wesnoth/src/replay.cpp
Iurii Chernyi b0ddb7a9c1 fix a segfault on viewing certain replays...
...corrupted by MP connection problems
2010-03-21 00:19:30 +00:00

1245 lines
32 KiB
C++

/* $Id$ */
/*
Copyright (C) 2003 - 2010 by David White <dave@whitevine.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 version 2
or at your option any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY.
See the COPYING file for more details.
*/
/**
* @file replay.cpp
* Replay control code.
*
* See http://www.wesnoth.org/wiki/ReplayWML for more info.
*/
#include "global.hpp"
#include "dialogs.hpp"
#include "foreach.hpp"
#include "game_display.hpp"
#include "game_end_exceptions.hpp"
#include "game_events.hpp"
#include "game_preferences.hpp"
#include "gamestatus.hpp"
#include "log.hpp"
#include "map_label.hpp"
#include "map_location.hpp"
#include "play_controller.hpp"
#include "replay.hpp"
#include "resources.hpp"
#include "rng.hpp"
#include "statistics.hpp"
#include "wesconfig.h"
#include <boost/bind.hpp>
static lg::log_domain log_replay("replay");
#define DBG_REPLAY LOG_STREAM(debug, log_replay)
#define LOG_REPLAY LOG_STREAM(info, log_replay)
#define WRN_REPLAY LOG_STREAM(warn, log_replay)
#define ERR_REPLAY LOG_STREAM(err, log_replay)
static lg::log_domain log_random("random");
#define DBG_RND LOG_STREAM(debug, log_random)
#define LOG_RND LOG_STREAM(info, log_random)
#define WRN_RND LOG_STREAM(warn, log_random)
#define ERR_RND LOG_STREAM(err, log_random)
//functions to verify that the unit structure on both machines is identical
static void verify(const unit_map& units, const config& cfg) {
std::stringstream errbuf;
LOG_REPLAY << "verifying unit structure...\n";
const size_t nunits = lexical_cast_default<size_t>(cfg["num_units"]);
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<map_location> locs;
foreach (const config &u, cfg.child_range("unit"))
{
const map_location loc(u, resources::state_of_game);
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::process_error(errbuf.str());
errbuf.clear();
}
foreach (const config &un, cfg.child_range("unit"))
{
const map_location loc(un, resources::state_of_game);
const unit_map::const_iterator u = units.find(loc);
if(u == units.end()) {
errbuf << "SYNC VERIFICATION FAILED: data source says there is a '"
<< un["type"] << "' (side " << un["side"] << ") at "
<< loc << " but there is no local record of it\n";
replay::process_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] != un[*str]) {
errbuf << "ERROR IN FIELD '" << *str << "' for unit at "
<< loc << " data source: '" << un[*str]
<< "' local: '" << cfg[*str] << "'\n";
is_ok = false;
}
}
if(!is_ok) {
errbuf << "(SYNC VERIFICATION FAILED)\n";
replay::process_error(errbuf.str());
errbuf.clear();
}
}
LOG_REPLAY << "verification passed\n";
}
// 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() :
cfg_(),
pos_(0),
current_(NULL),
skip_(false),
message_locations(),
expected_advancements_()
{}
replay::replay(const config& cfg) :
cfg_(cfg),
pos_(0),
current_(NULL),
skip_(false),
message_locations(),
expected_advancements_()
{}
void replay::append(const config& cfg)
{
cfg_.append(cfg);
}
void replay::process_error(const std::string& msg)
{
ERR_REPLAY << msg;
resources::controller->process_oos(msg); // might throw end_level_exception(QUIT)
}
void replay::set_skip(bool skip)
{
skip_ = skip;
}
bool replay::is_skipping() const
{
return skip_;
}
void replay::add_unit_checksum(const map_location& loc,config* const cfg)
{
if(! game_config::mp_debug) {
return;
}
config& cc = cfg->add_child("checksum");
loc.write(cc);
unit_map::const_iterator u = resources::units->find(loc);
assert(u.valid());
cc["value"] = get_checksum(u->second);
}
void replay::add_start()
{
config* const cmd = add_command(true);
cmd->add_child("start");
}
void replay::add_recruit(int value, const map_location& loc)
{
config* const cmd = add_command();
config val;
val["value"] = str_cast(value);
loc.write(val);
cmd->add_child("recruit",val);
}
void replay::add_recall(const std::string& unit_id, const map_location& loc)
{
config* const cmd = add_command();
config val;
val["value"] = unit_id;
loc.write(val);
cmd->add_child("recall",val);
}
void replay::add_disband(const std::string& unit_id)
{
config* const cmd = add_command();
config val;
val["value"] = unit_id;
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 std::vector<map_location>& steps)
{
if(steps.empty()) { // no move, nothing to record
return;
}
config* const cmd = add_command();
config move;
write_locations(steps, move);
cmd->add_child("move",move);
}
void replay::add_attack(const map_location& a, const map_location& b,
int att_weapon, int def_weapon, const std::string& attacker_type_id,
const std::string& defender_type_id, int attacker_lvl,
int defender_lvl, const size_t turn, const time_of_day &t)
{
add_pos("attack",a,b);
config &cfg = current_->child("attack");
cfg["weapon"] = str_cast(att_weapon);
cfg["defender_weapon"] = str_cast(def_weapon);
cfg["attacker_type"] = attacker_type_id;
cfg["defender_type"] = defender_type_id;
cfg["attacker_lvl"] = str_cast(attacker_lvl);
cfg["defender_lvl"] = str_cast(defender_lvl);
cfg["turn"] = str_cast(turn);
cfg["tod"] = t.id;
add_unit_checksum(a,current_);
add_unit_checksum(b,current_);
}
void replay::add_seed(const char* child_name, rand_rng::seed_t seed)
{
LOG_REPLAY << "Setting seed for child type " << child_name << ": " << seed << "\n";
current_->child(child_name)["seed"] = lexical_cast<std::string>(seed);
}
void replay::add_pos(const std::string& type,
const map_location& a, const map_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::text_input(std::string input)
{
config* const cmd = add_command();
config val;
val["text"] = input;
cmd->add_child("input",val);
}
void replay::set_random_value(const std::string& choice)
{
config* const cmd = add_command();
config val;
val["value"] = choice;
cmd->add_child("random_number",val);
}
void replay::add_label(const terrain_label* label)
{
assert(label);
config* const cmd = add_command(false);
(*cmd)["undo"] = "no";
config val;
label->write(val);
cmd->add_child("label",val);
}
void replay::clear_labels(const std::string& team_name)
{
config* const cmd = add_command(false);
(*cmd)["undo"] = "no";
config val;
val["team_name"] = team_name;
cmd->add_child("clear_labels",val);
}
void replay::add_rename(const std::string& name, const map_location& loc)
{
config* const cmd = add_command(false);
(*cmd)["async"] = "yes"; // Not undoable, but depends on moves/recruits that are
config val;
loc.write(val);
val["name"] = name;
cmd->add_child("rename", val);
}
void replay::init_side()
{
config* const cmd = add_command();
cmd->add_child("init_side");
}
void replay::end_turn()
{
config* const cmd = add_command();
cmd->add_child("end_turn");
}
void replay::add_event(const std::string& name, const map_location& loc)
{
config* const cmd = add_command();
config& ev = cmd->add_child("fire_event");
ev["raise"] = name;
if(loc.valid()) {
config& source = ev.add_child("source");
loc.write(source);
}
(*cmd)["undo"] = "no";
}
void replay::add_log_data(const std::string &key, const std::string &var)
{
config& ulog = cfg_.child_or_add("upload_log");
ulog[key] = var;
}
void replay::add_log_data(const std::string &category, const std::string &key, const std::string &var)
{
config& ulog = cfg_.child_or_add("upload_log");
config& cat = ulog.child_or_add(category);
cat[key] = var;
}
void replay::add_log_data(const std::string &category, const std::string &key, const config &c)
{
config& ulog = cfg_.child_or_add("upload_log");
config& cat = ulog.child_or_add(category);
cat.add_child(key,c);
}
void replay::add_checksum_check(const map_location& loc)
{
if(! game_config::mp_debug || ! (resources::units->find(loc).valid()) ) {
return;
}
config* const cmd = add_command();
add_unit_checksum(loc,cmd);
}
void replay::add_expected_advancement(const map_location& loc)
{
expected_advancements_.push_back(loc);
}
const std::deque<map_location>& replay::expected_advancements() const
{
return expected_advancements_;
}
void replay::pop_expected_advancement()
{
expected_advancements_.pop_front();
}
void replay::add_advancement(const map_location& loc)
{
config* const cmd = add_command(false);
config val;
(*cmd)["undo"] = "no";
loc.write(val);
cmd->add_child("advance_unit",val);
}
void replay::add_chat_message_location()
{
message_locations.push_back(pos_-1);
}
void replay::speak(const config& cfg)
{
config* const cmd = add_command(false);
if(cmd != NULL) {
cmd->add_child("speak",cfg);
(*cmd)["undo"] = "no";
add_chat_message_location();
}
}
void replay::add_chat_log_entry(const config &cfg, std::ostream &str) const
{
if (!cfg) return;
if (!preferences::parse_should_show_lobby_join(cfg["id"], cfg["message"])) return;
if (preferences::is_ignored(cfg["id"])) return;
const std::string& team_name = cfg["team_name"];
if(team_name == "") {
str << "<" << cfg["id"] << "> ";
} else {
str << "*" << cfg["id"] << "* ";
}
str << cfg["message"] << "\n";
}
void replay::remove_command(int index)
{
cfg_.remove_child("command", index);
std::vector<int>::reverse_iterator loc_it;
for (loc_it = message_locations.rbegin(); loc_it != message_locations.rend() && index < *loc_it;++loc_it)
{
--(*loc_it);
}
}
// cached message log
std::stringstream message_log;
std::string replay::build_chat_log()
{
const config::child_list& cmd = commands();
std::vector<int>::iterator loc_it;
int last_location = 0;
for (loc_it = message_locations.begin(); loc_it != message_locations.end(); ++loc_it)
{
last_location = *loc_it;
const config &speak = cmd[last_location]->child("speak");
add_chat_log_entry(speak, message_log);
}
message_locations.clear();
#if 0
for(config::child_list::const_iterator i = cmd.begin() + (last_location + 1); i != cmd.end(); ++i) {
++last_location;
const config* speak = (**i).child("speak");
if(speak != NULL) {
message_locations.push_back(last_location);
add_chat_log_entry(speak, str);
}
}
#endif
return message_log.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()
{
const config::child_list &cmds = commands();
std::pair<config::child_list::const_iterator, config::child_list::const_iterator>
cmd(cmds.begin(), cmds.end());
std::vector<config::child_list::const_iterator> async_cmds;
// Remember commands not yet synced and skip over them.
// We assume that all already sent (sent=yes) data isn't undoable
// even if not marked explicitely with undo=no.
/**
* @todo Change undo= to default to "no" and explicitely mark all
* undoable commands with yes.
*/
while(cmd.first != cmd.second && ((**(cmd.second-1))["undo"] == "no"
|| (**(cmd.second-1))["async"] == "yes"
|| (**(cmd.second-1))["sent"] == "yes"))
{
if ((**(cmd.second-1))["async"] == "yes")
async_cmds.push_back(cmd.second-1);
--cmd.second;
}
if(cmd.first != cmd.second) {
config& cmd_second = (**(cmd.second-1));
if (const config &child = cmd_second.child("move"))
{
// A unit's move is being undone.
// Repair unsynced cmds whose locations depend on that unit's location.
const std::vector<map_location> steps =
parse_location_range(child["x"], child["y"]);
if(steps.empty()) {
ERR_REPLAY << "trying to undo a move using an empty path";
return; // nothing to do, I suppose.
}
const map_location src = steps.front();
const map_location dst = steps.back();
for (std::vector<config::child_list::const_iterator>::iterator async_cmd =
async_cmds.begin(); async_cmd != async_cmds.end(); ++async_cmd)
{
if (config &async_child = (***async_cmd).child("rename"))
{
map_location aloc(async_child, resources::state_of_game);
if (dst == aloc)
{
src.write(async_child);
}
}
}
}
else
{
const config *chld = &cmd_second.child("recruit");
if (!*chld) chld = &cmd_second.child("recall");
if (*chld) {
// A unit is being un-recruited or un-recalled.
// Remove unsynced commands that would act on that unit.
map_location src(*chld, resources::state_of_game);
for (std::vector<config::child_list::const_iterator>::iterator async_cmd =
async_cmds.begin(); async_cmd != async_cmds.end(); ++async_cmd)
{
if (config &async_child = (***async_cmd).child("rename"))
{
map_location aloc(async_child, resources::state_of_game);
if (src == aloc)
{
remove_command(*async_cmd - cmd.first);
}
}
}
}
}
}
remove_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();
}
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;
}
void replay::revert_action()
{
if (pos_ > 0)
--pos_;
}
config* replay::get_next_action()
{
if(pos_ >= commands().size())
return NULL;
LOG_REPLAY << "up to replay action " << pos_ + 1 << "/" << 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()
{
message_locations.clear();
message_log.str(std::string());
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)
{
foreach (const config &cmd, cfg.child_range("command"))
{
config &cfg = cfg_.add_child("command", cmd);
if (cfg.child("speak"))
{
pos_ = ncommands();
add_chat_message_location();
}
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;
}
}
static void check_checksums(const config &cfg)
{
if(! game_config::mp_debug) {
return;
}
foreach (const config &ch, cfg.child_range("checksum"))
{
map_location loc(ch, resources::state_of_game);
unit_map::const_iterator u = resources::units->find(loc);
if (!u.valid()) {
std::stringstream message;
message << "non existant unit to checksum at " << loc.x+1 << "," << loc.y+1 << "!";
resources::screen->add_chat_message(time(NULL), "verification", 1, message.str(),
events::chat_handler::MESSAGE_PRIVATE, false);
continue;
}
if (get_checksum(u->second) != ch["value"]) {
std::stringstream message;
message << "checksum mismatch at " << loc.x+1 << "," << loc.y+1 << "!";
resources::screen->add_chat_message(time(NULL), "verification", 1, message.str(),
events::chat_handler::MESSAGE_PRIVATE, false);
}
}
}
bool do_replay(int side_num, replay *obj)
{
log_scope("do replay");
const replay_source_manager replaymanager(obj);
// replay& replayer = (obj != NULL) ? *obj : recorder;
if (!get_replay_source().is_skipping()){
resources::screen->recalculate_minimap();
}
const rand_rng::set_random_generator generator_setter(&get_replay_source());
update_locker lock_update(resources::screen->video(),get_replay_source().is_skipping());
return do_replay_handle(side_num, "");
}
bool do_replay_handle(int side_num, const std::string &do_untill)
{
//a list of units that have promoted from the last attack
std::deque<map_location> advancing_units;
team &current_team = (*resources::teams)[side_num - 1];
for(;;) {
const config *cfg = get_replay_source().get_next_action();
//do we need to recalculate shroud after this action is processed?
bool fix_shroud = false;
if (cfg)
{
DBG_REPLAY << "Replay data:\n" << *cfg << "\n";
}
else
{
DBG_REPLAY << "Replay data at end\n";
}
//if there is nothing more in the records
if(cfg == NULL) {
//replayer.set_skip(false);
return false;
}
//if we are expecting promotions here`
if (!get_replay_source().expected_advancements().empty()) {
//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 (const config &child = cfg->child("choose")) {
const int val = lexical_cast_default<int>(child["value"]);
map_location loc = get_replay_source().expected_advancements().front();
dialogs::animate_unit_advancement(loc, val);
get_replay_source().pop_expected_advancement();
//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()) {
resources::controller->check_victory();
}
continue;
}
}
// We return if caller wants it for this tag
if (!do_untill.empty()
&& cfg->child(do_untill) != NULL)
{
get_replay_source().revert_action();
return false;
}
config::all_children_itors ch_itors = cfg->all_children_range();
//if there is an empty command tag, create by pre_replay() or a start tag
if (ch_itors.first == ch_itors.second || cfg->child("start"))
{
//do nothing
}
else if (const config &child = cfg->child("speak"))
{
const std::string &team_name = child["team_name"];
const std::string &speaker_name = child["id"];
const std::string &message = child["message"];
//if (!preferences::parse_should_show_lobby_join(speaker_name, message)) return;
bool is_whisper = (speaker_name.find("whisper: ") == 0);
get_replay_source().add_chat_message_location();
if (!get_replay_source().is_skipping() || is_whisper) {
const int side = lexical_cast_default<int>(child["side"],0);
resources::screen->add_chat_message(time(NULL), speaker_name, side, message,
(team_name.empty() ? events::chat_handler::MESSAGE_PUBLIC
: events::chat_handler::MESSAGE_PRIVATE),
preferences::message_bell());
}
}
else if (const config &child = cfg->child("label"))
{
terrain_label label(resources::screen->labels(), child);
resources::screen->labels().set_label(label.location(),
label.text(),
label.team_name(),
label.colour());
}
else if (const config &child = cfg->child("clear_labels"))
{
resources::screen->labels().clear(std::string(child["team_name"]));
}
else if (const config &child = cfg->child("rename"))
{
const map_location loc(child, resources::state_of_game);
const std::string &name = child["name"];
unit_map::iterator u = resources::units->find(loc);
if (u.valid()) {
if(u->second.unrenamable()) {
std::stringstream errbuf;
errbuf << "renaming unrenamable unit " << u->second.id() << "\n";
replay::process_error(errbuf.str());
continue;
}
u->second.rename(name);
} else {
// Users can rename units while it's being killed at another machine.
// This since the player can rename units when it's not his/her turn.
// There's not a simple way to prevent that so in that case ignore the
// rename instead of throwing an OOS.
WRN_REPLAY << "attempt to rename unit at location: "
<< loc << ", where none exists (anymore).\n";
}
}
else if (cfg->child("init_side"))
{
resources::controller->do_init_side(side_num - 1);
}
//if there is an end turn directive
else if (cfg->child("end_turn"))
{
if (const config &child = cfg->child("verify")) {
verify(*resources::units, child);
}
return true;
}
else if (const config &child = cfg->child("recruit"))
{
const std::string& recruit_num = child["value"];
const int val = lexical_cast_default<int>(recruit_num);
map_location loc(child, resources::state_of_game);
const std::set<std::string>& recruits = current_team.recruits();
if(val < 0 || static_cast<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::process_error(errbuf.str());
continue;
}
std::set<std::string>::const_iterator itor = recruits.begin();
std::advance(itor,val);
const unit_type *u_type = unit_types.find(*itor);
if (!u_type) {
std::stringstream errbuf;
errbuf << "recruiting illegal unit: '" << *itor << "'\n";
replay::process_error(errbuf.str());
continue;
}
const std::string res = find_recruit_location(side_num, loc);
const unit new_unit(resources::units, u_type, side_num, true);
if (res.empty()) {
place_recruit(new_unit, loc, false, !get_replay_source().is_skipping());
} else {
std::stringstream errbuf;
errbuf << "cannot recruit unit: " << res << "\n";
replay::process_error(errbuf.str());
}
if (u_type->cost() > current_team.gold()) {
std::stringstream errbuf;
errbuf << "unit '" << u_type->id() << "' is too expensive to recruit: "
<< u_type->cost() << "/" << current_team.gold() << "\n";
replay::process_error(errbuf.str());
}
LOG_REPLAY << "recruit: team=" << side_num << " '" << u_type->id() << "' at (" << loc
<< ") cost=" << u_type->cost() << " from gold=" << current_team.gold() << ' ';
statistics::recruit_unit(new_unit);
current_team.spend_gold(u_type->cost());
LOG_REPLAY << "-> " << (current_team.gold()) << "\n";
fix_shroud = !get_replay_source().is_skipping();
check_checksums(*cfg);
}
else if (const config &child = cfg->child("recall"))
{
const std::string& unit_id = child["value"];
map_location loc(child, resources::state_of_game);
std::vector<unit>::iterator recall_unit = std::find_if(current_team.recall_list().begin(),
current_team.recall_list().end(), boost::bind(&unit::matches_id, _1, unit_id));
if (recall_unit != current_team.recall_list().end()) {
statistics::recall_unit(*recall_unit);
(*recall_unit).set_game_context(resources::units);
place_recruit(*recall_unit, loc, true, !get_replay_source().is_skipping());
current_team.recall_list().erase(recall_unit);
current_team.spend_gold(game_config::recall_cost);
fix_shroud = !get_replay_source().is_skipping();
} else {
replay::process_error("illegal recall: unit_id '" + unit_id + "' could not be found within the recall list.\n");
}
check_checksums(*cfg);
}
else if (const config &child = cfg->child("disband"))
{
const std::string& unit_id = child["value"];
std::vector<unit>::iterator disband_unit = std::find_if(current_team.recall_list().begin(),
current_team.recall_list().end(), boost::bind(&unit::matches_id, _1, unit_id));
if(disband_unit != current_team.recall_list().end()) {
current_team.recall_list().erase(disband_unit);
} else {
replay::process_error("illegal disband\n");
}
}
else if (const config &child = cfg->child("countdown_update"))
{
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);
if (tval <= 0 || tval > int(resources::teams->size())) {
std::stringstream errbuf;
errbuf << "Illegal countdown update \n"
<< "Received update for :" << tval << " Current user :"
<< side_num << "\n" << " Updated value :" << val;
replay::process_error(errbuf.str());
} else {
(*resources::teams)[tval - 1].set_countdown_time(val);
}
}
else if (const config &child = cfg->child("move"))
{
const std::string& x = child["x"];
const std::string& y = child["y"];
std::vector<map_location> steps = parse_location_range(x,y);
if(steps.empty()) {
WRN_REPLAY << "Warning: Missing path data found in [move]\n";
continue;
}
map_location src = steps.front();
map_location dst = steps.back();
if (src == dst) {
WRN_REPLAY << "Warning: Move with identical source and destination. Skipping...";
continue;
}
unit_map::iterator u = resources::units->find(dst);
if (u.valid()) {
std::stringstream errbuf;
errbuf << "destination already occupied: "
<< dst << '\n';
replay::process_error(errbuf.str());
continue;
}
u = resources::units->find(src);
if (!u.valid()) {
std::stringstream errbuf;
errbuf << "unfound location for source of movement: "
<< src << " -> " << dst << '\n';
replay::process_error(errbuf.str());
continue;
}
bool show_move = preferences::show_ai_moves() || !(current_team.is_ai() || current_team.is_network_ai());
::move_unit(NULL, steps, NULL, NULL, show_move, NULL, true, true, true);
//NOTE: The AI fire sighetd event whem moving in the FoV of team 1
// (supposed to be the human player in SP)
// That's ugly but let's try to make the replay works like that too
if (side_num != 1 && resources::teams->front().fog_or_shroud() && !resources::teams->front().fogged(dst)
&& (current_team.is_ai() || current_team.is_network_ai()))
{
// the second parameter is impossible to know
// and the AI doesn't use it too in the local version
game_events::fire("sighted",dst);
}
}
else if (const config &child = cfg->child("attack"))
{
const config &destination = child.child("destination");
const config &source = child.child("source");
check_checksums(*cfg);
if (!destination || !source) {
replay::process_error("no destination/source found in attack\n");
continue;
}
//we must get locations by value instead of by references, because the iterators
//may become invalidated later
const map_location src(source, resources::state_of_game);
const map_location dst(destination, resources::state_of_game);
const std::string &weapon = child["weapon"];
const int weapon_num = lexical_cast_default<int>(weapon);
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_REPLAY << "Old data, having to guess weapon\n";
} else {
def_weapon_num = lexical_cast_default<int>(def_weapon);
}
unit_map::iterator u = resources::units->find(src);
if (!u.valid()) {
replay::process_error("unfound location for source of attack\n");
continue;
}
if(size_t(weapon_num) >= u->second.attacks().size()) {
replay::process_error("illegal weapon type in attack\n");
continue;
}
unit_map::const_iterator tgt = resources::units->find(dst);
if (!tgt.valid()) {
std::stringstream errbuf;
errbuf << "unfound defender for attack: " << src << " -> " << dst << '\n';
replay::process_error(errbuf.str());
continue;
}
if(def_weapon_num >=
static_cast<int>(tgt->second.attacks().size())) {
replay::process_error("illegal defender weapon type in attack\n");
continue;
}
try {
rand_rng::seed_t seed = lexical_cast<rand_rng::seed_t>(child["seed"]);
rand_rng::set_seed(seed);
LOG_REPLAY << "Replaying attack with seed " << seed << "\n";
} catch (bad_lexical_cast) {
std::stringstream errbuf;
errbuf << "illegal random seed for the attack " << src << " -> " << dst << '\n';
replay::process_error(errbuf.str());
continue;
}
DBG_REPLAY << "Attacker XP (before attack): " << u->second.experience() << "\n";
attack_unit(src, dst, weapon_num, def_weapon_num, !get_replay_source().is_skipping());
u = resources::units->find(src);
tgt = resources::units->find(dst);
if(u.valid()){
DBG_REPLAY << "Attacker XP (after attack): " << u->second.experience() << "\n";
if(u->second.advances()) {
get_replay_source().add_expected_advancement(u->first);
}
}
DBG_REPLAY << "expected_advancements.size: " << get_replay_source().expected_advancements().size() << "\n";
if (tgt.valid() && tgt->second.advances()) {
get_replay_source().add_expected_advancement(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(get_replay_source().expected_advancements().empty()) {
resources::controller->check_victory();
}
fix_shroud = !get_replay_source().is_skipping();
}
else if (const config &child = cfg->child("fire_event"))
{
foreach (const config &v, child.child_range("set_variable")) {
resources::state_of_game->set_variable(v["name"], v["value"]);
}
const std::string &event = child["raise"];
if (const config &source = child.child("source")) {
game_events::fire(event, map_location(source, resources::state_of_game));
} else {
game_events::fire(event);
}
}
else if (const config &child = cfg->child("advance_unit"))
{
const map_location loc(child, resources::state_of_game);
get_replay_source().add_expected_advancement(loc);
} else {
if(! cfg->child("checksum")) {
replay::process_error("unrecognized action:\n" + cfg->debug());
} else {
check_checksums(*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(side_num) && !recorder.is_skipping()) {
resources::screen->recalculate_minimap();
resources::screen->invalidate_game_status();
resources::screen->invalidate_all();
resources::screen->draw();
}
if (const config &child = cfg->child("verify")) {
verify(*resources::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, 0, true);
}
}
}
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, 0, true);
}
upto_ = obj_.ncommands();
}
}