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A baked heightfield was trusted for as long as its file was readable, and the logic container while the .scn was older than it: an edited include went unnoticed by both, and node keys leaned on file dates, so merely touching a file changed them. And cooking only ever happened as a side effect of starting a scenery. Every cooked artifact now has a manifest beside it - <scenario>.ehf.deps, <scenario>.logic.deps - listing each file it was made from with its size, modification time and a hash of its content (simulation/cookdeps). The parser records what it includes as it reads, so the list is exactly what the load read. An artifact is current when every listed file still has its content: size and time are the quick check, and when either differs the content is hashed, so a touched or copied file does not force a rebuild and an edited one always does. A file added to the scenery cannot be in a manifest; the files read are compared with it after the load, and a mismatch sends the terrain to be baked on the next start - the new file's nodes, whose keys are unknown, are drawn as geometry meanwhile - and the logic, cooked from the loaded state, is cooked at once. The terrain depends on what the scenario includes and not on the scenario file itself, which the launcher rewrites on every start; the logic depends on both, since events can be written in either, and costs milliseconds to cook again. With the manifest vouching for file content, a triangle node's key is its file, line, include parameters and placement, without the date. -cook loads a scenery, brings whatever is stale up to date, and quits: the step that prepares a scenery ahead of play. It closes the window directly, as there is no simulation to wind down; a quit command waited a minute in the queue for one. Baking on a first start stays as the fallback, and -nobaketerrain still turns it off. Tried on a copy of baltyk with a terrain include of its own: a fresh cook bakes and cooks everything, a second finds nothing to do, a touched file changes nothing, an edited include is caught by its hash and both artifacts are rebuilt, and a new include has the logic recooked at once and the terrain on the next run. A cooking run of baltyk takes 5.5 s with nothing stale and 10.7 s with everything to do.
42 lines
1.7 KiB
C++
42 lines
1.7 KiB
C++
/*
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This Source Code Form is subject to the
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terms of the Mozilla Public License, v.
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2.0. If a copy of the MPL was not
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distributed with this file, You can
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obtain one at
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http://mozilla.org/MPL/2.0/.
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*/
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module;
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#include <string>
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#include <vector>
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export module eu07.simulation.logiccook;
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export {
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// Cooking the LOGIC container out of a scenery that has just been loaded.
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//
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// The plan called for a standalone tools/scn-cook reading .scn directly. It is cooked from
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// inside the engine instead, and on purpose: an event's targets, siblings and indices are the
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// product of the whole scenery deserializer, not of the parser, so a standalone cooker would
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// have to grow a second copy of it. Cooking from the loaded state guarantees the thing that
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// actually matters - that what is written is exactly what the text path produces - and the
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// determinism the plan asks for comes from the writer, not from where it is called.
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namespace simulation {
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// writes the container next to the scenery, with the manifest of the Sources it was made
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// from. returns false and logs on failure
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bool cook_logic( std::string const &Sceneryfile, std::vector<std::string> const &Sources );
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// reads a cooked container back and checks it against the events currently loaded. logs
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// every disagreement and returns true only when there are none
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bool verify_logic( std::string const &Sceneryfile );
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// whether the container next to this scenery needs cooking: there is none, this build cannot
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// read the one that is there, a file it was made from has changed, or the scenery now reads
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// a different set of files than Sources says it was made from
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bool logic_stale( std::string const &Sceneryfile, std::vector<std::string> const &Sources );
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} // namespace simulation
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}
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