2020-01-15 17:00:37 +01:00
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/* Copyright (C) 2020 Wildfire Games.
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2017-01-24 03:04:50 +01:00
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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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2019-09-07 15:35:45 +02:00
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#include "ps/CLogger.h"
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2017-01-24 03:04:50 +01:00
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#include "ps/Util.h"
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#include "simulation2/Simulation2.h"
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2020-01-15 17:00:37 +01:00
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const CStr CReplayTurnManager::EventNameReplayFinished = "ReplayFinished";
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const CStr CReplayTurnManager::EventNameReplayOutOfSync = "ReplayOutOfSync";
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2017-01-24 03:04:50 +01:00
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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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2021-01-22 18:13:12 +01:00
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void CReplayTurnManager::NotifyFinishedUpdate(u32 turn)
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2017-01-24 03:04:50 +01:00
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{
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2021-01-22 18:13:12 +01:00
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if (turn == 1 && m_FinalTurn == 0)
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g_GUI->SendEventToAll(EventNameReplayFinished);
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2017-01-24 03:04:50 +01:00
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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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2019-07-19 23:15:04 +02:00
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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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Improve JS Exception handling.
- Check for pending exceptions after function calls and script
executions.
- Call LOGERROR instead of JS_ReportError when there is a conversion
error in FromJSVal, since that can only be called from C++ (where JS
errors don't really make sense). Instead, C++ callers of FromJSVal
should handle the failure and, themselves, either report an error or
simply do something else.
- Wrap JS_ReportError since that makes updating it later easier.
This isn't a systematical fix since ToJSVal also ought return a boolean
for failures, and we probably should trigger errors instead of warnings
on 'implicit' conversions, rather a preparation diff.
Part of the SM52 migration, stage: SM45 compatible (actually SM52
incompatible, too).
Based on a patch by: Itms
Comments by: Vladislavbelov, Stan`
Refs #742, #4893
Differential Revision: https://code.wildfiregames.com/D3093
This was SVN commit r24187.
2020-11-15 19:29:17 +01:00
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ScriptRequest rq(scriptInterface);
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2019-07-19 23:15:04 +02:00
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2020-11-30 10:03:20 +01:00
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JS::RootedValueVector paramData(rq.cx);
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2019-07-19 23:15:04 +02:00
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2020-12-15 10:03:44 +01:00
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ignore_result(paramData.append(JS::NumberValue(turn)));
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2019-07-19 23:15:04 +02:00
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2020-11-13 14:18:22 +01:00
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JS::RootedValue hashVal(rq.cx);
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scriptInterface.ToJSVal(rq, &hashVal, hash);
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2020-12-15 10:03:44 +01:00
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ignore_result(paramData.append(hashVal));
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2019-07-19 23:15:04 +02:00
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2020-11-13 14:18:22 +01:00
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JS::RootedValue expectedHashVal(rq.cx);
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scriptInterface.ToJSVal(rq, &expectedHashVal, expectedHash);
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2020-12-15 10:03:44 +01:00
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ignore_result(paramData.append(expectedHashVal));
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2019-07-19 23:15:04 +02:00
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2020-01-15 17:00:37 +01:00
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g_GUI->SendEventToAll(EventNameReplayOutOfSync, paramData);
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2017-01-24 03:04:50 +01:00
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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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Improve JS Exception handling.
- Check for pending exceptions after function calls and script
executions.
- Call LOGERROR instead of JS_ReportError when there is a conversion
error in FromJSVal, since that can only be called from C++ (where JS
errors don't really make sense). Instead, C++ callers of FromJSVal
should handle the failure and, themselves, either report an error or
simply do something else.
- Wrap JS_ReportError since that makes updating it later easier.
This isn't a systematical fix since ToJSVal also ought return a boolean
for failures, and we probably should trigger errors instead of warnings
on 'implicit' conversions, rather a preparation diff.
Part of the SM52 migration, stage: SM45 compatible (actually SM52
incompatible, too).
Based on a patch by: Itms
Comments by: Vladislavbelov, Stan`
Refs #742, #4893
Differential Revision: https://code.wildfiregames.com/D3093
This was SVN commit r24187.
2020-11-15 19:29:17 +01:00
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ScriptRequest rq(m_Simulation2.GetScriptInterface());
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2017-01-24 03:04:50 +01:00
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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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2020-11-13 14:18:22 +01:00
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JS::RootedValue command(rq.cx);
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2017-01-24 03:04:50 +01:00
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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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2020-01-15 17:00:37 +01:00
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g_GUI->SendEventToAll(EventNameReplayFinished);
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2017-01-24 03:04:50 +01:00
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}
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