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DefineClass("TestValidator")
IsGameReplayRunning = empty_func
if Platform.developer then
RecursiveCallMethods.GetTestData = "call"
end
function IsGameRecordingSupported()
return config.SupportGameRecording and Libs.Network == "sync"
end
GameRecordVersion = 2
function ApplyRecordVersion(record)
local version = not record and GameRecordVersion or record.version or 1
if version == GameRecordCurrentVersion then
return
end
GameRecordCurrentVersion = version
if version == 1 then
RECORD_GTIME = 1
RECORD_EVENT = 2
RECORD_PARAM = 3
--RECORD_RAND = 4
--RECORD_HANDLE = 5
RECORD_RTIME = 6
RECORD_ETYPE = 7
--RECORD_HASH = 8
RECORD_SPEED = 9
else
RECORD_GTIME = 1
RECORD_EVENT = 2
RECORD_PARAM = 3
RECORD_RTIME = 4
RECORD_ETYPE = 5
RECORD_SPEED = 6
end
end
if FirstLoad then
GameRecordCurrentVersion = false
ApplyRecordVersion()
end
config.GameRecordsPath = "AppData/GameRecords"
local records_path = config.GameRecordsPath
MapVar("GameRecord", false) -- to be available in the saves
MapVar("GameReplay", false)
MapVar("GameReplayThread", false)
if FirstLoad then
GameRecordScheduled = false
GameReplayScheduled = false
GameReplayPath = false
GameReplaySaveLoading = false
GameReplayUnresolved = false
GameReplayWaitMap = false
GameReplayToInject = false
GameReplayFastForward = false
GameRecordSaveRequests = false
end
function IsGameReplayRunning()
return IsValidThread(GameReplayThread) and GameReplay
end
if not IsGameRecordingSupported() then
return
end
local IsGameReplayRunning = IsGameReplayRunning
function OnMsg.ChangeMap()
GameReplayPath = false
GameRecordScheduled = false
StopGameReplay()
end
function OnMsg.NewMapLoaded()
GameReplay = false
GameRecord = GameRecordScheduled
GameRecordScheduled = false
if not not GameRecord then
Msg("GameRecordingStarted")
end
end
function OnMsg.NetGameJoined()
GameRecord = false
end
function OnMsg.GameTestsBegin(auto_test)
table.change(config, "GameTests_GameRecording", {
EnableGameRecording = false,
})
end
function OnMsg.GameTestsEnd(auto_test)
table.restore(config, "GameTests_GameRecording", true)
end
function SerializeRecordParams(...)
return SerializeEx(const.SerializeCustom, CustomSerialize, ...)
end
function UnserializeRecordParams(params_str)
return UnserializeEx(const.SerializeCustom, CustomUnserialize, params_str)
end
function PrepareRecordForSaving(record)
record = record or GameRecord
if record ~= GameRecord then return end
record.game_time = GameTime()
end
function PlayGameRecord(record, start_idx)
record = record or GameReplayScheduled
if not record then return end
assert(IsGameTimeThread())
assert(record.start_rand == MapLoadRandom)
start_idx = start_idx or 1
GameReplay = record
GameReplayScheduled = false
GameReplaySaveLoading = false
GameReplayThread = CurrentThread()
if GameReplayWaitMap then
WaitWakeup() -- ensure the map loading is complete
end
ApplyRecordVersion(record)
local desync_any
local total_time = Max((record[#record] or empty_table)[RECORD_GTIME] or 0, record.game_time or 0)
local start_time = GameTime()
if start_idx > #record or start_time > record[start_idx][RECORD_GTIME] then
GameTestsPrint("Replay injection start mismatch!")
start_idx = 1
while start_idx <= #record and start_time > record[start_idx][RECORD_GTIME] do
start_idx = start_idx + 1
end
end
local version = record.version or 1
GameTestsPrint("Replay start at", Min(start_idx, #record), "/", #record, "events", "|", start_time, "/", total_time, "ms", "|", "Lua rev", record.lua_rev or 0, "/", LuaRevision, "|", "assets rev", record.assets_rev or 0, "/", AssetsRevision)
for i = start_idx,#record do
local event_time = record[i][RECORD_GTIME]
local delay = event_time - now()
local yield
if delay > 0 then
yield = record[i][RECORD_SPEED] == 0
Sleep(delay)
else
local last_record = record[i - 1]
local prev_real_time = last_record and last_record[RECORD_RTIME] or record.real_time
yield = prev_real_time ~= record[i][RECORD_RTIME]
end
if yield then
-- make sure all game time threads created by the previous event have been started
WaitAllOtherThreads()
end
if GameReplayThread ~= CurrentThread() or GameReplay ~= record then
return
end
print("Replay", i, '/', #record)
CreateGameTimeThread(function(record, i)
local entry = record[i]
local event, params_str = entry[RECORD_EVENT], entry[RECORD_PARAM]
GameReplayUnresolved = false
local success, err = ExecuteSyncEvent(event, UnserializeRecordParams(params_str))
if not success then
GameTestsError("Replay", i, '/', #record, event, err)
end
if GameReplayUnresolved then
GameTestsPrint("Replay", i, '/', #record, event, "unresolved objects:")
for _, data in ipairs(GameReplayUnresolved) do
local handle, class, pos = table.unpack(data)
GameTestsPrint("\t", class, handle, "at", pos)
end
end
Msg("GameRecordPlayed", i, record)
end, record, i)
end
Sleep((record.game_time or 0) - now())
Sleep(0) Sleep(0) Sleep(0) Sleep(0)
GameTestsPrint("Replay finished")
Msg("GameReplayEnd", record)
end
local function IsSameClass(obj, class)
if not obj then
return -- object handle changed or object not yet spawned
end
if not class or obj.class == class then
return true
end
local classdef = g_Classes[class]
return not classdef or IsKindOf(classdef, obj.class) or IsKindOf(obj, class) -- recorded class renamed
end
function CustomSerialize(obj)
local handle = obj.handle
if handle and IsValid(obj) and obj:IsValidPos() then
if obj:GetGameFlags(const.gofSyncObject | const.gofPermanent) == 0 then
StoreErrorSource(obj, "Async object in sync event")
end
local record = GameRecord
local handles = record and record.handles
if handles then
local class = obj.class
handles[handle] = class
return { handle, class, obj:GetPos() }
end
end
end
function CustomUnserialize(tbl)
local handle, class, pos = table.unpack(tbl)
local obj = HandleToObject[handle]
if IsSameClass(obj, class) then
return obj
end
local map_obj = MapGetFirst(pos, 0, class)
if map_obj then
return map_obj
end
GameReplayUnresolved = table.create_add(GameReplayUnresolved, tbl)
end
function CreateRecordedEvent(event_type)
local origGameEvent = _G[event_type]
_G[event_type] = function(event, ...)
if IsGameReplayRunning() then
if not config.GameReplay_EventsDuringPlaybackExpected then
print("Ignoring", event_type, event, "during replay!")
end
return
end
local record = GameRecord
if record then
local params, err = SerializeRecordParams(...)
assert(params, err)
CreateGameTimeThread(function(event, event_type, record, params)
-- in a thread to have the correct sync values (as the event will be started in a thread)
local time = GameTime()
local n = #record
while n > 0 and record[n][RECORD_GTIME] > time do
record[n] = nil
n = n - 1
end
n = n + 1
record[n] = {
[RECORD_GTIME] = time,
[RECORD_EVENT] = event,
[RECORD_PARAM] = params,
[RECORD_RTIME] = RealTime(),
[RECORD_ETYPE] = event_type,
[RECORD_SPEED] = GetTimeFactor(),
}
if config.GameRecordingAutoSave then
SaveGameRecord()
end
end, event, event_type, record, params)
end
return origGameEvent(event, ...)
end
end
function CreateRecordedMapLoadRandom()
local origInitMapLoadRandom = InitMapLoadRandom
InitMapLoadRandom = function()
local rand
if GameReplayScheduled then
CreateGameTimeThread(PlayGameRecord)
rand = GameReplayScheduled.start_rand
else
rand = origInitMapLoadRandom()
if mapdata and mapdata.GameLogic and config.EnableGameRecording then
assert(Game)
assert(not IsGameReplayRunning())
GameReplay = false
GameRecordScheduled = {
start_rand = rand,
map_name = GetMapName(),
map_hash = mapdata.NetHash,
os_time = os.time(),
real_time = RealTime(),
game = CloneObject(Game),
lua_rev = LuaRevision,
assets_rev = AssetsRevision,
handles = {},
version = GameRecordVersion,
net_update_hash = config.DebugReplayDesync,
}
Msg("GameRecordScheduled")
end
end
return rand
end
end
function CreateRecordedGenerateHandle()
local origGenerateSyncHandle = GenerateSyncHandle
GenerateSyncHandle = function(self)
local h0, h = NextSyncHandle, origGenerateSyncHandle()
if IsGameReplayRunning() and GameReplay.NextSyncHandle and GameReplay.handles and not IsSameClass(self, GameReplay.handles[h]) then
-- the handle should be associated with another object, not yet spawn because of a previois desync
NextSyncHandle = GameReplay.NextSyncHandle
h = origGenerateSyncHandle()
NextSyncHandle = h0
end
return h
end
end
function RegisterGameRecordOverrides()
CreateRecordedEvent("NetSyncEvent")
CreateRecordedMapLoadRandom()
CreateRecordedGenerateHandle()
end
function OnMsg.ClassesGenerate()
RegisterGameRecordOverrides()
GameTests.PlayGameRecords = TestGameRecords
end
function TestGameRecords()
local list = {}
for _, test in ipairs(GetHGProjectTests()) do
for _, info in ipairs(test.test_replays) do
local name = string.format("%s.%s", test.id, info:GetRecordName())
if info.Disabled then
GameTestsPrint("Skipping disabled test replay", name)
else
list[#list + 1] = {name = name, record = info.Record}
end
end
end
GameTestsPrintf("Found %d game records to test.", #(list or ""))
for i, entry in ipairs(list) do
GameTestsPrintf("Testing record %d/%d %s", i, #list, entry.name)
local st = RealTime()
local err, record = LoadGameRecord(entry.record)
if err then
GameTestsPrintf("Failed to load record %s", entry.record, err)
else
err = ReplayGameRecord(record)
if err then
GameTestsError("Replay error:", err)
elseif not WaitReplayEnd() then
GameTestsError("Replay timeout.")
else
GameTestsPrint("Replay finished in:", RealTime() - st, "ms")
end
end
end
end
local function GenerateRecordPath(record)
local err = AsyncCreatePath(records_path)
if err then
assert(err)
return false
end
record = record or GameRecord
local name = string.format("Record_%s_%s", os.date("%Y_%m_%d_%H_%M_%S", record.os_time), GetMapName())
if record.continue then
name = name .. "_continue"
end
return string.format("%s/%s.lua", records_path, name)
end
function SaveGameRecord()
if not GameRecord then return end
local path = GameReplayPath or GenerateRecordPath(GameRecord)
GameRecord.NextSyncHandle = NextSyncHandle
if not GameRecordSaveRequests then
GameRecordSaveRequests = {}
CreateRealTimeThread(function()
while true do
for path, record in pairs(GameRecordSaveRequests) do
GameRecordSaveRequests[path] = nil
WaitSaveGameRecord(path, record)
end
if not next(GameRecordSaveRequests) then
GameRecordSaveRequests = false
break
end
end
end)
end
GameRecordSaveRequests[path] = GameRecord
end
function WaitSaveGameRecord(path, record)
record = record or GameRecord
if not record then return end
PrepareRecordForSaving(record)
local code = pstr("return ", 64*1024)
TableToLuaCode(record, nil, code)
path = path or GenerateRecordPath(record)
local err = AsyncStringToFile(path, code)
if err then return err end
Msg("GameReplaySaved", path)
return nil, path
end
function ReplayGameRecord(record)
record = record or not IsGameReplayRunning() and GameRecord or GameReplay
local err
if type(record) == "string" then
local _, _, ext = SplitPath(record)
local path = ext ~= "" and record or string.format("%s/%s.lua", records_path, record)
err, record = LoadGameRecord(path)
end
if not record then
return err or "No record found!"
end
PrepareRecordForSaving(record)
Msg("GameRecordEnd", record)
StopGameReplay()
Msg("GameReplayStart", record)
GameReplayScheduled = record
if record.start_save then
GameReplaySaveLoading = true
GameReplayThread = CreateRealTimeThread(ReplayLoadGameSpecificSave, record)
else
CloseMenuDialogs()
CreateRealTimeThread(function()
LoadingScreenOpen("idLoadingScreen", "ReplayGameRecord")
GameReplayWaitMap = true
local game = CloneObject(record.game)
ChangeMap("")
NewGame(game)
local map_name = record.map_name
local map_hash = record.map_hash
if map_hash and map_hash ~= table.get(MapData, map_name, "NetHash") then
local matched
for map, data in sorted_pairs(MapData) do
if map_hash == data.NetHash then
matched = map
break
end
end
if not matched then
GameTestsPrint("Replay map has been modified!")
elseif matched ~= map_name then
GameTestsPrint("Replay map changed to", matched)
end
map_name = matched or map_name
end
ChangeMap(map_name)
GameReplayWaitMap = false
Wakeup(GameReplayThread)
LoadingScreenClose("idLoadingScreen", "ReplayGameRecord")
end)
end
end
function ResaveGameRecord(path)
local _, _, ext = SplitPath(path)
local path = ext ~= "" and path or string.format("%s/%s.lua", records_path, path)
local err, record = LoadGameRecord(path)
if not record then
return err or "No record found!"
end
StopGameReplay()
if record.start_save then
assert(false, "Not implemented!")
else
CloseMenuDialogs()
CreateRealTimeThread(function()
table.change(config, "ResaveGameRecord", {
FixedMapLoadRandom = record.start_rand,
StartGameOnPause = true,
})
ChangeMap(record.map_name)
table.restore(config, "ResaveGameRecord")
GameReplayPath = path
end)
end
end
function WaitReplayEnd()
while not WaitMsg("GameReplayEnd", 100) do
if not IsChangingMap() and not IsValidThread(GameReplayThread) then
return
end
end
return true
end
function StopGameReplay()
local thread = not GameReplaySaveLoading and GameReplayThread
if not IsValidThread(thread) then return end
GameReplayScheduled = false
GameReplayThread = false
Msg("GameReplayEnd")
DeleteThread(thread, true)
return true
end
function LoadGameRecord(path)
local func, err = loadfile(path, nil, _ENV)
if not func then
return err
end
local success, record = procall(func)
if not success then return record end
return nil, record
end
function OnMsg.LoadGame()
if not GameReplayToInject then
return
end
StopGameReplay()
if not GameRecord then
print("Replay injection failed: No saved record found (maybe a saved game during a replay?)")
return
end
for _, key in ipairs{"start_rand", "map_name", "os_time", "lua_rev", "assets_rev"} do
if GameRecord[key] ~= GameReplayToInject[key] then
print("Replay injection failed: Wrong game!")
return
end
end
print("Replay Injection Success.")
CreateGameTimeThread(PlayGameRecord, GameReplayToInject, #GameRecord + 1)
GameReplayToInject = false
end
function ToggleGameReplayInjection(record)
record = record or GameRecord or GameReplay
if record and record == GameReplayToInject then
record = false
print("Replay Injection Cancelled")
elseif record then
print("Replay Injection Ready")
else
print("No record found to inject")
end
GameReplayToInject = record
end
----
function ReplayLoadGameSpecificSave(save, callbackOnload)
print("You must implement your game loading function in ReplayLoadGameSpecificSave to use game replays with saves.")
return true
end
function ReplayToggleFastForward(set)
if not IsGameReplayRunning() then
set = false
elseif set == nil then
set = not GameReplayFastForward
end
if GameReplayFastForward == set then
return
end
GameReplayFastForward = set
TurboSpeed(set, true)
end
function OnMsg.GameReplayEnd(record)
if GameReplayFastForward then
ReplayToggleFastForward()
end
-- allow to continue the recording
if record then
record.continue = true
GameRecord = record
end
end
function OnMsg.GameRecordPlayed(i, record)
if record and GameReplayFastForward then
local events_before_end = config.ReplayFastForwardBeforeEnd or 10
if i >= #record - events_before_end then
print(events_before_end, "events before the end reached, stopping fast forward...")
ReplayToggleFastForward()
SetTimeFactor(0)
end
end
end
----
if config.DebugReplayDesync then
if FirstLoad then
GameRecordSyncLog = false
GameRecordSyncTest = false
GameRecordSyncIdx = false
HashLogSize = 32
end
function OnMsg.AutorunEnd()
pairs = totally_async_pairs
end
function OnMsg.ReloadLua()
pairs = g_old_pairs
end
function OnMsg.NetUpdateHashReasons(enable_reasons)
local record = GameRecord or GameRecordScheduled or GameReplay or GameReplayScheduled
enable_reasons.GameRecord = record and record.net_update_hash and true or nil
end
function OnMsg.LoadGame()
GameRecordSyncLog = false
end
local function StartSyncLogSaving(replay)
local err = AsyncCreatePath("AppData/ReplaySyncLogs")
if err then
print("Failed to create NetHashLogs folder:", err)
return
end
GameRecordSyncLog = true
GameRecordSyncTest = replay and ((GameRecordSyncTest or 0) + 1) or false
GameRecordSyncIdx = 1
end
function OnMsg.GameRecordScheduled()
StartSyncLogSaving()
end
function OnMsg.GameReplayStart()
StartSyncLogSaving(true)
end
function OnMsg.GameReplayEnd(record)
NetSaveHashLog("E", "Replay", GameRecordSyncTest)
GameRecordSyncLog = false
end
function OnMsg.GameRecordEnd(record)
NetSaveHashLog("E", "Record")
GameRecordSyncLog = false
end
function OnMsg.SyncEvent()
if not GameRecordSyncIdx then
return
end
if GameRecordSyncTest then
NetSaveHashLog(GameRecordSyncIdx, "Replay", GameRecordSyncTest)
else
NetSaveHashLog(GameRecordSyncIdx, "Record")
end
GameRecordSyncIdx = GameRecordSyncIdx + 1
end
function NetSaveHashLog(prefix, logtype, suffix)
if not GameRecordSyncLog then
return
end
local str = pstr("")
NetGetHashLog(str)
if #str == 0 then
return
end
local path = string.format("AppData/ReplaySyncLogs/%s%s%s.log", (prefix and tostring(prefix) .. "_" or ""), logtype, suffix and ("_" .. tostring(suffix)) or "")
CreateRealTimeThread(function(path, str)
local err = AsyncStringToFile(path, str)
if err then
printf("Failed to save %s: %s", path, err)
end
end, path, str)
end
function OnMsg.BugReportStart(print_func)
local replay = IsGameReplayRunning()
if not replay then return end
print_func("\nGame replay running:", replay.lua_rev, replay.assets_rev)
end
end -- config.DebugReplayDesync
if Platform.developer then
function TestValidator:CollectTestData()
local data = {}
if Platform.developer then
self:GetTestData(data)
end
return data
end
function TestValidator:rfnTestData(orig_data)
local new_data = self:CollectTestData()
local ignore_missing = true -- avoid breaking existing tests when adding or removing test validation entries
if table.equal_values(orig_data, new_data, -1, ignore_missing) then
return
end
GameTestsError("Test data validation failed for", self.class,
"\n--- Orig data: ", ValueToStr(orig_data),
"\n--- New data: ", ValueToStr(new_data))
end
function TestValidator:CreateValidation()
local data = self:CollectTestData()
if next(data) == nil then
print("No test data to validate!")
return
end
NetSyncEvent("ObjFunc", self, "rfnTestData", data)
print("Test data collected:", ValueToStr(data))
end
function TestValidator:AsyncCheatValidate()
self:CreateValidation()
end
function ReplayCreateUpdateScript()
local record = GameReplay or GameRecord
if not record then
print("No replay running!")
return
end
local lua_rev = record.lua_rev or LuaRevision
local assets_rev = record.assets_rev or AssetsRevision
local src_path = ConvertToOSPath("svnSrc/")
local assets_path = ConvertToOSPath("svnAssets/")
local scrip = {
"@echo off",
"cd " .. src_path,
"svn cleanup",
"svn up -r " .. lua_rev,
"cd " .. assets_path,
"svn cleanup",
"svn up -r " .. assets_rev,
}
local path = string.format("%sUpdateToRev_%d_%d.bat", src_path, lua_rev, assets_rev)
local err = AsyncStringToFile(path, table.concat(scrip, "\n"))
if err then
print("Failed to create script:", err)
else
print("Script created at:", path)
end
end
end -- Platform.developer |