The side sway from the lateral acceleration now goes off only on a track with a sideways value, and the random jolts on one with a vertical or a sideways value. Dips at the rail joints and cross level alone replace neither. On a switch it goes by the path set and what its joined tracks allow.
An edit in the editor also rebuilds the other switches of a joined group with the tracks they meet, and the tracks of a rail run whose joints moved. Removing a track does the same. While dragging, the tracks further off wait until the drag ends.
The clatter of a bogie's axles was right: the followers stand at the pivots and the offsets are the places of the wheel sets. The misleading name goes.
Also what Sonar had left: a parameter as a span, a const method, a struct and its member apart, commented out code, and a function of the grading tool split, with the same output.
The blockers are in the EP brake of a vehicle, older than this work: its
arrays made with new[] are vectors now, which also removes the deletes.
- The caches of the unevenness of a track are no longer mutable: what fills
them isn't const any more.
- TSegment gets back to RaPositionGet in one piece, with what the path has
to do with the others in one struct.
- Less nesting in the group of switches and in the fields of the editor,
nested conditionals written out, and the attribute is read from a
string_view. A test no longer counts in floating point.
No change in behaviour.
The rules stay in TrackUneven.h with no dependence on the engine, as they can
be tested. Their use on the tracks moves out of Track.cpp to TrackUneven.cpp,
split into steps: the group of switches, the values of its paths, the meeting
of two ends. One set of helpers for the paths of a track takes the place of
the same conditions written out in several places, and the value at the ends
of a switch is worked out in one place. The clatter of an axle leaves the long
Update of a vehicle. The fields in the editor say themselves when they show.
No change in behaviour.
- A path of no length gave a joint with a vector across of NaN to the path
joined to it, on any scenery, with unevenness or not. It now has no
vector across, and so makes no joint.
- Axles no longer stray along the track. It moved vehicles against each
other, changing the distance their couplers go by.
- The bend under an axle goes straight on past the ends of a path: the
polynomial ran off on a short curved one, with a kick in the cab shake.
- A track left out of its rail run, where tracks are joined one way only,
no longer walks the whole run again on every call.
- The clatter of an axle goes by the outer axle on its side of the vehicle,
and not always by the same one, as the two can be on different tracks.
- A vertex works out the amounts once, and the foot of the ballast not at all.
Its numbers go by position, and the positions differ between a plain track
and a switch. A switch made in the style of a plain track wrote them in the
layout of the plain one, so they were read back as other values: the up and
down part as the value of the path p3-p4, and so on.
The values are now one struct with pure functions to read, write and resolve
them, which replaces eight fields and which the unit tests can reach.
Usage, before endtrack, in mm, 0-100, separated by semicolons with no
spaces:
a plain track: uneven value;up;side;cross;dip
a switch: uneven p1-p2;p3-p4;up p1-p2;side p1-p2;up p3-p4;side p3-p4
uneven 18 the value alone
uneven 18;;;25;6 with its own cross level and dip at the joints
uneven 0;;30 sideways alone
uneven 14;35 a switch, 14 on the straight path, 35 on the diverging
What's left out takes the first number, the dip goes by the up and down
one, and a path p3-p4 with no numbers of its own takes those of p1-p2.
This replaces unevenup, unevenside, unevencross and jointdip. The fields
in the editor stay, track panel, section Ride and sound.
At the end they share, the paths of a switch keep to the lower value, and
each comes to its own value along the way. Joined switches take the lowest
of the same path, a path joined to another path the lower of the two, and
a plain track comes to the value of the path it meets. See
track_uneven_doc.md.
Fewer short waves: at uneven 18 the humps over 12.6 mm on the 10 m chord
go from 28 to 38 per km, with the peak still at 18 mm. Waves of 47-83 m
join them. They hardly count on that chord, the body rises and falls on
them.
The documentation tells how far unevenness goes before a pantograph
can't keep up. A wire rising fast enough trips the main breaker on a
straight track too: it does at tor0290 on Baltyk, over about 46 km/h.
Tracks laid towards each other settled to opposite sides: a step of cant
of twice the value at their joint, in the geometry and under the axles.
It's now a tilt of the plan, which reads the same from either track.
Usage, optional attributes of a track entry, before endtrack:
uneven <mm> peak deviation of a rail on a 10 m chord, 0-100; normal and switch
unevenup <mm> up and down alone, instead of uneven; normal and switch
unevenside <mm> sideways alone, instead of uneven; normal and switch
unevencross <mm> cross level alone, instead of uneven; normal only
jointdip <mm> depth of the dip at rail joints, every sound distance; normal only,
default 0.4 of the up and down component
Values of uneven follow PLK Id-14 appendix 1: 6 mm is the limit at 160 km/h, 10 at 120,
18 at 80, 35 at 40; half of it for a track in a good state. Example:
uneven 18
unevencross 25
jointdip 6
endtrack
The same fields are in the editor, track panel, section Ride and sound. See
track_uneven_doc.md.
The unevenness is a displacement field over the plan of the scenery, with no random
numbers: one place strays the same every time, and joined tracks, the paths of a switch,
sleepermodel and axles at one place move together. Tracks meet at a joint at the lower of
their values. Joined switches take the lowest of theirs, the tracks joined to them come to
it, and a track with none of a component keeps the switch to its design in it. The clatter
comes from the dipping joints. Curve radius and grade for the physics stay as designed.
Tracks with it get geometry every 2 m on straights: 4x the vertices on Baltyk with all
tracks flagged, 0.2 ms more per frame on td.scn.
* fix(ai): release what the AI was holding when the player takes over
* fix(ai): keep the light selector lookup within its table, Sonar findings of the handover
- the light selector size comes from the vehicle definition (LightsList Size)
and isn't limited, while the table holds 18 positions; a bigger selector
read past the table, and so did a table index other than the front or
rear one. Only the positions the table holds are looked at now, and the
selector stays where it is for a bad table index (cpp:S2259),
- the lambdas of the handover capture what they use explicitly (cpp:S3608),
- the chained assignments resetting the headlight state on the AI taking
over are split (cpp:S1121).
* build: doctest 2.4.11 in ref/
Single header test framework (MIT), vendored like the other libraries in
ref/ so the tests need nothing extra installed on the CI runners.
* refactor(physics): read vehicle definitions from text as well as files
TMoverParameters::LoadFIZ(path) opens the file and hands the parser over
to LoadFIZ_Parse(), which holds what LoadFIZ() did with it before. The
new LoadFIZ_Text() reads the same format from a string, so a definition
can be made up in memory, e.g. by a unit test. No change in behaviour for
files.
* build: the simulation core as a library the game links
The vehicle physics (McZapkie), the vehicle definition parser and the
helpers they use build as eu07_core, a static library the game links,
so the unit tests to come can link the very same objects instead of
compiling their own copy with their own settings.
The game's build settings (include dirs, definitions, compile options,
libraries) move from the executable to eu07_settings, an interface
target the library links publicly, so the game, the library and later
the tests all build with the same ones. What only the executable needs
stays with it: /MAP, /LARGEADDRESSAWARE, output dirs, the precompiled
header, runtime DLL copying, the crash reporter and the experimental
renderer. No change in what the game builds or links.
* test: unit tests of the simulation core, run as part of the build
eu07_unit_tests: C++ tests (doctest) of the simulation, which set up the
conditions, run the code and check the outcome. No game data, no window.
- the code under test is the core library (eu07_core), the very objects
the game links, built with the game's settings; engine_stubs.cpp stands
in for the logs, settings and scenery layers the library reaches for.
python gets linked with the settings but isn't needed to run the tests
- test vehicles are JSON definitions in tests/unit/data, with the sections
and keys of the game's vehicle definitions (tables as "rows", _keys are
comments), changed by the tests where needed and loaded from memory by
the game's own loader; an unknown section is an error rather than
silently skipped
- test::vehicle creates the mover the way TDynamicObject::Init() does and
steps it the way the simulation loop does, on a straight track of given
friction and gradient, optionally holding the brake pipe pressure the
way a coupled locomotive would
- the random numbers of the simulation are reseeded before every test
case, so a test gives the same result alone (IDE) or among the others
- building the game runs the tests at the end, once the game is linked,
and prints a one line summary ("Unit tests: 11/11 passed (80 checks)").
A failure prints the full report and fails the build, in CI and locally
alike, and removes the game binary so the next build reruns them. A
change of the tests alone relinks the game so they run (Ninja and
Makefile generators). -DWITH_TESTS=OFF leaves them out
- first tests: definitions reach the vehicle, KE service application and
release, deeper reduction brakes harder, every implemented distributor
valve charges/applies/releases, service braking stops a moving wagon
* test: stub basic_node::radius_() for GCC and Clang
The Linux build failed to link the unit tests: undefined reference to
scene::basic_node::radius_() from basic_node's vtable in engine_stubs.o.
basic_node has no key function for the Itanium C++ ABI (tooltip() is
declared plain but defined inline in the header), so GCC and Clang emit
its vtable in every unit using scenenode.h, and the vtable needs
radius_(), defined in scenenode.cpp, which the tests don't link. MSVC
emits vtables differently, so the Windows build linked.
* test: test vehicle definitions load with GCC and Clang
All the tests reading a definition failed on Linux with "unknown vehicle
definition section 0": the parsed definition was brace-initialised
(auto const json{parse(...)}), which GCC and Clang take for the
initializer list constructor of nlohmann::json, making an array holding
the definition, while MSVC copies it. Initialise it with =, and require
the definition to be a JSON object.
* test: SonarCloud issues of the unit tests
- test::definition_error for unusable test vehicle definitions instead of
std::runtime_error (S112)
- the rows of a table section written by a function of their own, less
nesting in definition::text() (S134)
- std::less<> for the section table (S6045)
- comments in the empty methods of the reseeding listener and stub (S1186)
- NOSONAR where the engine's headers fix the stubs: the extern globals
and the member function signatures (S5421, S5817, S1238)
- NOSONAR on LoadFIZ_Parse(): the cognitive complexity is the former body
of LoadFIZ(), moved as it was (S3776)
- a comment Sonar took for code reworded (S125)