0ad/source/ps/Replay.cpp

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/* 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 "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(const CScriptValRooted& attribs)
{
*m_Stream << "start " << m_ScriptInterface.StringifyJSON(attribs.get(), false) << "\n";
}
void CReplayLogger::Turn(u32 n, u32 turnLength, const std::vector<SimulationCommand>& commands)
{
*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.get(), 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()
{
ENSURE(m_Stream);
new CProfileViewer;
new CProfileManager;
g_ScriptStatsTable = new CScriptStatsTable;
g_ProfileViewer.AddRootTable(g_ScriptStatsTable);
CGame game(true);
g_Game = &game;
// Need some stuff for terrain movement costs:
// (TODO: this ought to be independent of any graphics code)
tex_codec_register_all();
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);
CScriptValRooted attribs = game.GetSimulation2()->GetScriptInterface().ParseJSON(line);
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")
{
u32 player;
*m_Stream >> player;
std::string line;
std::getline(*m_Stream, line);
CScriptValRooted data = game.GetSimulation2()->GetScriptInterface().ParseJSON(line);
SimulationCommand cmd = { player, data };
commands.push_back(cmd);
}
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();
// Clean up
delete &g_TexMan;
tex_codec_unregister_all();
delete &g_Profiler;
delete &g_ProfileViewer;
g_Game = NULL;
}