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Stream the scenery: a baked terrain heightfield, a logic container, and prefabs
Today's work on the binary scene format plan (binary-scene-format-plan.md), from the first measurement to a terrain that bakes itself on first run and streams from a thread. The step-by-step history is kept on backup/scene-streaming-format-presquash-0916. Measuring first. -loadprofile times a scenery load by stage and by node kind and reports node counts and resident memory. On l204 terrain is 95% of the bytes and 99.8% of the nodes; on quarkmce2007 vehicles, not models, dominate what is left. The terrain turned out to be a heightfield in all but name, a ribbon covering 12% of its bounding box. The heightfield. scene/heightfieldformat.h is the .ehf layout: Morton-ordered tiles of 128 samples with one shared edge sample, a point-sampled mip chain, zstd per tile, a nodata sentinel, a material palette with a measured tiling per material, and a stamp of the rules that decided what counted as terrain. scene/heightfieldreader.h reads it for the tool, the renderer and the loader alike, and scene/terraincooker.h writes it, shared by the terraincook tool and the engine so a first-run bake is the file the tool would have made. The cooker rasterises every triangle where it is drawn (through scene::place_in_world, the placement the region applies too), keeps an upper surface laid within half a metre over another and the lower of two further apart, and then asks each triangle whether the heightfield shows it: laid, reaching a sample, keeping nearly all it claimed, and with the ground around it drawn at every level out to 2 km. Baking on first run. simulation/terrainbake bakes <scenario>.ehf the first time a scenery is opened, choosing the grid step from the first 200,000 vertices, and on later loads leaves out the triangles its node table says the heightfield shows. Everything else - trees, grass tufts, gantries, bridge decks - is drawn as written, so a bad bake can at worst draw something twice, and the heightfield sits 2 cm under the triangles so the original wins there. Nodes are keyed by file, line, include parameters and placement; an edited file changes its keys and those nodes are drawn again. A bake under older rules, or without its table, is thrown away and redone. A launcher copy named $scenario shares the scenario's files. -nobaketerrain shows the triangles as written. A scenery can still name hand-cooked fields, several at different steps. Drawing and streaming. rendering/terrainclipmap draws resident tiles at the mip level their distance earns, deriving the grid from gl_VertexID and texturing in world space with the scenery's own materials. rendering/terraintileloader reads and decodes tiles on a thread of its own; the renderer rescans what is in range only after moving a quarter of a tile, asks for what is missing nearest first, uploads at most 32 tiles a frame, drops arrivals the camera has moved past, and keeps drawing a tile at the level it has until the right one arrives. The terrain has its own range, terrainrange in the ini and a slider in the debug panel, 20 km by default and independent of basedrawrange; the far plane of an ordinary view is pushed out to it. The debug panel shows the range, tiles in view, on the gpu, wanted and queued, and how many sit at each level. Events. The event queue moved out of the events into a binary heap with a deterministic tie-break, and an event is handed its activator instead of storing it, so basic_event is a definition and nothing else. The logic container. scene/logicformat.h and scene/logiccontainer write a scenery's events, their targets and sibling chains as flat, deterministic arrays with a schema hash that refuses a mismatched build. simulation/logiccook cooks it from the loaded state whenever it is missing, stale or unreadable, reads it straight back to check it, and resolves each target to a position in the registry its event kind searches. -cooklogic forces a cook, -verifylogic only checks. Nothing reads it at load yet. Prefabs. scene/prefab describes a signal by the aspects it can show - lights, speeds, animation channels, a sound - instead of pasting an .inc per variant, and expands an instance to ordinary scenery text. Tried on a light signal and a shape signal. Screenshots without a person present: -shot x,y,z[,yaw[,pitch]], -shotsettle, -shotstay.
This commit is contained in:
336
world/Event.cpp
336
world/Event.cpp
@@ -309,6 +309,17 @@ basic_event::~basic_event() {
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m_sibling = nullptr; // nie usuwać podczepionych tutaj
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}
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std::vector<std::string>
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basic_event::target_names() const {
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std::vector<std::string> names;
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names.reserve( m_targets.size() );
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for( auto const &target : m_targets ) {
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names.emplace_back( std::get<std::string>( target ) );
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}
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return names;
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}
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void
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basic_event::deserialize( cParser &Input, scene::scratch_data &Scratchpad ) {
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@@ -356,10 +367,10 @@ basic_event::deserialize_targets( std::string const &Input ) {
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}
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void
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basic_event::run() {
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basic_event::run( TDynamicObject const *Activator ) {
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WriteLog( "EVENT LAUNCHED" + ( m_activator ? " by " + m_activator->asName : "" ) + ": " + m_name );
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run_();
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WriteLog( "EVENT LAUNCHED" + ( Activator ? " by " + Activator->asName : "" ) + ": " + m_name );
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run_( Activator );
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}
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// sends basic content of the class in legacy (text) format to provided stream
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@@ -537,7 +548,7 @@ updatevalues_event::deserialize_( cParser &Input, scene::scratch_data &Scratchpa
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// run() subclass details
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// TODO: update and copy values run_ methods are largely identical, refactor to a single helper
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void
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updatevalues_event::run_() {
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updatevalues_event::run_( TDynamicObject const *Activator ) {
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if( false == m_conditions.test() ) { return; }
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@@ -631,7 +642,7 @@ getvalues_event::deserialize_( cParser &Input, scene::scratch_data &Scratchpad )
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// run() subclass details
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void
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getvalues_event::run_() {
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getvalues_event::run_( TDynamicObject const *Activator ) {
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auto const *cell { m_input.data_cell() };
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@@ -641,15 +652,15 @@ getvalues_event::run_() {
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+ to_string( cell->Value1(), 2 ) + "] ["
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+ to_string( cell->Value2(), 2 ) + "]" );
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if( m_activator == nullptr ) { return; }
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if( Activator == nullptr ) { return; }
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cell->PutCommand(
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m_activator->Mechanik,
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Activator->Mechanik,
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&cell->location() );
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// potwierdzenie wykonania dla serwera (odczyt semafora już tak nie działa)
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if( Global.iMultiplayer ) {
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multiplayer::WyslijEvent( m_name, m_activator->name() );
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multiplayer::WyslijEvent( m_name, Activator->name() );
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}
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}
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@@ -787,7 +798,7 @@ putvalues_event::deserialize_( cParser &Input, scene::scratch_data &Scratchpad )
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// run() subclass details
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void
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putvalues_event::run_() {
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putvalues_event::run_( TDynamicObject const *Activator ) {
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WriteLog(
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"Type: PutValues - ["
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@@ -795,7 +806,7 @@ putvalues_event::run_() {
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+ to_string( m_input.data_value_1, 2 ) + "] ["
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+ to_string( m_input.data_value_2, 2 ) + "]" );
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if( m_activator == nullptr ) { return; }
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if( Activator == nullptr ) { return; }
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// zamiana, bo fizyka ma inaczej niż sceneria
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// NOTE: y & z swap, negative x
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TLocation const loc {
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@@ -803,22 +814,22 @@ putvalues_event::run_() {
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m_input.location.z,
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m_input.location.y };
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if( m_activator->Mechanik ) {
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if( Activator->Mechanik ) {
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// przekazanie rozkazu do AI
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WriteLog( " Vehicle: [" + m_activator->Mechanik->Vehicle()->name() + "]" );
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m_activator->Mechanik->PutCommand(
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WriteLog( " Vehicle: [" + Activator->Mechanik->Vehicle()->name() + "]" );
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Activator->Mechanik->PutCommand(
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m_input.data_text,
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m_input.data_value_1,
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m_input.data_value_2,
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loc );
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}
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else if( m_activator->ctOwner
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else if( Activator->ctOwner
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&& is_command_for_owner(m_input) ) {
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// send the command to consist owner,
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// we're acting on presumption there's hardly ever need to issue command to unmanned vehicle
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// and the intended recipient moved between vehicles after the event was queued
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WriteLog( " Vehicle: [" + m_activator->ctOwner->Vehicle()->name() + "]" );
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m_activator->ctOwner->PutCommand(
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WriteLog( " Vehicle: [" + Activator->ctOwner->Vehicle()->name() + "]" );
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Activator->ctOwner->PutCommand(
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m_input.data_text,
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m_input.data_value_1,
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m_input.data_value_2,
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@@ -826,8 +837,8 @@ putvalues_event::run_() {
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}
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else {
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// przekazanie do pojazdu
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WriteLog( " Vehicle: [" + m_activator->name() +"]" );
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m_activator->MoverParameters->PutCommand(
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WriteLog( " Vehicle: [" + Activator->name() +"]" );
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Activator->MoverParameters->PutCommand(
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m_input.data_text,
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m_input.data_value_1,
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m_input.data_value_2,
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@@ -943,7 +954,7 @@ copyvalues_event::deserialize_( cParser &Input, scene::scratch_data &Scratchpad
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// run() subclass details
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// TODO: update and copy values run_ methods are largely identical, refactor to a single helper
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void
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copyvalues_event::run_() {
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copyvalues_event::run_( TDynamicObject const *Activator ) {
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// skopiowanie wartości z innej komórki
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auto const *datasource { static_cast<TMemCell *>( std::get<scene::basic_node *>( m_input.data_source ) ) };
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m_input.data_text = datasource->Text();
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@@ -1035,9 +1046,9 @@ whois_event::deserialize_( cParser &Input, scene::scratch_data &Scratchpad ) {
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// run() subclass details
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void
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whois_event::run_() {
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whois_event::run_( TDynamicObject const *Activator ) {
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if( m_activator == nullptr ) {
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if( Activator == nullptr ) {
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// no triggering vehicle to report on - most likely whois was launched from a
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// scenery event chain rather than a track/isolation crossing
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WriteLog( "Type: WhoIs (" + std::to_string( m_input.flags ) + ") - no activator, event ignored" );
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@@ -1059,9 +1070,9 @@ whois_event::run_() {
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// next station name
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if( m_input.flags & flags::mode_alt ) {
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auto const *owner { (
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m_activator->Mechanik != nullptr && m_activator->Mechanik->primary() ?
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m_activator->Mechanik :
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m_activator->ctOwner ) };
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Activator->Mechanik != nullptr && Activator->Mechanik->primary() ?
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Activator->Mechanik :
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Activator->ctOwner ) };
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auto const nextstop { (
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owner != nullptr ?
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owner->TrainTimetable().NextStop() :
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@@ -1086,14 +1097,14 @@ whois_event::run_() {
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// vehicle name
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else {
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targetcell->UpdateValues(
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m_activator->asName, // vehicle name
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Activator->asName, // vehicle name
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0, // unused
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0, // unused
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m_input.flags & ( flags::text | flags::value1 | flags::value2 ) );
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WriteLog(
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"Type: WhoIs (" + std::to_string( m_input.flags ) + ") - "
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+ "[name: " + m_activator->asName + "], "
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+ "[name: " + Activator->asName + "], "
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+ "[X], "
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+ "[X]" );
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}
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@@ -1105,9 +1116,9 @@ whois_event::run_() {
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// jeśli typ pojazdu
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// TODO: define and recognize individual request types
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auto const owner { (
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m_activator->Mechanik != nullptr && m_activator->Mechanik->primary() ?
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m_activator->Mechanik :
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m_activator->ctOwner ) };
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Activator->Mechanik != nullptr && Activator->Mechanik->primary() ?
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Activator->Mechanik :
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Activator->ctOwner ) };
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auto const consistbrakelevel { (
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owner != nullptr ?
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owner->fReady :
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@@ -1118,45 +1129,45 @@ whois_event::run_() {
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-1.0 ) };
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targetcell->UpdateValues(
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m_activator->MoverParameters->TypeName, // typ pojazdu
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Activator->MoverParameters->TypeName, // typ pojazdu
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consistbrakelevel,
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collisiondistance,
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m_input.flags & ( flags::text | flags::value1 | flags::value2 ) );
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WriteLog(
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"Type: WhoIs (" + std::to_string( m_input.flags ) + ") - "
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+ "[type: " + m_activator->MoverParameters->TypeName + "], "
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+ "[type: " + Activator->MoverParameters->TypeName + "], "
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+ "[consist brake level: " + to_string( consistbrakelevel, 2 ) + "], "
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+ "[obstacle distance: " + to_string( collisiondistance, 2 ) + " m]" );
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}
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else {
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// jeśli parametry ładunku
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targetcell->UpdateValues(
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m_activator->MoverParameters->LoadType.name, // nazwa ładunku
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m_activator->MoverParameters->LoadAmount, // aktualna ilość
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m_activator->MoverParameters->MaxLoad, // maksymalna ilość
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Activator->MoverParameters->LoadType.name, // nazwa ładunku
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Activator->MoverParameters->LoadAmount, // aktualna ilość
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Activator->MoverParameters->MaxLoad, // maksymalna ilość
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m_input.flags & ( flags::text | flags::value1 | flags::value2 ) );
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WriteLog(
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"Type: WhoIs (" + std::to_string( m_input.flags ) + ") - "
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+ "[load type: " + m_activator->MoverParameters->LoadType.name + "], "
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+ "[current load: " + to_string( m_activator->MoverParameters->LoadAmount, 2 ) + "], "
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+ "[max load: " + to_string( m_activator->MoverParameters->MaxLoad, 2 ) + "]" );
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+ "[load type: " + Activator->MoverParameters->LoadType.name + "], "
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+ "[current load: " + to_string( Activator->MoverParameters->LoadAmount, 2 ) + "], "
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+ "[max load: " + to_string( Activator->MoverParameters->MaxLoad, 2 ) + "]" );
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}
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}
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// +8
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else if( m_input.flags & flags::mode_alt ) { // jeśli miejsce docelowe pojazdu
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targetcell->UpdateValues(
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m_activator->asDestination, // adres docelowy
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m_activator->DirectionGet(), // kierunek pojazdu względem czoła składu (1=zgodny,-1=przeciwny)
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m_activator->MoverParameters->Power, // moc pojazdu silnikowego: 0 dla wagonu
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Activator->asDestination, // adres docelowy
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Activator->DirectionGet(), // kierunek pojazdu względem czoła składu (1=zgodny,-1=przeciwny)
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Activator->MoverParameters->Power, // moc pojazdu silnikowego: 0 dla wagonu
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m_input.flags & ( flags::text | flags::value1 | flags::value2 ) );
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WriteLog(
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"Type: WhoIs (" + std::to_string( m_input.flags ) + ") - "
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+ "[destination: " + m_activator->asDestination + "], "
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+ "[direction: " + std::to_string( m_activator->DirectionGet() ) + "], "
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+ "[engine power: " + to_string( m_activator->MoverParameters->Power, 2 ) + "]" );
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+ "[destination: " + Activator->asDestination + "], "
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+ "[direction: " + std::to_string( Activator->DirectionGet() ) + "], "
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+ "[engine power: " + to_string( Activator->MoverParameters->Power, 2 ) + "]" );
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}
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// +0
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else {
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@@ -1165,9 +1176,9 @@ whois_event::run_() {
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// triggered the event ahead of its locomotive) - +0 used to require the activator's
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// own Mechanik and silently produce nothing for a wagon-triggered whois
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auto const *owner { (
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m_activator->Mechanik != nullptr && m_activator->Mechanik->primary() ?
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m_activator->Mechanik :
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m_activator->ctOwner ) };
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Activator->Mechanik != nullptr && Activator->Mechanik->primary() ?
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Activator->Mechanik :
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Activator->ctOwner ) };
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if( owner != nullptr ) {
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targetcell->UpdateValues(
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owner->TrainName(),
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@@ -1218,7 +1229,7 @@ logvalues_event::deserialize_( cParser &Input, scene::scratch_data &Scratchpad )
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// run() subclass details
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void
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logvalues_event::run_() {
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logvalues_event::run_( TDynamicObject const *Activator ) {
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// zapisanie zawartości komórki pamięci do logu
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if( m_targets.empty() ) {
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// lista wszystkich
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@@ -1316,7 +1327,7 @@ multi_event::deserialize_( cParser &Input, scene::scratch_data &Scratchpad ) {
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// run() subclass details
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void
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multi_event::run_() {
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multi_event::run_( TDynamicObject const *Activator ) {
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auto const conditiontest { m_conditions.test() };
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if( conditiontest
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@@ -1330,12 +1341,12 @@ multi_event::run_() {
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if( childevent != this ) {
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// normalnie dodać
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simulation::Events.AddToQuery( childevent, m_activator );
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simulation::Events.AddToQuery( childevent, Activator );
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}
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else {
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// jeśli ma być rekurencja to musi mieć sensowny okres powtarzania
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if( m_delay >= 5.0 ) {
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simulation::Events.AddToQuery( this, m_activator );
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simulation::Events.AddToQuery( this, Activator );
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}
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}
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}
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@@ -1343,8 +1354,8 @@ multi_event::run_() {
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// dajemy znać do serwera o wykonaniu
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if( false == m_conditions.has_else ) {
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// jednoznaczne tylko, gdy nie było else
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if( m_activator ) {
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multiplayer::WyslijEvent( m_name, m_activator->name() );
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if( Activator ) {
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multiplayer::WyslijEvent( m_name, Activator->name() );
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}
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else {
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multiplayer::WyslijEvent( m_name, "" );
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@@ -1425,7 +1436,7 @@ sound_event::deserialize_( cParser &Input, scene::scratch_data &Scratchpad ) {
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// run() subclass details
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void
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sound_event::run_() {
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sound_event::run_( TDynamicObject const *Activator ) {
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WriteLog(
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"Type: Sound - [" + std::string( m_soundmode == 1 ? "play" : m_soundmode == -1 ? "loop" : "stop" ) + "]"
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@@ -1549,7 +1560,7 @@ texture_event::deserialize_( cParser &Input, scene::scratch_data &Scratchpad ) {
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// run() subclass details
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void
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texture_event::run_() {
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texture_event::run_( TDynamicObject const *Activator ) {
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material_handle material { null_handle };
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@@ -1717,7 +1728,7 @@ animation_event::deserialize_( cParser &Input, scene::scratch_data &Scratchpad )
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// run() subclass details
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void
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animation_event::run_() {
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animation_event::run_( TDynamicObject const *Activator ) {
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WriteLog( "Type: Animation" );
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// animation modes target specific submodels
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@@ -1816,7 +1827,7 @@ lights_event::deserialize_( cParser &Input, scene::scratch_data &Scratchpad ) {
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// run() subclass details
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void
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lights_event::run_() {
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lights_event::run_( TDynamicObject const *Activator ) {
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for( auto &target : m_targets ) {
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auto *targetmodel = static_cast<TAnimModel *>( std::get<scene::basic_node *>( target ) );
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@@ -1908,7 +1919,7 @@ switch_event::deserialize_( cParser &Input, scene::scratch_data &Scratchpad ) {
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// run() subclass details
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void
|
||||
switch_event::run_() {
|
||||
switch_event::run_( TDynamicObject const *Activator ) {
|
||||
|
||||
for( auto &target : m_targets ) {
|
||||
auto *targettrack { static_cast<TTrack *>( std::get<scene::basic_node *>( target ) ) };
|
||||
@@ -1975,7 +1986,7 @@ track_event::deserialize_( cParser &Input, scene::scratch_data &Scratchpad ) {
|
||||
|
||||
// run() subclass details
|
||||
void
|
||||
track_event::run_() {
|
||||
track_event::run_( TDynamicObject const *Activator ) {
|
||||
|
||||
WriteLog( "Type: TrackVel - [" + to_string( m_velocity, 2 ) + "]" );
|
||||
for( auto &target : m_targets ) {
|
||||
@@ -2024,7 +2035,7 @@ voltage_event::deserialize_( cParser &Input, scene::scratch_data &Scratchpad ) {
|
||||
|
||||
// run() subclass details
|
||||
void
|
||||
voltage_event::run_() {
|
||||
voltage_event::run_( TDynamicObject const *Activator ) {
|
||||
// zmiana napięcia w zasilaczu (TractionPowerSource)
|
||||
WriteLog( "Type: Voltage [" + to_string( m_voltage, 2 ) + "]" );
|
||||
for( auto &target : m_targets ) {
|
||||
@@ -2087,7 +2098,7 @@ visible_event::deserialize_( cParser &Input, scene::scratch_data &Scratchpad ) {
|
||||
|
||||
// run() subclass details
|
||||
void
|
||||
visible_event::run_() {
|
||||
visible_event::run_( TDynamicObject const *Activator ) {
|
||||
|
||||
for( auto &target : m_targets ) {
|
||||
auto *targetnode = std::get<scene::basic_node *>( target );
|
||||
@@ -2131,7 +2142,7 @@ friction_event::deserialize_( cParser &Input, scene::scratch_data &Scratchpad )
|
||||
|
||||
// run() subclass details
|
||||
void
|
||||
friction_event::run_() {
|
||||
friction_event::run_( TDynamicObject const *Activator ) {
|
||||
// zmiana tarcia na scenerii
|
||||
WriteLog( "Type: Friction" );
|
||||
Global.fFriction = m_friction;
|
||||
@@ -2171,10 +2182,10 @@ void lua_event::deserialize_( cParser &Input, scene::scratch_data &Scratchpad )
|
||||
}
|
||||
|
||||
// run() subclass details
|
||||
void lua_event::run_() {
|
||||
void lua_event::run_( TDynamicObject const *Activator ) {
|
||||
try {
|
||||
if (lua_func != LUA_NOREF)
|
||||
lua::dispatch_event(lua_state, lua_func, this, m_activator);
|
||||
lua::dispatch_event(lua_state, lua_func, this, Activator);
|
||||
} catch (...) {
|
||||
ErrorLog("lua: Runtime error: " + simulation::Lua.get_error());
|
||||
}
|
||||
@@ -2217,7 +2228,7 @@ message_event::deserialize_( cParser &Input, scene::scratch_data &Scratchpad ) {
|
||||
|
||||
// run() subclass details
|
||||
void
|
||||
message_event::run_() {
|
||||
message_event::run_( TDynamicObject const *Activator ) {
|
||||
// TODO: implement
|
||||
}
|
||||
|
||||
@@ -2374,6 +2385,8 @@ event_manager::insert( basic_event *Event ) {
|
||||
}
|
||||
}
|
||||
|
||||
// the event's identity, fixed for its lifetime; the queue refers to it by this
|
||||
Event->m_index = static_cast<std::uint32_t>( m_events.size() );
|
||||
m_events.emplace_back( Event );
|
||||
if( lookup == m_eventmap.end() ) {
|
||||
// if it's first event with such name, it's potential candidate for the execution queue
|
||||
@@ -2420,118 +2433,131 @@ event_manager::FindEvent( std::string const &Name )
|
||||
bool
|
||||
event_manager::AddToQuery( basic_event *Event, TDynamicObject const *Owner, double delay ) {
|
||||
|
||||
if( Event->m_passive ) { return false; } // jeśli może być dodany do kolejki (nie używany w skanowaniu)
|
||||
if( Event->m_inqueue > 0 ) { return false; } // jeśli nie dodany jeszcze do kolejki
|
||||
if( Event->m_passive ) { return false; } // not queued at all: scanning uses it in place
|
||||
if( true == pending( Event ) ) { return false; } // already waiting its turn
|
||||
|
||||
// kolejka eventów jest posortowana względem (fStartTime)
|
||||
Event->m_activator = Owner;
|
||||
if( Event->is_instant() ) {
|
||||
// eventy AddValues trzeba wykonywać natychmiastowo, inaczej kolejka może zgubić jakieś dodawanie
|
||||
// AddValues and its kind have to run on the spot, or the queue loses additions
|
||||
if( false == Event->m_ignored ) {
|
||||
Event->run();
|
||||
Event->run( Owner );
|
||||
}
|
||||
// jeśli jest kolejny o takiej samej nazwie, to idzie do kolejki (and if there's no joint event it'll be set to null and processing will end here)
|
||||
// an event sharing its name goes to the queue instead; skip the ones that cannot
|
||||
do {
|
||||
Event = Event->m_sibling;
|
||||
// NOTE: we could've received a new event from joint event above, so we need to check conditions just in case and discard the bad events
|
||||
// TODO: refactor this arrangement, it's hardly optimal
|
||||
} while( Event != nullptr
|
||||
&& ( Event->m_passive
|
||||
|| Event->m_inqueue > 0 ) );
|
||||
}
|
||||
if( Event != nullptr
|
||||
&& false == Event->m_ignored ) {
|
||||
// standardowe dodanie do kolejki
|
||||
++Event->m_inqueue; // zabezpieczenie przed podwójnym dodaniem do kolejki
|
||||
WriteLog( "EVENT ADDED TO QUEUE" + ( Owner ? " by " + Owner->asName : "" ) + ": " + Event->m_name );
|
||||
Event->m_launchtime = delay + std::abs( Event->m_delay ) + Timer::GetTime(); // czas od uruchomienia scenerii
|
||||
if( Event->m_delayrandom > 0.0 ) {
|
||||
// doliczenie losowego czasu opóźnienia
|
||||
Event->m_launchtime += Event->m_delayrandom * Random();
|
||||
}
|
||||
if( Owner != nullptr
|
||||
&& false == std::isnan(Event->m_delaydeparture) ) {
|
||||
auto const *timetableowner { (
|
||||
Owner->Mechanik != nullptr && Owner->Mechanik->primary() ?
|
||||
Owner->Mechanik :
|
||||
Owner->ctOwner ) };
|
||||
if( timetableowner != nullptr ) {
|
||||
auto const &timetable { timetableowner->TrainTimetable() };
|
||||
auto const &time { simulation::Time.data() };
|
||||
Event->m_launchtime +=
|
||||
timetable.seconds_until_departure( time.wHour, time.wMinute + time.wSecond * 0.0167 )
|
||||
+ Event->m_delaydeparture;
|
||||
}
|
||||
}
|
||||
// NOTE: sanity check, as departure-based delay math can potentially produce negative overall delay
|
||||
Event->m_launchtime = std::max( Event->m_launchtime, 0.0 );
|
||||
if( QueryRootEvent != nullptr ) {
|
||||
basic_event *target { QueryRootEvent };
|
||||
basic_event *previous { nullptr };
|
||||
while( Event->m_launchtime >= target->m_launchtime
|
||||
&& target->m_next != nullptr ) {
|
||||
previous = target;
|
||||
target = target->m_next;
|
||||
}
|
||||
// the new event will be either before or after the one we located
|
||||
if( Event->m_launchtime >= target->m_launchtime ) {
|
||||
assert( target->m_next == nullptr );
|
||||
target->m_next = Event;
|
||||
// if we have resurrected event land at the end of list, the link from previous run could potentially "add" unwanted events to the queue
|
||||
Event->m_next = nullptr;
|
||||
}
|
||||
else {
|
||||
if( previous != nullptr ) {
|
||||
previous->m_next = Event;
|
||||
Event->m_next = target;
|
||||
}
|
||||
else {
|
||||
// special case, we're inserting our event at the very start
|
||||
Event->m_next = QueryRootEvent;
|
||||
QueryRootEvent = Event;
|
||||
}
|
||||
}
|
||||
}
|
||||
else {
|
||||
QueryRootEvent = Event;
|
||||
QueryRootEvent->m_next = nullptr;
|
||||
}
|
||||
} while( ( Event != nullptr )
|
||||
&& ( Event->m_passive || pending( Event ) ) );
|
||||
}
|
||||
|
||||
if( ( Event == nullptr ) || ( true == Event->m_ignored ) ) { return true; }
|
||||
|
||||
WriteLog( "EVENT ADDED TO QUEUE" + ( Owner ? " by " + Owner->asName : "" ) + ": " + Event->m_name );
|
||||
|
||||
auto launchtime { delay + std::abs( Event->m_delay ) + Timer::GetTime() };
|
||||
if( Event->m_delayrandom > 0.0 ) {
|
||||
launchtime += Event->m_delayrandom * Random();
|
||||
}
|
||||
if( ( Owner != nullptr ) && ( false == std::isnan( Event->m_delaydeparture ) ) ) {
|
||||
auto const *timetableowner { (
|
||||
Owner->Mechanik != nullptr && Owner->Mechanik->primary() ?
|
||||
Owner->Mechanik :
|
||||
Owner->ctOwner ) };
|
||||
if( timetableowner != nullptr ) {
|
||||
auto const &timetable { timetableowner->TrainTimetable() };
|
||||
auto const &time { simulation::Time.data() };
|
||||
launchtime +=
|
||||
timetable.seconds_until_departure( time.wHour, time.wMinute + time.wSecond * 0.0167 )
|
||||
+ Event->m_delaydeparture;
|
||||
}
|
||||
}
|
||||
// departure-based delays can work out negative overall
|
||||
launchtime = std::max( launchtime, 0.0 );
|
||||
|
||||
push( { launchtime, Event->m_index, Owner } );
|
||||
return true;
|
||||
}
|
||||
|
||||
// legacy method, executes queued events
|
||||
// orders the queue: soonest first, and among events due at the same instant the one that
|
||||
// appears first in the scenery. ties broken by index rather than by insertion order, so
|
||||
// the same scenario runs the same way twice
|
||||
bool
|
||||
event_manager::later( queued_event const &Left, queued_event const &Right ) {
|
||||
|
||||
if( Left.launchtime != Right.launchtime ) { return Left.launchtime > Right.launchtime; }
|
||||
return Left.index > Right.index;
|
||||
}
|
||||
|
||||
bool
|
||||
event_manager::pending( basic_event const *Event ) const {
|
||||
|
||||
return ( Event->m_index < m_queued.size() ) && ( m_queued[ Event->m_index ] != 0 );
|
||||
}
|
||||
|
||||
void
|
||||
event_manager::push( queued_event const &Entry ) {
|
||||
|
||||
if( Entry.index >= m_queued.size() ) { m_queued.resize( Entry.index + 1, 0 ); }
|
||||
m_queued[ Entry.index ] = 1;
|
||||
m_queue.emplace_back( Entry );
|
||||
std::push_heap( std::begin( m_queue ), std::end( m_queue ), later );
|
||||
}
|
||||
|
||||
std::uint32_t
|
||||
event_manager::sibling_of( std::uint32_t const Index ) const {
|
||||
|
||||
// every event knows its own position, so following the sibling chain costs a pointer
|
||||
// hop rather than a search
|
||||
auto const *event { event_at( Index ) };
|
||||
if( ( event == nullptr ) || ( event->m_sibling == nullptr ) ) {
|
||||
return static_cast<std::uint32_t>( m_events.size() );
|
||||
}
|
||||
return event->m_sibling->m_index;
|
||||
}
|
||||
|
||||
std::vector<event_manager::queued_event>
|
||||
event_manager::queue_snapshot() const {
|
||||
|
||||
auto ordered { m_queue };
|
||||
std::sort( std::begin( ordered ), std::end( ordered ),
|
||||
[]( queued_event const &Left, queued_event const &Right ) { return later( Right, Left ); } );
|
||||
return ordered;
|
||||
}
|
||||
|
||||
bool
|
||||
event_manager::CheckQuery() {
|
||||
|
||||
while( QueryRootEvent != nullptr
|
||||
&& QueryRootEvent->m_launchtime < Timer::GetTime() )
|
||||
{ // eventy są posortowana wg czasu wykonania
|
||||
m_workevent = QueryRootEvent; // wyjęcie eventu z kolejki
|
||||
if (QueryRootEvent->m_sibling) // jeśli jest kolejny o takiej samej nazwie
|
||||
{ // to teraz on będzie następny do wykonania
|
||||
QueryRootEvent = QueryRootEvent->m_sibling; // następny będzie ten doczepiony
|
||||
QueryRootEvent->m_next = m_workevent->m_next; // pamiętając o następnym z kolejki
|
||||
QueryRootEvent->m_launchtime = m_workevent->m_launchtime; // czas musi być ten sam, bo nie jest aktualizowany
|
||||
QueryRootEvent->m_activator = m_workevent->m_activator; // pojazd aktywujący
|
||||
QueryRootEvent->m_inqueue = 1;
|
||||
// w sumie można by go dodać normalnie do kolejki, ale trzeba te połączone posortować wg czasu wykonania
|
||||
while( ( false == m_queue.empty() )
|
||||
&& ( m_queue.front().launchtime < Timer::GetTime() ) ) {
|
||||
|
||||
std::pop_heap( std::begin( m_queue ), std::end( m_queue ), later );
|
||||
auto const entry { m_queue.back() };
|
||||
m_queue.pop_back();
|
||||
m_queued[ entry.index ] = 0;
|
||||
|
||||
m_workevent = event_at( entry.index );
|
||||
if( m_workevent == nullptr ) { continue; }
|
||||
|
||||
// an event sharing this one's name follows it at the same instant. it goes
|
||||
// through the queue like any other, rather than being spliced into the list head
|
||||
auto const *sibling { m_workevent->m_sibling };
|
||||
if( ( sibling != nullptr ) && ( false == sibling->m_passive ) && ( false == pending( sibling ) ) ) {
|
||||
push( { entry.launchtime, sibling->m_index, entry.activator } );
|
||||
}
|
||||
else // a jak nazwa jest unikalna, to kolejka idzie dalej
|
||||
QueryRootEvent = QueryRootEvent->m_next; // NULL w skrajnym przypadku
|
||||
if( false == m_workevent->m_ignored && false == m_workevent->m_passive ) {
|
||||
// w zasadzie te wyłączone są skanowane i nie powinny się nigdy w kolejce znaleźć
|
||||
--m_workevent->m_inqueue; // teraz moze być ponownie dodany do kolejki
|
||||
m_workevent->run();
|
||||
} // if (tmpEvent->bEnabled)
|
||||
} // while
|
||||
|
||||
if( ( false == m_workevent->m_ignored ) && ( false == m_workevent->m_passive ) ) {
|
||||
m_workevent->run( entry.activator );
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
// legacy method, initializes events after deserialization from scenario file
|
||||
void
|
||||
event_manager::InitEvents() {
|
||||
|
||||
// how many events a scenery carries, which is worth knowing: they are not written by
|
||||
// hand but expanded from parameterised includes, a dozen or more per signal
|
||||
WriteLog( "Events: " + std::to_string( m_events.size() ) + " defined" );
|
||||
|
||||
//łączenie eventów z pozostałymi obiektami
|
||||
for( auto *event : m_events ) {
|
||||
event->init();
|
||||
|
||||
Reference in New Issue
Block a user