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DumpState.cpp
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267 lines (220 loc) · 9.62 KB
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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include <string>
#include <fstream>
#include <vector>
#include <list>
#include "DumpState.h"
#include "Game/GameSetup.h"
#include "Game/GlobalUnsynced.h"
#include "Net/GameServer.h"
#include "Rendering/Models/3DModel.h"
#include "Sim/Features/Feature.h"
#include "Sim/Features/FeatureDef.h"
#include "Sim/Features/FeatureHandler.h"
#include "Sim/Misc/GlobalSynced.h"
#include "Sim/Misc/TeamHandler.h"
#include "Sim/MoveTypes/MoveType.h"
#include "Sim/Projectiles/Projectile.h"
#include "Sim/Projectiles/ProjectileHandler.h"
#include "Sim/Units/CommandAI/CommandAI.h"
#include "Sim/Units/Unit.h"
#include "Sim/Units/UnitDef.h"
#include "Sim/Units/UnitHandler.h"
#include "Sim/Weapons/Weapon.h"
#include "Sim/Weapons/WeaponDefHandler.h"
#include "System/StringUtil.h"
#include "System/Log/ILog.h"
static std::fstream file;
static int gMinFrameNum = -1;
static int gMaxFrameNum = -1;
static int gFramePeriod = 1;
void DumpState(int newMinFrameNum, int newMaxFrameNum, int newFramePeriod)
{
#ifdef NDEBUG
// must be in debug-mode for this
return;
#endif
const int oldMinFrameNum = gMinFrameNum;
const int oldMaxFrameNum = gMaxFrameNum;
if (!gs->cheatEnabled)
return;
// check if the range is valid
if (newMaxFrameNum < newMinFrameNum)
return;
// adjust the bounds if the new values are valid
if (newMinFrameNum >= 0) gMinFrameNum = newMinFrameNum;
if (newMaxFrameNum >= 0) gMaxFrameNum = newMaxFrameNum;
if (newFramePeriod >= 1) gFramePeriod = newFramePeriod;
if ((gMinFrameNum != oldMinFrameNum) || (gMaxFrameNum != oldMaxFrameNum)) {
// bounds changed, open a new file
if (file.is_open()) {
file.flush();
file.close();
}
std::string name = (gameServer != nullptr)? "Server": "Client";
name += "GameState-";
name += IntToString(guRNG.NextInt());
name += "-[";
name += IntToString(gMinFrameNum);
name += "-";
name += IntToString(gMaxFrameNum);
name += "].txt";
file.open(name.c_str(), std::ios::out);
if (file.is_open()) {
file << " mapName: " << gameSetup->mapName << "\n";
file << " modName: " << gameSetup->modName << "\n";
file << "minFrame: " << gMinFrameNum << "\n";
file << "maxFrame: " << gMaxFrameNum << "\n";
file << "randSeed: " << gsRNG.GetLastSeed() << "\n";
file << "initSeed: " << gsRNG.GetInitSeed() << "\n";
}
LOG("[%s] using dump-file \"%s\"", __func__, name.c_str());
}
if (file.bad() || !file.is_open())
return;
// check if the CURRENT frame lies within the bounds
if (gs->frameNum < gMinFrameNum)
return;
if (gs->frameNum > gMaxFrameNum)
return;
if ((gs->frameNum % gFramePeriod) != 0)
return;
// we only care about the synced projectile data here
const std::vector<CUnit*>& activeUnits = unitHandler.GetActiveUnits();
const auto& activeFeatureIDs = featureHandler.GetActiveFeatureIDs();
const ProjectileContainer& projectiles = projectileHandler.projectileContainers[true];
file << "frame: " << gs->frameNum << ", seed: " << gsRNG.GetLastSeed() << "\n";
file << "\tunits: " << activeUnits.size() << "\n";
#define DUMP_UNIT_DATA
#define DUMP_UNIT_PIECE_DATA
#define DUMP_UNIT_WEAPON_DATA
#define DUMP_UNIT_COMMANDAI_DATA
#define DUMP_UNIT_MOVETYPE_DATA
#define DUMP_FEATURE_DATA
#define DUMP_PROJECTILE_DATA
#define DUMP_TEAM_DATA
// #define DUMP_ALLYTEAM_DATA
#ifdef DUMP_UNIT_DATA
for (const CUnit* u: activeUnits) {
const std::vector<CWeapon*>& weapons = u->weapons;
const LocalModel& lm = u->localModel;
const std::vector<LocalModelPiece>& pieces = lm.pieces;
const float3& pos = u->pos;
const float3& xdir = u->rightdir;
const float3& ydir = u->updir;
const float3& zdir = u->frontdir;
file << "\t\tunitID: " << u->id << " (name: " << u->unitDef->name << ")\n";
file << "\t\t\tpos: <" << pos.x << ", " << pos.y << ", " << pos.z << ">\n";
file << "\t\t\txdir: <" << xdir.x << ", " << xdir.y << ", " << xdir.z << ">\n";
file << "\t\t\tydir: <" << ydir.x << ", " << ydir.y << ", " << ydir.z << ">\n";
file << "\t\t\tzdir: <" << zdir.x << ", " << zdir.y << ", " << zdir.z << ">\n";
file << "\t\t\theading: " << int(u->heading) << ", mapSquare: " << u->mapSquare << "\n";
file << "\t\t\thealth: " << u->health << ", experience: " << u->experience << "\n";
file << "\t\t\tisDead: " << u->isDead << ", activated: " << u->activated << "\n";
file << "\t\t\tphysicalState: " << u->physicalState << "\n";
file << "\t\t\tfireState: " << u->fireState << ", moveState: " << u->moveState << "\n";
file << "\t\t\tpieces: " << pieces.size() << "\n";
#ifdef DUMP_UNIT_PIECE_DATA
for (const LocalModelPiece& lmp: pieces) {
const S3DModelPiece* omp = lmp.original;
const S3DModelPiece* par = omp->parent;
const float3& ppos = lmp.GetPosition();
const float3& prot = lmp.GetRotation();
file << "\t\t\t\tname: " << omp->name << " (parentName: " << ((par != nullptr)? par->name: "[null]") << ")\n";
file << "\t\t\t\tpos: <" << ppos.x << ", " << ppos.y << ", " << ppos.z << ">\n";
file << "\t\t\t\trot: <" << prot.x << ", " << prot.y << ", " << prot.z << ">\n";
file << "\t\t\t\tvisible: " << lmp.scriptSetVisible << "\n";
file << "\n";
}
#endif
file << "\t\t\tweapons: " << weapons.size() << "\n";
#ifdef DUMP_UNIT_WEAPON_DATA
for (const CWeapon* w: weapons) {
const float3& awp = w->aimFromPos;
const float3& rwp = w->relAimFromPos;
const float3& amp = w->weaponMuzzlePos;
const float3& rmp = w->relWeaponMuzzlePos;
file << "\t\t\t\tweaponID: " << w->weaponNum << " (name: " << w->weaponDef->name << ")\n";
file << "\t\t\t\tweaponDir: <" << w->weaponDir.x << ", " << w->weaponDir.y << ", " << w->weaponDir.z << ">\n";
file << "\t\t\t\tabsWeaponPos: <" << awp.x << ", " << awp.y << ", " << awp.z << ">\n";
file << "\t\t\t\trelAimFromPos: <" << rwp.x << ", " << rwp.y << ", " << rwp.z << ">\n";
file << "\t\t\t\tabsWeaponMuzzlePos: <" << amp.x << ", " << amp.y << ", " << amp.z << ">\n";
file << "\t\t\t\trelWeaponMuzzlePos: <" << rmp.x << ", " << rmp.y << ", " << rmp.z << ">\n";
file << "\n";
}
#endif
#ifdef DUMP_UNIT_COMMANDAI_DATA
const CCommandAI* cai = u->commandAI;
const CCommandQueue& cq = cai->commandQue;
file << "\t\t\tcommandAI:\n";
file << "\t\t\t\torderTarget->id: " << ((cai->orderTarget != nullptr)? cai->orderTarget->id: -1) << "\n";
file << "\t\t\t\tcommandQue.size(): " << cq.size() << "\n";
for (const Command& c: cq) {
file << "\t\t\t\t\tcommandID: " << c.GetID() << "\n";
file << "\t\t\t\t\ttag: " << c.GetTag() << ", options: " << c.GetOpts() << "\n";
file << "\t\t\t\t\tparams: " << c.GetNumParams() << "\n";
for (unsigned int n = 0; n < c.GetNumParams(); n++) {
file << "\t\t\t\t\t\t" << c.GetParam(n) << "\n";
}
}
#endif
#ifdef DUMP_UNIT_MOVETYPE_DATA
const AMoveType* amt = u->moveType;
const float3& goalPos = amt->goalPos;
const float3& oldUpdatePos = amt->oldPos;
const float3& oldSlowUpPos = amt->oldSlowUpdatePos;
file << "\t\t\tmoveType:\n";
file << "\t\t\t\tgoalPos: <" << goalPos.x << ", " << goalPos.y << ", " << goalPos.z << ">\n";
file << "\t\t\t\toldUpdatePos: <" << oldUpdatePos.x << ", " << oldUpdatePos.y << ", " << oldUpdatePos.z << ">\n";
file << "\t\t\t\toldSlowUpPos: <" << oldSlowUpPos.x << ", " << oldSlowUpPos.y << ", " << oldSlowUpPos.z << ">\n";
file << "\t\t\t\tmaxSpeed: " << amt->GetMaxSpeed() << ", maxWantedSpeed: " << amt->GetMaxWantedSpeed() << "\n";
file << "\t\t\t\tprogressState: " << amt->progressState << "\n";
#endif
}
#endif
file << "\tfeatures: " << activeFeatureIDs.size() << "\n";
#ifdef DUMP_FEATURE_DATA
for (const int featureID: activeFeatureIDs) {
const CFeature* f = featureHandler.GetFeature(featureID);
file << "\t\tfeatureID: " << f->id << " (name: " << f->def->name << ")\n";
file << "\t\t\tpos: <" << f->pos.x << ", " << f->pos.y << ", " << f->pos.z << ">\n";
file << "\t\t\thealth: " << f->health << ", reclaimLeft: " << f->reclaimLeft << "\n";
}
#endif
file << "\tprojectiles: " << projectiles.size() << "\n";
#ifdef DUMP_PROJECTILE_DATA
for (const CProjectile* p: projectiles) {
file << "\t\tprojectileID: " << p->id << "\n";
file << "\t\t\tpos: <" << p->pos.x << ", " << p->pos.y << ", " << p->pos.z << ">\n";
file << "\t\t\tdir: <" << p->dir.x << ", " << p->dir.y << ", " << p->dir.z << ">\n";
file << "\t\t\tspeed: <" << p->speed.x << ", " << p->speed.y << ", " << p->speed.z << ">\n";
file << "\t\t\tweapon: " << p->weapon << ", piece: " << p->piece << "\n";
file << "\t\t\tcheckCol: " << p->checkCol << ", deleteMe: " << p->deleteMe << "\n";
}
#endif
file << "\tteams: " << teamHandler.ActiveTeams() << "\n";
#ifdef DUMP_TEAM_DATA
for (int a = 0; a < teamHandler.ActiveTeams(); ++a) {
const CTeam* t = teamHandler.Team(a);
file << "\t\tteamID: " << t->teamNum << " (controller: " << t->GetControllerName() << ")\n";
file << "\t\t\tmetal: " << float(t->res.metal) << ", energy: " << float(t->res.energy) << "\n";
file << "\t\t\tmetalPull: " << t->resPull.metal << ", energyPull: " << t->resPull.energy << "\n";
file << "\t\t\tmetalIncome: " << t->resIncome.metal << ", energyIncome: " << t->resIncome.energy << "\n";
file << "\t\t\tmetalExpense: " << t->resExpense.metal << ", energyExpense: " << t->resExpense.energy << "\n";
}
#endif
file << "\tallyteams: " << teamHandler.ActiveAllyTeams() << "\n";
#ifdef DUMP_ALLYTEAM_DATA
for (int a = 0; a < teamHandler.ActiveAllyTeams(); ++a) {
file << "\t\tallyteamID: " << a << ", LOS-map:" << "\n";
for (int y = 0; y < losHandler->losSizeY; ++y) {
file << " ";
for (int x = 0; x < losHandler->losSizeX; ++x) {
file << "\t\t\t" << losHandler->losMaps[a][y * losHandler->losSizeX + x] << " ";
}
file << "\n";
}
}
#endif
file.flush();
}