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Add binary scenery format (eu7 v3) with async baking, replacing SBT
Text scenery component files (.scn/.inc/.scm/.ctr) are compiled into per-file binary twins (.scnb/.incb/.scmb/.ctrb), handled transparently at the cParser layer: a fresh twin (mtime-checked, version-matched) is replayed instead of re-tokenizing text; otherwise the text is parsed and a twin is compiled alongside it for next time. Format details: - per-file string interning: keywords/paths stored once, referenced by varint index (so node/endmodel/... are not repeated as text) - numeric tokens stored as 8-byte IEEE doubles, not ASCII - includes kept as references with parameters; random sets stored verbatim and re-evaluated on every load (choice not frozen at compile time) - twin writing offloaded to a bounded thread pool so baking overlaps scene construction instead of blocking the load The legacy terrain-only .sbt path is removed; terrain now loads as ordinary scenery content. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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136
scene/scenerybinary.h
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136
scene/scenerybinary.h
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/*
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This Source Code Form is subject to the
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terms of the Mozilla Public License, v.
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2.0. If a copy of the MPL was not
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distributed with this file, You can
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obtain one at
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http://mozilla.org/MPL/2.0/.
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*/
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#pragma once
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#include <cstdint>
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#include <string>
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#include <vector>
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#include <iosfwd>
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#include <memory>
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#include "utilities/utilities.h" // MAKE_ID4
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// Binary, modular scenery container ("eu7" format, version 1).
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//
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// Replaces the legacy text formats (.scn / .scm / .inc) and the old terrain-only
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// .sbt blob. The mapping is one-to-one and modular: every text file compiles to
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// exactly one binary twin and includes are preserved as references, so the binary
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// twin of one file points to the binary twins of the files it includes.
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// route.scn -> route.scnb
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// piece.inc -> piece.incb
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// mesh.scm -> mesh.scmb
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//
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// A binary twin stores the source file's own, fully resolved content (comments
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// stripped, parameters and random sets resolved) as an ordered list of entries.
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// Numeric tokens are stored as 8-byte IEEE doubles (so coordinates, ranges etc. are
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// genuinely binary, not ASCII). All string tokens (keywords like "node"/"endmodel",
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// names, paths) are interned into a per-file string table and referenced from the
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// entries by a small varint index, so a keyword that occurs thousands of times is
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// stored once. An "include" entry marks the spot where the source file pulled in
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// another file, carrying the (interned) include filename expression and parameters.
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//
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// The binary is consumed transparently at the cParser file layer: opening a file
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// whose binary twin exists serves tokens from the twin instead of tokenizing text,
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// and an include entry triggers the same include machinery as the text path (which
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// recursively prefers the included file's own binary twin). The scenery
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// deserializer is unaware of the format and needs no changes; the file's identity
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// (cParser::Name()), node grouping per .inc and parameter substitution are all
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// preserved exactly as in the text path.
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namespace scene {
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// "eu7" + format version, little-endian via MAKE_ID4 ('e','u','7',<ver>).
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// v2 introduced typed numeric entries (f64); v3 interns string tokens into a per-file
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// table referenced by varint indices. bumping the version invalidates older twins so
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// they are recompiled rather than misread.
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constexpr std::uint32_t SCENERYBINARY_MAGIC { MAKE_ID4( 'e', 'u', '7', 3 ) };
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// file extension of the binary twin, derived from source kind
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std::string const SCENERYBINARY_EXT_SCN { ".scnb" };
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std::string const SCENERYBINARY_EXT_INC { ".incb" };
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std::string const SCENERYBINARY_EXT_SCM { ".scmb" };
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std::string const SCENERYBINARY_EXT_CTR { ".ctrb" };
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// which text format the binary file was compiled from
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enum class scenery_file_kind : std::uint8_t {
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scn = 0,
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inc = 1,
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scm = 2,
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};
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// kind of a stored entry
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enum class scenery_entry_type : std::uint8_t {
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token = 0, // a non-numeric resolved token (name/path/keyword), stored as a string
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include = 1, // an include directive: pulls in another file with parameters
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number = 2, // a numeric token, stored as an 8-byte IEEE double
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};
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// a single ordered element of a file's resolved content
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struct scenery_entry {
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scenery_entry_type type { scenery_entry_type::token };
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// token value (token entries only)
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std::string text;
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// numeric value (number entries only)
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double number { 0.0 };
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// include only: the raw filename expression as written in the source, i.e. either
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// a single filename token or a random set "[ a b c ]" (including the brackets).
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// kept verbatim so the random choice is re-evaluated on every replay rather than
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// frozen at compile time.
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std::vector<std::string> fileexpr;
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// include only: directive parameters
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std::vector<std::string> params;
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};
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// accumulates a file's entries and writes them, with a header, to a stream
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class scenery_binary_writer {
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public:
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void add_token( std::string Token );
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// stores a numeric token as a typed double
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void add_number( double Value );
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// Fileexpr is the verbatim filename expression (single token or random set)
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void add_include( std::vector<std::string> Fileexpr, std::vector<std::string> Params );
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std::size_t entry_count() const { return m_entries.size(); }
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// serializes header + entries to the stream. returns false on stream failure.
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bool write( std::ostream &Output, scenery_file_kind Kind ) const;
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private:
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std::vector<scenery_entry> m_entries;
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};
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// reads a binary scenery file fully into memory and exposes its entries in order
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class scenery_binary_reader {
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public:
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// validates magic/version and loads every entry. returns false if the stream is
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// not a valid current-version binary scenery file.
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bool open( std::istream &Input );
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scenery_file_kind kind() const { return m_kind; }
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std::vector<scenery_entry> const &entries() const { return m_entries; }
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private:
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scenery_file_kind m_kind { scenery_file_kind::scn };
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std::vector<scenery_entry> m_entries;
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};
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// maps a source scenery filename to the extension of its binary twin
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std::string scenerybinary_extension_for( std::string const &Sourcefile );
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// Asynchronous baking: serializing and writing a twin is pure, self-contained work
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// (it only needs the writer's collected entries), so it is offloaded to a small thread
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// pool and overlaps with the rest of scene construction instead of blocking the load.
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// Takes ownership of the writer.
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void scenerybinary_write_async( std::unique_ptr<scenery_binary_writer> Writer, std::string Path, scenery_file_kind Kind );
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// Blocks until every queued async write has finished, then emits their log lines on the
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// calling (main) thread. Call once the scenario has finished loading.
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void scenerybinary_wait_all();
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} // namespace scene
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