/* Copyright (C) 2018 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 . */ #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/Simulation2.h" #include "simulation2/helpers/SimulationCommand.h" #include #include /** * 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) { JSContext* cx = m_ScriptInterface.GetContext(); JSAutoRequest rq(cx); // 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", CStr(engine_version)); JS::RootedValue mods(cx, Mod::GetLoadedModsWithVersions(m_ScriptInterface)); m_ScriptInterface.SetProperty(attribs, "mods", mods); m_Directory = createDateIndexSubdirectory(VisualReplay::GetDirectoryName()); 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& commands) { JSContext* cx = m_ScriptInterface.GetContext(); JSAutoRequest rq(cx); *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"; } 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>& list) const { CStr text; for (const std::vector& mod : list) text += mod[0] + " (" + mod[1] + ")\n"; return text; } void CReplayPlayer::CheckReplayMods(const ScriptInterface& scriptInterface, JS::HandleValue attribs) const { JSContext* cx = scriptInterface.GetContext(); JSAutoRequest rq(cx); std::vector> replayMods; scriptInterface.GetProperty(attribs, "mods", replayMods); std::vector> enabledMods; JS::RootedValue enabledModsJS(cx, Mod::GetLoadedModsWithVersions(scriptInterface)); scriptInterface.FromJSVal(cx, 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 = ScriptInterface::CreateRuntime(shared_ptr(), runtimeSize, heapGrowthBytesGCTrigger); Mod::CacheEnabledModVersions(g_ScriptRuntime); g_Game = new CGame(true, 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 commands; u32 turn = 0; u32 turnLength = 0; { JSContext* cx = g_Game->GetSimulation2()->GetScriptInterface().GetContext(); JSAutoRequest rq(cx); std::string type; while ((*m_Stream >> type).good()) { if (type == "start") { std::string line; std::getline(*m_Stream, line); JS::RootedValue attribs(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(cx); g_Game->GetSimulation2()->GetScriptInterface().ParseJSON(line, &data); g_Game->GetSimulation2()->GetScriptInterface().FreezeObject(data, true); commands.emplace_back(SimulationCommand(player, 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()); }