elexis
eafd44cfc5
a8f48ff7e0
introduced XeroXMB lowercasing of element and attribute names as a feature.cf9d8b9797
,4d390f501c
,dda6268466
added bugfixes and TODOs because of that.f76d0ffdc6
,44fe226dd2
removed the XeroXMB lowercase feature. This patch removes the lowercasing GUI bugfixes that don't fix any bug anymore while increasing code complexity and lowering performance (string copies). Do not send mouse coordinates objects for events that do not relate to the mouse. Store event names in static const members to: (1) improve performance, ensuring that the CStr is not reconstructed every call, (2) obtain compile errors when misspelling event names, (3) allow reuse of the strings in inherited and friend classes. Differential Revision: https://code.wildfiregames.com/D2445 Comments by Matei, Philip on 2006-03-11-QuakeNet-#wfg-Meeting-0126.log and 2006-06-24-QuakeNet-#wfg-Meeting-0139.log This was SVN commit r23403.
128 lines
3.7 KiB
C++
128 lines
3.7 KiB
C++
/* Copyright (C) 2020 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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#include "precompiled.h"
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#include "ReplayTurnManager.h"
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#include "gui/GUIManager.h"
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#include "ps/CLogger.h"
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#include "ps/Util.h"
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#include "simulation2/Simulation2.h"
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const CStr CReplayTurnManager::EventNameReplayFinished = "ReplayFinished";
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const CStr CReplayTurnManager::EventNameReplayOutOfSync = "ReplayOutOfSync";
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CReplayTurnManager::CReplayTurnManager(CSimulation2& simulation, IReplayLogger& replay)
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: CLocalTurnManager(simulation, replay)
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{
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}
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void CReplayTurnManager::StoreReplayCommand(u32 turn, int player, const std::string& command)
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{
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// Using the pair we make sure that commands per turn will be processed in the correct order
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m_ReplayCommands[turn].emplace_back(player, command);
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}
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void CReplayTurnManager::StoreReplayHash(u32 turn, const std::string& hash, bool quick)
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{
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m_ReplayHash[turn] = std::make_pair(hash, quick);
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}
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void CReplayTurnManager::StoreReplayTurnLength(u32 turn, u32 turnLength)
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{
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m_ReplayTurnLengths[turn] = turnLength;
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// Initialize turn length
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if (turn == 0)
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m_TurnLength = m_ReplayTurnLengths[0];
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}
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void CReplayTurnManager::StoreFinalReplayTurn(u32 turn)
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{
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m_FinalTurn = turn;
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}
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void CReplayTurnManager::NotifyFinishedUpdate(u32 turn)
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{
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if (turn == 1 && m_FinalTurn == 0)
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g_GUI->SendEventToAll(EventNameReplayFinished);
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if (turn > m_FinalTurn)
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return;
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DoTurn(turn);
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// Compare hash if it exists in the replay and if we didn't have an OOS already
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std::map<u32, std::pair<std::string, bool>>::iterator turnHashIt = m_ReplayHash.find(turn);
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if (m_HasSyncError || turnHashIt == m_ReplayHash.end())
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return;
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std::string expectedHash = turnHashIt->second.first;
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bool quickHash = turnHashIt->second.second;
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// Compute hash
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std::string hash;
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ENSURE(m_Simulation2.ComputeStateHash(hash, quickHash));
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hash = Hexify(hash);
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if (hash == expectedHash)
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return;
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m_HasSyncError = true;
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LOGERROR("Replay out of sync on turn %d", turn);
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const ScriptInterface& scriptInterface = m_Simulation2.GetScriptInterface();
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JSContext* cx = scriptInterface.GetContext();
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JSAutoRequest rq(cx);
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JS::AutoValueVector paramData(cx);
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paramData.append(JS::NumberValue(turn));
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JS::RootedValue hashVal(cx);
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scriptInterface.ToJSVal(cx, &hashVal, hash);
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paramData.append(hashVal);
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JS::RootedValue expectedHashVal(cx);
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scriptInterface.ToJSVal(cx, &expectedHashVal, expectedHash);
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paramData.append(expectedHashVal);
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g_GUI->SendEventToAll(EventNameReplayOutOfSync, paramData);
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}
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void CReplayTurnManager::DoTurn(u32 turn)
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{
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debug_printf("Executing turn %u of %u\n", turn, m_FinalTurn);
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m_TurnLength = m_ReplayTurnLengths[turn];
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JSContext* cx = m_Simulation2.GetScriptInterface().GetContext();
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JSAutoRequest rq(cx);
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// Simulate commands for that turn
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for (const std::pair<player_id_t, std::string>& p : m_ReplayCommands[turn])
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{
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JS::RootedValue command(cx);
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m_Simulation2.GetScriptInterface().ParseJSON(p.second, &command);
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AddCommand(m_ClientId, p.first, command, m_CurrentTurn + 1);
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}
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if (turn == m_FinalTurn)
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g_GUI->SendEventToAll(EventNameReplayFinished);
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}
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