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forked from 0ad/0ad
0ad/source/ps/Replay.cpp
Yves 3b49576fa6 Tunes GC scheduling a bit to reduce memory usage.
The main problem was that GC was only called from the simulation before
this patch. This means when you were waiting in the multiplayer lobby or
just had the GUI open, it only called GC when getting close to the JS
runtime size limit (I assume). Another problem was the Net Server
runtime which didn't GC either. Here the runtime size limit is 16 MB
though, so it's not too terrible. These issues have both been addressed
and GC has been given a bit more time per incremental slice to make sure
it gets done in time. It's still far from perfect, but there are too
many changes in SpiderMonkey related to GC, so I don't want to spend too
much time on this yet.

Refs #2808

This was SVN commit r15787.
2014-09-22 20:13:04 +00:00

273 lines
7.0 KiB
C++

/* Copyright (C) 2014 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 <http://www.gnu.org/licenses/>.
*/
#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/Loader.h"
#include "ps/Profile.h"
#include "ps/ProfileViewer.h"
#include "scriptinterface/ScriptInterface.h"
#include "scriptinterface/ScriptStats.h"
#include "simulation2/Simulation2.h"
#include "simulation2/helpers/SimulationCommand.h"
#include <sstream>
#include <fstream>
#include <iomanip>
#if MSC_VERSION
#include <process.h>
#define getpid _getpid // use the non-deprecated function name
#endif
static std::string Hexify(const std::string& s)
{
std::stringstream str;
str << std::hex;
for (size_t i = 0; i < s.size(); ++i)
str << std::setfill('0') << std::setw(2) << (int)(unsigned char)s[i];
return str.str();
}
CReplayLogger::CReplayLogger(ScriptInterface& scriptInterface) :
m_ScriptInterface(scriptInterface)
{
// Construct the directory name based on the PID, to be relatively unique.
// Append "-1", "-2" etc if we run multiple matches in a single session,
// to avoid accidentally overwriting earlier logs.
std::wstringstream name;
name << getpid();
static int run = -1;
if (++run)
name << "-" << run;
OsPath path = psLogDir() / L"sim_log" / name.str() / L"commands.txt";
CreateDirectories(path.Parent(), 0700);
m_Stream = new std::ofstream(OsString(path).c_str(), std::ofstream::out | std::ofstream::trunc);
}
CReplayLogger::~CReplayLogger()
{
delete m_Stream;
}
void CReplayLogger::StartGame(JS::MutableHandleValue attribs)
{
*m_Stream << "start " << m_ScriptInterface.StringifyJSON(attribs, false) << "\n";
}
void CReplayLogger::Turn(u32 n, u32 turnLength, const std::vector<SimulationCommand>& commands)
{
JSContext* cx = m_ScriptInterface.GetContext();
JSAutoRequest rq(cx);
*m_Stream << "turn " << n << " " << turnLength << "\n";
for (size_t i = 0; i < commands.size(); ++i)
{
// TODO: Check if this temporary root can be removed after SpiderMonkey 31 upgrade
JS::RootedValue tmpCommand(cx, commands[i].data.get());
*m_Stream << "cmd " << commands[i].player << " " << m_ScriptInterface.StringifyJSON(&tmpCommand, 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";
}
////////////////////////////////////////////////////////////////
CReplayPlayer::CReplayPlayer() :
m_Stream(NULL)
{
}
CReplayPlayer::~CReplayPlayer()
{
delete m_Stream;
}
void CReplayPlayer::Load(const std::string& path)
{
ENSURE(!m_Stream);
m_Stream = new std::ifstream(path.c_str());
ENSURE(m_Stream->good());
}
void CReplayPlayer::Replay(bool serializationtest)
{
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(runtimeSize, heapGrowthBytesGCTrigger);
CGame game(true);
g_Game = &game;
if (serializationtest)
game.GetSimulation2()->EnableSerializationTest();
JSContext* cx = game.GetSimulation2()->GetScriptInterface().GetContext();
JSAutoRequest rq(cx);
// 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<SimulationCommand> commands;
u32 turn = 0;
u32 turnLength = 0;
std::string type;
while ((*m_Stream >> type).good())
{
// if (turn >= 1400) break;
if (type == "start")
{
std::string line;
std::getline(*m_Stream, line);
JS::RootedValue attribs(cx);
game.GetSimulation2()->GetScriptInterface().ParseJSON(line, &attribs);
game.StartGame(CScriptValRooted(cx, attribs), "");
// TODO: Non progressive load can fail - need a decent way to handle this
LDR_NonprogressiveLoad();
PSRETURN ret = game.ReallyStartGame();
ENSURE(ret == PSRETURN_OK);
}
else if (type == "turn")
{
*m_Stream >> turn >> turnLength;
debug_printf(L"Turn %u (%u)... ", 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);
game.GetSimulation2()->GetScriptInterface().ParseJSON(line, &data);
SimulationCommand cmd = { player, CScriptValRooted(cx, data) };
commands.push_back(cmd);
}
else if (type == "hash" || type == "hash-quick")
{
std::string replayHash;
*m_Stream >> replayHash;
bool quick = (type == "hash-quick");
// if (turn >= 1300)
// if (turn >= 0)
if (turn % 100 == 0)
{
std::string hash;
bool ok = game.GetSimulation2()->ComputeStateHash(hash, quick);
ENSURE(ok);
std::string hexHash = Hexify(hash);
if (hexHash == replayHash)
debug_printf(L"hash ok (%hs)", hexHash.c_str());
else
debug_printf(L"HASH MISMATCH (%hs != %hs)", hexHash.c_str(), replayHash.c_str());
}
}
else if (type == "end")
{
{
g_Profiler2.RecordFrameStart();
PROFILE2("frame");
g_Profiler2.IncrementFrameNumber();
PROFILE2_ATTR("%d", g_Profiler2.GetFrameNumber());
game.GetSimulation2()->Update(turnLength, commands);
commands.clear();
}
// std::string hash;
// bool ok = game.GetSimulation2()->ComputeStateHash(hash, true);
// ENSURE(ok);
// debug_printf(L"%hs", Hexify(hash).c_str());
debug_printf(L"\n");
g_Profiler.Frame();
// if (turn % 1000 == 0)
// JS_GC(game.GetSimulation2()->GetScriptInterface().GetContext());
if (turn % 20 == 0)
g_ProfileViewer.SaveToFile();
}
else
{
debug_printf(L"Unrecognised replay token %hs\n", type.c_str());
}
}
g_Profiler2.SaveToFile();
std::string hash;
bool ok = game.GetSimulation2()->ComputeStateHash(hash, false);
ENSURE(ok);
debug_printf(L"# Final state: %hs\n", Hexify(hash).c_str());
timer_DisplayClientTotals();
// 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;
g_Game = NULL;
}