0ad/source/simulation2/system/ReplayTurnManager.h
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

71 lines
2.2 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/>.
*/
#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 <js/ValueArray.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(turn_id_t turn, int player, const std::string& command);
void StoreReplayTurnLength(turn_id_t turn, u32 turnLength);
void StoreReplayHash(turn_id_t turn, const std::string& hash, bool quick);
void StoreFinalReplayTurn(turn_id_t turn);
private:
void NotifyFinishedUpdate(turn_id_t turn, const UpdateCallback& sendEventToAll) override;
void DoTurn(turn_id_t turn, const UpdateCallback& sendEventToAll);
static const CStr EventNameReplayFinished;
static const CStr EventNameReplayOutOfSync;
bool m_HasSyncError = false;
// Contains the commands of every player on each turn
std::map<turn_id_t, std::vector<std::pair<player_id_t, std::string>>> m_ReplayCommands;
// Contains the length of every turn
std::map<turn_id_t, u32> m_ReplayTurnLengths;
// Contains all replay hash values and weather or not the quick hash method was used
std::map<turn_id_t, std::pair<std::string, bool>> m_ReplayHash;
};
#endif // INCLUDED_REPLAYTURNMANAGER