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/* Copyright (C) 2016 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", std::to_string(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 (size_t i = 0; i < commands.size(); ++i)
{
*m_Stream << "cmd " << commands[i].player << " " << m_ScriptInterface.StringifyJSON(&commands[i].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, 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 (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);
}
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