| P, Space | pause / play |
| ← → | a tick back / forward (pauses; → at the newest tick plays one) |
| Shift+← → | 10 ticks |
| Home | fit the map |
| ↻ Restart | end the game and start it again (same seats; "same seed": same map and dice); connected strategies get Finish, then run yours again |
| Ctrl+S | save the replay so far |
| Ctrl+E | save the state of the tick shown (a LoadFrom file) |
| wheel with Ctrl, pinch | zoom |
| drag | move the camera |
| click | select an entity |
The same viewer is the local runner's, which plays a game live with your
strategy and its debug drawings. Download the replay to watch it there,
codecraft-sim-cpp --replay replay.dat, and save the state of a tick to start a game from (Ctrl-E):
make -C sim-cpp in format37/codecraft.
Your strategy gets the mouse, the keys held and the camera through
debug_interface.get_state(); what it draws shows on the tick it drew it for.
Server limits: on the server a strategy has 1 s to answer a tick and 40 s of CPU time for the whole game, and is cut off past them. "Cut off" does that here (the default): the runner stops waiting after the time to answer a tick, or once the answers took the game's time in all. "Only warn" waits as long as it takes (for a breakpoint, say) and marks what the server would not have allowed. The runner counts the time to answer, not CPU time: a strategy with several threads uses more CPU than that, and the server's core may be slower than yours. The server also caps memory (1 GB a strategy); the runner does not.
Engine version 270568ab22c1, the hash of its source. The
server's game pages name the engine of every game, codecraft/sim-cpp:<version>: the same
version, the same engine.