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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-07-18 22:39:18 +02:00

network fixes and improvements, code refactoring

This commit is contained in:
milek7
2019-02-03 23:24:34 +01:00
parent 05ba7c653b
commit 85ad17af3c
29 changed files with 383 additions and 295 deletions

View File

@@ -25,98 +25,87 @@ http://mozilla.org/MPL/2.0/.
namespace simulation {
bool
state_serializer::deserialize( std::string const &Scenariofile ) {
std::shared_ptr<deserializer_state>
state_serializer::deserialize_begin( std::string const &Scenariofile ) {
// TODO: move initialization to separate routine so we can reuse it
SafeDelete( Region );
Region = new scene::basic_region();
// NOTE: for the time being import from text format is a given, since we don't have full binary serialization
std::shared_ptr<deserializer_state> state =
std::make_shared<deserializer_state>(Scenariofile, cParser::buffer_FILE, Global.asCurrentSceneryPath, Global.bLoadTraction);
// TODO: check first for presence of serialized binary files
// if this fails, fall back on the legacy text format
scene::scratch_data importscratchpad;
importscratchpad.name = Scenariofile;
state->scratchpad.name = Scenariofile;
if( Scenariofile != "$.scn" ) {
// compilation to binary file isn't supported for rainsted-created overrides
// NOTE: we postpone actual loading of the scene until we process time, season and weather data
importscratchpad.binary.terrain = Region->is_scene( Scenariofile ) ;
state->scratchpad.binary.terrain = Region->is_scene( Scenariofile ) ;
}
// NOTE: for the time being import from text format is a given, since we don't have full binary serialization
cParser scenarioparser( Scenariofile, cParser::buffer_FILE, Global.asCurrentSceneryPath, Global.bLoadTraction );
if( false == scenarioparser.ok() ) { return false; }
if( false == state->input.ok() )
throw invalid_scenery_exception();
deserialize( scenarioparser, importscratchpad );
if( ( false == importscratchpad.binary.terrain )
&& ( Scenariofile != "$.scn" ) ) {
// if we didn't find usable binary version of the scenario files, create them now for future use
// as long as the scenario file wasn't rainsted-created base file override
Region->serialize( Scenariofile );
}
return true;
// prepare deserialization function table
// since all methods use the same objects, we can have simple, hard-coded binds or lambdas for the task
using deserializefunction = void( state_serializer::*)(cParser &, scene::scratch_data &);
std::vector<
std::pair<
std::string,
deserializefunction> > functionlist = {
{ "area", &state_serializer::deserialize_area },
{ "atmo", &state_serializer::deserialize_atmo },
{ "camera", &state_serializer::deserialize_camera },
{ "config", &state_serializer::deserialize_config },
{ "description", &state_serializer::deserialize_description },
{ "event", &state_serializer::deserialize_event },
{ "lua", &state_serializer::deserialize_lua },
{ "firstinit", &state_serializer::deserialize_firstinit },
{ "group", &state_serializer::deserialize_group },
{ "endgroup", &state_serializer::deserialize_endgroup },
{ "light", &state_serializer::deserialize_light },
{ "node", &state_serializer::deserialize_node },
{ "origin", &state_serializer::deserialize_origin },
{ "endorigin", &state_serializer::deserialize_endorigin },
{ "rotate", &state_serializer::deserialize_rotate },
{ "sky", &state_serializer::deserialize_sky },
{ "test", &state_serializer::deserialize_test },
{ "time", &state_serializer::deserialize_time },
{ "trainset", &state_serializer::deserialize_trainset },
{ "endtrainset", &state_serializer::deserialize_endtrainset } };
for( auto &function : functionlist ) {
state->functionmap.emplace( function.first, std::bind( function.second, this, std::ref( state->input ), std::ref( state->scratchpad ) ) );
}
return state;
}
// restores class data from provided stream
void
state_serializer::deserialize( cParser &Input, scene::scratch_data &Scratchpad ) {
// prepare deserialization function table
// since all methods use the same objects, we can have simple, hard-coded binds or lambdas for the task
using deserializefunction = void( state_serializer::*)(cParser &, scene::scratch_data &);
std::vector<
std::pair<
std::string,
deserializefunction> > functionlist = {
{ "area", &state_serializer::deserialize_area },
{ "atmo", &state_serializer::deserialize_atmo },
{ "camera", &state_serializer::deserialize_camera },
{ "config", &state_serializer::deserialize_config },
{ "description", &state_serializer::deserialize_description },
{ "event", &state_serializer::deserialize_event },
{ "lua", &state_serializer::deserialize_lua },
{ "firstinit", &state_serializer::deserialize_firstinit },
{ "group", &state_serializer::deserialize_group },
{ "endgroup", &state_serializer::deserialize_endgroup },
{ "light", &state_serializer::deserialize_light },
{ "node", &state_serializer::deserialize_node },
{ "origin", &state_serializer::deserialize_origin },
{ "endorigin", &state_serializer::deserialize_endorigin },
{ "rotate", &state_serializer::deserialize_rotate },
{ "sky", &state_serializer::deserialize_sky },
{ "test", &state_serializer::deserialize_test },
{ "time", &state_serializer::deserialize_time },
{ "trainset", &state_serializer::deserialize_trainset },
{ "endtrainset", &state_serializer::deserialize_endtrainset } };
using deserializefunctionbind = std::function<void()>;
std::unordered_map<
std::string,
deserializefunctionbind> functionmap;
for( auto &function : functionlist ) {
functionmap.emplace( function.first, std::bind( function.second, this, std::ref( Input ), std::ref( Scratchpad ) ) );
}
// continues deserialization for given context, amount limited by time, returns true if needs to be called again
bool
state_serializer::deserialize_continue(std::shared_ptr<deserializer_state> state) {
cParser &Input = state->input;
scene::scratch_data &Scratchpad = state->scratchpad;
// deserialize content from the provided input
auto
timelast { std::chrono::steady_clock::now() },
timenow { timelast };
auto timelast { std::chrono::steady_clock::now() };
std::string token { Input.getToken<std::string>() };
while( false == token.empty() ) {
auto lookup = functionmap.find( token );
if( lookup != functionmap.end() ) {
auto lookup = state->functionmap.find( token );
if( lookup != state->functionmap.end() ) {
lookup->second();
}
else {
ErrorLog( "Bad scenario: unexpected token \"" + token + "\" defined in file \"" + Input.Name() + "\" (line " + std::to_string( Input.Line() - 1 ) + ")" );
}
timenow = std::chrono::steady_clock::now();
auto timenow = std::chrono::steady_clock::now();
if( std::chrono::duration_cast<std::chrono::milliseconds>( timenow - timelast ).count() >= 200 ) {
timelast = timenow;
glfwPollEvents();
Application.set_progress( Input.getProgress(), Input.getFullProgress() );
GfxRenderer.Render();
GfxRenderer.SwapBuffers();
return true;
}
token = Input.getToken<std::string>();
@@ -129,6 +118,15 @@ state_serializer::deserialize( cParser &Input, scene::scratch_data &Scratchpad )
if (Global.map_enabled)
Region->create_map_geometry();
if( ( false == state->scratchpad.binary.terrain )
&& ( state->scenariofile != "$.scn" ) ) {
// if we didn't find usable binary version of the scenario files, create them now for future use
// as long as the scenario file wasn't rainsted-created base file override
Region->serialize( state->scenariofile );
}
return false;
}
void