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RecordReplay.h - Hosted on DriveHQ Cloud IT Platform
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Ruta de la carpeta: \\game3dprogramming\materials\GameFactory\GameFactoryDemo\GameFactory\RecordReplay.h
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#pragma once #include "precompiled.h" #include
#include
#include
#include
namespace GameFactory{ #define recordReplay (RecordReplay::GetSingleton()) class RecordReplay{ private: static RecordReplay* theSingleton; enum mode {RECORDING, REPLAYING, IDLE} mCurrentMode; long mNumberOfData; boost::archive::binary_oarchive* mRecordArchive; boost::archive::binary_iarchive* mReplayArchive; std::ofstream* mRecordStream; std::ifstream* mReplayStream; template
void push(paramType1 param1){ (*mRecordArchive) << param1; mNumberOfData++; }; template
returnType pop(){ returnType val; (*mReplayArchive) >> val; mNumberOfData--; if (mNumberOfData<=2 /*|| mReplayStream->eof()*/){ //throw; mReplayStream->close(); SAFE_DELETE(mReplayArchive); SAFE_DELETE(mReplayStream); mCurrentMode = mode::IDLE;//stop replaying } return val; }; String mFileName; public: RecordReplay(); virtual ~RecordReplay(); inline static RecordReplay* GetSingleton(){ myassert(theSingleton!=NULL); return theSingleton; }; template
returnType funcWrapper(instanceType inst, funcType func,paramType1 param1){ if (mCurrentMode == mode::RECORDING){ returnType val = (inst->*func)(param1); push(val); return val; }else if (mCurrentMode == mode::REPLAYING){//replay returnType val = pop
(); return val; }else{//idle mode return (inst->*func)(param1);//do nothing } };; //template
//returnType funcWrapper(funcType func); template
returnType funcWrapper(returnType param1){ if (mCurrentMode == mode::RECORDING){ push(param1); return param1; }else if (mCurrentMode == mode::REPLAYING){ returnType val = pop
(); return val; }else{//idle return param1;//do nothing } }; }; #define randomGenerator (RandomGenerator::GetSingleton()) class RandomGenerator{ private: static RandomGenerator* theSingleton; public: RandomGenerator(){ myassert(theSingleton==NULL); theSingleton = this; unsigned seed = (unsigned)time(0); seed = recordReplay->funcWrapper(seed); srand(seed); }; inline int Rand(){ return recordReplay->funcWrapper(rand()); }; inline static RandomGenerator* GetSingleton(){ myassert(theSingleton!=NULL); return theSingleton; }; }; }; namespace boost { namespace serialization { template
void serialize(Archive & ar, GameFactory::Vec3 & g, const unsigned int version) { ar & g.x; ar & g.y; ar & g.z; } }; // namespace serialization //BOOST_CLASS_EXPORT(Vec3); //BOOST_CLASS_TRACKING(Vec3, boost::serialization::track_always); } // namespace boost BOOST_CLASS_TRACKING(Vec3, boost::serialization::track_never);
RecordReplay.h
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