0ad/source/ps/Replay.cpp
Yves c02a7e1a7b SpiderMonkey 31 upgrade
This upgrade also introduces exact stack rooting (see to the wiki:
JSRootingGuide) and fixes problems with moving GC. This allows us to
enable generational garbage collection (GGC).
Measurements a few months ago have shown a performance improvement of a
non-visual replay of around 13.5%. This probably varies quite a bit, but
it should be somewhere between 5-20%. Memory usage has also been
improved. Check the forum thread for details.

Thanks to everyone from the team who helped with this directly or
indirectly (review, finding and fixing issues, the required C++11
upgrade, the new autobuilder etc.)! Also thanks to the SpiderMonkey
developers who helped on the #jsapi channel or elsewhere!

Fixes #2462, #2415, #2428, #2684, #1374
Refs #2973, #2669

This was SVN commit r16214.
2015-01-24 14:46:52 +00:00

269 lines
6.9 KiB
C++

/* Copyright (C) 2014 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 "Replay.h"
#include "graphics/TerrainTextureManager.h"
#include "lib/timer.h"
#include "lib/file/file_system.h"
#include "lib/res/h_mgr.h"
#include "lib/tex/tex.h"
#include "ps/Game.h"
#include "ps/Loader.h"
#include "ps/Profile.h"
#include "ps/ProfileViewer.h"
#include "scriptinterface/ScriptInterface.h"
#include "scriptinterface/ScriptStats.h"
#include "simulation2/Simulation2.h"
#include "simulation2/helpers/SimulationCommand.h"
#include <sstream>
#include <fstream>
#include <iomanip>
#if MSC_VERSION
#include <process.h>
#define getpid _getpid // use the non-deprecated function name
#endif
static std::string Hexify(const std::string& s)
{
std::stringstream str;
str << std::hex;
for (size_t i = 0; i < s.size(); ++i)
str << std::setfill('0') << std::setw(2) << (int)(unsigned char)s[i];
return str.str();
}
CReplayLogger::CReplayLogger(ScriptInterface& scriptInterface) :
m_ScriptInterface(scriptInterface)
{
// Construct the directory name based on the PID, to be relatively unique.
// Append "-1", "-2" etc if we run multiple matches in a single session,
// to avoid accidentally overwriting earlier logs.
std::wstringstream name;
name << getpid();
static int run = -1;
if (++run)
name << "-" << run;
OsPath path = psLogDir() / L"sim_log" / name.str() / L"commands.txt";
CreateDirectories(path.Parent(), 0700);
m_Stream = new std::ofstream(OsString(path).c_str(), std::ofstream::out | std::ofstream::trunc);
}
CReplayLogger::~CReplayLogger()
{
delete m_Stream;
}
void CReplayLogger::StartGame(JS::MutableHandleValue attribs)
{
*m_Stream << "start " << m_ScriptInterface.StringifyJSON(attribs, false) << "\n";
}
void CReplayLogger::Turn(u32 n, u32 turnLength, std::vector<SimulationCommand>& commands)
{
JSContext* cx = m_ScriptInterface.GetContext();
JSAutoRequest rq(cx);
*m_Stream << "turn " << n << " " << turnLength << "\n";
for (size_t i = 0; i < commands.size(); ++i)
{
*m_Stream << "cmd " << commands[i].player << " " << m_ScriptInterface.StringifyJSON(&commands[i].data, false) << "\n";
}
*m_Stream << "end\n";
m_Stream->flush();
}
void CReplayLogger::Hash(const std::string& hash, bool quick)
{
if (quick)
*m_Stream << "hash-quick " << Hexify(hash) << "\n";
else
*m_Stream << "hash " << Hexify(hash) << "\n";
}
////////////////////////////////////////////////////////////////
CReplayPlayer::CReplayPlayer() :
m_Stream(NULL)
{
}
CReplayPlayer::~CReplayPlayer()
{
delete m_Stream;
}
void CReplayPlayer::Load(const std::string& path)
{
ENSURE(!m_Stream);
m_Stream = new std::ifstream(path.c_str());
ENSURE(m_Stream->good());
}
void CReplayPlayer::Replay(bool serializationtest)
{
ENSURE(m_Stream);
new CProfileViewer;
new CProfileManager;
g_ScriptStatsTable = new CScriptStatsTable;
g_ProfileViewer.AddRootTable(g_ScriptStatsTable);
const int runtimeSize = 384 * 1024 * 1024;
const int heapGrowthBytesGCTrigger = 20 * 1024 * 1024;
g_ScriptRuntime = ScriptInterface::CreateRuntime(shared_ptr<ScriptRuntime>(), runtimeSize, heapGrowthBytesGCTrigger);
CGame game(true);
g_Game = &game;
if (serializationtest)
game.GetSimulation2()->EnableSerializationTest();
JSContext* cx = game.GetSimulation2()->GetScriptInterface().GetContext();
JSAutoRequest rq(cx);
// Need some stuff for terrain movement costs:
// (TODO: this ought to be independent of any graphics code)
new CTerrainTextureManager;
g_TexMan.LoadTerrainTextures();
// Initialise h_mgr so it doesn't crash when emitting sounds
h_mgr_init();
std::vector<SimulationCommand> commands;
u32 turn = 0;
u32 turnLength = 0;
std::string type;
while ((*m_Stream >> type).good())
{
// if (turn >= 1400) break;
if (type == "start")
{
std::string line;
std::getline(*m_Stream, line);
JS::RootedValue attribs(cx);
ENSURE(game.GetSimulation2()->GetScriptInterface().ParseJSON(line, &attribs));
game.StartGame(&attribs, "");
// TODO: Non progressive load can fail - need a decent way to handle this
LDR_NonprogressiveLoad();
PSRETURN ret = game.ReallyStartGame();
ENSURE(ret == PSRETURN_OK);
}
else if (type == "turn")
{
*m_Stream >> turn >> turnLength;
debug_printf(L"Turn %u (%u)... ", turn, turnLength);
}
else if (type == "cmd")
{
player_id_t player;
*m_Stream >> player;
std::string line;
std::getline(*m_Stream, line);
JS::RootedValue data(cx);
game.GetSimulation2()->GetScriptInterface().ParseJSON(line, &data);
commands.emplace_back(SimulationCommand(player, cx, data));
}
else if (type == "hash" || type == "hash-quick")
{
std::string replayHash;
*m_Stream >> replayHash;
bool quick = (type == "hash-quick");
// if (turn >= 1300)
// if (turn >= 0)
if (turn % 100 == 0)
{
std::string hash;
bool ok = game.GetSimulation2()->ComputeStateHash(hash, quick);
ENSURE(ok);
std::string hexHash = Hexify(hash);
if (hexHash == replayHash)
debug_printf(L"hash ok (%hs)", hexHash.c_str());
else
debug_printf(L"HASH MISMATCH (%hs != %hs)", hexHash.c_str(), replayHash.c_str());
}
}
else if (type == "end")
{
{
g_Profiler2.RecordFrameStart();
PROFILE2("frame");
g_Profiler2.IncrementFrameNumber();
PROFILE2_ATTR("%d", g_Profiler2.GetFrameNumber());
game.GetSimulation2()->Update(turnLength, commands);
commands.clear();
}
// std::string hash;
// bool ok = game.GetSimulation2()->ComputeStateHash(hash, true);
// ENSURE(ok);
// debug_printf(L"%hs", Hexify(hash).c_str());
debug_printf(L"\n");
g_Profiler.Frame();
// if (turn % 1000 == 0)
// JS_GC(game.GetSimulation2()->GetScriptInterface().GetContext());
if (turn % 20 == 0)
g_ProfileViewer.SaveToFile();
}
else
{
debug_printf(L"Unrecognised replay token %hs\n", type.c_str());
}
}
g_Profiler2.SaveToFile();
std::string hash;
bool ok = game.GetSimulation2()->ComputeStateHash(hash, false);
ENSURE(ok);
debug_printf(L"# Final state: %hs\n", Hexify(hash).c_str());
timer_DisplayClientTotals();
// Must be explicitly destructed here to avoid callbacks from the JSAPI trying to use g_Profiler2 when
// it's already destructed.
g_ScriptRuntime.reset();
// Clean up
delete &g_TexMan;
delete &g_Profiler;
delete &g_ProfileViewer;
g_Game = NULL;
}