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https://github.com/MaSzyna-EU07/maszyna.git
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Stream visual scenery in the driver (play starts after infrastructure pass)
Splits the progressive load across modes: the loader runs only the first (infrastructure) pass and then hands off to the driver, so play begins as soon as tracks/traction/events/signals/the player train are ready. The deferred visual nodes (3d models, terrain shapes/lines) then stream in from the driver, a small budget per frame, so the world fills in without a long up-front wait. - state_serializer: the infrastructure pass now returns to the caller (instead of chaining the visual pass), restarting the twin for the visual pass; the visual pass uses a small ~8 ms/frame budget and marks the load done at the end. A text/compile load (no twin) stays single-pass and finishes as before. - state_manager: retains the load state across the loader->driver hand-off and exposes loading_visuals()/continue_loading_visuals(). - driver_mode::update(): advances the deferred visual load each frame. Verified on td.scn (playable in ~2 s, visuals complete a few seconds later, no duplicate objects) and on the large tomaszewo scenery (flora/terrain/models deferred while infrastructure loads). Inserts run on the main thread before the render step, so progressive loading needs no locking. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -56,7 +56,8 @@ bool is_ready { false };
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std::shared_ptr<deserializer_state>
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state_manager::deserialize_begin(std::string const &Scenariofile) {
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return m_serializer.deserialize_begin( Scenariofile );
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m_loadstate = m_serializer.deserialize_begin( Scenariofile );
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return m_loadstate;
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}
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bool
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@@ -65,6 +66,26 @@ state_manager::deserialize_continue(std::shared_ptr<deserializer_state> state) {
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return m_serializer.deserialize_continue(state);
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}
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// true while a progressive load still has visual nodes to stream in (driver phase)
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bool
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state_manager::loading_visuals() const {
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return ( m_loadstate && m_loadstate->visualphase && ( false == m_loadstate->done ) );
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}
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// advances the deferred visual-node load by one budgeted step; clears the state when done.
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// called every frame from the driver so the world's visuals fill in after play starts.
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void
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state_manager::continue_loading_visuals() {
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if( false == loading_visuals() ) { return; }
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m_serializer.deserialize_continue( m_loadstate );
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if( m_loadstate->done ) {
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WriteLog( "Progressive visual load complete" );
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m_loadstate = nullptr;
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}
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}
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// stores class data in specified file, in legacy (text) format
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void
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state_manager::export_as_text( std::string const &Scenariofile ) const {
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@@ -55,6 +55,12 @@ public:
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// continues deserialization for given context, amount limited by time, returns true if needs to be called again
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bool
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deserialize_continue(std::shared_ptr<deserializer_state> state);
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// progressive load: true while deferred visual nodes are still streaming in (driver phase)
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bool
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loading_visuals() const;
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// advances the deferred visual-node load by one budgeted step (call once per frame)
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void
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continue_loading_visuals();
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// stores class data in specified file, in legacy (text) format
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void
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export_as_text( std::string const &Scenariofile ) const;
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@@ -62,6 +68,7 @@ public:
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private:
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// members
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state_serializer m_serializer;
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std::shared_ptr<deserializer_state> m_loadstate; // retained across loader->driver for visual streaming
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struct {
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std::shared_ptr<TMemCell> weather, time, date;
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} m_scriptinginterface;
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@@ -148,7 +148,10 @@ state_serializer::deserialize_continue(std::shared_ptr<deserializer_state> state
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}
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auto timenow = std::chrono::steady_clock::now();
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if( std::chrono::duration_cast<std::chrono::milliseconds>( timenow - timelast ).count() >= 200 ) {
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// small per-frame budget while streaming visuals in the driver (avoid stutter),
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// generous budget while the loading screen is up (infrastructure pass)
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auto const budget = ( state->visualphase ? 8 : 200 );
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if( std::chrono::duration_cast<std::chrono::milliseconds>( timenow - timelast ).count() >= budget ) {
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Application.set_progress( Input.getProgress(), Input.getFullProgress() );
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return true;
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}
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@@ -161,13 +164,15 @@ state_serializer::deserialize_continue(std::shared_ptr<deserializer_state> state
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deserialize_firstinit( Input, Scratchpad );
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}
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// first (infrastructure) pass finished: run a second pass over the same twin to load
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// the visual nodes that were skipped. only possible when replaying a binary twin; a
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// text/compile load did everything in one pass (restartReplay returns false).
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// first (infrastructure) pass finished: the scenario is now playable (tracks, events,
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// signals, the player train are all loaded). hand control back so the loader can switch
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// to the driver; the visual nodes load progressively from the driver via a second pass
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// over the same twin. only possible when replaying a binary twin -- a text/compile load
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// did everything in one pass (restartReplay returns false).
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if( ( false == state->visualphase )
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&& ( true == Input.restartReplay( scene::scenery_load_pass::visual ) ) ) {
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state->visualphase = true;
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return true; // continue with the visual pass
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return false; // infrastructure ready -> go to driver; visuals continue there
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}
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scene::Groups.close();
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@@ -182,6 +187,7 @@ state_serializer::deserialize_continue(std::shared_ptr<deserializer_state> state
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// before we report the scenario as loaded
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scene::scenerybinary_wait_all();
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state->done = true;
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return false;
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}
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@@ -25,6 +25,8 @@ struct deserializer_state {
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// progressive (two-pass) load over a binary twin: first pass loads infrastructure,
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// second pass loads visual nodes. false while in the first (infrastructure) pass.
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bool visualphase { false };
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// set once the whole load (both passes / single text pass) has fully finished
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bool done { false };
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deserializer_state(std::string const &File, cParser::buffertype const Type, const std::string &Path, bool const Loadtraction)
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: scenariofile(File), input(File, Type, Path, Loadtraction) { }
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