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maszyna/simulation/simulationstateserializer.h
maj00r 1160bfecac Stream deferred visual nodes in camera-distance order (nearest first)
The progressive load previously streamed the deferred visual nodes (3d model
instances + terrain shapes/lines) in file order, so distant scenery could load
before the player's surroundings. This builds them nearest-camera first instead.

The visual pass now runs in two steps. Enumeration replays the twin and captures
each visual node verbatim (its resolved tokens as text -- numbers round-trip
losslessly through cParser) together with the transform/group context it was read
under and, for models, its transformed world position. Once the replay is
exhausted the records are sorted by squared distance to the camera (terrain shapes
first so the ground appears before the props on it), then built a budgeted slice
per frame through the normal node path with the captured transform and group
restored -- so placement, grouping and the per-cell instance buckets come out
identical to an in-order load.

Two supporting fixes make out-of-order/late insertion correct:
- a cell/section whose geometry was already baked (the renderer finalised it
  before a deferred node arrived) now appends the new shape/lines straight into
  its live geometry bank instead of merging into vertex-freed geometry, which
  would silently drop it; create_geometry() remembers the bank for every cell.
- events that bind to visual model instances (lights/animation/texture/visible)
  are deferred from InitEvents() to a new InitInstanceEvents() run after the
  visual nodes are built, so their target models exist when they initialise.

Verified on td.scn: playable ~2s, 540 deferred nodes enumerated and built
nearest-first ~0.5s later, no duplicate instances.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-23 17:11:39 +02:00

130 lines
7.2 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 "utilities/parser.h"
#include "scene/scene.h"
namespace simulation {
// a deferred visual node captured during the visual enumeration pass, to be (re)built
// later in camera-distance order. holds the node's fully resolved tokens as text -- numbers
// come through cParser losslessly (std::to_chars shortest round-trip), so rebuilding from
// this text reproduces the exact same node -- plus a snapshot of the transform/group context
// it was read under, so the out-of-order rebuild places and groups it identically.
struct visual_record {
std::string text; // "node <range> <range> <name> <type> ... end<type>"
glm::dvec3 offset { 0.0 }; // top of the origin stack at capture (identity if none)
glm::vec3 scale { 1.f }; // top of the scale stack at capture (identity if none)
glm::vec3 rotation { 0.f }; // active rotation at capture
bool has_offset { false };
bool has_scale { false };
scene::group_handle group {}; // group the node was read under
glm::dvec3 worldpos { 0.0 }; // transformed position (for models; sort key source)
bool isshape { false }; // terrain shape/lines -> load before models (ground first)
double sortkey { 0.0 }; // squared distance to camera; lower = built sooner
};
struct deserializer_state {
std::string scenariofile;
cParser input;
scene::scratch_data scratchpad;
using deserializefunctionbind = std::function<void()>;
std::unordered_map<
std::string,
deserializefunctionbind> functionmap;
// progressive (two-pass) load over a binary twin: first pass loads infrastructure,
// second pass loads visual nodes. false while in the first (infrastructure) pass.
bool visualphase { false };
// set once the whole load (both passes / single text pass) has fully finished
bool done { false };
// visual phase sub-state: while enumerate is true the visual pass captures deferred
// nodes into records instead of building them; once the replay is exhausted they are
// sorted by camera distance and built in that order (enumdone).
bool enumerate { false };
bool enumdone { false };
std::vector<visual_record> records;
std::size_t buildcursor { 0 };
deserializer_state(std::string const &File, cParser::buffertype const Type, const std::string &Path, bool const Loadtraction)
: scenariofile(File), input(File, Type, Path, Loadtraction) { }
};
class state_serializer {
public:
// methods
// starts deserialization from specified file, returns context pointer on success, throws otherwise
std::shared_ptr<deserializer_state>
deserialize_begin(std::string const &Scenariofile);
// continues deserialization for given context, amount limited by time, returns true if needs to be called again
bool
deserialize_continue(std::shared_ptr<deserializer_state> state);
// stores class data in specified file, in legacy (text) format
void
export_as_text( std::string const &Scenariofile ) const;
// create new model from node stirng
TAnimModel * create_model(std::string const &src, std::string const &name, const glm::dvec3 &position);
// create new eventlauncher from node stirng
TEventLauncher * create_eventlauncher(std::string const &src, std::string const &name, const glm::dvec3 &position);
private:
// methods
// restores class data from provided stream
void deserialize_area( cParser &Input, scene::scratch_data &Scratchpad );
void deserialize_isolated( cParser &Input, scene::scratch_data &Scratchpad );
void deserialize_assignment( cParser &Input, scene::scratch_data &Scratchpad );
void deserialize_atmo( cParser &Input, scene::scratch_data &Scratchpad );
void deserialize_camera( cParser &Input, scene::scratch_data &Scratchpad );
void deserialize_config( cParser &Input, scene::scratch_data &Scratchpad );
void deserialize_description( cParser &Input, scene::scratch_data &Scratchpad );
void deserialize_event( cParser &Input, scene::scratch_data &Scratchpad );
void deserialize_lua( cParser &Input, scene::scratch_data &Scratchpad );
void deserialize_firstinit( cParser &Input, scene::scratch_data &Scratchpad );
void deserialize_group( cParser &Input, scene::scratch_data &Scratchpad );
void deserialize_endgroup( cParser &Input, scene::scratch_data &Scratchpad );
void deserialize_light( cParser &Input, scene::scratch_data &Scratchpad );
void deserialize_node( cParser &Input, scene::scratch_data &Scratchpad );
// visual streaming (camera-ordered deferred load): capture one visual node (already
// past its "node" token) into a record; build budgeted records in sorted order.
void enumerate_visual_node( deserializer_state &State );
bool build_visual_records( std::shared_ptr<deserializer_state> State );
void deserialize_origin( cParser &Input, scene::scratch_data &Scratchpad );
void deserialize_endorigin( cParser &Input, scene::scratch_data &Scratchpad );
void deserialize_scale( cParser &Input, scene::scratch_data &Scratchpad );
void deserialize_endscale( cParser &Input, scene::scratch_data &Scratchpad );
void deserialize_rotate( cParser &Input, scene::scratch_data &Scratchpad );
void deserialize_sky( cParser &Input, scene::scratch_data &Scratchpad );
void deserialize_test( cParser &Input, scene::scratch_data &Scratchpad );
void deserialize_time( cParser &Input, scene::scratch_data &Scratchpad );
void deserialize_trainset( cParser &Input, scene::scratch_data &Scratchpad );
void deserialize_terrain( cParser &Input, scene::scratch_data &Scratchpad );
void deserialize_endtrainset( cParser &Input, scene::scratch_data &Scratchpad );
TTrack * deserialize_path( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data const &Nodedata );
TTraction * deserialize_traction( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data const &Nodedata );
TTractionPowerSource * deserialize_tractionpowersource( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data const &Nodedata );
TMemCell * deserialize_memorycell( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data const &Nodedata );
TEventLauncher * deserialize_eventlauncher( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data const &Nodedata );
TAnimModel * deserialize_model( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data const &Nodedata );
TDynamicObject * deserialize_dynamic( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data const &Nodedata );
sound_source * deserialize_sound( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data const &Nodedata );
void init_time();
// skips content of stream until specified token
void skip_until( cParser &Input, std::string const &Token );
// transforms provided location by specifed rotation and offset
glm::dvec3 transform( glm::dvec3 Location, scene::scratch_data const &Scratchpad );
void export_nodes_to_stream( std::ostream &, bool Dirty ) const;
};
} // simulation
//---------------------------------------------------------------------------