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0ad/source/ps/Replay.h
T
phosit 6a0c8c1a5a Remove u32
It's better to use types from the standard library.
2026-09-21 18:11:31 +02:00

126 lines
3.6 KiB
C++

/* Copyright (C) 2026 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/code_annotation.h"
#include "lib/os_path.h"
#include <iosfwd>
#include <js/RootingAPI.h>
#include <js/TypeDecls.h>
#include <js/Value.h>
#include <string>
#include <vector>
class CSimulation2;
namespace Script { class Interface; }
struct SimulationCommand;
/**
* 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(std::uint32_t n, std::uint32_t 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 /*attribs*/) { }
virtual void Turn(std::uint32_t /*n*/, std::uint32_t /*turnLength*/, std::vector<SimulationCommand>&)
{}
virtual void Hash(const std::string& /*hash*/, bool /*quick*/) { }
virtual void SaveMetadata(const CSimulation2&) { };
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 Script::Interface& scriptInterface);
~CReplayLogger();
virtual void StartGame(JS::MutableHandleValue attribs);
virtual void Turn(std::uint32_t n, std::uint32_t 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 Script::Interface& 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 int serializationtestturn, 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