Add serialization test support for replays.

This was SVN commit r15547.
This commit is contained in:
leper 2014-07-22 19:41:49 +00:00
parent b41289807a
commit a7b18d02bf
3 changed files with 7 additions and 5 deletions

View File

@ -442,7 +442,7 @@ static void RunGameOrAtlas(int argc, const char* argv[])
{
CReplayPlayer replay;
replay.Load(args.Get("replay"));
replay.Replay();
replay.Replay(args.Has("serializationtest"));
}
g_VFS.reset();

View File

@ -1,4 +1,4 @@
/* Copyright (C) 2013 Wildfire Games.
/* Copyright (C) 2014 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@ -119,7 +119,7 @@ void CReplayPlayer::Load(const std::string& path)
ENSURE(m_Stream->good());
}
void CReplayPlayer::Replay()
void CReplayPlayer::Replay(bool serializationtest)
{
ENSURE(m_Stream);
@ -131,6 +131,8 @@ void CReplayPlayer::Replay()
CGame game(true);
g_Game = &game;
if (serializationtest)
game.GetSimulation2()->EnableSerializationTest();
// Need some stuff for terrain movement costs:
// (TODO: this ought to be independent of any graphics code)

View File

@ -1,4 +1,4 @@
/* Copyright (C) 2010 Wildfire Games.
/* Copyright (C) 2014 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@ -88,7 +88,7 @@ public:
~CReplayPlayer();
void Load(const std::string& path);
void Replay();
void Replay(bool serializationtest);
private:
std::istream* m_Stream;