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forked from 0ad/0ad
0ad/source/simulation2/system/ReplayTurnManager.cpp
wraitii 61e0aef0b4 Split JS conversions from ScriptInterface.
All ToJSVal/FromJSVal definitions are put in a separate header.
Remove AssignOr[To/From]JSVal duplication.

The functions were already static so this is rather straightforward.

Follows 34b1920e7b and 2bae30c454

Differential Revision: https://code.wildfiregames.com/D3953
This was SVN commit r25428.
2021-05-13 09:43:33 +00:00

127 lines
3.7 KiB
C++

/* Copyright (C) 2021 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 "ReplayTurnManager.h"
#include "gui/GUIManager.h"
#include "ps/CLogger.h"
#include "ps/Util.h"
#include "scriptinterface/ScriptInterface.h"
#include "simulation2/Simulation2.h"
const CStr CReplayTurnManager::EventNameReplayFinished = "ReplayFinished";
const CStr CReplayTurnManager::EventNameReplayOutOfSync = "ReplayOutOfSync";
CReplayTurnManager::CReplayTurnManager(CSimulation2& simulation, IReplayLogger& replay)
: CLocalTurnManager(simulation, replay)
{
}
void CReplayTurnManager::StoreReplayCommand(u32 turn, int player, const std::string& command)
{
// Using the pair we make sure that commands per turn will be processed in the correct order
m_ReplayCommands[turn].emplace_back(player, command);
}
void CReplayTurnManager::StoreReplayHash(u32 turn, const std::string& hash, bool quick)
{
m_ReplayHash[turn] = std::make_pair(hash, quick);
}
void CReplayTurnManager::StoreReplayTurnLength(u32 turn, u32 turnLength)
{
m_ReplayTurnLengths[turn] = turnLength;
// Initialize turn length
if (turn == 0)
m_TurnLength = m_ReplayTurnLengths[0];
}
void CReplayTurnManager::StoreFinalReplayTurn(u32 turn)
{
m_FinalTurn = turn;
}
void CReplayTurnManager::NotifyFinishedUpdate(u32 turn)
{
if (turn == 1 && m_FinalTurn == 0)
g_GUI->SendEventToAll(EventNameReplayFinished);
if (turn > m_FinalTurn)
return;
DoTurn(turn);
// Compare hash if it exists in the replay and if we didn't have an OOS already
std::map<u32, std::pair<std::string, bool>>::iterator turnHashIt = m_ReplayHash.find(turn);
if (m_HasSyncError || turnHashIt == m_ReplayHash.end())
return;
std::string expectedHash = turnHashIt->second.first;
bool quickHash = turnHashIt->second.second;
// Compute hash
std::string hash;
ENSURE(m_Simulation2.ComputeStateHash(hash, quickHash));
hash = Hexify(hash);
if (hash == expectedHash)
return;
m_HasSyncError = true;
LOGERROR("Replay out of sync on turn %d", turn);
const ScriptInterface& scriptInterface = m_Simulation2.GetScriptInterface();
ScriptRequest rq(scriptInterface);
JS::RootedValueVector paramData(rq.cx);
ignore_result(paramData.append(JS::NumberValue(turn)));
JS::RootedValue hashVal(rq.cx);
Script::ToJSVal(rq, &hashVal, hash);
ignore_result(paramData.append(hashVal));
JS::RootedValue expectedHashVal(rq.cx);
Script::ToJSVal(rq, &expectedHashVal, expectedHash);
ignore_result(paramData.append(expectedHashVal));
g_GUI->SendEventToAll(EventNameReplayOutOfSync, paramData);
}
void CReplayTurnManager::DoTurn(u32 turn)
{
debug_printf("Executing turn %u of %u\n", turn, m_FinalTurn);
m_TurnLength = m_ReplayTurnLengths[turn];
ScriptRequest rq(m_Simulation2.GetScriptInterface());
// Simulate commands for that turn
for (const std::pair<player_id_t, std::string>& p : m_ReplayCommands[turn])
{
JS::RootedValue command(rq.cx);
m_Simulation2.GetScriptInterface().ParseJSON(p.second, &command);
AddCommand(m_ClientId, p.first, command, m_CurrentTurn + 1);
}
if (turn == m_FinalTurn)
g_GUI->SendEventToAll(EventNameReplayFinished);
}