0ad/source/simulation2/system/ReplayTurnManager.h
Ralph Sennhauser 32fd10691d
Fix includes in source/simulation2
Make include-what-you-use happy with some files in source/simulation2
and fix what needs to be fixed.

Ref: #8086
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2025-08-07 08:38:40 +02:00

70 lines
2 KiB
C++

/* Copyright (C) 2025 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/>.
*/
#ifndef INCLUDED_REPLAYTURNMANAGER
#define INCLUDED_REPLAYTURNMANAGER
#include "lib/types.h"
#include "ps/CStr.h"
#include "simulation2/helpers/Player.h"
#include "simulation2/system/LocalTurnManager.h"
#include <map>
#include <string>
#include <utility>
#include <vector>
class CSimulation2;
class IReplayLogger;
/**
* Implementation of CLocalTurnManager for replay games.
*/
class CReplayTurnManager : public CLocalTurnManager
{
public:
CReplayTurnManager(CSimulation2& simulation, IReplayLogger& replay);
void StoreReplayCommand(u32 turn, int player, const std::string& command);
void StoreReplayTurnLength(u32 turn, u32 turnLength);
void StoreReplayHash(u32 turn, const std::string& hash, bool quick);
void StoreFinalReplayTurn(u32 turn);
private:
void NotifyFinishedUpdate(u32 turn) override;
void DoTurn(u32 turn);
static const CStr EventNameReplayFinished;
static const CStr EventNameReplayOutOfSync;
bool m_HasSyncError = false;
// Contains the commands of every player on each turn
std::map<u32, std::vector<std::pair<player_id_t, std::string>>> m_ReplayCommands;
// Contains the length of every turn
std::map<u32, u32> m_ReplayTurnLengths;
// Contains all replay hash values and weather or not the quick hash method was used
std::map<u32, std::pair<std::string, bool>> m_ReplayHash;
};
#endif // INCLUDED_REPLAYTURNMANAGER