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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-07-21 22:59:19 +02:00

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>
This commit is contained in:
maj00r
2026-06-22 23:23:36 +02:00
parent fd8bfdbcf3
commit 512595234f
5 changed files with 46 additions and 6 deletions

View File

@@ -56,7 +56,8 @@ bool is_ready { false };
std::shared_ptr<deserializer_state>
state_manager::deserialize_begin(std::string const &Scenariofile) {
return m_serializer.deserialize_begin( Scenariofile );
m_loadstate = m_serializer.deserialize_begin( Scenariofile );
return m_loadstate;
}
bool
@@ -65,6 +66,26 @@ state_manager::deserialize_continue(std::shared_ptr<deserializer_state> state) {
return m_serializer.deserialize_continue(state);
}
// true while a progressive load still has visual nodes to stream in (driver phase)
bool
state_manager::loading_visuals() const {
return ( m_loadstate && m_loadstate->visualphase && ( false == m_loadstate->done ) );
}
// advances the deferred visual-node load by one budgeted step; clears the state when done.
// called every frame from the driver so the world's visuals fill in after play starts.
void
state_manager::continue_loading_visuals() {
if( false == loading_visuals() ) { return; }
m_serializer.deserialize_continue( m_loadstate );
if( m_loadstate->done ) {
WriteLog( "Progressive visual load complete" );
m_loadstate = nullptr;
}
}
// stores class data in specified file, in legacy (text) format
void
state_manager::export_as_text( std::string const &Scenariofile ) const {

View File

@@ -55,6 +55,12 @@ public:
// continues deserialization for given context, amount limited by time, returns true if needs to be called again
bool
deserialize_continue(std::shared_ptr<deserializer_state> state);
// progressive load: true while deferred visual nodes are still streaming in (driver phase)
bool
loading_visuals() const;
// advances the deferred visual-node load by one budgeted step (call once per frame)
void
continue_loading_visuals();
// stores class data in specified file, in legacy (text) format
void
export_as_text( std::string const &Scenariofile ) const;
@@ -62,6 +68,7 @@ public:
private:
// members
state_serializer m_serializer;
std::shared_ptr<deserializer_state> m_loadstate; // retained across loader->driver for visual streaming
struct {
std::shared_ptr<TMemCell> weather, time, date;
} m_scriptinginterface;

View File

@@ -148,7 +148,10 @@ state_serializer::deserialize_continue(std::shared_ptr<deserializer_state> state
}
auto timenow = std::chrono::steady_clock::now();
if( std::chrono::duration_cast<std::chrono::milliseconds>( timenow - timelast ).count() >= 200 ) {
// small per-frame budget while streaming visuals in the driver (avoid stutter),
// generous budget while the loading screen is up (infrastructure pass)
auto const budget = ( state->visualphase ? 8 : 200 );
if( std::chrono::duration_cast<std::chrono::milliseconds>( timenow - timelast ).count() >= budget ) {
Application.set_progress( Input.getProgress(), Input.getFullProgress() );
return true;
}
@@ -161,13 +164,15 @@ state_serializer::deserialize_continue(std::shared_ptr<deserializer_state> state
deserialize_firstinit( Input, Scratchpad );
}
// first (infrastructure) pass finished: run a second pass over the same twin to load
// the visual nodes that were skipped. only possible when replaying a binary twin; a
// text/compile load did everything in one pass (restartReplay returns false).
// first (infrastructure) pass finished: the scenario is now playable (tracks, events,
// signals, the player train are all loaded). hand control back so the loader can switch
// to the driver; the visual nodes load progressively from the driver via a second pass
// over the same twin. only possible when replaying a binary twin -- a text/compile load
// did everything in one pass (restartReplay returns false).
if( ( false == state->visualphase )
&& ( true == Input.restartReplay( scene::scenery_load_pass::visual ) ) ) {
state->visualphase = true;
return true; // continue with the visual pass
return false; // infrastructure ready -> go to driver; visuals continue there
}
scene::Groups.close();
@@ -182,6 +187,7 @@ state_serializer::deserialize_continue(std::shared_ptr<deserializer_state> state
// before we report the scenario as loaded
scene::scenerybinary_wait_all();
state->done = true;
return false;
}

View File

@@ -25,6 +25,8 @@ struct deserializer_state {
// progressive (two-pass) load over a binary twin: first pass loads infrastructure,
// second pass loads visual nodes. false while in the first (infrastructure) pass.
bool visualphase { false };
// set once the whole load (both passes / single text pass) has fully finished
bool done { false };
deserializer_state(std::string const &File, cParser::buffertype const Type, const std::string &Path, bool const Loadtraction)
: scenariofile(File), input(File, Type, Path, Loadtraction) { }