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forked from 0ad/0ad
0ad/source/ps/Replay.h
wraitii 07e44a75a1 Allow mods to say they should be ignored in replay/MP compatibility checks
Since it is very non-trivial to determine which mods change checksums
and which don't, this relies on modder goodwill (and on verification on
our end for signed mods).

The declaration is an optional "ignoreInCompatibilityChecks" boolean in
mod.json

Also rework slightly the MP lobby mod display to always show the host
mods in a clear manner.

Differential Revision: https://code.wildfiregames.com/D3968
This was SVN commit r25634.
2021-06-02 06:50:16 +00:00

120 lines
3.5 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/>.
*/
#ifndef INCLUDED_REPLAY
#define INCLUDED_REPLAY
#include "lib/os_path.h"
#include "ps/CStr.h"
#include "scriptinterface/ScriptTypes.h"
#include <vector>
struct SimulationCommand;
class CSimulation2;
class ScriptInterface;
/**
* Replay log recorder interface.
* Call its methods at appropriate times during the game.
*/
class IReplayLogger
{
public:
IReplayLogger() { }
virtual ~IReplayLogger() { }
/**
* Started the game with the given game attributes.
*/
virtual void StartGame(JS::MutableHandleValue attribs) = 0;
/**
* Run the given turn with the given collection of player commands.
*/
virtual void Turn(u32 n, u32 turnLength, std::vector<SimulationCommand>& commands) = 0;
/**
* Optional hash of simulation state (for sync checking).
*/
virtual void Hash(const std::string& hash, bool quick) = 0;
/**
* Saves metadata.json containing part of the simulation state used for the summary screen.
*/
virtual void SaveMetadata(const CSimulation2& simulation) = 0;
/**
* Remember the directory containing the commands.txt file, so that we can save additional files to it.
*/
virtual OsPath GetDirectory() const = 0;
};
/**
* Implementation of IReplayLogger that simply throws away all data.
*/
class CDummyReplayLogger : public IReplayLogger
{
public:
virtual void StartGame(JS::MutableHandleValue UNUSED(attribs)) { }
virtual void Turn(u32 UNUSED(n), u32 UNUSED(turnLength), std::vector<SimulationCommand>& UNUSED(commands)) { }
virtual void Hash(const std::string& UNUSED(hash), bool UNUSED(quick)) { }
virtual void SaveMetadata(const CSimulation2& UNUSED(simulation)) { };
virtual OsPath GetDirectory() const { return OsPath(); }
};
/**
* Implementation of IReplayLogger that saves data to a file in the logs directory.
*/
class CReplayLogger : public IReplayLogger
{
NONCOPYABLE(CReplayLogger);
public:
CReplayLogger(const ScriptInterface& scriptInterface);
~CReplayLogger();
virtual void StartGame(JS::MutableHandleValue attribs);
virtual void Turn(u32 n, u32 turnLength, std::vector<SimulationCommand>& commands);
virtual void Hash(const std::string& hash, bool quick);
virtual void SaveMetadata(const CSimulation2& simulation);
virtual OsPath GetDirectory() const;
private:
const ScriptInterface& m_ScriptInterface;
std::ostream* m_Stream;
OsPath m_Directory;
};
/**
* Replay log replayer. Runs the log with no graphics and dumps some info to stdout.
*/
class CReplayPlayer
{
public:
CReplayPlayer();
~CReplayPlayer();
void Load(const OsPath& path);
void Replay(const bool serializationtest, const int rejointestturn, const bool ooslog, const bool testHashFull, const bool testHashQuick);
private:
std::istream* m_Stream;
void TestHash(const std::string& hashType, const std::string& replayHash, const bool testHashFull, const bool testHashQuick);
};
#endif // INCLUDED_REPLAY