vladislavbelov
8abc7c051b
These two headers were missing in various places, preventing build in some cases. Patch By: linkmauve Tested By: Freagarach Differential Revision: https://code.wildfiregames.com/D2481 This was SVN commit r23321.
120 lines
3.6 KiB
C++
120 lines
3.6 KiB
C++
/* Copyright (C) 2019 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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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef INCLUDED_REPLAY
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#define INCLUDED_REPLAY
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#include "lib/os_path.h"
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#include "ps/CStr.h"
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#include "scriptinterface/ScriptTypes.h"
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struct SimulationCommand;
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class CSimulation2;
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class ScriptInterface;
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/**
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* Replay log recorder interface.
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* Call its methods at appropriate times during the game.
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*/
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class IReplayLogger
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{
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public:
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IReplayLogger() { }
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virtual ~IReplayLogger() { }
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/**
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* Started the game with the given game attributes.
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*/
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virtual void StartGame(JS::MutableHandleValue attribs) = 0;
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/**
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* Run the given turn with the given collection of player commands.
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*/
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virtual void Turn(u32 n, u32 turnLength, std::vector<SimulationCommand>& commands) = 0;
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/**
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* Optional hash of simulation state (for sync checking).
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*/
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virtual void Hash(const std::string& hash, bool quick) = 0;
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/**
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* Saves metadata.json containing part of the simulation state used for the summary screen.
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*/
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virtual void SaveMetadata(const CSimulation2& simulation) = 0;
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/**
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* Remember the directory containing the commands.txt file, so that we can save additional files to it.
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*/
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virtual OsPath GetDirectory() const = 0;
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};
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/**
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* Implementation of IReplayLogger that simply throws away all data.
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*/
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class CDummyReplayLogger : public IReplayLogger
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{
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public:
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virtual void StartGame(JS::MutableHandleValue UNUSED(attribs)) { }
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virtual void Turn(u32 UNUSED(n), u32 UNUSED(turnLength), std::vector<SimulationCommand>& UNUSED(commands)) { }
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virtual void Hash(const std::string& UNUSED(hash), bool UNUSED(quick)) { }
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virtual void SaveMetadata(const CSimulation2& UNUSED(simulation)) { };
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virtual OsPath GetDirectory() const { return OsPath(); }
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};
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/**
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* Implementation of IReplayLogger that saves data to a file in the logs directory.
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*/
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class CReplayLogger : public IReplayLogger
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{
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NONCOPYABLE(CReplayLogger);
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public:
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CReplayLogger(const ScriptInterface& scriptInterface);
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~CReplayLogger();
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virtual void StartGame(JS::MutableHandleValue attribs);
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virtual void Turn(u32 n, u32 turnLength, std::vector<SimulationCommand>& commands);
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virtual void Hash(const std::string& hash, bool quick);
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virtual void SaveMetadata(const CSimulation2& simulation);
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virtual OsPath GetDirectory() const;
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private:
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const ScriptInterface& m_ScriptInterface;
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std::ostream* m_Stream;
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OsPath m_Directory;
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};
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/**
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* Replay log replayer. Runs the log with no graphics and dumps some info to stdout.
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*/
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class CReplayPlayer
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{
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public:
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CReplayPlayer();
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~CReplayPlayer();
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void Load(const OsPath& path);
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void Replay(const bool serializationtest, const int rejointestturn, const bool ooslog, const bool testHashFull, const bool testHashQuick);
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private:
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std::istream* m_Stream;
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CStr ModListToString(const std::vector<std::vector<CStr>>& list) const;
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void CheckReplayMods(const ScriptInterface& scriptInterface, JS::HandleValue attribs) const;
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void TestHash(const std::string& hashType, const std::string& replayHash, const bool testHashFull, const bool testHashQuick);
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};
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#endif // INCLUDED_REPLAY
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