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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-10-17 22:39:19 +02:00
Files
maszyna/application/application.cpp
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

1639 lines
42 KiB
C++

module;
#include <deque>
#include <limits>
#include <mutex>
#include <ostream>
#include <type_traits>
#include <unordered_map>
#include <cstring>
#include <cstdint>
#include <array>
#include <cstddef>
#include <ios>
#include <memory>
#include <optional>
#include <sstream>
#include <stack>
#include <string>
#include <utility>
#include <vector>
#include <filesystem>
#include "glad/glad.h"
#include <GLFW/glfw3.h>
#include <random>
#include <thread>
#include "utilities/Globals_macros.h"
#include "utilities/utilities_macros.h"
#include "utilities/translation_macros.h"
#include "version_info.h"
#include <chrono>
#include "utilities/translation_macros.h"
#if WITH_DISCORD_RPC
#include "ref/discord-rpc/include/discord_rpc.h"
#endif
#if WITH_DISCORD_RPC
#include <discord_rpc.h>
#endif
#include <chrono>
#include "utilities/translation_macros.h"
#include "imgui/imgui.h"
#include "utilities/crashreporter_macros.h"
#include "widgets/imgui_scale.h"
#include <iostream>
#ifdef _WIN32
#include <windows.h>
#endif
#ifdef __unix__
#include <unistd.h>
#endif
#ifdef __unix__
#include <sys/stat.h>
#endif
module eu07.application.application;
import eu07.rendering.screenshot;
import eu07.utilities.parser;
import eu07.audio.sound;
import eu07.glm;
import eu07.application.drivermode;
import eu07.application.editormode;
import eu07.application.scenarioloadermode;
import eu07.editor.editorterrainstreamer;
import eu07.input.command;
import eu07.launcher.launchermode;
import eu07.model.texture;
import eu07.simcore;
import eu07.utilities.globals;
import eu07.utilities.utilities;
import eu07.simulation.simulation;
import eu07.simulation.loadprofile;
import eu07.application.shotrunner;
import eu07.simulation.simulationsounds;
import eu07.vehicle.train;
import eu07.utilities.dictionary;
import eu07.scene.sceneeditor;
import eu07.rendering.renderer;
import eu07.application.uilayer;
import eu07.utilities.logs;
import eu07.utilities.translation;
import eu07.utilities.timer;
import eu07.utilities.crashreporter;
/*
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/.
*/
#if WITH_DISCORD_RPC
#endif
#ifdef _WIN32
#endif
#ifdef _WIN32
#pragma comment(lib, "dsound.lib")
#pragma comment(lib, "winmm.lib")
#pragma comment(lib, "setupapi.lib")
#pragma comment(lib, "dbghelp.lib")
#pragma comment(lib, "version.lib")
#endif
#ifdef __unix__
#endif
eu07_application Application;
screenshot_manager screenshot_man;
ui_layer uilayerstaticinitializer;
#ifdef _WIN32
extern "C"
{
GLFWAPI HWND glfwGetWin32Window(GLFWwindow *window);
}
LRESULT APIENTRY WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
extern HWND Hwnd;
extern WNDPROC BaseWindowProc;
#endif
// user input callbacks
void focus_callback(GLFWwindow *window, int focus)
{
Application.on_focus_change(focus != 0);
}
void framebuffer_resize_callback(GLFWwindow *, int w, int h)
{
Global.fb_size = glm::ivec2(w, h);
}
void window_resize_callback(GLFWwindow *, int w, int h)
{
Global.window_size = glm::ivec2(w, h);
Application.on_window_resize(w, h);
}
void cursor_pos_callback(GLFWwindow *window, double x, double y)
{
Global.cursor_pos = glm::ivec2(x, y);
Application.on_cursor_pos(x, y);
}
void mouse_button_callback(GLFWwindow *window, int button, int action, int mods)
{
Application.on_mouse_button(button, action, mods);
}
void scroll_callback(GLFWwindow *window, double xoffset, double yoffset)
{
Application.on_scroll(xoffset, yoffset);
}
void key_callback(GLFWwindow *window, int key, int scancode, int action, int mods)
{
Application.on_key(key, scancode, action, mods);
}
void char_callback(GLFWwindow *window, unsigned int c)
{
Application.on_char(c);
}
// public:
void eu07_application::queue_screenshot()
{
m_screenshot_queued = true;
}
int eu07_application::run_crashgui()
{
bool autoup = false;
while (!glfwWindowShouldClose(m_windows.front()))
{
glfwPollEvents();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
ui_layer::begin_ui_frame_internal();
bool y, n;
if (Global.asLang == "pl")
{
ImGui::Begin("Raportowanie błędów", nullptr, ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoResize);
ImGui::TextUnformatted("Podczas ostatniego uruchomienia symulatora wystąpił błąd.\nWysłać raport o błędzie do deweloperów?\n");
ImGui::TextUnformatted(("Usługa udostępniana przez " + crashreport_get_provider() + "\n").c_str());
y = ImGui::Button("Tak", ImVec2S(60, 0));
ImGui::SameLine();
ImGui::Checkbox("W przyszłości przesyłaj raporty o błędach automatycznie", &autoup);
ImGui::SameLine();
ImGui::TextDisabled("(?)");
if (ImGui::IsItemHovered())
{
ImGui::BeginTooltip();
ImGui::TextUnformatted("W celu wyłączenia tej funkcji będzie trzeba skasować plik crashdumps/autoupload_enabled.conf");
ImGui::EndTooltip();
}
ImGui::NewLine();
n = ImGui::Button("Nie", ImVec2S(60, 0));
ImGui::End();
}
else
{
ImGui::Begin("Crash reporting", nullptr, ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoResize);
ImGui::TextUnformatted("Crash occurred during last launch of the simulator.\nSend crash report to developers?\n");
ImGui::TextUnformatted(("Service provided by " + crashreport_get_provider() + "\n").c_str());
y = ImGui::Button("Yes", ImVec2S(60, 0));
ImGui::SameLine();
ImGui::Checkbox("In future send crash reports automatically", &autoup);
ImGui::SameLine();
ImGui::TextDisabled("(?)");
if (ImGui::IsItemHovered())
{
ImGui::BeginTooltip();
ImGui::TextUnformatted("To disable this feature remove file crashdumps/autoupload_enabled.conf");
ImGui::EndTooltip();
}
ImGui::NewLine();
n = ImGui::Button("No", ImVec2S(60, 0));
ImGui::End();
}
ui_layer::render_internal();
glfwSwapBuffers(m_windows.front());
if (y)
{
crashreport_upload_accept();
if (autoup)
crashreport_set_autoupload();
return 0;
}
if (n)
{
crashreport_upload_reject();
return 0;
}
}
return -1;
}
#if WITH_DISCORD_RPC
void eu07_application::DiscordRPCService()
{
// initialize discord-rpc
WriteLog("Initializing Discord Rich Presence...");
static const char *discord_app_id = "1343662664504840222";
DiscordEventHandlers handlers;
memset(&handlers, 0, sizeof(handlers));
Discord_Initialize(discord_app_id, &handlers, 1, nullptr);
// calculate startup timestamp
auto now = std::chrono::system_clock::now();
auto now_c = std::chrono::system_clock::to_time_t(now);
// Init RPC object
static DiscordRichPresence discord_rpc;
memset(&discord_rpc, 0, sizeof(discord_rpc));
discord_rpc.startTimestamp = static_cast<int64_t>(now_c);
discord_rpc.largeImageText = "MaSzyna";
// run until quit — do NOT require a non-empty mode stack: pop/push during scenery reload
// briefly empties the stack, and exiting here would Discord_Shutdown() mid-session (or race on top())
while (!Global.applicationQuitOrder && !m_windows.empty() && !glfwWindowShouldClose(m_windows.front()))
{
if (m_modestack.empty())
{
std::this_thread::sleep_for(std::chrono::milliseconds(100));
continue;
}
auto const currentMode = m_modestack.top();
if (currentMode == mode::launcher)
{
discord_rpc.state = Translations.lookup_c("In main menu");
discord_rpc.details = Translations.lookup_c("Browsing scenarios...");
discord_rpc.largeImageKey = "";
discord_rpc.largeImageText = "MaSzyna";
Discord_UpdatePresence(&discord_rpc);
}
else if (currentMode == mode::scenarioloader)
{
std::string rpcScnName = Global.SceneryFile;
if (!rpcScnName.empty() && rpcScnName.front() == '$')
rpcScnName.erase(0, 1);
if (rpcScnName.size() >= 4)
rpcScnName.erase(rpcScnName.size() - 4, 4);
std::replace(rpcScnName.begin(), rpcScnName.end(), '_', ' ');
static std::string state;
state = Translations.lookup_s("Scenery: ") + rpcScnName;
discord_rpc.state = state.c_str();
discord_rpc.details = Translations.lookup_c("Loading scenery...");
discord_rpc.largeImageKey = "logo";
discord_rpc.largeImageText = "MaSzyna";
Discord_UpdatePresence(&discord_rpc);
}
else if (currentMode == mode::editor)
{
discord_rpc.state = "Dłubie w edytorze";
discord_rpc.details = Global.SceneryFile.c_str();
discord_rpc.largeImageKey = "logo";
discord_rpc.largeImageText = "MaSzyna";
discord_rpc.smallImageKey = "";
discord_rpc.smallImageText = "";
Discord_UpdatePresence(&discord_rpc);
}
else if (currentMode == mode::driver && simulation::is_ready)
{
std::string PlayerVehicle;
if (simulation::Train != nullptr && simulation::Train->Dynamic() != nullptr)
{
PlayerVehicle = simulation::Train->name();
for (auto &c : PlayerVehicle)
c = static_cast<char>(toupper(static_cast<unsigned char>(c)));
PlayerVehicle = Translations.lookup_s("Driving: ") + PlayerVehicle;
discord_rpc.details = PlayerVehicle.c_str();
auto const playerTrainVelocity = static_cast<uint16_t>(simulation::Train->Dynamic()->GetVelocity());
if (playerTrainVelocity > 1)
{
discord_rpc.smallImageKey = "driving";
static std::string smallText;
smallText = Translations.lookup_s("Speed: ") + std::to_string(playerTrainVelocity) + " km/h";
discord_rpc.smallImageText = smallText.c_str();
}
else
{
discord_rpc.smallImageKey = "halt";
discord_rpc.smallImageText = Translations.lookup_c("Stopped");
}
}
Discord_UpdatePresence(&discord_rpc);
}
std::this_thread::sleep_for(std::chrono::milliseconds(5000));
}
Discord_Shutdown();
}
#endif
int eu07_application::init(int Argc, char *Argv[])
{
int result{0};
// start logging service
std::thread sLoggingService(LogService);
Global.threads.emplace("LogService", std::move(sLoggingService));
init_debug();
init_files();
if ((result = init_settings(Argc, Argv)) != 0)
{
ErrorLog("Failed to initialize settings! Maybe you're missing eu07.ini file?");
return result;
}
if (!Global.random_seed)
Global.random_seed = std::random_device{}();
Global.random_engine.seed(Global.random_seed);
// configure the OS console according to Globals.ShowSystemConsole.
// must run AFTER init_settings (so the ini-loaded value is honoured) and
// BEFORE the first WriteLog below (so colored \033[...] sequences emitted
// by utilities/Logs.cpp land in a console with VT processing enabled).
init_console();
WriteLog("Starting MaSzyna rail vehicle simulator (release: " + Global.asVersion + ")");
WriteLog("For online documentation and additional files refer to: http://eu07.pl");
WriteLog("Authors: Marcin_EU, McZapkie, ABu, Winger, Tolaris, nbmx, OLO_EU, Bart, Quark-t, "
"ShaXbee, Oli_EU, youBy, KURS90, Ra, hunter, szociu, Stele, Q, firleju and others");
if (!crashreport_get_provider().empty())
WriteLog("Crashdump analysis provided by " + crashreport_get_provider() + "\n");
{
WriteLog("// settings");
std::stringstream settingspipe;
Global.export_as_text(settingspipe);
WriteLog(settingspipe.str());
}
// cruel way to prevent crashes because of threaded upload from python
if (Global.NvRenderer)
Global.python_threadedupload = false;
WriteLog("// startup");
if ((result = init_glfw()) != 0)
{
ErrorLog("Failed to initialize glfw!");
return result;
}
if (needs_ogl() && (result = init_ogl()) != 0)
{
ErrorLog("Failed to initialize ogl!");
return result;
}
if (crashreport_is_pending())
{ // run crashgui as early as possible
if ((result = run_crashgui()) != 0)
{
ErrorLog("Failed to run crash gui!");
return result;
}
}
if ((result = init_locale()) != 0)
{
ErrorLog("Failed to initialize locales! Maybe you're missing lang directory?");
return result;
}
if ((result = init_gfx()) != 0)
{
ErrorLog("Failed to initialize GFX!");
return result;
}
if ((result = init_ui()) != 0)
{ // ui now depends on activated renderer
ErrorLog("Failed to init UI!");
return result;
}
if ((result = init_audio()) != 0)
{
ErrorLog("Failed to initialize OpenAL");
return result;
}
if ((result = init_data()) != 0)
{
ErrorLog("Failed to load data/ contents! Maybe your installation is broken?");
return result;
}
crashreport_add_info("python_enabled", Global.python_enabled ? "yes" : "no");
if (Global.python_enabled)
{
m_taskqueue.init();
}
if ((result = init_modes()) != 0)
{
ErrorLog("Failed to initialize game modes");
return result;
}
#if WITH_DISCORD_RPC
// Run DiscordRPC service
std::thread sDiscordRPC(&eu07_application::DiscordRPCService, this);
Global.threads.emplace("DiscordRPC", std::move(sDiscordRPC));
#endif
if (!init_network())
return -1;
return result;
}
double eu07_application::generate_sync()
{
if (Timer::GetDeltaTime() == 0.0)
return 0.0;
double sync = 0.0;
for (const TDynamicObject *vehicle : simulation::Vehicles.sequence())
{
auto const pos{vehicle->GetPosition()};
sync += pos.x + pos.y + pos.z;
}
sync += Random(1.0, 100.0);
return sync;
}
void eu07_application::queue_quit(bool direct)
{
if (direct || !m_modes[m_modestack.top()]->is_command_processor())
{
glfwSetWindowShouldClose(m_windows[0], GLFW_TRUE);
return;
}
command_relay relay;
relay.post(user_command::quitsimulation, 0.0, 0.0, GLFW_PRESS, 0);
}
bool eu07_application::is_server() const
{
return m_network && m_network->servers;
}
bool eu07_application::is_client() const
{
return m_network && m_network->client;
}
int eu07_application::run()
{
auto frame{0};
// main application loop
while (!glfwWindowShouldClose(m_windows.front()) && !m_modestack.empty())
{
Timer::subsystem.mainloop_total.start();
glfwPollEvents();
if (m_headtrack)
m_headtrack->update();
begin_ui_frame();
// -------------------------------------------------------------------
// multiplayer command relaying logic can seem a bit complex
//
// we are simultaneously:
// => master (not client) OR slave (client)
// => server OR not
//
// trivia: being client and server is possible
double frameStartTime = Timer::GetTime();
if (m_modes[m_modestack.top()]->is_command_processor())
{
// active mode is doing real calculations (e.g. drivermode)
int loop_remaining = MAX_NETWORK_PER_FRAME;
while (--loop_remaining > 0)
{
command_queue::commands_map commands_to_exec;
command_queue::commands_map local_commands = simulation::Commands.pop_intercept_queue();
double slave_sync;
// if we're the server
if (m_network && m_network->servers)
{
// fetch from network layer command requests received from clients
command_queue::commands_map remote_commands = m_network->servers->pop_commands();
// push these into local queue
add_to_dequemap(local_commands, remote_commands);
}
// if we're slave
if (m_network && m_network->client)
{
// fetch frame info from network layer,
auto frame_info = m_network->client->get_next_delta(MAX_NETWORK_PER_FRAME - loop_remaining);
// use delta and commands received from master
double delta = std::get<0>(frame_info);
Timer::set_delta_override(delta);
slave_sync = std::get<1>(frame_info);
add_to_dequemap(commands_to_exec, std::get<2>(frame_info));
// and send our local commands to master
m_network->client->send_commands(local_commands);
if (delta == 0.0)
loop_remaining = -1;
}
// if we're master
else
{
// just push local commands to execution
add_to_dequemap(commands_to_exec, local_commands);
loop_remaining = -1;
}
// send commands to command queue
simulation::Commands.push_commands(commands_to_exec);
// do actual frame processing (depending on mode)
if (!m_modes[m_modestack.top()]->update())
return 0;
// update continuous commands
simulation::Commands.update();
double sync = generate_sync();
// if we're the server
if (m_network && m_network->servers)
{
// send delta, sync, and commands we just executed to clients
double delta = Timer::GetDeltaTime();
double render = Timer::GetDeltaRenderTime();
m_network->servers->push_delta(render, delta, sync, commands_to_exec);
}
// if we're slave
if (m_network && m_network->client)
{
// verify sync
if (sync != slave_sync)
{
WriteLog("net: desync! calculated: " + std::to_string(sync) + ", received: " + std::to_string(slave_sync), logtype::net);
Global.desync = slave_sync - sync;
}
// set total delta for rendering code
double totalDelta = Timer::GetTime() - frameStartTime;
Timer::set_delta_override(totalDelta);
}
}
if (!loop_remaining)
{
// loop break forced by counter
float received = m_network->client->get_frame_counter();
float awaiting = m_network->client->get_awaiting_frames();
// TODO: don't meddle with mode progresbar
m_modes[m_modestack.top()]->set_progress(100.0f * (received - awaiting) / received);
}
else
{
m_modes[m_modestack.top()]->set_progress(0.0f, 0.0f);
}
}
else
{
// active mode is loader
// clear local command queue
simulation::Commands.pop_intercept_queue();
// do actual frame processing
if (!m_modes[m_modestack.top()]->update())
return 0;
}
// -------------------------------------------------------------------
// keep streamed terrain loaded around the active camera in every mode (editor + driver),
// once the simulation is live (avoid streaming while the scenery is still loading)
if (simulation::is_ready && EditorTerrain.active())
EditorTerrain.update(Global.pCamera.Pos);
m_taskqueue.update();
opengl_texture::reset_unit_cache();
if (!GfxRenderer->Render())
break;
GfxRenderer->SwapBuffers();
if (m_modestack.empty())
break;
m_modes[m_modestack.top()]->on_event_poll();
if (m_screenshot_queued)
{
m_screenshot_queued = false;
GfxRenderer->MakeScreenshot();
}
if (m_network)
m_network->update();
auto const frametime{Timer::subsystem.mainloop_total.stop()};
if (Global.minframetime.count() != 0.0f && (Global.minframetime - frametime).count() > 0.0f)
{
std::this_thread::sleep_for(Global.minframetime - frametime);
}
}
// Handled by application.exit
// Global.applicationQuitOrder = true;
// auto it = Global.threads.find("LogService");
// if (it != Global.threads.end())
// {
// if (it->second.joinable())
// it->second.join();
// }
//
// it = Global.threads.find("DiscordRPC");
// if (it != Global.threads.end())
// {
// if (it->second.joinable())
// it->second.join();
// }
return 0;
}
// issues request for a worker thread to perform specified task. returns: true if task was scheduled
bool eu07_application::request(python_taskqueue::task_request const &Task)
{
auto const result{m_taskqueue.insert(Task)};
if (false == result && Task.input != nullptr)
{
// clean up allocated resources since the worker won't
}
return result;
}
// ensures the main thread holds the python gil and can safely execute python calls
void eu07_application::acquire_python_lock()
{
m_taskqueue.acquire_lock();
}
// frees the python gil and swaps out the main thread
void eu07_application::release_python_lock()
{
m_taskqueue.release_lock();
}
void eu07_application::exit()
{
Global.applicationQuitOrder = true;
for (auto &mode : m_modes)
mode.reset();
GfxRenderer->Shutdown();
m_network.reset();
// SafeDelete( simulation::Train );
SafeDelete(simulation::Region);
ui_layer::shutdown();
for (auto *window : m_windows)
{
glfwDestroyWindow(window);
}
m_taskqueue.exit();
glfwPollEvents(); // TODO: This fixes a segfault on Wayland when closing. Remove after updating glfw to 3.5.
glfwTerminate();
if (!Global.exec_on_exit.empty())
system(Global.exec_on_exit.c_str());
auto it = Global.threads.find("LogService");
if (it != Global.threads.end())
{
if (it->second.joinable())
it->second.join();
}
#if WITH_DISCORD_RPC
it = Global.threads.find("DiscordRPC");
if (it != Global.threads.end())
{
if (it->second.joinable())
it->second.join();
}
#endif
}
void eu07_application::render_ui()
{
if (m_modestack.empty())
{
return;
}
m_modes[m_modestack.top()]->render_ui();
}
void eu07_application::begin_ui_frame()
{
if (m_modestack.empty())
{
return;
}
m_modes[m_modestack.top()]->begin_ui_frame();
}
bool eu07_application::pop_mode()
{
if (m_modestack.empty())
{
return false;
}
m_modes[m_modestack.top()]->exit();
m_modestack.pop();
return true;
}
bool eu07_application::push_mode(mode const Mode)
{
if (Mode >= count_)
return false;
if (!m_modes[Mode])
{
if (Mode == launcher)
m_modes[Mode] = std::make_shared<launcher_mode>();
if (Mode == scenarioloader)
m_modes[Mode] = std::make_shared<scenarioloader_mode>();
if (Mode == driver)
m_modes[Mode] = std::make_shared<driver_mode>();
if (Mode == editor)
m_modes[Mode] = std::make_shared<editor_mode>();
if (!m_modes[Mode]->init())
return false;
}
m_modes[Mode]->enter();
m_modestack.push(Mode);
return true;
}
void eu07_application::set_title(std::string const &Title)
{
glfwSetWindowTitle(m_windows.front(), Title.c_str());
}
void eu07_application::set_progress(float const Progress, float const Subtaskprogress)
{
if (m_modestack.empty())
{
return;
}
m_modes[m_modestack.top()]->set_progress(Progress, Subtaskprogress);
}
void eu07_application::set_tooltip(std::string const &Tooltip)
{
if (m_modestack.empty())
{
return;
}
m_modes[m_modestack.top()]->set_tooltip(Tooltip);
}
void eu07_application::set_cursor(int const Mode)
{
ui_layer::set_cursor(Mode);
}
void eu07_application::set_cursor_pos(double const Horizontal, double const Vertical)
{
glfwSetCursorPos(m_windows.front(), Horizontal, Vertical);
}
/*
// provides keyboard mapping associated with specified control item
std::string
eu07_application::get_input_hint( user_command const Command ) const {
if( m_modestack.empty() ) { return ""; }
return m_modes[ m_modestack.top() ]->get_input_hint( Command );
}
*/
void eu07_application::on_key(int const Key, int const Scancode, int const Action, int const Mods)
{
if (ui_layer::key_callback(Key, Scancode, Action, Mods))
return;
if (m_modestack.empty())
{
return;
}
#ifdef __unix__
if (Key == GLFW_KEY_LEFT_SHIFT || Key == GLFW_KEY_RIGHT_SHIFT)
Global.shiftState = Action == GLFW_PRESS;
if (Key == GLFW_KEY_LEFT_CONTROL || Key == GLFW_KEY_RIGHT_CONTROL)
Global.ctrlState = Action == GLFW_PRESS;
if (Key == GLFW_KEY_LEFT_ALT || Key == GLFW_KEY_RIGHT_ALT)
Global.altState = Action == GLFW_PRESS;
#endif
m_modes[m_modestack.top()]->on_key(Key, Scancode, Action, Mods);
}
void eu07_application::on_cursor_pos(double const Horizontal, double const Vertical)
{
if (m_modestack.empty())
{
return;
}
m_modes[m_modestack.top()]->on_cursor_pos(Horizontal, Vertical);
}
void eu07_application::on_mouse_button(int const Button, int const Action, int const Mods)
{
if (ui_layer::mouse_button_callback(Button, Action, Mods))
return;
if (m_modestack.empty())
{
return;
}
m_modes[m_modestack.top()]->on_mouse_button(Button, Action, Mods);
}
void eu07_application::on_scroll(double const Xoffset, double const Yoffset)
{
if (ui_layer::scroll_callback(Xoffset, Yoffset))
return;
if (m_modestack.empty())
{
return;
}
m_modes[m_modestack.top()]->on_scroll(Xoffset, Yoffset);
}
void eu07_application::on_char(unsigned int c)
{
if (ui_layer::char_callback(c))
return;
}
void eu07_application::on_focus_change(bool focus)
{
if (Global.bInactivePause && m_network.has_value() && !m_network->client)
{ // jeśli ma być pauzowanie okna w tle
command_relay relay;
relay.post(user_command::focuspauseset, focus ? 1.0 : 0.0, 0.0, GLFW_PRESS, 0);
}
}
void eu07_application::on_window_resize(int w, int h)
{
if (m_modestack.empty())
return;
m_modes[m_modestack.top()]->on_window_resize(w, h);
}
GLFWwindow *eu07_application::window(int const Windowindex, bool visible, int width, int height, GLFWmonitor *monitor, bool keep_ownership, bool share_ctx)
{
if (Windowindex >= 0)
{
return Windowindex < m_windows.size() ? m_windows[Windowindex] : nullptr;
}
// for index -1 create a new child window
auto const *vmode{glfwGetVideoMode(monitor ? monitor : glfwGetPrimaryMonitor())};
// match requested video mode to current to allow for
// fullwindow creation when resolution is the same
glfwWindowHint(GLFW_RED_BITS, vmode->redBits);
glfwWindowHint(GLFW_GREEN_BITS, vmode->greenBits);
glfwWindowHint(GLFW_BLUE_BITS, vmode->blueBits);
glfwWindowHint(GLFW_REFRESH_RATE, vmode->refreshRate);
glfwWindowHint(GLFW_VISIBLE, visible);
auto *childwindow = glfwCreateWindow(width, height, "eu07window", monitor, share_ctx ? m_windows.front() : nullptr);
if (!childwindow)
return nullptr;
if (keep_ownership)
m_windows.emplace_back(childwindow);
glfwFocusWindow(m_windows.front()); // restore focus to main window
return childwindow;
}
// private:
GLFWmonitor *eu07_application::find_monitor(const std::string &str) const
{
int monitor_count;
GLFWmonitor **monitors = glfwGetMonitors(&monitor_count);
for (size_t i = 0; i < monitor_count; i++)
{
if (describe_monitor(monitors[i]) == str)
return monitors[i];
}
return nullptr;
}
std::string eu07_application::describe_monitor(GLFWmonitor *monitor) const
{
std::string name(glfwGetMonitorName(monitor));
std::replace(std::begin(name), std::end(name), ' ', '_');
int x, y;
glfwGetMonitorPos(monitor, &x, &y);
return name + ":" + std::to_string(x) + "," + std::to_string(y);
}
// private:
bool eu07_application::needs_ogl() const
{
return !Global.NvRenderer;
}
void eu07_application::init_debug()
{
#if defined(_MSC_VER) && defined(_DEBUG)
// memory leaks
_CrtSetDbgFlag(_CrtSetDbgFlag(_CRTDBG_REPORT_FLAG) | _CRTDBG_LEAK_CHECK_DF);
/*
// floating point operation errors
auto state { _clearfp() };
state = _control87( 0, 0 );
// this will turn on FPE for #IND and zerodiv
state = _control87( state & ~( _EM_ZERODIVIDE | _EM_INVALID ), _MCW_EM );
*/
#endif
}
// Honours Globals.ShowSystemConsole (default: true).
//
// Windows: if the toggle is on, ensure a console is attached (allocate one when
// the binary was linked as the WINDOWS subsystem and none is inherited), then
// reopen the C stdio streams onto it and turn on ENABLE_VIRTUAL_TERMINAL_PROCESSING
// so the ANSI colour escapes used by utilities/Logs.cpp render correctly.
// If the toggle is off, hide the console window (or free an allocated one) so
// the GUI launches without a stray cmd window.
//
// Other platforms: no-op. stdout is the launching terminal (or already detached);
// hiding it on Linux/macOS would mean redirecting to /dev/null and is left to the
// user's shell (e.g. "./eu07 >/dev/null 2>&1").
void eu07_application::init_console()
{
#ifdef _WIN32
HWND consoleWnd = ::GetConsoleWindow();
const bool hadConsole = consoleWnd != nullptr;
if (Global.ShowSystemConsole)
{
if (!hadConsole)
{
// no console inherited (e.g. WINDOWS subsystem build, or launched
// detached) -- create one and wire stdio to it so printf in
// utilities/Logs.cpp actually reaches the user
if (::AllocConsole())
{
FILE *fp = nullptr;
freopen_s(&fp, "CONOUT$", "w", stdout);
freopen_s(&fp, "CONOUT$", "w", stderr);
freopen_s(&fp, "CONIN$", "r", stdin);
// keep C++ streams in sync with the redirected C streams
std::ios::sync_with_stdio(true);
std::cout.clear();
std::cerr.clear();
std::clog.clear();
std::cin.clear();
consoleWnd = ::GetConsoleWindow();
}
}
// enable ANSI virtual-terminal processing so the colour escapes in
// utilities/Logs.cpp ("\033[1;37;41m...", "\033[32m...") render as
// colours instead of literal garbage on the conhost.
//
// IMPORTANT: do NOT rely on GetStdHandle(STD_OUTPUT_HANDLE). After
// AllocConsole + freopen_s the CRT may have rewired things, and on a
// console-subsystem build the std handle can also point to a redirected
// pipe/file rather than the actual console screen buffer -- in either
// case SetConsoleMode silently fails and the escape bytes leak through
// as text ("←[32m" etc). Open CONOUT$ directly to get the real screen
// buffer handle, then flip VT on it.
auto enable_vt = [](const char *devName) {
HANDLE h = ::CreateFileA(
devName,
GENERIC_READ | GENERIC_WRITE,
FILE_SHARE_READ | FILE_SHARE_WRITE,
nullptr,
OPEN_EXISTING,
0,
nullptr);
if (h == INVALID_HANDLE_VALUE)
return;
DWORD mode = 0;
if (::GetConsoleMode(h, &mode))
{
::SetConsoleMode(h, mode | ENABLE_VIRTUAL_TERMINAL_PROCESSING | ENABLE_PROCESSED_OUTPUT);
}
::CloseHandle(h);
};
// CONOUT$ is the console's active screen buffer; enabling VT on it
// affects everything that ends up being written there, regardless of
// which FILE* / std handle the writer used
enable_vt("CONOUT$");
if (consoleWnd)
{
::ShowWindow(consoleWnd, SW_SHOW);
// give the console a recognisable title
::SetConsoleTitleA("MaSzyna log");
}
}
else
{
// user wants no console window -- hide whatever we have
if (consoleWnd)
{
::ShowWindow(consoleWnd, SW_HIDE);
}
// if we'd allocated one ourselves on a previous run path we'd FreeConsole here,
// but on first init the console (if any) was inherited from the launcher and
// belongs to it -- just hiding the window is the least-surprising behaviour
}
#endif
}
void eu07_application::init_files()
{
#ifdef _WIN32
DeleteFile("log.txt");
DeleteFile("errors.txt");
CreateDirectory("logs", nullptr);
#elif __unix__
unlink("log.txt");
unlink("errors.txt");
mkdir("logs", 0755);
#endif
}
namespace fs = std::filesystem;
int eu07_application::init_settings(int Argc, char *Argv[])
{
Global.asVersion = VERSION_INFO;
fs::path iniPath = user_config_path("eu07.ini");
if (!iniPath.empty() && fs::exists(iniPath))
{
Global.LoadIniFile(iniPath.string().c_str());
}
else
{
Global.LoadIniFile("eu07.ini");
}
// process command line arguments
auto scenerywasasked = false;
std::vector<shot_runner::shot> shots;
auto shotsettle = 3.0;
auto shotquit = true;
for (int i = 1; i < Argc; ++i)
{
std::string token{Argv[i]};
// a switch may be written with one dash or two: both spellings are common on the command
// line and neither says anything different, so the second dash is simply dropped here
if (token.size() > 2 && token.compare(0, 2, "--") == 0)
{
token.erase(0, 1);
}
if (token == "-s")
{
if (i + 1 < Argc)
{
Global.SceneryFile = ToLower(Argv[++i]);
scenerywasasked = true;
}
}
else if (token == "-v")
{
if (i + 1 < Argc)
{
Global.local_start_vehicle = ToLower(Argv[++i]);
}
}
else if (token == "-editor")
{
Global.editor_startup = true;
}
else if (token == "-terrain")
{
if (i + 1 < Argc)
{
// cooked heightfield produced by tools/terraincook; may be repeated
Global.terrain_heightfields.push_back(Argv[++i]);
}
}
else if (token == "-shot")
{
// unattended screenshot: "x,y,z[,yaw[,pitch]]", repeatable for a sequence
if (i + 1 < Argc)
{
shot_runner::shot shot;
if (shot_runner::parse(Argv[++i], shot))
{
shots.push_back(shot);
}
else
{
std::cout << "bad -shot viewpoint: " << Argv[i] << std::endl;
return -1;
}
}
}
else if (token == "-shotsettle")
{
// seconds to wait at each viewpoint before saving, so terrain tiles and
// models have time to stream in
if (i + 1 < Argc)
{
shotsettle = std::atof(Argv[++i]);
}
}
else if (token == "-shotstay")
{
// leave the simulation running once the sequence is done
shotquit = false;
}
else if (token == "-loadprofile")
{
// scenery load profiling: where the load time goes, what the scenery holds,
// what it costs in memory. writes to the log and to loadprofile.txt
loadprofile::enable(true);
}
else if (token == "-cooklogic")
{
// cook the scenery's LOGIC container once it has loaded, then read it back and
// check it against the events in memory
Global.cook_logic = true;
}
else if (token == "-cook")
{
// prepare the scenery's cooked data - heightfields and logic - wherever it is missing
// or out of date, then quit without starting the simulation
Global.cook_only = true;
Global.bake_terrain = true;
}
else if (token == "-nobaketerrain")
{
// load the scenery's terrain triangles as written, without baking or using a
// heightfield baked beside it. the way to see the original for comparison
Global.bake_terrain = false;
}
else if (token == "-verifylogic")
{
// read the LOGIC container that is already on disk and check it against the
// scenery, writing nothing
Global.verify_logic = true;
}
else
{
std::cout << "usage: " << std::string(Argv[0]) << " [-s sceneryfilepath]"
<< " [-v vehiclename]"
<< " [-editor]"
<< " [-terrain terrain.ehf]"
<< " [-shot x,y,z[,yaw[,pitch]]]"
<< " [-shotsettle seconds] [-shotstay]"
<< " [-loadprofile]"
<< " [-cooklogic]"
<< " [-verifylogic]"
<< " [-nobaketerrain] [-cook]"
<< " (every switch also takes a double dash: --editor)" << std::endl;
return -1;
}
}
if (false == shots.empty())
{
Shots.configure(shots, shotsettle, shotquit);
}
if (Global.editor_startup && false == scenerywasasked)
{
// the editor opens on empty ground unless a scenery was actually asked for. whatever the ini
// happens to name is the last thing that was driven, which has nothing to do with editing; an
// empty scenery still gives the region, the lighting and the clock, just nothing standing on it
Global.SceneryFile = "pusta.scn";
}
return 0;
}
int eu07_application::init_locale()
{
Translations.init();
return 0;
}
int eu07_application::init_glfw()
{
{
int glfw_major, glfw_minor, glfw_rev;
glfwGetVersion(&glfw_major, &glfw_minor, &glfw_rev);
m_glfwversion = glfw_major * 10000 + glfw_minor * 100 + glfw_minor;
}
#ifdef GLFW_ANGLE_PLATFORM_TYPE
if (m_glfwversion >= 30400)
{
int platform = GLFW_ANGLE_PLATFORM_TYPE_NONE;
if (Global.gfx_angleplatform == "opengl")
platform = GLFW_ANGLE_PLATFORM_TYPE_OPENGL;
else if (Global.gfx_angleplatform == "opengles")
platform = GLFW_ANGLE_PLATFORM_TYPE_OPENGLES;
else if (Global.gfx_angleplatform == "d3d9")
platform = GLFW_ANGLE_PLATFORM_TYPE_D3D9;
else if (Global.gfx_angleplatform == "d3d11")
platform = GLFW_ANGLE_PLATFORM_TYPE_D3D11;
else if (Global.gfx_angleplatform == "vulkan")
platform = GLFW_ANGLE_PLATFORM_TYPE_VULKAN;
else if (Global.gfx_angleplatform == "metal")
platform = GLFW_ANGLE_PLATFORM_TYPE_METAL;
glfwInitHint(GLFW_ANGLE_PLATFORM_TYPE, platform);
}
#endif
if (glfwInit() == GLFW_FALSE)
{
ErrorLog("Bad init: failed to initialize glfw");
return -1;
}
{
int monitor_count;
GLFWmonitor **monitors = glfwGetMonitors(&monitor_count);
WriteLog("available monitors:");
for (size_t i = 0; i < monitor_count; i++)
{
WriteLog(describe_monitor(monitors[i]));
}
}
auto *monitor{find_monitor(Global.fullscreen_monitor)};
if (!monitor)
monitor = glfwGetPrimaryMonitor();
glfwWindowHint(GLFW_AUTO_ICONIFY, GLFW_FALSE);
if ((Global.gfx_skippipeline || Global.LegacyRenderer) && Global.iMultisampling > 0)
{
glfwWindowHint(GLFW_SAMPLES, 1 << Global.iMultisampling);
}
crashreport_add_info("gfxrenderer", Global.GfxRenderer);
if (!needs_ogl())
{
glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
}
else
{
if (!Global.LegacyRenderer)
{
Global.bUseVBO = true;
// activate core profile for opengl 3.3 renderer
if (!Global.gfx_usegles)
{
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_TRUE);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
}
else
{
#ifdef GLFW_CONTEXT_CREATION_API
if (m_glfwversion >= 30200)
glfwWindowHint(GLFW_CONTEXT_CREATION_API, GLFW_EGL_CONTEXT_API);
#endif
glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
}
}
else
{
if (Global.gfx_usegles)
{
ErrorLog("legacy renderer not supported in gles mode");
return -1;
}
Global.gfx_shadergamma = false;
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_ANY_PROFILE);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1);
}
if (Global.gfx_gldebug)
glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GLFW_TRUE);
}
glfwWindowHint(GLFW_SRGB_CAPABLE, !Global.gfx_shadergamma);
if (Global.fullscreen_windowed)
{
auto const mode = glfwGetVideoMode(monitor);
Global.window_size.x = mode->width;
Global.window_size.y = mode->height;
Global.bFullScreen = true;
}
auto *mainwindow = window(-1, true, Global.window_size.x, Global.window_size.y, Global.bFullScreen ? monitor : nullptr, true, false);
if (mainwindow == nullptr)
{
ErrorLog("Bad init: failed to create glfw window");
return -1;
}
glfwMakeContextCurrent(mainwindow);
glfwSwapInterval(Global.VSync ? 1 : 0); // vsync
{
int width, height;
glfwGetFramebufferSize(mainwindow, &width, &height);
framebuffer_resize_callback(mainwindow, width, height);
glfwGetWindowSize(mainwindow, &width, &height);
window_resize_callback(mainwindow, width, height);
}
#ifdef _WIN32
// setup wrapper for base glfw window proc, to handle copydata messages
Hwnd = glfwGetWin32Window(mainwindow);
BaseWindowProc = (WNDPROC)::SetWindowLongPtr(Hwnd, GWLP_WNDPROC, (LONG_PTR)WndProc);
// switch off the topmost flag
::SetWindowPos(Hwnd, HWND_NOTOPMOST, 0, 0, 0, 0, SWP_NOMOVE | SWP_NOSIZE);
#endif
return 0;
}
void eu07_application::init_callbacks()
{
auto *window{m_windows.front()};
glfwSetWindowSizeCallback(window, window_resize_callback);
glfwSetFramebufferSizeCallback(window, framebuffer_resize_callback);
glfwSetCursorPosCallback(window, cursor_pos_callback);
glfwSetMouseButtonCallback(window, mouse_button_callback);
glfwSetKeyCallback(window, key_callback);
glfwSetScrollCallback(window, scroll_callback);
glfwSetCharCallback(window, char_callback);
glfwSetWindowFocusCallback(window, focus_callback);
}
int eu07_application::init_ogl()
{
if (!Global.gfx_usegles)
{
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
ErrorLog("Bad init: failed to initialize glad");
return -1;
}
}
else
{
if (!gladLoadGLES2Loader((GLADloadproc)glfwGetProcAddress))
{
ErrorLog("Bad init: failed to initialize glad");
return -1;
}
}
return 0;
}
int eu07_application::init_ui()
{
if (false == ui_layer::init(m_windows.front()))
{
return -1;
}
init_callbacks();
return 0;
}
int eu07_application::init_gfx()
{
if (Global.GfxRenderer == "default")
{
// default render path
GfxRenderer = gfx_renderer_factory::get_instance()->create("modern");
}
else if (Global.GfxRenderer == "experimental")
{
GfxRenderer = gfx_renderer_factory::get_instance()->create(Global.GfxRenderer);
}
else
{
// legacy render path
GfxRenderer = gfx_renderer_factory::get_instance()->create("legacy");
Global.DisabledLogTypes |= static_cast<unsigned int>(logtype::material);
}
if (!GfxRenderer)
{
ErrorLog("no renderer found!");
return -1;
}
if (false == GfxRenderer->Init(m_windows.front()))
{
return -1;
}
for (const global_settings::extraviewport_config &conf : Global.extra_viewports)
if (!GfxRenderer->AddViewport(conf))
return -1;
if (!Global.headtrack_conf.joy.empty())
m_headtrack.emplace();
return 0;
}
int eu07_application::init_audio()
{
if (Global.bSoundEnabled)
{
Global.bSoundEnabled &= audio::renderer.init();
}
// NOTE: lack of audio isn't deemed a failure serious enough to throw in the towel
return 0;
}
int eu07_application::init_data()
{
// HACK: grab content of the first {} block in load_unit_weights using temporary parser, then parse it normally. on any error our weight list will be empty string
auto loadweights{cParser(cParser("data/load_weights.txt", cParser::buffer_FILE).getToken<std::string>(true, "{}"), cParser::buffer_TEXT)};
while (true == loadweights.getTokens(2))
{
std::pair<std::string, float> weightpair;
loadweights >> weightpair.first >> weightpair.second;
weightpair.first.erase(weightpair.first.end() - 1); // trim trailing ':' from the key
simulation::Weights.emplace(weightpair.first, weightpair.second);
}
cParser override_parser("data/sound_overrides.txt", cParser::buffer_FILE);
deserialize_map(simulation::Sound_overrides, override_parser);
return 0;
}
int eu07_application::init_modes()
{
Global.local_random_engine.seed(std::random_device{}());
if ((!Global.network_servers.empty() || Global.network_client) && Global.SceneryFile.empty())
{
ErrorLog("launcher mode is currently not supported in network mode");
return -1;
}
// activate the default mode
if (Global.SceneryFile.empty())
push_mode(mode::launcher);
else
push_mode(mode::scenarioloader);
return 0;
}
bool eu07_application::init_network()
{
if (!Global.network_servers.empty() || Global.network_client)
{
// create network manager
m_network.emplace();
}
for (auto const &pair : Global.network_servers)
{
// create all servers
m_network->create_server(pair.first, pair.second);
}
if (Global.network_client)
{
// create client
m_network->connect(Global.network_client->first, Global.network_client->second);
}
else
{
// we're simulation master
// TODO: sort out this timezone mess
std::time_t utc_now = std::time(nullptr);
tm tm_local, tm_utc;
tm *tmp = std::localtime(&utc_now);
memcpy(&tm_local, tmp, sizeof(tm));
tmp = std::gmtime(&utc_now);
memcpy(&tm_utc, tmp, sizeof(tm));
int64_t offset = tm_local.tm_hour * 3600 + tm_local.tm_min * 60 + tm_local.tm_sec - (tm_utc.tm_hour * 3600 + tm_utc.tm_min * 60 + tm_utc.tm_sec);
Global.starting_timestamp = utc_now + offset;
Global.ready_to_load = true;
}
return true;
}