Add the -ooslog support for replays. Refs #3169, see also a7b18d02bf
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This was SVN commit r16531.
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528dc9179a
commit
01673b4c58
@ -450,7 +450,7 @@ static void RunGameOrAtlas(int argc, const char* argv[])
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{
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CReplayPlayer replay;
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replay.Load(args.Get("replay"));
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replay.Replay(args.Has("serializationtest"));
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replay.Replay(args.Has("serializationtest"), args.Has("ooslog"));
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}
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g_VFS.reset();
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@ -1,4 +1,4 @@
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/* Copyright (C) 2014 Wildfire Games.
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/* Copyright (C) 2015 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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@ -122,7 +122,7 @@ void CReplayPlayer::Load(const std::string& path)
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ENSURE(m_Stream->good());
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}
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void CReplayPlayer::Replay(bool serializationtest)
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void CReplayPlayer::Replay(bool serializationtest, bool ooslog)
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{
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ENSURE(m_Stream);
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@ -139,6 +139,8 @@ void CReplayPlayer::Replay(bool serializationtest)
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g_Game = &game;
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if (serializationtest)
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game.GetSimulation2()->EnableSerializationTest();
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if (ooslog)
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game.GetSimulation2()->EnableOOSLog();
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JSContext* cx = game.GetSimulation2()->GetScriptInterface().GetContext();
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JSAutoRequest rq(cx);
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@ -1,4 +1,4 @@
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/* Copyright (C) 2014 Wildfire Games.
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/* Copyright (C) 2015 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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@ -89,7 +89,7 @@ public:
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~CReplayPlayer();
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void Load(const std::string& path);
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void Replay(bool serializationtest);
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void Replay(bool serializationtest, bool ooslog);
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private:
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std::istream* m_Stream;
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