elexis
333766ef1b
The previous code only tested quick hashes every 100 turns and could not be used to confirm replay hashes matching. The option can become used for visual replays too. Differential Revision: https://code.wildfiregames.com/D1538 Refs #5162 Reviewed By: temple This was SVN commit r21829.
315 lines
9.0 KiB
C++
315 lines
9.0 KiB
C++
/* Copyright (C) 2018 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 "Replay.h"
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#include "graphics/TerrainTextureManager.h"
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#include "lib/timer.h"
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#include "lib/file/file_system.h"
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#include "lib/res/h_mgr.h"
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#include "lib/tex/tex.h"
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#include "ps/Game.h"
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#include "ps/CLogger.h"
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#include "ps/Loader.h"
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#include "ps/Mod.h"
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#include "ps/Profile.h"
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#include "ps/ProfileViewer.h"
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#include "ps/Pyrogenesis.h"
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#include "ps/Mod.h"
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#include "ps/Util.h"
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#include "ps/VisualReplay.h"
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#include "scriptinterface/ScriptInterface.h"
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#include "scriptinterface/ScriptRuntime.h"
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#include "scriptinterface/ScriptStats.h"
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#include "simulation2/Simulation2.h"
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#include "simulation2/helpers/SimulationCommand.h"
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#include <ctime>
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#include <fstream>
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/**
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* Number of turns between two saved profiler snapshots.
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* Keep in sync with source/tools/replayprofile/graph.js
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*/
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static const int PROFILE_TURN_INTERVAL = 20;
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CReplayLogger::CReplayLogger(const ScriptInterface& scriptInterface) :
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m_ScriptInterface(scriptInterface), m_Stream(NULL)
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{
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}
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CReplayLogger::~CReplayLogger()
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{
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delete m_Stream;
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}
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void CReplayLogger::StartGame(JS::MutableHandleValue attribs)
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{
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JSContext* cx = m_ScriptInterface.GetContext();
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JSAutoRequest rq(cx);
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// Add timestamp, since the file-modification-date can change
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m_ScriptInterface.SetProperty(attribs, "timestamp", (double)std::time(nullptr));
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// Add engine version and currently loaded mods for sanity checks when replaying
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m_ScriptInterface.SetProperty(attribs, "engine_version", CStr(engine_version));
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JS::RootedValue mods(cx, Mod::GetLoadedModsWithVersions(m_ScriptInterface));
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m_ScriptInterface.SetProperty(attribs, "mods", mods);
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m_Directory = createDateIndexSubdirectory(VisualReplay::GetDirectoryName());
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debug_printf("Writing replay to %s\n", m_Directory.string8().c_str());
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m_Stream = new std::ofstream(OsString(m_Directory / L"commands.txt").c_str(), std::ofstream::out | std::ofstream::trunc);
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*m_Stream << "start " << m_ScriptInterface.StringifyJSON(attribs, false) << "\n";
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}
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void CReplayLogger::Turn(u32 n, u32 turnLength, std::vector<SimulationCommand>& commands)
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{
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JSContext* cx = m_ScriptInterface.GetContext();
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JSAutoRequest rq(cx);
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*m_Stream << "turn " << n << " " << turnLength << "\n";
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for (SimulationCommand& command : commands)
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*m_Stream << "cmd " << command.player << " " << m_ScriptInterface.StringifyJSON(&command.data, false) << "\n";
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*m_Stream << "end\n";
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m_Stream->flush();
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}
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void CReplayLogger::Hash(const std::string& hash, bool quick)
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{
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if (quick)
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*m_Stream << "hash-quick " << Hexify(hash) << "\n";
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else
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*m_Stream << "hash " << Hexify(hash) << "\n";
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}
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OsPath CReplayLogger::GetDirectory() const
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{
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return m_Directory;
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}
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////////////////////////////////////////////////////////////////
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CReplayPlayer::CReplayPlayer() :
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m_Stream(NULL)
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{
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}
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CReplayPlayer::~CReplayPlayer()
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{
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delete m_Stream;
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}
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void CReplayPlayer::Load(const OsPath& path)
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{
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ENSURE(!m_Stream);
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m_Stream = new std::ifstream(OsString(path).c_str());
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ENSURE(m_Stream->good());
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}
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CStr CReplayPlayer::ModListToString(const std::vector<std::vector<CStr>>& list) const
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{
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CStr text;
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for (const std::vector<CStr>& mod : list)
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text += mod[0] + " (" + mod[1] + ")\n";
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return text;
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}
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void CReplayPlayer::CheckReplayMods(const ScriptInterface& scriptInterface, JS::HandleValue attribs) const
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{
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JSContext* cx = scriptInterface.GetContext();
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JSAutoRequest rq(cx);
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std::vector<std::vector<CStr>> replayMods;
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scriptInterface.GetProperty(attribs, "mods", replayMods);
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std::vector<std::vector<CStr>> enabledMods;
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JS::RootedValue enabledModsJS(cx, Mod::GetLoadedModsWithVersions(scriptInterface));
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scriptInterface.FromJSVal(cx, enabledModsJS, enabledMods);
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CStr warn;
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if (replayMods.size() != enabledMods.size())
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warn = "The number of enabled mods does not match the mods of the replay.";
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else
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for (size_t i = 0; i < replayMods.size(); ++i)
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{
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if (replayMods[i][0] != enabledMods[i][0])
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{
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warn = "The enabled mods don't match the mods of the replay.";
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break;
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}
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else if (replayMods[i][1] != enabledMods[i][1])
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{
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warn = "The mod '" + replayMods[i][0] + "' with version '" + replayMods[i][1] + "' is required by the replay file, but version '" + enabledMods[i][1] + "' is present!";
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break;
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}
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}
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if (!warn.empty())
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LOGWARNING("%s\nThe mods of the replay are:\n%s\nThese mods are enabled:\n%s", warn, ModListToString(replayMods), ModListToString(enabledMods));
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}
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void CReplayPlayer::Replay(const bool serializationtest, const int rejointestturn, const bool ooslog, const bool testHashFull, const bool testHashQuick)
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{
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ENSURE(m_Stream);
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new CProfileViewer;
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new CProfileManager;
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g_ScriptStatsTable = new CScriptStatsTable;
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g_ProfileViewer.AddRootTable(g_ScriptStatsTable);
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const int runtimeSize = 384 * 1024 * 1024;
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const int heapGrowthBytesGCTrigger = 20 * 1024 * 1024;
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g_ScriptRuntime = ScriptInterface::CreateRuntime(shared_ptr<ScriptRuntime>(), runtimeSize, heapGrowthBytesGCTrigger);
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Mod::CacheEnabledModVersions(g_ScriptRuntime);
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g_Game = new CGame(true, false);
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if (serializationtest)
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g_Game->GetSimulation2()->EnableSerializationTest();
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if (rejointestturn > 0)
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g_Game->GetSimulation2()->EnableRejoinTest(rejointestturn);
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if (ooslog)
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g_Game->GetSimulation2()->EnableOOSLog();
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// Need some stuff for terrain movement costs:
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// (TODO: this ought to be independent of any graphics code)
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new CTerrainTextureManager;
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g_TexMan.LoadTerrainTextures();
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// Initialise h_mgr so it doesn't crash when emitting sounds
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h_mgr_init();
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std::vector<SimulationCommand> commands;
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u32 turn = 0;
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u32 turnLength = 0;
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{
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JSContext* cx = g_Game->GetSimulation2()->GetScriptInterface().GetContext();
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JSAutoRequest rq(cx);
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std::string type;
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while ((*m_Stream >> type).good())
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{
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if (type == "start")
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{
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std::string line;
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std::getline(*m_Stream, line);
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JS::RootedValue attribs(cx);
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ENSURE(g_Game->GetSimulation2()->GetScriptInterface().ParseJSON(line, &attribs));
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CheckReplayMods(g_Game->GetSimulation2()->GetScriptInterface(), attribs);
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g_Game->StartGame(&attribs, "");
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// TODO: Non progressive load can fail - need a decent way to handle this
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LDR_NonprogressiveLoad();
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PSRETURN ret = g_Game->ReallyStartGame();
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ENSURE(ret == PSRETURN_OK);
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}
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else if (type == "turn")
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{
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*m_Stream >> turn >> turnLength;
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debug_printf("Turn %u (%u)...\n", turn, turnLength);
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}
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else if (type == "cmd")
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{
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player_id_t player;
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*m_Stream >> player;
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std::string line;
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std::getline(*m_Stream, line);
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JS::RootedValue data(cx);
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g_Game->GetSimulation2()->GetScriptInterface().ParseJSON(line, &data);
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g_Game->GetSimulation2()->GetScriptInterface().FreezeObject(data, true);
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commands.emplace_back(SimulationCommand(player, cx, data));
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}
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else if (type == "hash" || type == "hash-quick")
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{
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std::string replayHash;
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*m_Stream >> replayHash;
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TestHash(type, replayHash, testHashFull, testHashQuick);
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}
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else if (type == "end")
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{
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{
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g_Profiler2.RecordFrameStart();
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PROFILE2("frame");
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g_Profiler2.IncrementFrameNumber();
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PROFILE2_ATTR("%d", g_Profiler2.GetFrameNumber());
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g_Game->GetSimulation2()->Update(turnLength, commands);
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commands.clear();
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}
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g_Profiler.Frame();
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if (turn % PROFILE_TURN_INTERVAL == 0)
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g_ProfileViewer.SaveToFile();
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}
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else
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debug_printf("Unrecognised replay token %s\n", type.c_str());
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}
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}
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SAFE_DELETE(m_Stream);
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g_Profiler2.SaveToFile();
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std::string hash;
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bool ok = g_Game->GetSimulation2()->ComputeStateHash(hash, false);
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ENSURE(ok);
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debug_printf("# Final state: %s\n", Hexify(hash).c_str());
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timer_DisplayClientTotals();
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SAFE_DELETE(g_Game);
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// Must be explicitly destructed here to avoid callbacks from the JSAPI trying to use g_Profiler2 when
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// it's already destructed.
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g_ScriptRuntime.reset();
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// Clean up
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delete &g_TexMan;
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delete &g_Profiler;
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delete &g_ProfileViewer;
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SAFE_DELETE(g_ScriptStatsTable);
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}
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void CReplayPlayer::TestHash(const std::string& hashType, const std::string& replayHash, const bool testHashFull, const bool testHashQuick)
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{
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bool quick = (hashType == "hash-quick");
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if ((quick && !testHashQuick) || (!quick && !testHashFull))
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return;
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std::string hash;
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ENSURE(g_Game->GetSimulation2()->ComputeStateHash(hash, quick));
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std::string hexHash = Hexify(hash);
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if (hexHash == replayHash)
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debug_printf("%s ok (%s)\n", hashType.c_str(), hexHash.c_str());
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else
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debug_printf("%s MISMATCH (%s != %s)\n", hashType.c_str(), hexHash.c_str(), replayHash.c_str());
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}
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