Files
0ad/source/ps/VisualReplay.h
T
vyordan ec8b420abc Move Script* classes to Script namespace
- Rename ScriptEngine, ScriptContext, ScriptInterface, ScriptRequest to
  Script::Engine, Script::Context, Script::Interface, Script::Request
- Remove 'Script' prefix from filenames:
  ScriptContext.* → Context.*
  ScriptInterface.* → Interface.*
  ScriptRequest.* → Request.*
  ScriptEngine.* → Engine.*
  ScriptConversions.* → Conversions.*
  ScriptExceptions.* → Exceptions.*
  ScriptForward.* → ForwardDeclarations.*
  ScriptStats.* → Stats.*
- Update all includes, forward declarations, and friend classes
- Use namespace Script { ... } in .cpp definitions to avoid repetitive
  Script:: prefix (keeping global callbacks outside)
- Rename internal implementation structs:
  ScriptInterface_impl → Interface_impl
  ScriptFunction → Function
- Update copyright year to 2026 in all touched files
- Suppress pre-existing cppcheck warnings (uninitvar, nullPointer, unknown
  macro) by adding them to suppressions-list.txt (these are not caused
  by this refactor)

Fixes #7516
2026-06-20 17:43:00 +02:00

128 lines
4.0 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_VISUAL_REPLAY
#define INCLUDED_VISUAL_REPLAY
#include "lib/os_path.h"
#include <js/TypeDecls.h>
class CStrW;
namespace JS { class Value; }
namespace Script { class Interface; }
/**
* Contains functions for visually replaying past games.
*/
namespace VisualReplay
{
/**
* Returns the absolute path to the sim-log directory (that contains the directories with the replay files.
*/
OsPath GetDirectoryPath();
/**
* Returns the absolute path to the replay cache file.
*/
OsPath GetCacheFilePath();
/**
* Returns the absolute path to the temporary replay cache file used to
* always have a valid cache file in place even if bad things happen.
*/
OsPath GetTempCacheFilePath();
/**
* Replays the commands.txt file in the given subdirectory visually.
*/
bool StartVisualReplay(const OsPath& directory);
/**
* Reads the replay Cache file and parses it into a jsObject
*
* @param scriptInterface - the Script::Interface in which to create the return data.
* @param cachedReplaysObject - the cached replays.
* @return true on succes
*/
bool ReadCacheFile(const Script::Interface& scriptInterface, JS::MutableHandleObject cachedReplaysObject);
/**
* Stores the replay list in the replay cache file
*
* @param scriptInterface - the Script::Interface in which to create the return data.
* @param replays - the replay list to store.
*/
void StoreCacheFile(const Script::Interface& scriptInterface, JS::HandleObject replays);
/**
* Load the replay cache and check if there are new/deleted replays. If so, update the cache.
*
* @param scriptInterface - the Script::Interface in which to create the return data.
* @param compareFiles - compare the directory name and the FileSize of the replays and the cache.
* @return cache entries
*/
JS::HandleObject ReloadReplayCache(const Script::Interface& scriptInterface, bool compareFiles);
/**
* Get a list of replays to display in the GUI.
*
* @param scriptInterface - the Script::Interface in which to create the return data.
* @param compareFiles - reload the cache, which takes more time,
* but nearly ensures, that no changed replay is missed.
* @return array of objects containing replay data
*/
JS::Value GetReplays(const Script::Interface& scriptInterface, bool compareFiles);
/**
* Parses a commands.txt file and extracts metadata.
* Works similarly to CGame::LoadReplayData().
*/
JS::Value LoadReplayData(const Script::Interface& scriptInterface, const OsPath& directory);
/**
* Permanently deletes the visual replay (including the parent directory)
*
* @param replayFile - path to commands.txt, whose parent directory will be deleted.
* @return true if deletion was successful, false on error
*/
bool DeleteReplay(const OsPath& replayFile);
/**
* Returns the parsed header of the replay file (commands.txt).
*/
JS::Value GetReplayAttributes(const Script::Interface& scriptInterface, const OsPath& directoryName);
/**
* Returns whether or not the metadata / summary screen data has been saved properly when the game ended.
*/
bool HasReplayMetadata(const OsPath& directoryName);
/**
* Returns the metadata of a replay.
*/
JS::Value GetReplayMetadata(const Script::Interface& scriptInterface, const OsPath& directoryName);
/**
* Adds a replay to the replayCache.
*/
void AddReplayToCache(const Script::Interface& scriptInterface, const CStrW& directoryName);
}
#endif