forked from mirrors/0ad
c02a7e1a7b
This upgrade also introduces exact stack rooting (see to the wiki: JSRootingGuide) and fixes problems with moving GC. This allows us to enable generational garbage collection (GGC). Measurements a few months ago have shown a performance improvement of a non-visual replay of around 13.5%. This probably varies quite a bit, but it should be somewhere between 5-20%. Memory usage has also been improved. Check the forum thread for details. Thanks to everyone from the team who helped with this directly or indirectly (review, finding and fixing issues, the required C++11 upgrade, the new autobuilder etc.)! Also thanks to the SpiderMonkey developers who helped on the #jsapi channel or elsewhere! Fixes #2462, #2415, #2428, #2684, #1374 Refs #2973, #2669 This was SVN commit r16214.
99 lines
2.6 KiB
C++
99 lines
2.6 KiB
C++
/* Copyright (C) 2014 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef INCLUDED_REPLAY
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#define INCLUDED_REPLAY
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#include "scriptinterface/ScriptTypes.h"
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struct SimulationCommand;
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class ScriptInterface;
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/**
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* Replay log recorder interface.
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* Call its methods at appropriate times during the game.
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*/
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class IReplayLogger
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{
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public:
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IReplayLogger() { }
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virtual ~IReplayLogger() { }
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/**
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* Started the game with the given game attributes.
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*/
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virtual void StartGame(JS::MutableHandleValue attribs) = 0;
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/**
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* Run the given turn with the given collection of player commands.
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*/
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virtual void Turn(u32 n, u32 turnLength, std::vector<SimulationCommand>& commands) = 0;
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/**
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* Optional hash of simulation state (for sync checking).
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*/
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virtual void Hash(const std::string& hash, bool quick) = 0;
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};
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/**
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* Implementation of IReplayLogger that simply throws away all data.
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*/
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class CDummyReplayLogger : public IReplayLogger
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{
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public:
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virtual void StartGame(JS::MutableHandleValue UNUSED(attribs)) { }
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virtual void Turn(u32 UNUSED(n), u32 UNUSED(turnLength), const std::vector<SimulationCommand>& UNUSED(commands)) { }
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virtual void Hash(const std::string& UNUSED(hash), bool UNUSED(quick)) { }
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};
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/**
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* Implementation of IReplayLogger that saves data to a file in the logs directory.
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*/
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class CReplayLogger : public IReplayLogger
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{
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NONCOPYABLE(CReplayLogger);
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public:
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CReplayLogger(ScriptInterface& scriptInterface);
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~CReplayLogger();
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virtual void StartGame(JS::MutableHandleValue attribs);
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virtual void Turn(u32 n, u32 turnLength, std::vector<SimulationCommand>& commands);
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virtual void Hash(const std::string& hash, bool quick);
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private:
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ScriptInterface& m_ScriptInterface;
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std::ostream* m_Stream;
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};
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/**
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* Replay log replayer. Runs the log with no graphics and dumps some info to stdout.
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*/
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class CReplayPlayer
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{
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public:
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CReplayPlayer();
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~CReplayPlayer();
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void Load(const std::string& path);
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void Replay(bool serializationtest);
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private:
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std::istream* m_Stream;
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};
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#endif // INCLUDED_REPLAY
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