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https://gitea.wildfiregames.com/0ad/0ad
synced 2026-06-16 21:34:08 -07:00
a8f48ff7e0introduced XeroXMB lowercasing of element and attribute names as a feature.cf9d8b9797,4d390f501c,dda6268466added bugfixes and TODOs because of that.f76d0ffdc6,44fe226dd2removed the XeroXMB lowercase feature. This patch removes the lowercasing GUI bugfixes that don't fix any bug anymore while increasing code complexity and lowering performance (string copies). Do not send mouse coordinates objects for events that do not relate to the mouse. Store event names in static const members to: (1) improve performance, ensuring that the CStr is not reconstructed every call, (2) obtain compile errors when misspelling event names, (3) allow reuse of the strings in inherited and friend classes. Differential Revision: https://code.wildfiregames.com/D2445 Comments by Matei, Philip on 2006-03-11-QuakeNet-#wfg-Meeting-0126.log and 2006-06-24-QuakeNet-#wfg-Meeting-0139.log This was SVN commit r23403.
57 lines
1.8 KiB
C++
57 lines
1.8 KiB
C++
/* Copyright (C) 2020 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_REPLAYTURNMANAGER
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#define INCLUDED_REPLAYTURNMANAGER
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#include "LocalTurnManager.h"
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/**
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* Implementation of CLocalTurnManager for replay games.
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*/
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class CReplayTurnManager : public CLocalTurnManager
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{
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public:
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CReplayTurnManager(CSimulation2& simulation, IReplayLogger& replay);
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void StoreReplayCommand(u32 turn, int player, const std::string& command);
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void StoreReplayTurnLength(u32 turn, u32 turnLength);
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void StoreReplayHash(u32 turn, const std::string& hash, bool quick);
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void StoreFinalReplayTurn(u32 turn);
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private:
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void NotifyFinishedUpdate(u32 turn) override;
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void DoTurn(u32 turn);
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static const CStr EventNameReplayFinished;
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static const CStr EventNameReplayOutOfSync;
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// Contains the commands of every player on each turn
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std::map<u32, std::vector<std::pair<player_id_t, std::string>>> m_ReplayCommands;
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// Contains the length of every turn
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std::map<u32, u32> m_ReplayTurnLengths;
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// Contains all replay hash values and weather or not the quick hash method was used
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std::map<u32, std::pair<std::string, bool>> m_ReplayHash;
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};
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#endif // INCLUDED_REPLAYTURNMANAGER
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