request (`unknown_event`,
`invalid_interval`, `invalid_min_cargo_delta`, `invalid_cargo`), `asyncio.TimeoutError` when it
does not answer (GameScripts don't run while the game is **paused**, so a paused server always
times out), `ConnectionError` if the connection drops. The Gamescript update-frequency
subscription the stream needs is set up automatically.
## Cost: subscribe narrowly
The bridge samples every watched vehicle and every watched station × cargo pair on each interval,
inside a GameScript's limited per-tick opcode budget. The defaults — every kind, every vehicle,
every station, every cargo, every 10 ticks — are fine on a small map and wasteful on a large busy
one, where the poll can take longer than the interval it is trying to keep.
Narrow it to what you actually need:
```python
# Watch two specific vehicles closely.
await admin.subscribe_events(
events=[GameEventType.VehicleArrive, GameEventType.VehicleDepart],
vehicles=[7, 9], interval=2)
# Watch coal piling up at one station, ignoring changes under 10 units.
await admin.subscribe_events(
events=[GameEventType.CargoWaiting],
stations=[3], cargo=[0], min_cargo_delta=10, interval=30)
# Only one company's traffic, without the per-vehicle cargo detail.
await admin.subscribe_events(company_id=0, include_cargo=False)
```
## Putting it together
```python
import asyncio
from openttd import OpenTTDAdminClient
from openttd.protocol import GameEventType
async def watch_route(admin, vehicle_id):
"""Report how long a vehicle spends at each stop on its route."""
await admin.subscribe_events(
events=[GameEventType.VehicleArrive, GameEventType.VehicleDepart],
vehicles=[vehicle_id], interval=2)
try:
while True:
event = await admin.wait_for_event(timeout=300.0)
if event["event"] == "vehicle_arrive":
print(f"arrived at station {event['station_id']} (order {event['order_position']})")
else:
loaded = sum(c["load"] for c in event["cargo"])
print(f"left station {event['station_id']} after {event['dwell']} ticks "
f"carrying {loaded} units")
except asyncio.TimeoutError:
print("vehicle went quiet")
finally:
await admin.unsubscribe_events()
async def main():
admin = OpenTTDAdminClient("127.0.0.1", admin_name="RouteWatcher")
await admin.connect(admin_password="asd", secure=True)
await admin.joined.wait()
await watch_route(admin, vehicle_id=7)
await admin.quit()
asyncio.run(main())
```
## Requirements
The server must run the bundled AdminBridge GameScript (version 3 or newer). Events need **no**
server patch — unlike `get_timetable()` and `get_dispatch()`, every getter involved is part of the
stock GameScript API. Since GameScripts do not tick while the game is paused, no events are
produced on a paused server.
## See also
- [PROTOCOL.md — Game Events](PROTOCOL.md#game-events) for the request/reply JSON.
- [TIMETABLES.md](TIMETABLES.md) for reading and editing what the events tell you changed.
- [ARCHITECTURE.md](ARCHITECTURE.md) for how the admin client fits together.