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forked from 0ad/0ad
0ad/source/ps/Replay.cpp
elexis 1e07787e76 Revert 64bit number conversions added in c0ca70efd2, don't add the previous long and unsigned long conversions back and use double in the Replay menu.
64bit conversions (including the long ones) are not safe, because not
every number can be converted to the 2^53 JS numbers and pretending to
do so is asking for bugs.
Explicitly use the double type in the Replay menu, because std::time_t
is unspecified and some platforms like Ubuntu yakkety:i386 fail to
build, looking for long.
Double should work for the next 285 million years, becomes consistent
with SavedGame.cpp, is tested by test_ScriptConversions.cpp and doesn't
pretend to cover all 64bit numbers.

Patch By: echotangoecho
Differential Revision: https://code.wildfiregames.com/D205
Refs #3848 D84 D112

This was SVN commit r19367.
2017-04-01 21:06:55 +00:00

265 lines
7.4 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 "Replay.h"
#include "graphics/TerrainTextureManager.h"
#include "lib/timer.h"
#include "lib/file/file_system.h"
#include "lib/res/h_mgr.h"
#include "lib/tex/tex.h"
#include "ps/Game.h"
#include "ps/CLogger.h"
#include "ps/Loader.h"
#include "ps/Mod.h"
#include "ps/Profile.h"
#include "ps/ProfileViewer.h"
#include "ps/Pyrogenesis.h"
#include "ps/Util.h"
#include "ps/VisualReplay.h"
#include "scriptinterface/ScriptInterface.h"
#include "scriptinterface/ScriptStats.h"
#include "simulation2/Simulation2.h"
#include "simulation2/helpers/SimulationCommand.h"
#include <ctime>
#include <fstream>
CReplayLogger::CReplayLogger(ScriptInterface& scriptInterface) :
m_ScriptInterface(scriptInterface), m_Stream(NULL)
{
}
CReplayLogger::~CReplayLogger()
{
delete m_Stream;
}
void CReplayLogger::StartGame(JS::MutableHandleValue attribs)
{
// Add timestamp, since the file-modification-date can change
m_ScriptInterface.SetProperty(attribs, "timestamp", (double)std::time(nullptr));
// Add engine version and currently loaded mods for sanity checks when replaying
m_ScriptInterface.SetProperty(attribs, "engine_version", CStr(engine_version));
m_ScriptInterface.SetProperty(attribs, "mods", g_modsLoaded);
m_Directory = createDateIndexSubdirectory(VisualReplay::GetDirectoryName());
debug_printf("Writing replay to %s\n", m_Directory.string8().c_str());
m_Stream = new std::ofstream(OsString(m_Directory / L"commands.txt").c_str(), std::ofstream::out | std::ofstream::trunc);
*m_Stream << "start " << m_ScriptInterface.StringifyJSON(attribs, false) << "\n";
}
void CReplayLogger::Turn(u32 n, u32 turnLength, std::vector<SimulationCommand>& commands)
{
JSContext* cx = m_ScriptInterface.GetContext();
JSAutoRequest rq(cx);
*m_Stream << "turn " << n << " " << turnLength << "\n";
for (SimulationCommand& command : commands)
*m_Stream << "cmd " << command.player << " " << m_ScriptInterface.StringifyJSON(&command.data, false) << "\n";
*m_Stream << "end\n";
m_Stream->flush();
}
void CReplayLogger::Hash(const std::string& hash, bool quick)
{
if (quick)
*m_Stream << "hash-quick " << Hexify(hash) << "\n";
else
*m_Stream << "hash " << Hexify(hash) << "\n";
}
OsPath CReplayLogger::GetDirectory() const
{
return m_Directory;
}
////////////////////////////////////////////////////////////////
CReplayPlayer::CReplayPlayer() :
m_Stream(NULL)
{
}
CReplayPlayer::~CReplayPlayer()
{
delete m_Stream;
}
void CReplayPlayer::Load(const std::string& path)
{
ENSURE(!m_Stream);
m_Stream = new std::ifstream(path.c_str());
ENSURE(m_Stream->good());
}
void CReplayPlayer::Replay(bool serializationtest, int rejointestturn, bool ooslog)
{
ENSURE(m_Stream);
new CProfileViewer;
new CProfileManager;
g_ScriptStatsTable = new CScriptStatsTable;
g_ProfileViewer.AddRootTable(g_ScriptStatsTable);
const int runtimeSize = 384 * 1024 * 1024;
const int heapGrowthBytesGCTrigger = 20 * 1024 * 1024;
g_ScriptRuntime = ScriptInterface::CreateRuntime(shared_ptr<ScriptRuntime>(), runtimeSize, heapGrowthBytesGCTrigger);
g_Game = new CGame(true, false);
if (serializationtest)
g_Game->GetSimulation2()->EnableSerializationTest();
if (rejointestturn > 0)
g_Game->GetSimulation2()->EnableRejoinTest(rejointestturn);
if (ooslog)
g_Game->GetSimulation2()->EnableOOSLog();
// Need some stuff for terrain movement costs:
// (TODO: this ought to be independent of any graphics code)
new CTerrainTextureManager;
g_TexMan.LoadTerrainTextures();
// Initialise h_mgr so it doesn't crash when emitting sounds
h_mgr_init();
std::vector<SimulationCommand> commands;
u32 turn = 0;
u32 turnLength = 0;
{
JSContext* cx = g_Game->GetSimulation2()->GetScriptInterface().GetContext();
JSAutoRequest rq(cx);
std::string type;
while ((*m_Stream >> type).good())
{
if (type == "start")
{
std::string line;
std::getline(*m_Stream, line);
JS::RootedValue attribs(cx);
ENSURE(g_Game->GetSimulation2()->GetScriptInterface().ParseJSON(line, &attribs));
std::vector<CStr> replayModList;
g_Game->GetSimulation2()->GetScriptInterface().GetProperty(attribs, "mods", replayModList);
for (const CStr& mod : replayModList)
if (mod != "user" && std::find(g_modsLoaded.begin(), g_modsLoaded.end(), mod) == g_modsLoaded.end())
LOGWARNING("The mod '%s' is required by the replay file, but wasn't passed as an argument!", mod);
for (const CStr& mod : g_modsLoaded)
if (mod != "user" && std::find(replayModList.begin(), replayModList.end(), mod) == replayModList.end())
LOGWARNING("The mod '%s' wasn't used when creating this replay file, but was passed as an argument!", mod);
g_Game->StartGame(&attribs, "");
// TODO: Non progressive load can fail - need a decent way to handle this
LDR_NonprogressiveLoad();
PSRETURN ret = g_Game->ReallyStartGame();
ENSURE(ret == PSRETURN_OK);
}
else if (type == "turn")
{
*m_Stream >> turn >> turnLength;
debug_printf("Turn %u (%u)...\n", turn, turnLength);
}
else if (type == "cmd")
{
player_id_t player;
*m_Stream >> player;
std::string line;
std::getline(*m_Stream, line);
JS::RootedValue data(cx);
g_Game->GetSimulation2()->GetScriptInterface().ParseJSON(line, &data);
g_Game->GetSimulation2()->GetScriptInterface().FreezeObject(data, true);
commands.emplace_back(SimulationCommand(player, cx, data));
}
else if (type == "hash" || type == "hash-quick")
{
std::string replayHash;
*m_Stream >> replayHash;
bool quick = (type == "hash-quick");
if (turn % 100 == 0)
{
std::string hash;
bool ok = g_Game->GetSimulation2()->ComputeStateHash(hash, quick);
ENSURE(ok);
std::string hexHash = Hexify(hash);
if (hexHash == replayHash)
debug_printf("hash ok (%s)\n", hexHash.c_str());
else
debug_printf("HASH MISMATCH (%s != %s)\n", hexHash.c_str(), replayHash.c_str());
}
}
else if (type == "end")
{
{
g_Profiler2.RecordFrameStart();
PROFILE2("frame");
g_Profiler2.IncrementFrameNumber();
PROFILE2_ATTR("%d", g_Profiler2.GetFrameNumber());
g_Game->GetSimulation2()->Update(turnLength, commands);
commands.clear();
}
g_Profiler.Frame();
if (turn % 20 == 0)
g_ProfileViewer.SaveToFile();
}
else
{
debug_printf("Unrecognised replay token %s\n", type.c_str());
}
}
}
SAFE_DELETE(m_Stream);
g_Profiler2.SaveToFile();
std::string hash;
bool ok = g_Game->GetSimulation2()->ComputeStateHash(hash, false);
ENSURE(ok);
debug_printf("# Final state: %s\n", Hexify(hash).c_str());
timer_DisplayClientTotals();
SAFE_DELETE(g_Game);
// Must be explicitly destructed here to avoid callbacks from the JSAPI trying to use g_Profiler2 when
// it's already destructed.
g_ScriptRuntime.reset();
// Clean up
delete &g_TexMan;
delete &g_Profiler;
delete &g_ProfileViewer;
SAFE_DELETE(g_ScriptStatsTable);
}