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Files
maszyna/application/scenarioloadermode.cpp
maj00r ed0ff36a69 fix(app): a scenario failing as it loads goes back to the launcher too, the files of other cases looked for only off Windows
A scenario failing past its opening popped the loader mode and went on to pop it again and push the driver mode with the scenery half loaded; it goes back to the launcher as one that can't be opened. FileCased() goes through the folder only where the file system tells the case apart: on Windows a missing file was looked for in its whole folder for nothing, and a name outside the code page threw from the parser. The Discord thread sleeps a quarter of a second outside the driver mode, not to hold the closing up.
2026-11-03 21:53:52 +01:00

113 lines
3.9 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) {
// 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();
}