0ad/source/ps/Replay.cpp
wraitii ee0d204bf6 Wrap JSAutoRequest and replace usage of JSContext* with the wrapper.
JSAutoRequest is required before calling into most JSAPI methods, for GC
reasons.
Calling it is required and fragile as one must not forget.
Further, SM52 and later make manipulating JSContext* dangerous as that
can cross Compartment(Realm in SM68) barriers (and ScriptInterface now
matches a Compartment).

The solution to both problems is to avoid using JSContext* in 0 A.D.
itself. To achieve this, a Request class is introduced, and must be used
to access a JSContext* from a scriptInterface. Further, Request is
passed to other ScriptInterface functions isntead of JSContext*, making
it obvious that the caller has already called it, reducing errors and
redundant JSAutoRequest calls.
Only JSNative functions now get a naked JSContext* without protection,
but the likelihood of forgetting a request is lower since many
ScriptInterface functions now expect it.

JSContext* is directly passed to JSAPI functions only.

Part of the SM52 migration, stage: SM45 compatible

Based on a patch by: Itms
Tested By: Freagarach
Refs #4893

Differential Revision: https://code.wildfiregames.com/D3088
This was SVN commit r24176.
2020-11-13 13:18:22 +00:00

339 lines
9.9 KiB
C++

/* Copyright (C) 2020 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/CLogger.h"
#include "ps/Loader.h"
#include "ps/Mod.h"
#include "ps/Profile.h"
#include "ps/ProfileViewer.h"
#include "ps/Pyrogenesis.h"
#include "ps/Mod.h"
#include "ps/Util.h"
#include "ps/VisualReplay.h"
#include "scriptinterface/ScriptInterface.h"
#include "scriptinterface/ScriptRuntime.h"
#include "scriptinterface/ScriptStats.h"
#include "simulation2/components/ICmpGuiInterface.h"
#include "simulation2/helpers/Player.h"
#include "simulation2/helpers/SimulationCommand.h"
#include "simulation2/Simulation2.h"
#include "simulation2/system/CmpPtr.h"
#include <ctime>
#include <fstream>
/**
* Number of turns between two saved profiler snapshots.
* Keep in sync with source/tools/replayprofile/graph.js
*/
static const int PROFILE_TURN_INTERVAL = 20;
CReplayLogger::CReplayLogger(const ScriptInterface& scriptInterface) :
m_ScriptInterface(scriptInterface), m_Stream(NULL)
{
}
CReplayLogger::~CReplayLogger()
{
delete m_Stream;
}
void CReplayLogger::StartGame(JS::MutableHandleValue attribs)
{
ScriptInterface::Request rq(m_ScriptInterface);
// Add timestamp, since the file-modification-date can change
m_ScriptInterface.SetProperty(attribs, "timestamp", (double)std::time(nullptr));
// Add engine version and currently loaded mods for sanity checks when replaying
m_ScriptInterface.SetProperty(attribs, "engine_version", engine_version);
JS::RootedValue mods(rq.cx, Mod::GetLoadedModsWithVersions(m_ScriptInterface));
m_ScriptInterface.SetProperty(attribs, "mods", mods);
m_Directory = createDateIndexSubdirectory(VisualReplay::GetDirectoryPath());
debug_printf("Writing replay to %s\n", m_Directory.string8().c_str());
m_Stream = new std::ofstream(OsString(m_Directory / L"commands.txt").c_str(), std::ofstream::out | std::ofstream::trunc);
*m_Stream << "start " << m_ScriptInterface.StringifyJSON(attribs, false) << "\n";
}
void CReplayLogger::Turn(u32 n, u32 turnLength, std::vector<SimulationCommand>& commands)
{
ScriptInterface::Request rq(m_ScriptInterface);
*m_Stream << "turn " << n << " " << turnLength << "\n";
for (SimulationCommand& command : commands)
*m_Stream << "cmd " << command.player << " " << m_ScriptInterface.StringifyJSON(&command.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";
}
void CReplayLogger::SaveMetadata(const CSimulation2& simulation)
{
CmpPtr<ICmpGuiInterface> cmpGuiInterface(simulation, SYSTEM_ENTITY);
if (!cmpGuiInterface)
{
LOGERROR("Could not save replay metadata!");
return;
}
ScriptInterface& scriptInterface = simulation.GetScriptInterface();
ScriptInterface::Request rq(scriptInterface);
JS::RootedValue arg(rq.cx);
JS::RootedValue metadata(rq.cx);
cmpGuiInterface->ScriptCall(INVALID_PLAYER, L"GetReplayMetadata", arg, &metadata);
const OsPath fileName = g_Game->GetReplayLogger().GetDirectory() / L"metadata.json";
CreateDirectories(fileName.Parent(), 0700);
std::ofstream stream (OsString(fileName).c_str(), std::ofstream::out | std::ofstream::trunc);
stream << scriptInterface.StringifyJSON(&metadata, false);
stream.close();
debug_printf("Saved replay metadata to %s\n", fileName.string8().c_str());
}
OsPath CReplayLogger::GetDirectory() const
{
return m_Directory;
}
////////////////////////////////////////////////////////////////
CReplayPlayer::CReplayPlayer() :
m_Stream(NULL)
{
}
CReplayPlayer::~CReplayPlayer()
{
delete m_Stream;
}
void CReplayPlayer::Load(const OsPath& path)
{
ENSURE(!m_Stream);
m_Stream = new std::ifstream(OsString(path).c_str());
ENSURE(m_Stream->good());
}
CStr CReplayPlayer::ModListToString(const std::vector<std::vector<CStr>>& list) const
{
CStr text;
for (const std::vector<CStr>& mod : list)
text += mod[0] + " (" + mod[1] + ")\n";
return text;
}
void CReplayPlayer::CheckReplayMods(const ScriptInterface& scriptInterface, JS::HandleValue attribs) const
{
ScriptInterface::Request rq(scriptInterface);
std::vector<std::vector<CStr>> replayMods;
scriptInterface.GetProperty(attribs, "mods", replayMods);
std::vector<std::vector<CStr>> enabledMods;
JS::RootedValue enabledModsJS(rq.cx, Mod::GetLoadedModsWithVersions(scriptInterface));
scriptInterface.FromJSVal(rq, enabledModsJS, enabledMods);
CStr warn;
if (replayMods.size() != enabledMods.size())
warn = "The number of enabled mods does not match the mods of the replay.";
else
for (size_t i = 0; i < replayMods.size(); ++i)
{
if (replayMods[i][0] != enabledMods[i][0])
{
warn = "The enabled mods don't match the mods of the replay.";
break;
}
else if (replayMods[i][1] != enabledMods[i][1])
{
warn = "The mod '" + replayMods[i][0] + "' with version '" + replayMods[i][1] + "' is required by the replay file, but version '" + enabledMods[i][1] + "' is present!";
break;
}
}
if (!warn.empty())
LOGWARNING("%s\nThe mods of the replay are:\n%s\nThese mods are enabled:\n%s", warn, ModListToString(replayMods), ModListToString(enabledMods));
}
void CReplayPlayer::Replay(const bool serializationtest, const int rejointestturn, const bool ooslog, const bool testHashFull, const bool testHashQuick)
{
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 = ScriptRuntime::CreateRuntime(runtimeSize, heapGrowthBytesGCTrigger);
Mod::CacheEnabledModVersions(g_ScriptRuntime);
g_Game = new CGame(false);
if (serializationtest)
g_Game->GetSimulation2()->EnableSerializationTest();
if (rejointestturn >= 0)
g_Game->GetSimulation2()->EnableRejoinTest(rejointestturn);
if (ooslog)
g_Game->GetSimulation2()->EnableOOSLog();
// 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;
{
ScriptInterface::Request rq(g_Game->GetSimulation2()->GetScriptInterface());
std::string type;
while ((*m_Stream >> type).good())
{
if (type == "start")
{
std::string line;
std::getline(*m_Stream, line);
JS::RootedValue attribs(rq.cx);
ENSURE(g_Game->GetSimulation2()->GetScriptInterface().ParseJSON(line, &attribs));
CheckReplayMods(g_Game->GetSimulation2()->GetScriptInterface(), attribs);
g_Game->StartGame(&attribs, "");
// TODO: Non progressive load can fail - need a decent way to handle this
LDR_NonprogressiveLoad();
PSRETURN ret = g_Game->ReallyStartGame();
ENSURE(ret == PSRETURN_OK);
}
else if (type == "turn")
{
*m_Stream >> turn >> turnLength;
debug_printf("Turn %u (%u)...\n", turn, turnLength);
}
else if (type == "cmd")
{
player_id_t player;
*m_Stream >> player;
std::string line;
std::getline(*m_Stream, line);
JS::RootedValue data(rq.cx);
g_Game->GetSimulation2()->GetScriptInterface().ParseJSON(line, &data);
g_Game->GetSimulation2()->GetScriptInterface().FreezeObject(data, true);
commands.emplace_back(SimulationCommand(player, rq.cx, data));
}
else if (type == "hash" || type == "hash-quick")
{
std::string replayHash;
*m_Stream >> replayHash;
TestHash(type, replayHash, testHashFull, testHashQuick);
}
else if (type == "end")
{
{
g_Profiler2.RecordFrameStart();
PROFILE2("frame");
g_Profiler2.IncrementFrameNumber();
PROFILE2_ATTR("%d", g_Profiler2.GetFrameNumber());
g_Game->GetSimulation2()->Update(turnLength, commands);
commands.clear();
}
g_Profiler.Frame();
if (turn % PROFILE_TURN_INTERVAL == 0)
g_ProfileViewer.SaveToFile();
}
else
debug_printf("Unrecognised replay token %s\n", type.c_str());
}
}
SAFE_DELETE(m_Stream);
g_Profiler2.SaveToFile();
std::string hash;
bool ok = g_Game->GetSimulation2()->ComputeStateHash(hash, false);
ENSURE(ok);
debug_printf("# Final state: %s\n", Hexify(hash).c_str());
timer_DisplayClientTotals();
SAFE_DELETE(g_Game);
// 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;
SAFE_DELETE(g_ScriptStatsTable);
}
void CReplayPlayer::TestHash(const std::string& hashType, const std::string& replayHash, const bool testHashFull, const bool testHashQuick)
{
bool quick = (hashType == "hash-quick");
if ((quick && !testHashQuick) || (!quick && !testHashFull))
return;
std::string hash;
ENSURE(g_Game->GetSimulation2()->ComputeStateHash(hash, quick));
std::string hexHash = Hexify(hash);
if (hexHash == replayHash)
debug_printf("%s ok (%s)\n", hashType.c_str(), hexHash.c_str());
else
debug_printf("%s MISMATCH (%s != %s)\n", hashType.c_str(), hexHash.c_str(), replayHash.c_str());
}