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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
63 lines
1.7 KiB
C++
63 lines
1.7 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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#ifndef INCLUDED_SIMULATIONCOMMAND
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#define INCLUDED_SIMULATIONCOMMAND
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#include "simulation2/helpers/Player.h"
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#include <js/RootingAPI.h>
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#include <js/TypeDecls.h>
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#include <js/Value.h>
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/**
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* At 1000 turns/second, a 32-bit counter would overflow in ~49 days.
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* No overflow checks are needed.
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*/
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using turn_id_t = std::int32_t;
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struct JSContext;
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/**
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* Simulation command, typically received over the network in multiplayer games.
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*/
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struct SimulationCommand
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{
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SimulationCommand(player_id_t player, JSContext* cx, JS::HandleValue val)
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: player(player), data(cx, val)
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{
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}
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SimulationCommand(SimulationCommand&& cmd)
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: player(cmd.player), data(cmd.data)
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{
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}
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// std::vector::insert requires the move assignment operator at compilation time,
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// but apparently never uses it (it uses the move constructor).
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SimulationCommand& operator=(SimulationCommand&& other)
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{
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this->player = other.player;
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this->data = other.data;
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return *this;
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}
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player_id_t player;
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JS::PersistentRootedValue data;
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};
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#endif // INCLUDED_SIMULATIONCOMMAND
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