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Splits the progressive load across modes: the loader runs only the first (infrastructure) pass and then hands off to the driver, so play begins as soon as tracks/traction/events/signals/the player train are ready. The deferred visual nodes (3d models, terrain shapes/lines) then stream in from the driver, a small budget per frame, so the world fills in without a long up-front wait. - state_serializer: the infrastructure pass now returns to the caller (instead of chaining the visual pass), restarting the twin for the visual pass; the visual pass uses a small ~8 ms/frame budget and marks the load done at the end. A text/compile load (no twin) stays single-pass and finishes as before. - state_manager: retains the load state across the loader->driver hand-off and exposes loading_visuals()/continue_loading_visuals(). - driver_mode::update(): advances the deferred visual load each frame. Verified on td.scn (playable in ~2 s, visuals complete a few seconds later, no duplicate objects) and on the large tomaszewo scenery (flora/terrain/models deferred while infrastructure loads). Inserts run on the main thread before the render step, so progressive loading needs no locking. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>