File: Replay.h

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/* Copyright (C) 2021 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 "lib/os_path.h"
#include "ps/CStr.h"
#include "scriptinterface/ScriptTypes.h"

#include <vector>

struct SimulationCommand;
class CSimulation2;
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;

	/**
	 * Saves metadata.json containing part of the simulation state used for the summary screen.
	 */
	virtual void SaveMetadata(const CSimulation2& simulation) = 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 void SaveMetadata(const CSimulation2& UNUSED(simulation)) { };
	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(const 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 void SaveMetadata(const CSimulation2& simulation);
	virtual OsPath GetDirectory() const;

private:
	const 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(const bool serializationtest, const int rejointestturn, const bool ooslog, const bool testHashFull, const bool testHashQuick);

private:
	std::istream* m_Stream;
	void TestHash(const std::string& hashType, const std::string& replayHash, const bool testHashFull, const bool testHashQuick);
};

#endif // INCLUDED_REPLAY