wesnoth/src/replay.cpp
Josef Redinger 4352abd37c remove segment fault when loading some save game
...and also remove bug with segment fault during creating debug unit
2006-09-24 20:03:29 +00:00

1080 lines
28 KiB
C++

/* $Id$ */
/*
Copyright (C) 2003 by David White <davidnwhite@verizon.net>
Part of the Battle for Wesnoth Project http://www.wesnoth.org/
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY.
See the COPYING file for more details.
*/
#include "global.hpp"
#include "actions.hpp"
#include "ai_interface.hpp"
#include "dialogs.hpp"
#include "display.hpp"
#include "filesystem.hpp"
#include "game_config.hpp"
#include "game_events.hpp"
#include "log.hpp"
#include "pathfind.hpp"
#include "preferences.hpp"
#include "replay.hpp"
#include "show_dialog.hpp"
#include "sound.hpp"
#include "statistics.hpp"
#include "unit_display.hpp"
#include "util.hpp"
#include "wassert.hpp"
#include <cstdio>
#include <cstdlib>
#include <deque>
#include <iostream>
#include <set>
#include <sstream>
#define LOG_NW LOG_STREAM(info, network)
#define ERR_NW LOG_STREAM(err, network)
std::string replay::last_replay_error;
//functions to verify that the unit structure on both machines is identical
namespace {
void verify(const unit_map& units, const config& cfg)
{
std::stringstream errbuf;
LOG_NW << "verifying unit structure...\n";
const size_t nunits = atoi(cfg["num_units"].c_str());
if(nunits != units.size()) {
errbuf << "SYNC VERIFICATION FAILED: number of units from data source differ: "
<< nunits << " according to data source. " << units.size() << " locally\n";
std::set<gamemap::location> locs;
const config::child_list& items = cfg.get_children("unit");
for(config::child_list::const_iterator i = items.begin(); i != items.end(); ++i) {
const gamemap::location loc(**i);
locs.insert(loc);
if(units.count(loc) == 0) {
errbuf << "data source says there is a unit at "
<< loc << " but none found locally\n";
}
}
for(unit_map::const_iterator j = units.begin(); j != units.end(); ++j) {
if(locs.count(j->first) == 0) {
errbuf << "local unit at " << j->first
<< " but none in data source\n";
}
}
replay::throw_error(errbuf.str());
errbuf.clear();
}
const config::child_list& items = cfg.get_children("unit");
for(config::child_list::const_iterator i = items.begin(); i != items.end(); ++i) {
const gamemap::location loc(**i);
const unit_map::const_iterator u = units.find(loc);
if(u == units.end()) {
errbuf << "SYNC VERIFICATION FAILED: data source says there is a '"
<< (**i)["type"] << "' (side " << (**i)["side"] << ") at "
<< loc << " but there is no local record of it\n";
replay::throw_error(errbuf.str());
errbuf.clear();
}
config cfg;
u->second.write(cfg);
bool is_ok = true;
static const std::string fields[] = {"type","hitpoints","experience","side",""};
for(const std::string* str = fields; str->empty() == false; ++str) {
if(cfg[*str] != (**i)[*str]) {
errbuf << "ERROR IN FIELD '" << *str << "' for unit at "
<< loc << " data source: '" << (**i)[*str]
<< "' local: '" << cfg[*str] << "'\n";
is_ok = false;
}
}
if(!is_ok) {
errbuf << "(SYNC VERIFICATION FAILED)\n";
replay::throw_error(errbuf.str());
errbuf.clear();
}
}
LOG_NW << "verification passed\n";
}
config create_verification(const unit_map& units)
{
config res;
std::stringstream buf;
buf << units.size();
res["num_units"] = buf.str();
for(unit_map::const_iterator i = units.begin(); i != units.end(); ++i) {
config u;
i->first.write(u);
static const std::string fields[] = {"type","hitpoints","experience","side",""};
config tmp;
i->second.write(tmp);
for(const std::string* f = fields; f->empty() == false; ++f) {
u[*f] = tmp[*f];
}
res.add_child("unit",u);
}
return res;
}
const unit_map* unit_map_ref = NULL;
void verify_units(const config& cfg)
{
if(unit_map_ref != NULL) {
verify(*unit_map_ref,cfg);
}
}
config make_verify_units()
{
return create_verification(*unit_map_ref);
}
}
verification_manager::verification_manager(const unit_map& units)
{
unit_map_ref = &units;
}
verification_manager::~verification_manager()
{
unit_map_ref = NULL;
}
// FIXME: this one now has to be assigned with set_random_generator
// from play_level or similar. We should surely hunt direct
// references to it from this very file and move it out of here.
replay recorder;
replay::replay() : pos_(0), current_(NULL), skip_(0)
{}
replay::replay(const config& cfg) : cfg_(cfg), pos_(0), current_(NULL), skip_(0)
{}
void replay::throw_error(const std::string& msg)
{
ERR_NW << msg;
last_replay_error = msg;
if (!game_config::ignore_replay_errors) throw replay::error(msg);
}
config& replay::get_config()
{
return cfg_;
}
void replay::set_save_info(const game_state& save)
{
saveInfo_ = save;
}
const game_state& replay::get_save_info() const
{
return saveInfo_;
}
void replay::set_skip(bool skip)
{
skip_ = skip;
}
bool replay::is_skipping() const
{
return skip_;
}
void replay::save_game(const std::string& label, const config& snapshot,
const config& starting_pos, bool include_replay)
{
log_scope("replay::save_game");
saveInfo_.snapshot = snapshot;
saveInfo_.starting_pos = starting_pos;
if(include_replay) {
saveInfo_.replay_data = cfg_;
} else {
saveInfo_.replay_data = config();
}
saveInfo_.label = label;
::save_game(saveInfo_);
saveInfo_.replay_data = config();
saveInfo_.snapshot = config();
}
void replay::add_unit_checksum(const gamemap::location& loc,config* const cfg)
{
if(! game_config::mp_debug) {
return;
}
wassert(unit_map_ref);
config& cc = cfg->add_child("checksum");
loc.write(cc);
unit_map::const_iterator u = unit_map_ref->find(loc);
wassert(u != unit_map_ref->end());
std::string chk_value;
u->second.write_checksum(chk_value);
cc["value"] = chk_value;
}
void replay::add_start()
{
config* const cmd = add_command(true);
cmd->add_child("start");
}
void replay::add_recruit(int value, const gamemap::location& loc)
{
config* const cmd = add_command();
config val;
char buf[100];
snprintf(buf,sizeof(buf),"%d",value);
val["value"] = buf;
loc.write(val);
cmd->add_child("recruit",val);
}
void replay::add_recall(int value, const gamemap::location& loc)
{
config* const cmd = add_command();
config val;
char buf[100];
snprintf(buf,sizeof(buf),"%d",value);
val["value"] = buf;
loc.write(val);
cmd->add_child("recall",val);
}
void replay::add_disband(int value)
{
config* const cmd = add_command();
config val;
char buf[100];
snprintf(buf,sizeof(buf),"%d",value);
val["value"] = buf;
cmd->add_child("disband",val);
}
void replay::add_countdown_update(int value, int team)
{
config* const cmd = add_command();
config val;
val["value"] = lexical_cast_default<std::string>(value);
val["team"] = lexical_cast_default<std::string>(team);
cmd->add_child("countdown_update",val);
}
void replay::add_movement(const gamemap::location& a,const gamemap::location& b)
{
add_pos("move",a,b);
}
void replay::add_attack(const gamemap::location& a, const gamemap::location& b, int att_weapon, int def_weapon)
{
add_pos("attack",a,b);
char buf[100];
snprintf(buf,sizeof(buf),"%d",att_weapon);
current_->child("attack")->values["weapon"] = buf;
snprintf(buf,sizeof(buf),"%d",def_weapon);
current_->child("attack")->values["defender_weapon"] = buf;
add_unit_checksum(a,current_);
add_unit_checksum(b,current_);
}
void replay::add_pos(const std::string& type,
const gamemap::location& a, const gamemap::location& b)
{
config* const cmd = add_command();
config move, src, dst;
a.write(src);
b.write(dst);
move.add_child("source",src);
move.add_child("destination",dst);
cmd->add_child(type,move);
}
void replay::add_value(const std::string& type, int value)
{
config* const cmd = add_command();
config val;
char buf[100];
snprintf(buf,sizeof(buf),"%d",value);
val["value"] = buf;
cmd->add_child(type,val);
}
void replay::choose_option(int index)
{
add_value("choose",index);
}
void replay::add_label(const std::string& text, const gamemap::location& loc)
{
config* const cmd = add_command(false);
(*cmd)["undo"] = "no";
config val;
loc.write(val);
val["text"] = text;
cmd->add_child("label",val);
}
void replay::clear_labels()
{
config* const cmd = add_command(false);
(*cmd)["undo"] = "no";
cmd->add_child("clear_labels");
}
void replay::add_rename(const std::string& name, const gamemap::location& loc)
{
config* const cmd = add_command(false);
(*cmd)["undo"] = "no";
config val;
loc.write(val);
val["name"] = name;
cmd->add_child("rename", val);
}
void replay::end_turn()
{
config* const cmd = add_command();
cmd->add_child("end_turn");
}
void replay::add_event(const std::string& name)
{
config* const cmd = add_command();
config& ev = cmd->add_child("fire_event");
ev["raise"] = name;
(*cmd)["undo"] = "no";
}
void replay::add_checksum_check(const gamemap::location& loc)
{
if(! game_config::mp_debug) {
return;
}
config* const cmd = add_command();
add_unit_checksum(loc,cmd);
}
void replay::speak(const config& cfg)
{
config* const cmd = add_command(false);
if(cmd != NULL) {
cmd->add_child("speak",cfg);
(*cmd)["undo"] = "no";
}
}
std::string replay::build_chat_log(const std::string& team) const
{
std::stringstream str;
const config::child_list& cmd = commands();
for(config::child_list::const_iterator i = cmd.begin(); i != cmd.end(); ++i) {
const config* speak = (**i).child("speak");
if(speak != NULL) {
const config& cfg = *speak;
const std::string& team_name = cfg["team_name"];
if(team_name == "" || team_name == team) {
if(team_name == "") {
str << "<" << cfg["description"] << "> ";
} else {
str << "*" << cfg["description"] << "* ";
}
str << cfg["message"] << "\n";
}
}
}
return str.str();
}
config replay::get_data_range(int cmd_start, int cmd_end, DATA_TYPE data_type)
{
config res;
const config::child_list& cmd = commands();
while(cmd_start < cmd_end) {
if((data_type == ALL_DATA || (*cmd[cmd_start])["undo"] == "no") && (*cmd[cmd_start])["sent"] != "yes") {
res.add_child("command",*cmd[cmd_start]);
if(data_type == NON_UNDO_DATA) {
(*cmd[cmd_start])["sent"] = "yes";
}
}
++cmd_start;
}
return res;
}
void replay::undo()
{
config::child_itors cmd = cfg_.child_range("command");
while(cmd.first != cmd.second && (**(cmd.second-1))["undo"] == "no") {
--cmd.second;
}
if(cmd.first != cmd.second) {
cfg_.remove_child("command",cmd.second - cmd.first - 1);
current_ = NULL;
set_random(NULL);
}
}
const config::child_list& replay::commands() const
{
return cfg_.get_children("command");
}
int replay::ncommands()
{
return commands().size();
}
void replay::mark_current()
{
if(current_ != NULL) {
(*current_)["mark"] = "yes";
}
}
config* replay::add_command(bool update_random_context)
{
pos_ = ncommands()+1;
current_ = &cfg_.add_child("command");
if(update_random_context)
set_random(current_);
return current_;
}
void replay::start_replay()
{
pos_ = 0;
}
config* replay::get_next_action()
{
if(pos_ >= commands().size())
return NULL;
LOG_NW << "up to replay action " << pos_ << "/" << commands().size() << "\n";
current_ = commands()[pos_];
set_random(current_);
++pos_;
return current_;
}
void replay::pre_replay()
{
if ((rng::random() == NULL) && (commands().size() > 0)){
if (at_end())
{
add_command(true);
}
else
{
set_random(commands()[pos_]);
}
}
}
bool replay::at_end() const
{
return pos_ >= commands().size();
}
void replay::set_to_end()
{
pos_ = commands().size();
current_ = NULL;
set_random(NULL);
}
void replay::clear()
{
cfg_ = config();
pos_ = 0;
current_ = NULL;
set_random(NULL);
skip_ = 0;
}
bool replay::empty()
{
return commands().empty();
}
void replay::add_config(const config& cfg, MARK_SENT mark)
{
for(config::const_child_itors i = cfg.child_range("command"); i.first != i.second; ++i.first) {
config& cfg = cfg_.add_child("command",**i.first);
if(mark == MARK_AS_SENT) {
cfg["sent"] = "yes";
}
}
}
namespace {
replay* replay_src = NULL;
struct replay_source_manager
{
replay_source_manager(replay* o) : old_(replay_src)
{
replay_src = o;
}
~replay_source_manager()
{
replay_src = old_;
}
private:
replay* const old_;
};
}
replay& get_replay_source()
{
if(replay_src != NULL) {
return *replay_src;
} else {
return recorder;
}
}
namespace {
void check_checksums(display& disp,const unit_map& units,const config& cfg)
{
if(! game_config::mp_debug) {
return;
}
for(config::child_list::const_iterator ci = cfg.get_children("checksum").begin(); ci != cfg.get_children("checksum").end(); ++ci) {
gamemap::location loc(**ci);
unit_map::const_iterator u = units.find(loc);
if(u == units.end()) {
std::stringstream message;
message << "non existant unit to checksum at " << loc.x+1 << "," << loc.y+1 << "!";
disp.add_chat_message("verification",1,message.str(),display::MESSAGE_PRIVATE);
continue;
}
std::string check;
u->second.write_checksum(check);
if(check != (**ci)["value"]) {
std::stringstream message;
message << "checksum mismatch at " << loc.x+1 << "," << loc.y+1 << "!";
disp.add_chat_message("verification",1,message.str(),display::MESSAGE_PRIVATE);
}
}
}
}
bool do_replay(display& disp, const gamemap& map, const game_data& gameinfo,
unit_map& units,
std::vector<team>& teams, int team_num, const gamestatus& state,
game_state& state_of_game, replay* obj)
{
log_scope("do replay");
const replay_source_manager replaymanager(obj);
replay& replayer = (obj != NULL) ? *obj : recorder;
if (!replayer.is_skipping()){
disp.recalculate_minimap();
}
const set_random_generator generator_setter(&replayer);
update_locker lock_update(disp.video(),replayer.is_skipping());
//a list of units that have promoted from the last attack
std::deque<gamemap::location> advancing_units;
team& current_team = teams[team_num-1];
for(;;) {
config* const cfg = replayer.get_next_action();
config* child;
//do we need to recalculate shroud after this action is processed?
bool fix_shroud = false;
//if we are expecting promotions here
if(advancing_units.empty() == false) {
if(cfg == NULL) {
replay::throw_error("promotion expected, but none found\n");
}
//if there is a promotion, we process it and go onto the next command
//but if this isn't a promotion, we just keep waiting for the promotion
//command -- it may have been mixed up with other commands such as messages
if((child = cfg->child("choose")) != NULL) {
const int val = lexical_cast_default<int>((*child)["value"]);
dialogs::animate_unit_advancement(gameinfo,units,advancing_units.front(),disp,val);
advancing_units.pop_front();
//if there are no more advancing units, then we check for victory,
//in case the battle that led to advancement caused the end of scenario
if(advancing_units.empty()) {
check_victory(units,teams);
}
continue;
}
}
//if there is nothing more in the records
if(cfg == NULL) {
//replayer.set_skip(false);
return false;
}
else if(cfg->child("start") != NULL) {
//do nothing
} else if((child = cfg->child("speak")) != NULL) {
const std::string& team_name = (*child)["team_name"];
if(team_name == "" || teams[disp.viewing_team()].team_name() == team_name) {
bool is_lobby_join = ((*child)["description"] == "server"
&& (*child)["message"].value().find("has logged into the lobby") != std::string::npos);
if(!replayer.is_skipping() && (!is_lobby_join || preferences::lobby_joins())) {
if(preferences::message_bell()) {
sound::play_sound(game_config::sounds::receive_message);
}
const int side = lexical_cast_default<int>((*child)["side"].c_str(),0);
disp.add_chat_message((*child)["description"],side,(*child)["message"],
team_name == "" ? display::MESSAGE_PUBLIC : display::MESSAGE_PRIVATE);
}
}
} else if((child = cfg->child("label")) != NULL) {
const gamemap::location loc(*child);
const std::string& text = (*child)["text"];
if (!replayer.is_skipping()){
disp.labels().set_label(loc,text);
}
} else if((child = cfg->child("clear_labels")) != NULL) {
disp.labels().clear();
}
else if((child = cfg->child("rename")) != NULL) {
const gamemap::location loc(*child);
const std::string& name = (*child)["name"];
unit_map::iterator u = units.find(loc);
if(u->second.unrenamable()) {
std::stringstream errbuf;
errbuf << "renaming unrenamable unit " << u->second.name() << "\n";
replay::throw_error(errbuf.str());
}
u->second.rename(name);
}
//if there is an end turn directive
else if(cfg->child("end_turn") != NULL) {
child = cfg->child("verify");
if(child != NULL) {
verify_units(*child);
}
return true;
}
else if((child = cfg->child("recruit")) != NULL) {
const std::string& recruit_num = (*child)["value"];
const int val = atoi(recruit_num.c_str());
gamemap::location loc(*child);
const std::set<std::string>& recruits = current_team.recruits();
if(val < 0 || (size_t)val >= recruits.size()) {
std::stringstream errbuf;
errbuf << "recruitment index is illegal: " << val
<< " while this side only has " << recruits.size()
<< " units available for recruitment\n";
replay::throw_error(errbuf.str());
}
std::set<std::string>::const_iterator itor = recruits.begin();
std::advance(itor,val);
const std::map<std::string,unit_type>::const_iterator u_type = gameinfo.unit_types.find(*itor);
if(u_type == gameinfo.unit_types.end()) {
std::stringstream errbuf;
errbuf << "recruiting illegal unit: '" << *itor << "'\n";
replay::throw_error(errbuf.str());
}
bool old_replay = false;
float version = atof(state_of_game.version.substr(0, 3).c_str());
if (version < 1.1){
old_replay = true;
}
unit new_unit(&gameinfo,&units,&map,&state,&teams,&(u_type->second),team_num,true, old_replay);
const std::string& res = recruit_unit(map,team_num,units,new_unit,loc);
if(!res.empty()) {
std::stringstream errbuf;
errbuf << "cannot recruit unit: " << res << "\n";
replay::throw_error(errbuf.str());
}
if(u_type->second.cost() > current_team.gold()) {
std::stringstream errbuf;
errbuf << "unit '" << u_type->second.id() << "' is too expensive to recruit: "
<< u_type->second.cost() << "/" << current_team.gold() << "\n";
replay::throw_error(errbuf.str());
}
LOG_NW << "recruit: team=" << team_num << " '" << u_type->second.id() << "' at (" << loc
<< ") cost=" << u_type->second.cost() << " from gold=" << current_team.gold() << ' ';
statistics::recruit_unit(new_unit);
current_team.spend_gold(u_type->second.cost());
LOG_NW << "-> " << (current_team.gold()) << "\n";
fix_shroud = !replayer.is_skipping();
check_checksums(disp,units,*cfg);
}
else if((child = cfg->child("recall")) != NULL) {
player_info* player = state_of_game.get_player(current_team.save_id());
if(player == NULL) {
replay::throw_error("illegal recall\n");
}
sort_units(player->available_units);
const std::string& recall_num = (*child)["value"];
const int val = atoi(recall_num.c_str());
gamemap::location loc(*child);
if(val >= 0 && val < int(player->available_units.size())) {
statistics::recall_unit(player->available_units[val]);
player->available_units[val].set_game_context(&gameinfo,&units,&map,&state,&teams);
recruit_unit(map,team_num,units,player->available_units[val],loc);
player->available_units.erase(player->available_units.begin()+val);
current_team.spend_gold(game_config::recall_cost);
} else {
replay::throw_error("illegal recall\n");
}
fix_shroud = !replayer.is_skipping();
check_checksums(disp,units,*cfg);
}
else if((child = cfg->child("disband")) != NULL) {
player_info* const player = state_of_game.get_player(current_team.save_id());
if(player == NULL) {
replay::throw_error("illegal disband\n");
}
sort_units(player->available_units);
const std::string& unit_num = (*child)["value"];
const int val = atoi(unit_num.c_str());
if(val >= 0 && val < int(player->available_units.size())) {
player->available_units.erase(player->available_units.begin()+val);
} else {
replay::throw_error("illegal disband\n");
}
}
else if((child = cfg->child("countdown_update")) != NULL) {
const std::string& num = (*child)["value"];
const int val = lexical_cast_default<int>(num);
const std::string& tnum = (*child)["team"];
const int tval = lexical_cast_default<int>(tnum,-1);
if ( (tval<0) || ((size_t)tval > teams.size()) ) {
std::stringstream errbuf;
errbuf << "Illegal countdown update \n" << "Received update for :" << tval << " Current user :" << team_num << "\n" << " Updated value :" << val;
replay::throw_error(errbuf.str());
} else {
teams[tval-1].set_countdown_time(val);
}
}
else if((child = cfg->child("move")) != NULL) {
const config* const destination = child->child("destination");
const config* const source = child->child("source");
if(destination == NULL || source == NULL) {
replay::throw_error("no destination/source found in movement\n");
}
const gamemap::location src(*source);
const gamemap::location dst(*destination);
unit_map::iterator u = units.find(dst);
if(u != units.end()) {
std::stringstream errbuf;
errbuf << "destination already occupied: "
<< dst << '\n';
replay::throw_error(errbuf.str());
}
u = units.find(src);
if(u == units.end()) {
std::stringstream errbuf;
errbuf << "unfound location for source of movement: "
<< src << " -> " << dst << '\n';
replay::throw_error(errbuf.str());
}
const bool ignore_zocs = u->second.get_ability_bool("skirmisher",u->first);
const bool teleport = u->second.get_ability_bool("teleport",u->first);
paths paths_list(map,state,gameinfo,units,src,teams,ignore_zocs,teleport,current_team);
std::map<gamemap::location,paths::route>::iterator rt = paths_list.routes.find(dst);
if(rt == paths_list.routes.end()) {
std::stringstream errbuf;
for(rt = paths_list.routes.begin(); rt != paths_list.routes.end(); ++rt) {
errbuf << "can get to: " << rt->first << '\n';
}
errbuf << "src cannot get to dst: " << u->second.movement_left() << ' '
<< paths_list.routes.size() << ' ' << src << " -> " << dst << '\n';
replay::throw_error(errbuf.str());
}
rt->second.steps.push_back(dst);
if(!replayer.is_skipping() && unit_display::unit_visible_on_path(disp,rt->second.steps,u->second,units,teams)) {
disp.scroll_to_tiles(src.x,src.y,dst.x,dst.y);
}
if(!replayer.is_skipping()) {
u->second.set_hidden(true);
unit_display::move_unit(disp,map,rt->second.steps,u->second,units,teams);
u->second.set_hidden(false);
}
else{
//unit location needs to be updated
u->second.set_goto(*(rt->second.steps.end() - 1));
}
u->second.set_movement(rt->second.move_left);
std::pair<gamemap::location,unit> *up = units.extract(u->first);
up->first = dst;
units.add(up);
u = units.find(dst);
check_checksums(disp,units,*cfg);
// Get side now, in case game events change the unit.
int u_team = u->second.side()-1;
if(map.is_village(dst)) {
const int orig_owner = village_owner(dst,teams) + 1;
if(orig_owner != team_num) {
u->second.set_movement(0);
get_village(dst,teams,team_num-1,units);
}
}
if(!replayer.is_skipping()) {
disp.invalidate(dst);
disp.draw();
}
game_events::fire("moveto",dst);
//FIXME: what's special about team 1? regroup it with next block
if(team_num != 1 && (teams.front().uses_shroud() || teams.front().uses_fog()) && !teams.front().fogged(dst.x,dst.y)) {
game_events::fire("sighted",dst);
}
for(std::vector<team>::iterator my_team = teams.begin() ; my_team != teams.end() ; my_team++) {
if((my_team->uses_shroud() || my_team->uses_fog()) && !my_team->fogged(dst.x,dst.y)) {
my_team->see(u_team);
}
}
fix_shroud = !replayer.is_skipping();
disp.unhighlight_reach();
}
else if((child = cfg->child("attack")) != NULL) {
const config* const destination = child->child("destination");
const config* const source = child->child("source");
check_checksums(disp,units,*cfg);
if(destination == NULL || source == NULL) {
replay::throw_error("no destination/source found in attack\n");
}
const gamemap::location src(*source);
const gamemap::location dst(*destination);
const std::string& weapon = (*child)["weapon"];
const int weapon_num = atoi(weapon.c_str());
const std::string& def_weapon = (*child)["defender_weapon"];
int def_weapon_num = -1;
if (def_weapon.empty()) {
// Let's not gratuitously destroy backwards compat.
ERR_NW << "Old data, having to guess weapon\n";
} else {
def_weapon_num = atoi(def_weapon.c_str());
}
unit_map::iterator u = units.find(src);
if(u == units.end()) {
replay::throw_error("unfound location for source of attack\n");
}
if(size_t(weapon_num) >= u->second.attacks().size()) {
replay::throw_error("illegal weapon type in attack\n");
}
unit_map::const_iterator tgt = units.find(dst);
if(tgt == units.end()) {
std::stringstream errbuf;
errbuf << "unfound defender for attack: " << src << " -> " << dst << '\n';
replay::throw_error(errbuf.str());
}
attack(disp, map, teams, src, dst, weapon_num, def_weapon_num, units, state, gameinfo, !replayer.is_skipping());
u = units.find(src);
tgt = units.find(dst);
if(u != units.end() && u->second.advances()) {
advancing_units.push_back(u->first);
}
if(tgt != units.end() && tgt->second.advances()) {
advancing_units.push_back(tgt->first);
}
//check victory now if we don't have any advancements. If we do have advancements,
//we don't check until the advancements are processed.
if(advancing_units.empty()) {
check_victory(units,teams);
}
fix_shroud = !replayer.is_skipping();
} else if((child = cfg->child("fire_event")) != NULL) {
for(config::child_list::const_iterator v = child->get_children("set_variable").begin(); v != child->get_children("set_variable").end(); ++v) {
state_of_game.set_variable((**v)["name"],(**v)["value"]);
}
game_events::fire((*child)["raise"]);
} else {
if(! cfg->child("checksum")) {
replay::throw_error("unrecognized action\n");
} else {
check_checksums(disp,units,*cfg);
}
}
//Check if we should refresh the shroud, and redraw the minimap/map tiles.
//This is needed for shared vision to work properly.
if(fix_shroud && clear_shroud(disp,state,map,gameinfo,units,teams,team_num-1) && !recorder.is_skipping()) {
disp.recalculate_minimap();
disp.invalidate_game_status();
disp.invalidate_all();
}
child = cfg->child("verify");
if(child != NULL) {
verify_units(*child);
}
}
return false; /* Never attained, but silent a gcc warning. --Zas */
}
replay_network_sender::replay_network_sender(replay& obj) : obj_(obj), upto_(obj_.ncommands())
{
}
replay_network_sender::~replay_network_sender()
{
commit_and_sync();
}
void replay_network_sender::sync_non_undoable()
{
if(network::nconnections() > 0) {
config cfg;
const config& data = cfg.add_child("turn",obj_.get_data_range(upto_,obj_.ncommands(),replay::NON_UNDO_DATA));
if(data.empty() == false) {
network::send_data(cfg);
}
}
}
void replay_network_sender::commit_and_sync()
{
if(network::nconnections() > 0) {
config cfg;
const config& data = cfg.add_child("turn",obj_.get_data_range(upto_,obj_.ncommands()));
if(data.empty() == false) {
network::send_data(cfg);
}
upto_ = obj_.ncommands();
}
}