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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-07-19 00:59:18 +02:00
Files
maszyna/scene/scenerybinary.h
maj00r ef4e99a582 Skip pure-visual leaf includes in the infrastructure pass
On a million-instance scenery (tomaszewo) the infra pass was spending ~24s
reopening pure-visual leaf twins (grass.incb etc.) just to skip their content --
~200k cParser constructions, because every flora include reopens the same leaf.

Twin header now flags whether a file has any infrastructure node or include
(format bumped to v10). A pure-visual leaf (flora .incb: triangles + transform
directives only) has it clear, so the infra pass skips opening it: the first open
of each file caches the verdict, later opens are dropped before construction.

Result on tomaszewo: infra 55s -> 31s, getToken 1.06M -> 89k. Also adds a load
profiler (per-type build time, dispatch time, getToken count) behind WriteLog so
the next bottleneck is measured, not guessed (it's now the 25s of decorative
vehicle media loading).
2026-06-25 00:53:24 +02:00

225 lines
13 KiB
C++

/*
This Source Code Form is subject to the
terms of the Mozilla Public License, v.
2.0. If a copy of the MPL was not
distributed with this file, You can
obtain one at
http://mozilla.org/MPL/2.0/.
*/
#pragma once
#include <cstdint>
#include <string>
#include <string_view>
#include <vector>
#include <iosfwd>
#include <memory>
#include <sstream>
#include <unordered_map>
#include "utilities/utilities.h" // MAKE_ID4
// Binary, modular scenery container ("eu7" format).
//
// Replaces the legacy text formats (.scn / .scm / .inc / .ctr) and the old terrain-only
// .sbt blob. The mapping is one-to-one and modular: every text file compiles to exactly
// one binary twin and includes are preserved as references, so the binary twin of one
// file points to the binary twins of the files it includes.
// route.scn -> route.scnb piece.inc -> piece.incb
// mesh.scm -> mesh.scmb events.ctr -> events.ctrb
//
// A twin stores the source file's own, fully resolved content (comments stripped,
// parameters/random sets resolved) as an ordered list of entries:
// * string tokens (keywords like "node"/"endmodel", names, paths) are interned into a
// per-file table and referenced by a varint index, so a keyword that occurs
// thousands of times is stored once;
// * numeric tokens are stored typed -- integral values as a zig-zag varint (1-2 bytes
// for the many small ints), fractional values as an 8-byte IEEE double;
// * an "include" entry carries the (interned) filename expression and parameters.
// Each entry's type is packed into the low bits of a single varint together with the
// token index, so the common case (a token) costs just that one varint.
//
// Reading is buffer-based and streaming: the whole twin is read into memory once and
// parsed by pointer (no per-byte stream calls), and entries are decoded on demand
// (no intermediate materialisation), with string tokens served as views into the
// buffer. The binary is consumed transparently at the cParser file layer; the scenery
// deserializer is unaware of the format. cParser::Name(), per-.inc node grouping and
// parameter substitution are preserved exactly as in the text path.
namespace scene {
// "eu7" + format version, little-endian via MAKE_ID4 ('e','u','7',<ver>).
// v4: buffer-streamed reader, packed entry tags, zig-zag varint integers.
// v5: tokens stored in original case (lower-cased per consumer at replay) with a quoted
// flag, so baking is grammar-independent (enables the headless/standalone baker).
// v6: top-level nodes wrapped in a marker carrying their class (infrastructure/visual)
// and byte span, so the reader can serve or skip a whole node per load pass
// (enables progressive loading: infrastructure eager, visuals deferred).
// v7: a visual model node's marker also carries the model's local position (3 f32), so the
// camera-ring visual load can distance-test and skip a node in O(1) without reading any
// of its tokens -- the difference between scanning 1M flora nodes per ring and not.
// v8: fixes the eventlauncher node terminator (it ends with "end", not "endevent"); twins
// baked before this had an over-long eventlauncher span that, when the node was skipped
// in the visual pass, swallowed the following endorigin -> the origin stack accumulated
// and flung terrain/models across the map. bumping invalidates those bad twins.
// bumping the version invalidates older twins so they are recompiled rather than misread.
constexpr std::uint32_t SCENERYBINARY_MAGIC { MAKE_ID4( 'e', 'u', '7', 10 ) };
// which entries a reader serves in a given load pass; nodes outside the requested class
// are skipped (directives/includes are always served, to keep transform/group state)
enum class scenery_load_pass : std::uint8_t {
all = 0, // everything (single-pass load, == pre-v6 behaviour)
infrastructure = 1, // directives + infrastructure nodes; visual nodes skipped
visual = 2, // directives + visual nodes; infrastructure nodes skipped
};
// file extension of the binary twin, derived from source kind
std::string const SCENERYBINARY_EXT_SCN { ".scnb" };
std::string const SCENERYBINARY_EXT_INC { ".incb" };
std::string const SCENERYBINARY_EXT_SCM { ".scmb" };
std::string const SCENERYBINARY_EXT_CTR { ".ctrb" };
// which text format the binary file was compiled from
enum class scenery_file_kind : std::uint8_t {
scn = 0,
inc = 1,
scm = 2,
};
// logical kind of an entry as seen by the consumer (the on-disk integer/float split is
// an encoding detail hidden inside the reader/writer)
enum class scenery_entry_type : std::uint8_t {
token = 0, // a non-numeric token (name/path/keyword); lower-cased per consumer at replay
include = 1, // an include directive: pulls in another file with parameters
number = 2, // a numeric token
qtoken = 3, // a quoted token; case preserved verbatim at replay
};
// a decoded entry handed to the consumer during streaming reads; string fields are
// views into the reader's buffer and are valid until the next read / reader destruction
struct scenery_entry_view {
scenery_entry_type type { scenery_entry_type::token };
std::string_view text; // token
double number { 0.0 }; // number
std::vector<std::string_view> fileexpr; // include
std::vector<std::string_view> params; // include
};
// accumulates a file's content and serializes it. entries are encoded incrementally into
// a compact byte buffer as they are added (strings interned on the fly), so even a huge
// source file costs only its interned table plus a few bytes per token -- not a heavy
// struct per token -- keeping parallel baking within memory.
class scenery_binary_writer {
public:
// Quoted marks the token as a quoted span (its case is preserved verbatim at replay)
void add_token( std::string const &Token, bool Quoted = false );
void add_number( double Value );
// Fileexpr is the verbatim filename expression (single token or random set)
void add_include( std::vector<std::string> const &Fileexpr, std::vector<std::string> const &Params );
// wrap a top-level node so the reader can serve/skip it per pass. between begin_node()
// and end_node() the add_*() entries are buffered; end_node() emits a marker (class +
// byte span [+ local position for visual models]) followed by the buffered entries.
// Haspos/X/Y/Z give a model node's local position so the camera-ring load can skip it
// without reading its tokens.
void begin_node();
void end_node( bool Visual, bool Haspos = false, double X = 0.0, double Y = 0.0, double Z = 0.0, double Range = -1.0 );
std::size_t entry_count() const { return m_count; }
// serializes header + string table + encoded entries. returns false on stream failure.
bool write( std::ostream &Output, scenery_file_kind Kind ) const;
private:
std::uint32_t intern( std::string const &Text );
std::ostream &sink(); // current entry sink: node buffer while in a node, else m_entries
std::unordered_map<std::string, std::uint32_t> m_lookup; // string -> table index
std::vector<std::string> m_table; // interned strings, in order
std::ostringstream m_entries; // encoded entry bytes
std::ostringstream m_nodebuf; // current node's entries (buffered)
bool m_innode { false }; // currently between begin/end_node
std::size_t m_count { 0 }; // number of entries
bool m_has_infra { false }; // emitted any infrastructure node
bool m_has_include { false }; // emitted any include directive
};
// parses a binary twin held in a memory buffer and streams its entries on demand.
// the buffer must outlive the reader (the cParser owns both).
class scenery_binary_reader {
public:
// validates magic/version and indexes the string table; positions at the first
// entry. returns false if Buffer is not a valid current-version twin.
bool open( std::string_view Buffer );
scenery_file_kind kind() const { return m_kind; }
// true if this file has any infrastructure node or include directive. a pure-visual leaf
// (e.g. a flora .incb: triangles + transform directives only) returns false, so the
// infrastructure pass can skip opening it entirely instead of traversing it to drop its
// visual content -- which on a million-instance scenery was ~200k wasted reopens.
bool infra_relevant() const { return m_infra_relevant; }
// selects which nodes are served vs skipped (default: all). may be changed between
// reads (e.g. to drive separate eager/visual passes over a re-opened twin).
void set_pass( scenery_load_pass Pass ) { m_pass = Pass; }
// decodes the next served entry into Out, skipping node markers / out-of-pass nodes;
// returns false once all entries are consumed
bool next( scenery_entry_view &Out );
// jumps the cursor to the end of the node currently being served, so the rest of its
// body is skipped in O(1). valid right after next() handed out an entry belonging to a
// node; returns false (no-op) otherwise. used by the camera-ring visual load to drop a
// node outside the current distance ring once its position has been read.
bool skip_to_node_end() { if( m_nodeend == nullptr ) { return false; } m_cursor = m_nodeend; m_nodeend = nullptr; return true; }
// local position + visibility range (range_max) of the node currently being served, if its
// marker carried one (visual model nodes, v8+). returns false for shapes / infrastructure /
// older twins. Range lets the streamer build far-but-large-range models (range_max beyond
// the stream radius) eagerly instead of dropping them when their section is out of range.
bool node_position( double &X, double &Y, double &Z, double &Range ) const {
if( false == m_nodehaspos ) { return false; }
X = m_nodepos[ 0 ]; Y = m_nodepos[ 1 ]; Z = m_nodepos[ 2 ]; Range = m_noderange; return true; }
// byte offset of the node currently being served, for the section-index streamer to seek back
std::size_t node_offset() const { return m_nodeoffset; }
// reposition at a node's marker (recorded via node_offset()) so the next next() re-serves it;
// used to rebuild a section's nodes on demand without re-scanning the twin
void seek_node( std::size_t Offset ) {
m_cursor = ( m_begin + Offset <= m_end ) ? m_begin + Offset : m_end;
m_nodeend = nullptr; m_nodehaspos = false; }
bool exhausted() const { return m_cursor >= m_end; }
// fraction of bytes consumed so far, 0..100, for the loading bar
int progress() const { return ( m_size == 0 ? 100 : static_cast<int>( ( m_cursor - m_begin ) * 100 / m_size ) ); }
private:
std::vector<std::string_view> m_table;
char const *m_begin { nullptr }; // start of the entry section
char const *m_cursor { nullptr };
char const *m_end { nullptr };
char const *m_nodeend { nullptr }; // end of the node currently being served (for skip_to_node_end)
double m_nodepos[ 3 ] { 0.0, 0.0, 0.0 }; // local position of the current node (v8 model marker)
double m_noderange { -1.0 }; // range_max of the current node (v9 model marker)
std::size_t m_nodeoffset { 0 }; // byte offset of the current node's marker (for seek_node)
bool m_nodehaspos { false }; // whether the current node's marker carried a position
bool m_infra_relevant { true }; // header flag: has infrastructure node or include
std::ptrdiff_t m_size { 0 }; // entry section byte length
scenery_load_pass m_pass { scenery_load_pass::all };
scenery_file_kind m_kind { scenery_file_kind::scn };
};
// maps a source scenery filename to the extension of its binary twin
std::string scenerybinary_extension_for( std::string const &Sourcefile );
// Asynchronous baking: serializing and writing a twin is self-contained work, so it is
// offloaded to a small thread pool and overlaps with scene construction. Takes ownership
// of the writer.
void scenerybinary_write_async( std::unique_ptr<scenery_binary_writer> Writer, std::string Path, scenery_file_kind Kind );
// Blocks until every queued async write has finished, logging results on the calling
// (main) thread. Call once the scenario has finished loading.
void scenerybinary_wait_all();
// Headless bake: tokenizes the scenario file and, recursively, every file it includes,
// writing each one's binary twin -- with no scene construction, renderer or window. Used
// by the "-bake" command line mode to precompile a scenery offline. Fresh twins are left
// untouched; only missing/stale ones are (re)compiled. Returns false if the file can't be
// opened.
bool scenerybinary_bake_headless( std::string const &Scenariofile, std::string const &Path, bool Loadtraction );
} // namespace scene