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forked from 0ad/0ad
0ad/source/ps/Replay.h
elexis e7ab22286e Fix the replay menu for people with non-latin characters in their username.
Use OsPath instead of CStr and CStrW where possible,
wstring_from_utf8(OsPath.string8()) to pass printable strings to the
JSAPI,
OsString when opening a filestream and
off_t instead of int for filesizes.

Fixes #4320
Differential Revision: https://code.wildfiregames.com/D518
Reviewed By: Imarok
Tested By: Imarok on Windows, wraitii on OSX
Special thanks to Philip for advice and the lib/path.h fix in
47cc447322.

This was SVN commit r19824.
2017-06-25 14:54:00 +00:00

107 lines
2.9 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/>.
*/
#ifndef INCLUDED_REPLAY
#define INCLUDED_REPLAY
#include "scriptinterface/ScriptTypes.h"
struct SimulationCommand;
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;
/**
* 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 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(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 OsPath GetDirectory() const;
private:
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(bool serializationtest, int rejointestturn, bool ooslog);
private:
std::istream* m_Stream;
};
#endif // INCLUDED_REPLAY