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Files
maszyna/application/scenarioloadermode.cpp
maj00r e75d849679 fix(app): a scenery file named in another case than given is found, a scenario that can't be opened goes back to the launcher
The command line gives the name of the scenery lowercased, and the sceneries made on Windows name their files and includes in any case: on a case-sensitive filesystem they weren't found. FileCased() finds the file whose name differs only in case; the parser and the scenario loader use it. A scenario that can't be opened logs the reason and goes back to the launcher instead of ending with an exception.
2026-11-03 21:45:57 +01:00

108 lines
3.7 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"
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);
}
catch (std::exception const &e) {
ErrorLog("Bad init: scenario \"" + Global.SceneryFile + "\" couldn't be opened (" + 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) {
ErrorLog( "Bad init: scenario loading failed" );
Application.pop_mode();
}
// 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();
}