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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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@@ -348,6 +348,15 @@ glm::dvec3 LoadPoint(class cParser &Input);
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// extracts a group of tokens from provided data stream
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std::string deserialize_random_set(cParser &Input, char const *Break = "\n\r\t ;");
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// like deserialize_random_set, but additionally records every raw token it consumes
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// (including any random-set brackets) into Raw, so the same expression can be replayed
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// and re-randomized later. returns the randomly chosen entry, as deserialize_random_set.
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std::string deserialize_random_set_capture(cParser &Input, std::vector<std::string> &Raw, char const *Break = "\n\r\t ;");
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// re-evaluates a raw random-set expression captured by deserialize_random_set_capture,
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// returning a fresh random choice. Pos is advanced through Raw.
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std::string resolve_random_set(std::vector<std::string> const &Raw, std::size_t &Pos);
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// extracts a group of <key, value> pairs from provided data stream
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// NOTE: expects no more than single pair per line
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template <typename MapType_> void deserialize_map(MapType_ &Map, cParser &Input)
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