Replay: deterministic record & playback (#4)
Add deterministic record/playback for a run. Recording captures `(seed, config hash, ordered tick-tagged commands)` and re-simulates on playback — no state snapshots. `DotaFactory.exe --replay <file>` re-plays a recorded run view-only with manual speed/pause. Reviewed-on: #4 Co-authored-by: Malte Langkabel <malte.langkabel@gmail.com> Co-committed-by: Malte Langkabel <malte.langkabel@gmail.com>
This commit was merged in pull request #4.
This commit is contained in:
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docs/replay_design.md
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# Replay — Design
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This document captures the design for the replay record/playback feature. It records the
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decisions made during design discussion; it is a complement to `architecture.md`. No
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implementation exists yet — this is the agreed design to implement against.
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## Goal
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Record every play session and allow it to be played back later. Playback is **view-only**
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(no interaction) with **manual game-speed selection** (including pause). Playback is launched
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via a command-line argument to the executable.
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## Approach: deterministic command-replay (re-simulation)
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We record **player intent** (commands) plus the inputs needed to reproduce the run, and on
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playback we **re-run the real simulation**, injecting the recorded commands at their recorded
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ticks. We do **not** record per-tick state snapshots.
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This is viable because the simulation is already built for it (see `architecture.md`:
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"determinism, replayability ... fall out for free"):
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- Fixed 30 Hz tick-based simulation, decoupled from render rate via `TickDriver`.
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- Game speed (0/0.5/1/2/4×) and pause are tick-rate multipliers — they change *how many*
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ticks run per frame, never the *outcome* of a tick. So speed, pause, camera scroll, and
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selection are pure presentation and are **not recorded**.
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- A single deterministic RNG stream: `Simulation::m_rng` (one `std::mt19937`) is passed by
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reference into `WaveSystem` and `BuildingSystem`, the only two consumers. ECS combat/AI/
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movement/scrap systems use no RNG. The `utility::getRandom*` global is not used by the sim.
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- Config is immutable after load; a replay is pinned to the config it was recorded with.
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A replay run is therefore a pure function of `(seed, config, ordered commands)`.
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### What we do NOT do (now)
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- No per-tick / keyframe state snapshots.
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- No backward seek / scrubbing (would require snapshots).
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- No save/load. (See "Future direction".)
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- No interactive playback (no taking over a replay mid-run).
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## Replay commands
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A *replay command* is the resolved, serializable **intent** behind a player action — the
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data, not the UI gesture. Example: placing a miner records
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`PlaceBuilding{type=Miner, anchor=(3,5), rotation=East}`, not the mouse pixel that produced it.
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- Commands are at **intent level, resolved to tile coordinates / domain ids** — independent
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of window size, camera scroll, and DPI.
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- Command payloads reference **stable, deterministic domain ids** (`BuildingId`, tile
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coordinates, choice indices) — never raw `entt::entity` handles. These ids are sim-allocated
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deterministically, so a recorded command resolves to the same entity on replay.
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- Camera scroll, selection, game speed, and pause are **not** commands.
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### Command vocabulary
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One command per sim-mutating operation (the complete mutation surface):
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- `PlaceBuilding`
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- `Demolish`
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- `RotateInPlace`
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- `SetRecipe`
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- `SetShipLayout`
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- `SetSplitterFilters` (building-site and belt variants)
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- `ClearBeltTiles`
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- `ApplySchematicChoice`
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- `Reset` / restart — see "Restart is a boundary".
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### Command representation
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Commands use a **base class + derived classes** (mirroring the existing `Event` hierarchy
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idiom, so it is native to this codebase). They are routed through a dedicated command path,
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**not** through `EventManager` (see next section).
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> **Implementation refinement (Phase 1).** `PlaceBuilding` is **atomic**: it carries the
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> optional recipe / ship-layout / splitter-filters to configure the new building in the same
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> command. This is forced by the deferred-drain timing — commands apply at a later tick
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> boundary, so the caller never sees the new `BuildingId` and therefore cannot issue a
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> follow-up `SetRecipe`/`SetShipLayout` against it. The standalone `SetRecipe`,
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> `SetShipLayout`, and the two `SetSplitterFilters` commands remain for the dialog-driven
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> edits on *existing* buildings (which reference a known id). `Reset` carries the (move-only)
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> `GameConfig` via `shared_ptr` and is moved into the sim on apply; a null config means "keep
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> current config".
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## Command system: reuse the *pattern*, not the EventManager singleton
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We reuse the **pattern** of the existing event system (a polymorphic base + small derived
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types), but the sim-mutating command path is a **dedicated, ordered queue**, not the
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`EventManager` pub/sub bus. Reasons:
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1. **Determinism / ordering.** Sim mutations must apply in a strict, tick-pinned, recorded
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order. `architecture.md` deliberately keeps the sim free of `EventManager` for exactly this
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reason (determinism, tick-order fidelity, headless testability — why `BeamFiredEvent` uses a
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plain vector). Routing commands into the sim via the singleton would break that.
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2. **Single consumer.** A command has exactly one recipient (the `Simulation`); pub/sub
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N-handler fan-out is the wrong shape.
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3. **Recording chokepoint.** One place must see every command, stamp its tick, append it to the
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file, and apply it. A direct queue gives that; a multi-handler bus does not.
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4. **Headless tests.** Tests link only `lib` and build a `Simulation` directly; the command
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type and apply path live in `lib` and must work with no UI and no singleton.
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### Structure
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- **In `lib`:** a `Command` base class + derived command types, plus a `CommandManager`
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(ordered queue) and a single `Simulation::apply(command)` chokepoint.
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- **UI fan-in still uses `EventManager`:** widgets emit a UI event as today; a single
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dispatcher/recorder catches it, builds the `lib` command, and hands it to the
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`CommandManager`. This keeps widgets decoupled (consistent with current architecture).
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- **Replay** skips the UI half and feeds commands straight into the same `CommandManager` /
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`Simulation::apply` chokepoint.
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### The completeness invariant (enforced structurally)
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**Every** sim mutation must flow through the single `CommandManager → Simulation::apply`
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chokepoint. Any path that mutates the sim directly would not be recorded and would silently
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desync the replay.
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This is enforced **structurally**: the `Simulation` player-action mutators are **private**, so
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the only way production code can reach them is `apply(command)`.
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> **Implementation decision (Phase 1, revised post-Phase 4).** Structural enforcement was
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> initially deferred in favour of convention, because the test suite legitimately drives the
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> same mutators directly and relies on their return values (notably the `BuildingId` from
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> placement, which `apply()` cannot hand back to a caller). It was later restored once a key
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> observation made the change cheap: **the UI's only handle to a mutable subsystem is through
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> `Simulation`** — no production code in `ui`/`app`/`balancing` holds a `BuildingSystem`/
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> `BeltSystem` directly, and every production `buildings()`/`belts()` call is a const query.
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> So:
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>
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> - `Simulation::tryPlaceBuilding`, `demolish`, and `applySchematicChoice` are **private**.
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> - The mutable subsystem accessors are private and renamed `buildingsMutable()` /
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> `beltsMutable()`; only `const BuildingSystem& buildings() const` / `belts() const` are
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> public (queries). UI query sites bind to the const overload unchanged.
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> - `Simulation::apply` still mutates through the private members directly, so the chokepoint
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> itself is unaffected.
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> - Tests reach the private mutators through `SimulationTestAccess` (src/test, a `friend struct`
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> of `Simulation`), so they keep calling the real mutators **and keep getting return values**
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> — no id-by-position recovery needed. This header is not on the lib/ui/app include path, so
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> only test translation units can use it.
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>
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> The `BuildingSystem` subsystem mutators (`place`, `setRecipe`, `placeImmediate`,
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> `forEachBuilding`, …) stay **public**: `BuildingTest` unit-tests a bare `BuildingSystem` with
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> no `Simulation`/command layer, and that surface is unreachable from production anyway (you
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> cannot obtain a mutable subsystem without the private accessor). A `[command]` Catch2 suite
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> still asserts `apply(...)` produces byte-identical state to the direct mutator path, guarding
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> the equivalence the replay relies on. Tests are not gameplay (they never record), so direct
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> mutator use there does not affect replay correctness.
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Recording happens **at the apply chokepoint**, not at the UI gesture — so only commands that
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actually reached the sim are recorded, and they replay through the identical apply path.
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UI-side validation (placement validity, affordability) remains a pre-filter that simply does
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not produce a command unless the action reaches the sim.
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## Command timing: drain once per frame, before the tick batch
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- During live play, input pushes commands onto the `CommandManager` queue (not applied
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synchronously).
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- The queue is drained at **one defined point: once per frame, before stepping the tick
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batch.** The whole queue is drained in FIFO order (not one-per-tick), so bursts (e.g. laying
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many belts quickly) apply immediately instead of dribbling across ticks, and it matches the
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lockstep model wanted later.
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- Each drained command is **tagged with the current completed-tick count**, recorded at drain
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time (so record-order == apply-order canonically), and applied.
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### Build-while-paused is preserved
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The drain runs every frame including at 0× (the tick batch is simply empty when paused). So a
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player can place buildings while paused and **see the construction sites immediately**. This is
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still fully deterministic: replay applies each command at its recorded tick regardless of the
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frame cadence that produced it.
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On replay, there is no input; the player applies each pre-filled command at its recorded tick
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through the same drain path, preserving order.
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The Qt single-threaded event loop guarantees input events and the `onFrame` tick-batch never
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interleave, so the completed-tick count at drain time is unambiguous. (If the sim is ever moved
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to a worker thread, this needs a lock at the sim boundary.)
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## Determinism: checksums and verification
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We do not verify EnTT iteration order statically. EnTT view iteration is a pure function of the
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sequence of spawn/destroy/add/remove operations, so on a fixed binary it contributes zero
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run-to-run nondeterminism. Instead we verify **end-to-end determinism** with a state checksum,
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and any divergence (EnTT order, float, container ordering, etc.) surfaces loudly.
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### What is checksummed (now)
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- **RNG state only**, for now. The `mt19937` state is fingerprinted into a 64-bit value.
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- The hash can be extended later (entity positions/HP, belt items, building buffers, scalars)
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without changing the format.
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### Cadence
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- **In the replay file:** every **30 ticks**, **and** after **every command** is applied. The
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per-command checksum pins any divergence to the action that triggered it; the periodic one
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localizes drift to a ~1 s window. On playback the recomputed checksum is compared; a mismatch
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reports "desync at tick N".
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- **In tests:** the Catch2 **double-run determinism test** hashes **full sim state every tick**
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(not just RNG). It runs a scripted command sequence twice from the same seed and asserts
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per-tick checksums match. This keeps the file lean while still catching non-RNG determinism
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bugs during development.
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### Known limitation of the RNG-only file checksum (accepted)
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An RNG-only checksum only catches divergences that change **how much randomness is consumed**
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(wave composition, recipe rolls, scrap). Float or iteration drift that does **not** alter RNG
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draw counts passes the checksum undetected. This is acceptable for same-binary Windows replay
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(no float drift expected on an identical binary; the checksum's real job there is catching
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determinism *bugs*). When cross-platform replay becomes a goal, the **file** hash must be
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expanded to include entity state.
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## Cross-platform: Windows-first, portable by construction
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The replay file is platform-neutral data; `std::mt19937` is bit-identical across platforms, so
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RNG is not a cross-platform problem. The only real cross-platform issue is **floating-point
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reproducibility** — the sim does heavy `QVector2D` float math, and a 1-ULP difference (compiler
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/ CPU / SIMD / FMA contraction) can flip an in-range comparison and cascade into different ship
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behavior (the classic lockstep-RTS problem).
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Decision: **Windows-only first**, but make the later swap cheap and bounded by, from day one:
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- a **per-period state checksum** in the file (above), and
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- a **build/version + config-hash identity tag** in the header.
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Then cross-platform later is a contained float-hardening pass (`/fp:strict`, no FMA contraction,
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possibly fixed-point positions) guided by the checksums — **not** a redesign of the
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command-replay architecture.
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Note: even a new Windows *build* of the game can desync old replays for the same float reasons,
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so the version tag + "warn on mismatch" is needed regardless of cross-platform ambitions.
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## Seed and config
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- **Seed:** a **random** seed is generated at the start of each run, **outside** the sim (e.g.
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`std::random_device` in `main`/reset), so the `Simulation` stays a pure function of
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`(seed, config, commands)`. The seed is written to the replay header.
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- **Config:** the header stores a **config hash** (not a full config snapshot). On playback the
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current config is hashed and compared; a mismatch warns/refuses. The hash is taken over the
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actually-loaded config (so editing config files and restarting yields a new, consistent
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replay).
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## File format: line-oriented append-friendly text
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Non-binary, chosen for readability and crash-safety. Size is a non-issue: the command log is
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sparse (only ticks with a player action), so even a multi-hour game is tens of KB in any text
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format.
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- A small keyed/header section: seed, config hash, build/version, start timestamp.
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- One line per command, e.g. `1234 place miner 3 5 E`.
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- Periodic checksum lines interleaved, e.g. `# checksum 9000 a1b2c3...`.
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Why line-oriented text:
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- **Append-friendly** — the recorder stream-appends as the game runs, so a crash does not lose
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the replay (a crash is exactly when you would want it). A format that must be rewritten/closed
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as a whole is rejected for this reason.
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- **No new dependency** — the project has no JSON lib; toml++ is parse-oriented and clunky for a
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long event stream (fine for the header, awkward as an array-of-tables of thousands of
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entries).
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- Greppable, diffable, tiny.
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- Aligns with the project's existing text-serialization idiom (`BlueprintSerializer`,
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`ShipLayoutBlueprintSerializer`).
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## Recording lifecycle
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- **Record every run.** A new replay file is created at `Simulation` construction and at each
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`reset()`.
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- **Restart is a boundary.** Restart (escape menu → restart, which reloads config and resets)
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closes the current file and opens a new one with a fresh seed and header. One replay file =
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one contiguous run from tick 0 to game-over/quit.
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- **Retention: keep everything.** Files live in the existing `data/` directory, named by
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timestamp + seed. (No automatic pruning for now.)
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## Playback
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Launched via a command-line argument, e.g. `DotaFactory.exe --replay <file>`.
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`main` for the `--replay` path:
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1. Read the header → validate config hash and build/version (warn on mismatch).
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2. Construct the `Simulation` from the recorded seed + config.
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3. Construct the `CommandManager` in **Replay mode**, **pre-filled** with the whole command list
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from the file. (Pre-fill memory is trivial; streaming-read is a later optimization if files
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ever get huge — not needed now.)
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4. Run the driver in replay mode: each frame, drain commands due at the reached tick (same drain
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path as live), step ticks, compare checksums.
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### Replay mode rules
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Reframe: the schematic-choice modal is **an input source** (the device that produces an
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`ApplySchematicChoice` command in live play), exactly like the mouse. Replay's single rule is
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"**disable live input sources**", which the modal falls under.
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- **`CommandManager` in replay mode:** `addCommand` is a no-op; the queue is pre-filled from the
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file. Live input therefore produces nothing.
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- **Only two reactions need explicit gating** — the sim-state *polls* in `onFrame` that emit
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`SchematicChoicesAvailableEvent` and `GameOverEvent`. In replay these polls do not run, so no
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modal opens, no auto-pause occurs, and there is no deadlock against the recorded command.
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- **Everything else falls away for free** because it is click-driven, not sim-state-driven: the
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recipe dialog (`RecipeSelectionRequestedEvent`), ship-layout dialog
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(`LayoutDialogRequestedEvent`), and escape menu are all triggered by player input, which is
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disabled — so they never open and need no special handling.
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- **Schematic choice still resolves with no UI:** the sim regenerates identical choices
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deterministically (same seed + prior commands), and the pre-filled `ApplySchematicChoice`
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applies itself at its recorded tick through the normal drain path. The tick-tag invariant
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places it correctly relative to when the choices became pending, in both record and replay.
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- **Game-over is replaced, not just suppressed:** instead of the live restart/quit dialog,
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playback detects the end condition (command stream exhausted / recorded game-over reached) and
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stops, showing a passive "replay ended" state.
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- **Kept in replay:** the renderer/view and **manual game-speed selection** (including pause /
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0× and fast-forward via high speed). Playback only ever moves forward.
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## Future direction (informs the design, not built now)
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Save/load and (deterministic lockstep) multiplayer are wanted later. The command bus is the
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shared foundation; two cheap shaping decisions now keep that path open:
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1. **Each command carries a source/player id** (always "player 0" in single-player). Lockstep
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multiplayer is just commands from multiple sources merged into one ordered stream.
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2. **Commands are applied at a defined tick boundary** (already required for replay). Multiplayer
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schedules them a few ticks in the future to hide latency; single-player uses the next drain.
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Implications to note:
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- Multiplayer makes cross-platform float determinism mandatory and promotes the checksum to
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load-bearing desync-detection (rather than a test aid) — reinforcing doing the checksum now.
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- **Save/load** is the one feature that needs a *different* mechanism: either "replay to current
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tick" on load (reuses 100% of replay machinery; load time grows with game length, though
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fast-forward usually replays hours in seconds), or a full **state-snapshot serializer**
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(EnTT registry + belts + buildings + scalars). The snapshot serializer is also what
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backward-seek/scrubbing would need. Building the command bus now does not block adding it
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later; it is explicitly out of scope here.
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## Summary of decisions
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- Approach: **A — deterministic command-replay** (re-simulation), no snapshots.
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- Scope: **view-only** playback + **manual speed selection**; launched via CLI argument.
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- Commands: **base class + derived types**, routed through a dedicated `CommandManager` queue
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and a single `Simulation::apply` chokepoint; sim mutators made non-public to **enforce** the
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chokepoint. UI fan-in still uses `EventManager`.
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- Timing: queue **drained once per frame before the tick batch**, whole queue FIFO, each command
|
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tick-tagged; **build-while-paused preserved**.
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- Determinism: **RNG-state checksum** in the file every **30 ticks + after each command**;
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**full-state per-tick hashing** in the Catch2 double-run test. Known RNG-only blind spot
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accepted for now.
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- Platform: **Windows-first**; file format + version/config-hash make a later cross-platform
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pass contained.
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- Seed: **random**, generated outside the sim, written to the header.
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- Config: **config hash** in the header, validated on playback.
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- File: **line-oriented append-friendly text**, kept in `data/`, **one file per run**,
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**retain everything**.
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- Restart: **a boundary** — new file, new seed.
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- Replay mode: `CommandManager` `addCommand` is a no-op + pre-filled; gate the two sim-state
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polls (schematic choices, game-over); passive "replay ended" instead of the game-over dialog;
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keep view + speed.
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## Implementation plan
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||||
Ordered to de-risk: prove determinism first, then build the command path, then recording, then
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playback. Each phase is independently testable and leaves the game in a working state. Phases
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0 → 1 → 2 → 3 are strictly sequential; Phase 4 tests can start as soon as their subject exists.
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### Phase 0 — Determinism foundation & verification (no replay yet)
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|
||||
The whole feature rests on a deterministic sim, so prove that before building on it.
|
||||
|
||||
- Add a `mt19937` state **fingerprint** (fold its serialized state into a 64-bit value).
|
||||
- Add a **full-state checksum** path (positions, HP, velocities, belt items, building buffers,
|
||||
scalars), used by tests; each subsystem contributes via its own `appendChecksum(Hasher&)` so
|
||||
no state knowledge is duplicated.
|
||||
- Add a Catch2 **double-run determinism test**: run a scripted sequence twice from the same
|
||||
seed, assert per-tick **full-state** checksums match.
|
||||
- **Files:** new `lib/sim` checksum helper; small additions to `Simulation`, `BeltSystem`,
|
||||
`BuildingSystem`, ECS state; new test.
|
||||
- **Exit criteria:** the double-run test passes. If it fails, fix the nondeterminism here before
|
||||
proceeding.
|
||||
|
||||
### Phase 1 — Command model + chokepoint (no recording yet) — DONE
|
||||
|
||||
Reshape mutations to flow through one path; behaviour unchanged.
|
||||
|
||||
- Defined `Command` base + derived types (`PlaceBuilding`, `Demolish`, `RotateInPlace`,
|
||||
`SetRecipe`, `SetShipLayout`, `SetSiteSplitterFilters`, `SetSplitterFilters`,
|
||||
`ClearBeltTiles`, `ApplySchematicChoice`, `Reset`) in `lib`, each with a `playerId` (always 0
|
||||
now). `PlaceBuilding` is atomic (carries optional config — see the refinement note above).
|
||||
- Added `CommandManager` (FIFO queue, `enqueue`/`drain`) in `lib`, holding a `Simulation&`.
|
||||
- Added `Simulation::apply(const Command&)` dispatching by `CommandKind` to the underlying
|
||||
mutators — the single chokepoint. The `Simulation` player-action mutators are **private**
|
||||
(compile-time enforced; tests reach them via the `SimulationTestAccess` friend) — see the
|
||||
decision note above.
|
||||
- Wired the drain: `GameWorldView::onFrame` calls `CommandManager::drain()` once per frame,
|
||||
before the tick batch (runs even at 0× → build-while-paused preserved). A drained `Reset`
|
||||
triggers the view reset.
|
||||
- Refactored every UI mutation site: `GameWorldView` owns the `CommandManager` and enqueues
|
||||
directly; `MainWindow` and `SelectedBuildingPanel` emit `CommandRequestedEvent` (carrying a
|
||||
`shared_ptr<const Command>`) which `GameWorldView` subscribes to and enqueues.
|
||||
- **Files:** new `lib/sim/Command.h`, `CommandManager.{h,cpp}`; `CommandRequestedEvent.h`;
|
||||
`Simulation.{h,cpp}` (`apply`); `GameWorldView.{h,cpp}`, `MainWindow.cpp`,
|
||||
`SelectedBuildingPanel.cpp`; new `CommandTest.cpp`.
|
||||
- **Exit criteria:** game plays identically (including build-while-paused); determinism test
|
||||
still passes; `[command]` equivalence tests pass; no production call site can mutate the sim
|
||||
directly (compile-enforced: the `Simulation` mutators are private, tests excepted via
|
||||
`SimulationTestAccess`).
|
||||
|
||||
### Phase 2 — Recording — DONE
|
||||
|
||||
- `ReplayRecorder` (lib) writes the **line-oriented append file**: header (`version`, `build`,
|
||||
`seed`, `config_hash`, `timestamp`) then `---`, then one tick-tagged line per command
|
||||
interleaved with `# checksum <tick> <hex>` lines. Each line is flushed, so a crash mid-run
|
||||
leaves a valid partial file. `CommandSerializer` produces the per-command text (length-prefixed
|
||||
variable parts; `ShipLayoutConfig`/filters serialized inline). The build tag is
|
||||
`__DATE__ " " __TIME__`; the config hash is a 64-bit FNV over the `*.toml` files in the config
|
||||
dir (re-hashed on playback to detect mismatch).
|
||||
- **Random seed** generated in `main` (and on each restart in `MainWindow`) via
|
||||
`std::random_device`; `Simulation` retains it (`getSeed()`) for the header.
|
||||
- **Recorder hooked at the chokepoint:** `CommandManager` owns an optional `ReplayRecorder`;
|
||||
`drain()` records each applied command (tick-tagged) + a post-apply RNG checksum, and
|
||||
`recordTickCheckpoint()` (called per tick from the `onFrame` loop) writes a checksum every 30
|
||||
ticks. A drained `Reset` rolls the recorder to a new file (restart = boundary).
|
||||
- **Lifecycle:** `GameWorldView` attaches the recorder at construction (opens the first file with
|
||||
the initial seed + a tick-0 checksum); files live in `<data>/replays`, named
|
||||
`<timestamp>_<seed>.replay`; everything is retained.
|
||||
- **Files:** new `lib/sim/ReplayRecorder.{h,cpp}`, `CommandSerializer.{h,cpp}`; `Simulation`
|
||||
(`getSeed`); `CommandManager` (recorder + tick checkpoint); `main.cpp` (seed);
|
||||
`MainWindow.cpp` / `GameWorldView.{h,cpp}` (wiring); new `ReplayRecorderTest.cpp`.
|
||||
- **Exit criteria met:** recorder + serializer + drain-integration tests pass; the format is
|
||||
well-formed and flushed per line. (Live GUI recording is wired but not auto-tested here.)
|
||||
|
||||
### Phase 3 — Playback — DONE
|
||||
|
||||
- `ReplayReader` (lib) parses the file into `{ header, entries }`, where each entry is a command
|
||||
(with its tick) or a checksum (with its tick), kept in **file order**. `CommandSerializer`
|
||||
gained the inverse `parseCommand` (round-tripping every verb).
|
||||
- `--replay <file>` CLI path in `main`: reads the file, **warns** on version / config-hash
|
||||
mismatch (proceeds anyway), constructs the `Simulation` from the header seed, and threads the
|
||||
parsed replay through `MainWindow` to `GameWorldView`.
|
||||
- `ReplayPlayer` (lib) is the playback driver. Rather than reproduce frame batching, it applies
|
||||
each command at its **exact recorded tick** and verifies checksums **in file order**:
|
||||
`start()` processes the tick-0 entries, then after every `sim.tick()` `advanceTo(tick)`
|
||||
consumes that tick's entries (periodic checksum first, then command + its checksum — the order
|
||||
the file already has). This makes playback independent of replay-time speed/pause.
|
||||
- `GameWorldView` runs the player in `onFrame` when in replay mode (manual speed/pause kept,
|
||||
forward-only); `CommandManager` is put in **replay mode** so live input is a no-op. The two
|
||||
sim-state polls (schematic-choices, game-over) are **gated off**; dialog/escape paths are
|
||||
input-driven and fall away. A **"REPLAY"** tag plus a passive **"Replay ended"** /
|
||||
**"Desync at tick N"** overlay replaces the restart dialog.
|
||||
- **Files:** new `lib/sim/ReplayReader.{h,cpp}`, `ReplayPlayer.{h,cpp}`; `CommandSerializer`
|
||||
(`parseCommand`); `ReplayRecorder` (shared `computeReplayConfigHash`); `CommandManager`
|
||||
(replay mode); `main.cpp`; `MainWindow.{h,cpp}`; `GameWorldView.{h,cpp}`; new
|
||||
`ReplayPlaybackTest.cpp`.
|
||||
- **Exit criteria met:** the headless `ReplayPlaybackTest` records a scripted run, reads it back,
|
||||
replays it, and asserts **no desync** and a **byte-identical final state checksum** — including
|
||||
the periodic-checksum-then-command ordering at a shared tick. (Live GUI playback is wired but
|
||||
not auto-tested here.)
|
||||
|
||||
### Phase 4 — Closing tests & polish — DONE
|
||||
|
||||
- **Round-trip:** every command verb serializes → parses → re-serializes identically;
|
||||
malformed input is rejected (`parseCommand` returns nullptr).
|
||||
- **Replay-equivalence (headless):** a short scripted run and a **long ~2400-tick run through
|
||||
waves/combat** each record → read → replay with **no desync** and a **byte-identical final
|
||||
state checksum**.
|
||||
- **Desync detection:** corrupting one recorded checksum makes the player report the exact
|
||||
desync tick.
|
||||
- **Reset boundary:** a `Reset` drained through `CommandManager` rolls the recorder to a new
|
||||
file (named by the new seed).
|
||||
- **Polish:** the end-of-replay / desync overlay dims the world behind the message for
|
||||
readability; config/version mismatch is warned to the log on launch (its visible consequence,
|
||||
a desync, is already surfaced by the overlay).
|
||||
|
||||
### Status
|
||||
|
||||
Record + playback is functionally complete and covered by headless tests. Still deferred (per
|
||||
this design): snapshots, save/load, backward-seek, cross-platform float hardening, expanding the
|
||||
file checksum beyond RNG. Known minor rough edge: in replay mode the recipe/layout dialogs and
|
||||
escape→restart can still open but do nothing (their commands hit the no-op enqueue); fully
|
||||
disabling that input UI is polish, not correctness.
|
||||
|
||||
### Notes
|
||||
|
||||
- Phase 1 is the largest (the mutation-site refactor); Phase 0 is the riskiest (it may surface
|
||||
latent nondeterminism that must be fixed first).
|
||||
- Still deferred (per this design): snapshots, save/load, backward-seek, cross-platform float
|
||||
hardening, expanding the file checksum beyond RNG.
|
||||
Reference in New Issue
Block a user