feat(recorder): Play a replay file from the command line - #3227
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PR Summary by QodoAdd visual replay playback and absolute file loading to CLI
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High-Level Assessment
Files changed (15)
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| Filename | Overview |
|---|---|
| Core/GameEngine/Source/Common/CommandLine.cpp | Adds -loadreplay parsing and relaxes the existing simulation option's extension restriction. |
| Generals/Code/GameEngine/Source/Common/Recorder.cpp | Adds replay path resolution, queued-playback validation, and the normal client-lifecycle launch flow for Generals. |
| GeneralsMD/Code/GameEngine/Source/Common/Recorder.cpp | Mirrors replay path resolution and queued-playback behavior for Zero Hour. |
| Generals/Code/GameEngine/Source/GameClient/GameClient.cpp | Starts a queued replay after shell initialization, using the same startup point as queued save loading. |
| GeneralsMD/Code/GameEngine/Source/GameClient/GameClient.cpp | Mirrors the post-shell queued replay handoff in the Zero Hour client. |
| Generals/Code/GameEngine/Source/GameClient/GUI/GUICallbacks/Menus/ReplayMenu.cpp | Updates menu header reads to use the centralized filename and playback-mode contract. |
| GeneralsMD/Code/GameEngine/Source/GameClient/GUI/GUICallbacks/Menus/ReplayMenu.cpp | Applies the centralized replay-header API to the Zero Hour replay menu. |
Flowchart
%%{init: {'theme': 'neutral'}}%%
flowchart TD
CLI[-loadreplay path] --> Global[Store queued replay]
Global --> Init[Initialize client and shell]
Init --> Validate[Read replay header and validate map]
Validate -->|Invalid replay| ReplayError[Show replay-load error and remain in menus]
Validate -->|Missing map| MapError[Show map error and remain in menus]
Validate -->|Valid| Playback[Open replay for playback]
Playback --> Queue[Queue MSG_NEW_GAME]
Queue --> Game[Start replay]
Game --> Menus[Return to menus after playback]
Reviews (7): Last reviewed commit: "feat(cli): Play a replay file from the c..." | Re-trigger Greptile
Code Review by Qodo
1. -ignoreReplaySyncErrors is unregistered
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This is not entirely the case. |
Yeah that's true, replay without -headless already plays visually. Fixed the description. |
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* bugfix(gamewindow): Remove destroyed windows from the modal stack and prevent duplicate modals for the same window (TheSuperHackers#3224) * feat(commandline): Add working directory command line options (TheSuperHackers#3149) Append -useCwd to apply the startup working directory, -setCwd "path" to apply a custom working directory, otherwise it falls back to the default executable working directory * bugfix(neutronmissile): Fix and improve Nuke Missile damage for large objects inside the outer blast radius (TheSuperHackers#3161) * bugfix(dozeraiupdate): Fix issue where builders could resume completed tasks after being disabled (TheSuperHackers#2793) * refactor(milesaudiomanager): Use consistent variable names for PlayingAudio in MilesAudioManager (TheSuperHackers#3254) * refactor(milesaudiomanager): Simplify MilesAudioManager::notifyOfAudioCompletion() (TheSuperHackers#3254) * refactor(milesaudiomanager): Simplify MilesAudioManager::findLowestPrioritySound() (TheSuperHackers#3254) * bugfix(milesaudiomanager): Fix premature 2d and 3d sound cancellations from MilesAudioManager::stopAudioEvent() (TheSuperHackers#3254) * bugfix(milesaudiomanager): No longer use stopped audio in queries and updates (TheSuperHackers#3254) * refactor(bink): Replace the Bink SDK stub with a Bink runtime loader (TheSuperHackers#3272) The Bink SDK stub was linked as an import library, so binkw32.dll had to be resolvable while the process image was still loading, long before WinMain and therefore long before the command line was parsed. That is why -setCwd could not point a build at a retail installation: the working directory it selects is set far too late to influence how the library is found. BinkLoader loads binkw32.dll explicitly once BinkVideoPlayer is initialized, at which point the working directory is final. The Bink functions declared in bink.h are now ordinary functions that forward to the matching export of the loaded module, so no call site changes. An unresolved function returns the same neutral value the stub library returned, which means a missing binkw32.dll disables video playback instead of preventing the game from starting. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> * refactor(miles): Replace the Miles SDK stub with a Miles runtime loader (TheSuperHackers#3272) The Miles SDK stub was linked as an import library, so mss32.dll had to be resolvable while the process image was still loading, long before WinMain and therefore long before the command line was parsed. That is why -setCwd could not point a build at a retail installation: the working directory it selects is set far too late to influence how the library is found. MilesLoader loads mss32.dll explicitly once the audio device is opened, at which point the working directory is final. The Miles functions declared in mss/mss.h are now ordinary functions that forward to the matching export of the loaded module, so no call site changes. An unresolved function returns the same neutral value the stub library returned, which means a missing mss32.dll turns audio off instead of preventing the game from starting. Nine declarations were dropped along the way, because the retail mss32.dll does not export them and nothing has called them since they were replaced by their volume_pan counterparts: AIL_sample_volume, AIL_set_sample_volume, AIL_sample_pan, AIL_set_sample_pan and the four stream equivalents, plus AIL_open_stream_by_sample. The MSS_auto_cleanup hook was dropped as well, because its atexit handler would have called AIL_shutdown after the module was already freed. All 92 remaining exports were verified to resolve against the retail mss32.dll. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> * refactor(miles): Fix the written primitive types in mss.h and all its call sites; no ABI changes (TheSuperHackers#3272) * perf(productionupdate): Simplify and correct implementations of cancel functions in ProductionUpdate (TheSuperHackers#3270) * chore(gamememory): Compile out the memory link tester in Release (TheSuperHackers#3266) * perf(gamememory): Early exit delete and free functions on null pointer (TheSuperHackers#3266) * perf(gamememory): Inline preMainInitMemoryManager (TheSuperHackers#3266) * perf(gamememory): Add overloads for the deletes with size_t argument (TheSuperHackers#3266) * chore(gamememory): Remove superfluous extern keywords from operator overloads (TheSuperHackers#3266) * perf(gamememory): Remove unnecessary calls to preMainInitMemoryManager from delete and free functions and make freeBytes noexcept to get rid of EH frame (TheSuperHackers#3266) * fix(gamefont): Ceil font glyph buffer size to the actual glyph size to prevent a buffer write overflow (TheSuperHackers#3268) * refactor(particlesys): Parse IsGroundAligned as an enum instead of a boolean (TheSuperHackers#3265) * ci(release): Stop requesting permissions from the reusable workflow (TheSuperHackers#3276) * refactor(basetype): Add utility functions to Region and Coord types (TheSuperHackers#3271) New functions are: intersectWith, uniteWith for IRegion3D, IRegion2D, Region3D, Region2D updateMin, updateMax for ICoord3D, ICoord2D, Coord3D, Coord2D asICoord2D, asCoord2D for ICoord3D, Coord3D * build(cmake): Add retail compatibility option in CMake config (TheSuperHackers#2379) RTS_BUILD_OPTION_RETAIL_COMPATIBLE_GAME=DEFAULT/ON/OFF * bugfix(meshmatdesc): Fix mesh material color processing (TheSuperHackers#3246) * ci: Restore CI workflow permission compatibility (TheSuperHackers#3286) * chore: Remove trailing commas in braced initializers that break clang-format's compact layout (TheSuperHackers#3274) Scoped to comment-free array/struct literals (BorderColors, TeamGeneric, BezierSegment, GameMemoryInitPools, BFISH, Properties, Scripts) where clang-format explodes each element onto its own line without this. * chore(license): Add SPDX-License-Identifier to LICENSE.md (TheSuperHackers#3290) Helps github detect the license version * bugfix(pathfinder): Restore Generals retail compatibility after crash fix changes to Pathfinder::findAttackPath (TheSuperHackers#3289) * feat(recorder): Play a replay file from the command line (TheSuperHackers#3227) Use -loadreplay <file> as a command line argument to load the replay with full game context * fix(audio): Copy SoundSceneObjClass state safely (TheSuperHackers#3247) * fix(hash): Fix initialization of HashTableIteratorClass and make it work with an empty HashTableClass (TheSuperHackers#3284) * chore(pathfinder): Remove superfluous CPOP_STARTS_FROM_PREV_SEG macro (TheSuperHackers#3295) * fix(milesaudiomanager): Prevent heap-buffer-overflow read in MilesAudioManager::selectProvider() (TheSuperHackers#3281) * bugfix(filesystem): Preserve write paths with missing directories (TheSuperHackers#3104) * perf(pathfinder): Optimize appending node to end of the path (TheSuperHackers#3198) PathNode::appendToList() walks the entire list from the head to find the tail on every call, making repeated appendNode() calls O(n^2) in path length. Path already tracks m_pathTail, so append directly onto it in O(1) instead. Removed PathNode::appendToList() as it is not used anywhere else. * perf(pathfinder): Take parents cell's position outside of for-loop for optimization (TheSuperHackers#3198) The parent cell's world position fromPos never changes across the neighbour loop, so compute it once instead. * perf(pathfinder): Remove redundant isCrusher recomputation for optimization (TheSuperHackers#3198) * ci(windows): make bink and miles runtime stubs optional in build artifacts * fix(platform): preserve POSIX startup working directory and set Flatpak asset paths * docs(worklog): document CI fixes and verification for upstream sync PR 304 --------- Co-authored-by: ArcticDolphin <5984296+tintinhamans@users.noreply.github.com> Co-authored-by: Jacob Lane Ledbetter <23038070+CryoTheRenegade@users.noreply.github.com> Co-authored-by: xezon <4720891+xezon@users.noreply.github.com> Co-authored-by: Stubbjax <11547761+Stubbjax@users.noreply.github.com> Co-authored-by: Claude Opus 5 <noreply@anthropic.com> Co-authored-by: stm <14291421+stephanmeesters@users.noreply.github.com> Co-authored-by: mirelle7 <115191165+mirelle7@users.noreply.github.com> Co-authored-by: Caball009 <82909616+Caball009@users.noreply.github.com> Co-authored-by: Bobby Battista <bobtista@gmail.com> Co-authored-by: SkyAero <21192585+Skyaero42@users.noreply.github.com>
-replayalready plays visually when used without-headless, but it enters the replay-simulation workflow before the normal shell is shown and terminates the process when that workflow finishes. This is appropriate for batch simulation and synchronization checking, but not for an operating-system file handler whose playback should return to the menus.-loadreplay <file>instead plays one replay through the normal client lifecycle.loadQueuedReplayruns at the point-loadsavealready uses, once the client has initialized the shell, so the menus the playback returns to are on the stack.Absolute paths are opened in place while relative names still resolve from the Replay directory.
RecorderClass::getReplayPathForReaddoes that, mirroringGameState::getSaveGamePathForReadfrom #3226. Because this resolution is shared, existing-replayalso gains support for absolute paths and no longer requires the.repextension.A replay that cannot be read, or whose map is unavailable, is rejected up front with the same message boxes the Replay menu shows, and the game stays on the main menu rather than failing deep in map loading.
Verified with failing files as controls so a pass is distinguishable from "the game started anyway":
\\localhost\C$\...)InGame:D9C721A5 Replay:D8A198C0 Frame:110)Todo:
z_generalsandg_generals)