0ad/source/simulation2/system/ReplayTurnManager.cpp
vyordan 71be79791f
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Use turn_id_t (int32_t) for turn-count across simulation, network and replay
CSimulation2 used , CSimulation2Impl mixed /, and
CTurnManager used  for the same turn-count concept, forcing a
static_cast<int64_t> at the one place these types already met
(rejoin-test comparison).

Add  (alias for std::int32_t) in SimulationCommand.h and use
it consistently for every turn counter in CSimulation2/Impl,
CTurnManager and its subclasses (CLocalTurnManager,
CReplayTurnManager), CNetServerTurnManager/CNetClientTurnManager, and
the network wire format (m_Turn in CEndCommandBatchMessage,
CSimulationMessage, CSyncCheckMessage, CSyncErrorMessage, and
m_CurrentTurn in CLoadedGameMessage).

Turn *duration* fields (m_TurnLength, m_CommandDelay,
DEFAULT_TURN_LENGTH, COMMAND_DELAY_SP/MP, SetTurnLength,
GetSavedTurnLength return type) are left as u32 — they're milliseconds,
not a counter, and out of scope here.

Remaining turn_id_t vs size_t comparisons use std::cmp_equal or
explicit casts, matching the existing pattern in Simulation2.cpp.

Fixes #8718
2026-07-31 10:34:20 +02:00

140 lines
4.1 KiB
C++

/* Copyright (C) 2026 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "ReplayTurnManager.h"
#include "lib/debug.h"
#include "ps/CLogger.h"
#include "ps/Util.h"
#include "scriptinterface/JSON.h"
#include "scriptinterface/Conversions.h"
#include "scriptinterface/Request.h"
#include "simulation2/Simulation2.h"
#include "simulation2/system/LocalTurnManager.h"
#include <js/GCVector.h>
#include <js/RootingAPI.h>
#include <js/TypeDecls.h>
#include <js/Value.h>
#include <js/ValueArray.h>
#include <tuple>
#include <utility>
class IReplayLogger;
namespace Script { class Interface; }
const CStr CReplayTurnManager::EventNameReplayFinished = "ReplayFinished";
const CStr CReplayTurnManager::EventNameReplayOutOfSync = "ReplayOutOfSync";
CReplayTurnManager::CReplayTurnManager(CSimulation2& simulation, IReplayLogger& replay)
: CLocalTurnManager(simulation, replay)
{
}
void CReplayTurnManager::StoreReplayCommand(turn_id_t turn, int player, const std::string& command)
{
// Using the pair we make sure that commands per turn will be processed in the correct order
m_ReplayCommands[turn].emplace_back(player, command);
}
void CReplayTurnManager::StoreReplayHash(turn_id_t turn, const std::string& hash, bool quick)
{
m_ReplayHash[turn] = std::make_pair(hash, quick);
}
void CReplayTurnManager::StoreReplayTurnLength(turn_id_t turn, u32 turnLength)
{
m_ReplayTurnLengths[turn] = turnLength;
// Initialize turn length
if (turn == 0)
m_TurnLength = m_ReplayTurnLengths[0];
}
void CReplayTurnManager::StoreFinalReplayTurn(turn_id_t turn)
{
m_FinalTurn = turn;
}
void CReplayTurnManager::NotifyFinishedUpdate(turn_id_t turn, const UpdateCallback& sendEventToAll)
{
if (turn == 1 && m_FinalTurn == 0)
sendEventToAll(EventNameReplayFinished, std::nullopt);
if (turn > m_FinalTurn)
return;
DoTurn(turn, sendEventToAll);
// Compare hash if it exists in the replay and if we didn't have an OOS already
std::map<turn_id_t, std::pair<std::string, bool>>::iterator turnHashIt = m_ReplayHash.find(turn);
if (m_HasSyncError || turnHashIt == m_ReplayHash.end())
return;
std::string expectedHash = turnHashIt->second.first;
bool quickHash = turnHashIt->second.second;
// Compute hash
std::string hash;
ENSURE(m_Simulation2.ComputeStateHash(hash, quickHash));
hash = Hexify(hash);
if (hash == expectedHash)
return;
m_HasSyncError = true;
LOGERROR("Replay out of sync on turn %d", turn);
const Script::Interface& scriptInterface = m_Simulation2.GetScriptInterface();
Script::Request rq(scriptInterface);
JS::RootedValueVector paramData(rq.cx);
std::ignore = paramData.append(JS::NumberValue(turn));
JS::RootedValue hashVal(rq.cx);
Script::ToJSVal(rq, &hashVal, hash);
std::ignore = paramData.append(hashVal);
JS::RootedValue expectedHashVal(rq.cx);
Script::ToJSVal(rq, &expectedHashVal, expectedHash);
std::ignore = paramData.append(expectedHashVal);
sendEventToAll(EventNameReplayOutOfSync, paramData);
}
void CReplayTurnManager::DoTurn(turn_id_t turn, const UpdateCallback& sendEventToAll)
{
debug_printf("Executing turn %d of %d\n", turn, m_FinalTurn);
m_TurnLength = m_ReplayTurnLengths[turn];
Script::Request rq(m_Simulation2.GetScriptInterface());
// Simulate commands for that turn
for (const std::pair<player_id_t, std::string>& p : m_ReplayCommands[turn])
{
JS::RootedValue command(rq.cx);
Script::ParseJSON(rq, p.second, &command);
AddCommand(m_ClientId, p.first, command, m_CurrentTurn + 1);
}
if (turn == m_FinalTurn)
sendEventToAll(EventNameReplayFinished, std::nullopt);
}