mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-11-08 22:07:20 +01:00
- 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
116 lines
4.0 KiB
C++
116 lines
4.0 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/.
|
|
*/
|
|
|
|
#include "stdafx.h"
|
|
#include "application/scenarioloadermode.h"
|
|
|
|
#include "utilities/Globals.h"
|
|
#include "simulation/simulation.h"
|
|
#include "simulation/simulationtime.h"
|
|
#include "simulation/simulationenvironment.h"
|
|
#include "application/application.h"
|
|
#include "application/scenarioloaderuilayer.h"
|
|
#include "rendering/renderer.h"
|
|
#include "utilities/Logs.h"
|
|
#include "utilities/translation.h"
|
|
#include "audio/audiorenderer.h"
|
|
|
|
#include <format>
|
|
|
|
scenarioloader_mode::scenarioloader_mode() {
|
|
m_userinterface = std::make_shared<scenarioloader_ui>();
|
|
}
|
|
|
|
// initializes internal data structures of the mode. returns: true on success, false otherwise
|
|
bool scenarioloader_mode::init() {
|
|
// nothing to do here
|
|
return true;
|
|
}
|
|
|
|
// mode-specific update of simulation data. returns: false on error, true otherwise
|
|
bool scenarioloader_mode::update() {
|
|
if (!Global.ready_to_load)
|
|
// waiting for network connection
|
|
return true;
|
|
|
|
if (!state) {
|
|
WriteLog("using simulation seed: " + std::to_string(Global.random_seed), logtype::generic);
|
|
WriteLog("using simulation starting timestamp: " + std::to_string(Global.starting_timestamp), logtype::generic);
|
|
|
|
// the command line gives the name lowercased, the file may be named in another case, as a scenery made on Windows;
|
|
// the scenery is saved back to its own file then
|
|
if (auto const cased{FileCased(Global.asCurrentSceneryPath + Global.SceneryFile)}; cased.size() > Global.asCurrentSceneryPath.size())
|
|
Global.SceneryFile = cased.substr(Global.asCurrentSceneryPath.size());
|
|
Application.set_title( Global.AppName + " (" + Global.SceneryFile + ")" );
|
|
WriteLog( "\nLoading scenario \"" + Global.SceneryFile + "\"..." );
|
|
|
|
timestart = std::chrono::system_clock::now();
|
|
try {
|
|
state = simulation::State.deserialize_begin(Global.SceneryFile);
|
|
}
|
|
// the file it can't read, as the parser and the scenery opening it report it
|
|
catch (std::runtime_error const &e) {
|
|
ErrorLog(std::format("Bad init: scenario \"{}\" couldn't be opened ({})", Global.SceneryFile, e.what()));
|
|
state.reset();
|
|
Global.SceneryFile.clear();
|
|
Application.pop_mode();
|
|
Application.push_mode(eu07_application::mode::launcher);
|
|
return true;
|
|
}
|
|
}
|
|
|
|
try {
|
|
if (simulation::State.deserialize_continue(state))
|
|
return true;
|
|
}
|
|
catch (invalid_scenery_exception &e) {
|
|
// back to the launcher as when the scenario can't be opened, not on to the driver mode with the scenery half loaded
|
|
ErrorLog( "Bad init: scenario loading failed" );
|
|
state.reset();
|
|
Global.SceneryFile.clear();
|
|
Application.pop_mode();
|
|
Application.push_mode(eu07_application::mode::launcher);
|
|
return true;
|
|
}
|
|
// the loading state holds the scenario file open, which on some systems keeps the file from being replaced
|
|
// when the scenery is saved in the editor. it'd also get in the way of another load
|
|
state.reset();
|
|
// sound files decoded in the background are all ready before the simulation starts
|
|
audio::renderer.complete_buffers();
|
|
|
|
WriteLog( "Scenario loading time: " + std::to_string( std::chrono::duration_cast<std::chrono::seconds>( std::chrono::system_clock::now() - timestart ).count() ) + " seconds" );
|
|
// TODO: implement and use next mode cue
|
|
|
|
Application.pop_mode();
|
|
Application.push_mode( eu07_application::mode::driver );
|
|
|
|
return true;
|
|
}
|
|
|
|
bool scenarioloader_mode::is_command_processor() const {
|
|
return false;
|
|
}
|
|
|
|
// maintenance method, called when the mode is activated
|
|
void scenarioloader_mode::enter() {
|
|
// TBD: hide cursor in fullscreen mode?
|
|
Application.set_cursor( GLFW_CURSOR_NORMAL );
|
|
|
|
simulation::is_ready = false;
|
|
|
|
Application.set_title( Global.AppName + " (" + Global.SceneryFile + ")" );
|
|
m_userinterface->set_progress(STR("Loading scenery"));
|
|
}
|
|
|
|
// maintenance method, called when the mode is deactivated
|
|
void scenarioloader_mode::exit() {
|
|
simulation::Time.init( Global.starting_timestamp );
|
|
simulation::Environment.init();
|
|
}
|