0ad/source/simulation2/system/ReplayTurnManager.cpp
wraitii 4f972bc623 Split off JSON-related function from ScriptInterface, clean up headers.
Follows 34b1920e7b.

JSON functions and ToString are movec to their own headers.
Also clean out a few PersistentRooted usage to use the 2-phase init to
clean up scriptInterface usage.

With these functions split off, we can finally clean out headers and
remove ScriptInterface.h from most of them, in favour of smaller and
more precise headers.


Take the opportunity to clarify some comments regarding Mutability.

Differential Revision: https://code.wildfiregames.com/D3961
This was SVN commit r25434.
2021-05-14 10:18:03 +00:00

128 lines
3.7 KiB
C++

/* Copyright (C) 2021 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/>.
*/
#include "precompiled.h"
#include "ReplayTurnManager.h"
#include "gui/GUIManager.h"
#include "ps/CLogger.h"
#include "ps/Util.h"
#include "scriptinterface/ScriptConversions.h"
#include "scriptinterface/ScriptRequest.h"
#include "scriptinterface/JSON.h"
#include "simulation2/Simulation2.h"
const CStr CReplayTurnManager::EventNameReplayFinished = "ReplayFinished";
const CStr CReplayTurnManager::EventNameReplayOutOfSync = "ReplayOutOfSync";
CReplayTurnManager::CReplayTurnManager(CSimulation2& simulation, IReplayLogger& replay)
: CLocalTurnManager(simulation, replay)
{
}
void CReplayTurnManager::StoreReplayCommand(u32 turn, int player, const std::string& command)
{
// Using the pair we make sure that commands per turn will be processed in the correct order
m_ReplayCommands[turn].emplace_back(player, command);
}
void CReplayTurnManager::StoreReplayHash(u32 turn, const std::string& hash, bool quick)
{
m_ReplayHash[turn] = std::make_pair(hash, quick);
}
void CReplayTurnManager::StoreReplayTurnLength(u32 turn, u32 turnLength)
{
m_ReplayTurnLengths[turn] = turnLength;
// Initialize turn length
if (turn == 0)
m_TurnLength = m_ReplayTurnLengths[0];
}
void CReplayTurnManager::StoreFinalReplayTurn(u32 turn)
{
m_FinalTurn = turn;
}
void CReplayTurnManager::NotifyFinishedUpdate(u32 turn)
{
if (turn == 1 && m_FinalTurn == 0)
g_GUI->SendEventToAll(EventNameReplayFinished);
if (turn > m_FinalTurn)
return;
DoTurn(turn);
// Compare hash if it exists in the replay and if we didn't have an OOS already
std::map<u32, std::pair<std::string, bool>>::iterator turnHashIt = m_ReplayHash.find(turn);
if (m_HasSyncError || turnHashIt == m_ReplayHash.end())
return;
std::string expectedHash = turnHashIt->second.first;
bool quickHash = turnHashIt->second.second;
// Compute hash
std::string hash;
ENSURE(m_Simulation2.ComputeStateHash(hash, quickHash));
hash = Hexify(hash);
if (hash == expectedHash)
return;
m_HasSyncError = true;
LOGERROR("Replay out of sync on turn %d", turn);
const ScriptInterface& scriptInterface = m_Simulation2.GetScriptInterface();
ScriptRequest rq(scriptInterface);
JS::RootedValueVector paramData(rq.cx);
ignore_result(paramData.append(JS::NumberValue(turn)));
JS::RootedValue hashVal(rq.cx);
Script::ToJSVal(rq, &hashVal, hash);
ignore_result(paramData.append(hashVal));
JS::RootedValue expectedHashVal(rq.cx);
Script::ToJSVal(rq, &expectedHashVal, expectedHash);
ignore_result(paramData.append(expectedHashVal));
g_GUI->SendEventToAll(EventNameReplayOutOfSync, paramData);
}
void CReplayTurnManager::DoTurn(u32 turn)
{
debug_printf("Executing turn %u of %u\n", turn, m_FinalTurn);
m_TurnLength = m_ReplayTurnLengths[turn];
ScriptRequest rq(m_Simulation2.GetScriptInterface());
// Simulate commands for that turn
for (const std::pair<player_id_t, std::string>& p : m_ReplayCommands[turn])
{
JS::RootedValue command(rq.cx);
Script::ParseJSON(rq, p.second, &command);
AddCommand(m_ClientId, p.first, command, m_CurrentTurn + 1);
}
if (turn == m_FinalTurn)
g_GUI->SendEventToAll(EventNameReplayFinished);
}