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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-11-14 13:25:56 +01:00
Commit Graph

10 Commits

Author SHA1 Message Date
jerrrrycho
441caeed64 refactor(simulation): tidy the test mode code
The test manager is reached through simulation::test() instead of a global,
the result cell is owned by a unique_ptr until the memory table takes it, the
cell value is compared with a margin, strings are built with std::format and
the --test settings moved to apply_test_mode_settings(). The driver's signal
check is folded into UpdateSpeedPosition(), which updates a speed table entry
and reports a signal at stop the head of the train just passed. The test.*
keys are listed with the other settings at the start of the log.
2026-11-07 17:12:11 +01:00
jerrrrycho
02e29f6971 feat(simulation): test mode, --test runs a scenery unattended and exits with the result (eu07/maszyna#541)
eu07 --test -s <scenery> [--test-timeout <s>] runs the scenery in ghostview with
the null renderer (models loaded, no textures), a hidden window, no sound,
network or python, and in fixed steps of 0.03 s of simulation time per frame
(three 10 ms physics steps) as fast as it can. Without -seed it uses a fixed
seed, so two runs give byte-identical physicslogs.

The scenery reports its result to the __test.result memory cell, which the
simulator always creates: value 1 passes once every vehicle has stood still for
1 s, value 0 fails at once. The run ends with exit code
  0 pass, 1 fail,
  2 a train passed a signal at stop (SetVelocity 0 0, as seen in its driver's
    speed table; SetVelocity 0 x on automatic block doesn't count),
  3 timeout (test.timeout, default 3600 s of simulation time),
  4 standstill (every vehicle still for test.standstill s, default 300, with no
    result; a pass with test.pass_on_standstill yes),
  5 error (no -s, the scenery didn't load or has no vehicles, an exception).
The test.* keys go in the scenery's config block; test.fail_if_stop_overran no
only logs a signal passed at danger. Outside the test mode a signal passed at
danger is logged.

The null renderer gets a ui backend which draws nothing, hands out the null
texture and material instead of throwing, and ends the ui frame. A GL context
is still made for the hidden window, without asking for a version, as parts
of the ui create textures with gl calls of their own. No crash dialog or
message box in test mode; the window code no longer needs a monitor.
2026-11-07 16:20:42 +01:00
maj00r
a6778c9fe2 refactor: the Sonar remarks on the small fixes taken care of
- the log stops through a flag kept in a function, not a global one
- the messages are put together with std::format
- a vehicle dropped on a trainset in the launcher goes in once the
  trainset is drawn, so the vehicles are gone through with a plain loop
  again; the drop split into a new vehicle and a moved one
- the scenario that can't be opened is caught as the runtime error it
  is, a file name outside of the code page as the system error it is
- a track of an unknown type is left out through the pointer owning it
- the keyword of a track type written out by a function of its own
- the picked node forgotten with ranges::replace_if, the empty
  Forget_Node of the base renderer told why it is empty
- FileCased takes the path it works on
2026-11-06 19:54:54 +01:00
maj00r
ed0ff36a69 fix(app): a scenario failing as it loads goes back to the launcher too, the files of other cases looked for only off Windows
A scenario failing past its opening popped the loader mode and went on to pop it again and push the driver mode with the scenery half loaded; it goes back to the launcher as one that can't be opened. FileCased() goes through the folder only where the file system tells the case apart: on Windows a missing file was looked for in its whole folder for nothing, and a name outside the code page threw from the parser. The Discord thread sleeps a quarter of a second outside the driver mode, not to hold the closing up.
2026-11-03 21:53:52 +01:00
maj00r
e75d849679 fix(app): a scenery file named in another case than given is found, a scenario that can't be opened goes back to the launcher
The command line gives the name of the scenery lowercased, and the sceneries made on Windows name their files and includes in any case: on a case-sensitive filesystem they weren't found. FileCased() finds the file whose name differs only in case; the parser and the scenario loader use it. A scenario that can't be opened logs the reason and goes back to the launcher instead of ending with an exception.
2026-11-03 21:45:57 +01:00
28b4e57133 feat(loading): optional background loading: sound files decoded by worker threads (sound.asyncload), data of dds textures read by worker threads (gfx.textures.streaming), gl textures of vehicles farther than a multiple of the draw range released (gfx.textures.releasedistance); all off by default 2026-10-08 16:17:46 +02:00
a612b0c96c fix(editor): release the scenario file after load, undo a failed save 2026-10-02 22:54:19 +02:00
jerrrrycho
d85096f64d reformat: remove redundant parentheses 2026-06-30 21:19:46 +02:00
copilot-swe-agent[bot]
7e49aa8740 Rewrite #includes to use explicit subdirectory paths
Co-authored-by: Hirek193 <23196899+Hirek193@users.noreply.github.com>
2026-03-14 19:16:48 +00:00
copilot-swe-agent[bot]
0531086bb9 Reorganize source files into logical subdirectories
Co-authored-by: Hirek193 <23196899+Hirek193@users.noreply.github.com>
2026-03-14 19:01:57 +00:00