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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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