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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
65 lines
1.9 KiB
C++
65 lines
1.9 KiB
C++
/* Copyright (C) 2026 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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#include "precompiled.h"
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#include "LocalTurnManager.h"
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#include "lib/debug.h"
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#include "simulation2/system/TurnManager.h"
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#include <js/RootingAPI.h>
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class CSimulation2;
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class IReplayLogger;
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CLocalTurnManager::CLocalTurnManager(CSimulation2& simulation, IReplayLogger& replay)
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: CTurnManager(simulation, DEFAULT_TURN_LENGTH, COMMAND_DELAY_SP, 0, replay)
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{
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}
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void CLocalTurnManager::PostCommand(player_id_t playerid, JS::HandleValue data)
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{
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AddCommand(m_ClientId, playerid, data, m_CurrentTurn + m_CommandDelay);
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}
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void CLocalTurnManager::PostCommand(JS::HandleValue data)
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{
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AddCommand(m_ClientId, m_PlayerId, data, m_CurrentTurn + m_CommandDelay);
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}
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void CLocalTurnManager::NotifyFinishedOwnCommands(turn_id_t turn)
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{
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FinishedAllCommands(turn, m_TurnLength);
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}
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void CLocalTurnManager::NotifyFinishedUpdate(turn_id_t /*turn*/, const UpdateCallback&)
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{
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#if 0 // this hurts performance and is only useful for verifying log replays
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std::string hash;
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{
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PROFILE3("state hash check");
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ENSURE(m_Simulation2.ComputeStateHash(hash));
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}
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m_Replay.Hash(hash);
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#endif
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}
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void CLocalTurnManager::OnSimulationMessage(CSimulationMessage*)
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{
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debug_warn(L"This should never be called");
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}
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