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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-10-17 17:59:19 +02:00
Files
maszyna/simulation/cookdeps.cppm
maj00r 3876945ef3 Track what cooked data was made from, and cook it as a step of its own
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.
2026-09-17 17:45:23 +02:00

42 lines
1.6 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/.
*/
module;
#include <string>
#include <vector>
export module eu07.simulation.cookdeps;
export {
// What a cooked artifact of a scenery was made from, and whether it still is.
//
// A manifest lists every file that went into the artifact with its size, modification time
// and a hash of its content. The artifact is current when every one of those files still has
// that content. Size and time are the quick check: when both match, the file is taken as
// unchanged; when either differs, the content is hashed, so a file that was only touched or
// copied does not force a rebuild, and one that was edited always does.
//
// A manifest cannot know about a file that was added to the scenery since it was written - an
// include line that was not there before. That shows when the scenery is read, so a caller
// compares the files it just read with the manifest afterwards, and treats the artifact as
// stale when the two differ.
namespace simulation::cookdeps {
// writes the manifest of Files, hashing each. returns false and logs on failure
bool write( std::string const &Path, std::vector<std::string> const &Files );
// whether a manifest exists at Path and every file it lists still has the content it had
bool current( std::string const &Path );
// whether the manifest at Path lists exactly Files, in any order and ignoring repeats
bool lists( std::string const &Path, std::vector<std::string> const &Files );
} // namespace simulation::cookdeps
}