0ad/source/network/NetMessageSim.cpp
Yves 43377fdc5e Fixes an assertion when DEBUG_SERIALIZER_ANNOTATE is set to 1 and you click on "Host Game" from the main menu.
The reason was that CSimulationMessage uses the CBufferBinarySerializer
which did not add debugging annotations and deserialized the created
data with the CStdDeserializer which expects these annotations.
I did not fix the tests which remain broken as before this patch when
annotation is enabled.

This was SVN commit r14775.
2014-02-22 14:30:29 +00:00

222 lines
6.3 KiB
C++

/* Copyright (C) 2011 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 "NetMessage.h"
#include "lib/utf8.h"
#include "scriptinterface/ScriptInterface.h"
#include "simulation2/serialization/BinarySerializer.h"
#include "simulation2/serialization/StdDeserializer.h"
#include "simulation2/serialization/StdSerializer.h" // for DEBUG_SERIALIZER_ANNOTATE
#include <sstream>
class CBufferBinarySerializerImpl
{
public:
CBufferBinarySerializerImpl(u8* buffer) :
m_Buffer(buffer)
{
}
void Put(const char* name, const u8* data, size_t len)
{
#if DEBUG_SERIALIZER_ANNOTATE
std::string tag = "<";
tag.append(name);
tag.append(">");
memcpy(m_Buffer, tag.c_str(), tag.length());
m_Buffer += tag.length();
#else
UNUSED2(name);
#endif
memcpy(m_Buffer, data, len);
m_Buffer += len;
}
u8* m_Buffer;
};
/**
* Serializer instance that writes directly to a buffer (which must be long enough).
*/
class CBufferBinarySerializer : public CBinarySerializer<CBufferBinarySerializerImpl>
{
public:
CBufferBinarySerializer(ScriptInterface& scriptInterface, u8* buffer) :
CBinarySerializer<CBufferBinarySerializerImpl>(scriptInterface, buffer)
{
}
u8* GetBuffer()
{
return m_Impl.m_Buffer;
}
};
class CLengthBinarySerializerImpl
{
public:
CLengthBinarySerializerImpl() :
m_Length(0)
{
}
void Put(const char* name, const u8* UNUSED(data), size_t len)
{
#if DEBUG_SERIALIZER_ANNOTATE
m_Length += 2; // '<' and '>'
m_Length += strlen(name);
#else
UNUSED2(name);
#endif
m_Length += len;
}
size_t m_Length;
};
/**
* Serializer instance that simply counts how many bytes would be written.
*/
class CLengthBinarySerializer : public CBinarySerializer<CLengthBinarySerializerImpl>
{
public:
CLengthBinarySerializer(ScriptInterface& scriptInterface) :
CBinarySerializer<CLengthBinarySerializerImpl>(scriptInterface)
{
}
size_t GetLength()
{
return m_Impl.m_Length;
}
};
CSimulationMessage::CSimulationMessage(ScriptInterface& scriptInterface) :
CNetMessage(NMT_SIMULATION_COMMAND), m_ScriptInterface(&scriptInterface)
{
}
CSimulationMessage::CSimulationMessage(ScriptInterface& scriptInterface, u32 client, i32 player, u32 turn, jsval data) :
CNetMessage(NMT_SIMULATION_COMMAND), m_ScriptInterface(&scriptInterface),
m_Client(client), m_Player(player), m_Turn(turn), m_Data(scriptInterface.GetContext(), data)
{
}
u8* CSimulationMessage::Serialize(u8* pBuffer) const
{
// TODO: ought to handle serialization exceptions
// TODO: ought to represent common commands more efficiently
u8* pos = CNetMessage::Serialize(pBuffer);
CBufferBinarySerializer serializer(*m_ScriptInterface, pos);
serializer.NumberU32_Unbounded("client", m_Client);
serializer.NumberI32_Unbounded("player", m_Player);
serializer.NumberU32_Unbounded("turn", m_Turn);
serializer.ScriptVal("command", m_Data);
return serializer.GetBuffer();
}
const u8* CSimulationMessage::Deserialize(const u8* pStart, const u8* pEnd)
{
// TODO: ought to handle serialization exceptions
// TODO: ought to represent common commands more efficiently
const u8* pos = CNetMessage::Deserialize(pStart, pEnd);
std::istringstream stream(std::string(pos, pEnd));
CStdDeserializer deserializer(*m_ScriptInterface, stream);
deserializer.NumberU32_Unbounded("client", m_Client);
deserializer.NumberI32_Unbounded("player", m_Player);
deserializer.NumberU32_Unbounded("turn", m_Turn);
deserializer.ScriptVal("command", m_Data);
return pEnd;
}
size_t CSimulationMessage::GetSerializedLength() const
{
// TODO: serializing twice is stupidly inefficient - we should just
// do it once, store the result, and use it here and in Serialize
CLengthBinarySerializer serializer(*m_ScriptInterface);
serializer.NumberU32_Unbounded("client", m_Client);
serializer.NumberI32_Unbounded("player", m_Player);
serializer.NumberU32_Unbounded("turn", m_Turn);
serializer.ScriptVal("command", m_Data);
return CNetMessage::GetSerializedLength() + serializer.GetLength();
}
CStr CSimulationMessage::ToString() const
{
std::string source = utf8_from_wstring(m_ScriptInterface->ToString(m_Data.get()));
std::stringstream stream;
stream << "CSimulationMessage { m_Client: " << m_Client << ", m_Player: " << m_Player << ", m_Turn: " << m_Turn << ", m_Data: " << source << " }";
return CStr(stream.str());
}
CGameSetupMessage::CGameSetupMessage(ScriptInterface& scriptInterface) :
CNetMessage(NMT_GAME_SETUP), m_ScriptInterface(scriptInterface)
{
}
CGameSetupMessage::CGameSetupMessage(ScriptInterface& scriptInterface, jsval data) :
CNetMessage(NMT_GAME_SETUP), m_ScriptInterface(scriptInterface),
m_Data(scriptInterface.GetContext(), data)
{
}
u8* CGameSetupMessage::Serialize(u8* pBuffer) const
{
// TODO: ought to handle serialization exceptions
u8* pos = CNetMessage::Serialize(pBuffer);
CBufferBinarySerializer serializer(m_ScriptInterface, pos);
serializer.ScriptVal("command", m_Data);
return serializer.GetBuffer();
}
const u8* CGameSetupMessage::Deserialize(const u8* pStart, const u8* pEnd)
{
// TODO: ought to handle serialization exceptions
const u8* pos = CNetMessage::Deserialize(pStart, pEnd);
std::istringstream stream(std::string(pos, pEnd));
CStdDeserializer deserializer(m_ScriptInterface, stream);
deserializer.ScriptVal("command", m_Data);
return pEnd;
}
size_t CGameSetupMessage::GetSerializedLength() const
{
CLengthBinarySerializer serializer(m_ScriptInterface);
serializer.ScriptVal("command", m_Data);
return CNetMessage::GetSerializedLength() + serializer.GetLength();
}
CStr CGameSetupMessage::ToString() const
{
std::string source = utf8_from_wstring(m_ScriptInterface.ToString(m_Data.get()));
std::stringstream stream;
stream << "CGameSetupMessage { m_Data: " << source << " }";
return CStr(stream.str());
}