0ad/source/simulation2/helpers/SimulationCommand.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

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