elexis
37da3b008a
Add a hint that multiplayer games with AI are currently not supported. Differential Revision: https://code.wildfiregames.com/D105 Reviewed By: leper Refs #3858 This was SVN commit r19491.
107 lines
3.0 KiB
C++
107 lines
3.0 KiB
C++
/* Copyright (C) 2017 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/Util.h"
|
|
#include "simulation2/Simulation2.h"
|
|
|
|
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("ReplayFinished");
|
|
|
|
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)
|
|
{
|
|
m_HasSyncError = true;
|
|
LOGERROR("Replay out of sync on turn %d", turn);
|
|
g_GUI->SendEventToAll("ReplayOutOfSync");
|
|
}
|
|
}
|
|
|
|
void CReplayTurnManager::DoTurn(u32 turn)
|
|
{
|
|
debug_printf("Executing turn %u of %u\n", turn, m_FinalTurn);
|
|
|
|
m_TurnLength = m_ReplayTurnLengths[turn];
|
|
|
|
JSContext* cx = m_Simulation2.GetScriptInterface().GetContext();
|
|
JSAutoRequest rq(cx);
|
|
|
|
// Simulate commands for that turn
|
|
for (const std::pair<player_id_t, std::string>& p : m_ReplayCommands[turn])
|
|
{
|
|
JS::RootedValue command(cx);
|
|
m_Simulation2.GetScriptInterface().ParseJSON(p.second, &command);
|
|
AddCommand(m_ClientId, p.first, command, m_CurrentTurn + 1);
|
|
}
|
|
|
|
if (turn == m_FinalTurn)
|
|
g_GUI->SendEventToAll("ReplayFinished");
|
|
}
|