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Use FinishedOwnCommands, which is intented to plan commands for the N+2 turn, but can be used to run commands immediately by the replay manager, and unlike FinishedUpdate is called before the first update. Reported by: Freagarach Fixes #5546 Differential Revision: https://code.wildfiregames.com/D3067 This was SVN commit r24280.
57 lines
1.8 KiB
C++
57 lines
1.8 KiB
C++
/* Copyright (C) 2020 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef INCLUDED_REPLAYTURNMANAGER
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#define INCLUDED_REPLAYTURNMANAGER
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#include "LocalTurnManager.h"
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/**
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* Implementation of CLocalTurnManager for replay games.
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*/
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class CReplayTurnManager : public CLocalTurnManager
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{
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public:
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CReplayTurnManager(CSimulation2& simulation, IReplayLogger& replay);
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void StoreReplayCommand(u32 turn, int player, const std::string& command);
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void StoreReplayTurnLength(u32 turn, u32 turnLength);
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void StoreReplayHash(u32 turn, const std::string& hash, bool quick);
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void StoreFinalReplayTurn(u32 turn);
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private:
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void NotifyFinishedOwnCommands(u32 turn) override;
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void DoTurn(u32 turn);
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static const CStr EventNameReplayFinished;
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static const CStr EventNameReplayOutOfSync;
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// Contains the commands of every player on each turn
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std::map<u32, std::vector<std::pair<player_id_t, std::string>>> m_ReplayCommands;
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// Contains the length of every turn
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std::map<u32, u32> m_ReplayTurnLengths;
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// Contains all replay hash values and weather or not the quick hash method was used
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std::map<u32, std::pair<std::string, bool>> m_ReplayHash;
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};
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#endif // INCLUDED_REPLAYTURNMANAGER
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