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Files
maszyna/simulation/simulationstateserializer.cpp
maj00r fd8bfdbcf3 Add two-pass progressive scenery load (sequential; infra then visuals)
When replaying a binary twin, load in two passes over the same data: the first
pass loads infrastructure (tracks/traction/events/memcells/sounds + directives),
the second pass loads the visual nodes (3d models, terrain shapes/lines) that the
reader skipped via the v6 node-class markers.

- cParser: setReplayPass() selects the served node class (propagated to include
  children); restartReplay() rewinds the twin for the second pass.
- state_serializer: first pass uses the infrastructure pass; on completion it
  restarts the twin for the visual pass. Stateful directives (trainset, event,
  camera, light, sky, time, ...) are skipped on the visual pass so their side
  effects do not duplicate; transform/group directives re-run so deferred visual
  nodes get correct placement. A text/compile load (no twin) stays single-pass.

Verified: td.scn replays through both passes with no duplicate vehicles/events
and reaches the normal load endpoint. This is the sequential foundation; moving
the visual pass into the driver (so play starts after the infrastructure pass) is
the next step.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-22 23:10:06 +02:00

1336 lines
49 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 "simulation/simulationstateserializer.h"
#include "utilities/Globals.h"
#include "simulation/simulation.h"
#include "simulation/simulationtime.h"
#include "simulation/simulationsounds.h"
#include "simulation/simulationenvironment.h"
#include "scene/scenenodegroups.h"
#include "scene/scenerybinary.h"
#include "rendering/particles.h"
#include "world/Event.h"
#include "world/MemCell.h"
#include "vehicle/Driver.h"
#include "vehicle/DynObj.h"
#include "model/AnimModel.h"
#include "rendering/lightarray.h"
#include "world/TractionPower.h"
#include "application/application.h"
#include "rendering/renderer.h"
#include "utilities/Logs.h"
namespace simulation {
std::shared_ptr<deserializer_state>
state_serializer::deserialize_begin( std::string const &Scenariofile ) {
crashreport_add_info("scenario", Scenariofile);
// TODO: move initialization to separate routine so we can reuse it
SafeDelete( Region );
Region = new scene::basic_region();
simulation::State.init_scripting_interface();
// open the scenario file. binary scenery twins (.scnb/.incb/.scmb) are handled
// transparently inside cParser: if a twin exists it is replayed instead of the
// text, otherwise the text is parsed and a twin compiled alongside it.
std::shared_ptr<deserializer_state> state =
std::make_shared<deserializer_state>( Scenariofile, cParser::buffer_FILE, Global.asCurrentSceneryPath, Global.bLoadTraction );
state->scenariofile = Scenariofile;
state->scratchpad.name = Scenariofile;
// first pass loads infrastructure (tracks/traction/events/memcells/sounds + directives);
// visual nodes are skipped by the reader and loaded in a second pass. for a text/compile
// load (no twin) this is a no-op and everything loads in a single pass.
state->input.setReplayPass( scene::scenery_load_pass::infrastructure );
scene::Groups.create();
if( false == state->input.ok() )
throw invalid_scenery_exception();
// prepare deserialization function table
// since all methods use the same objects, we can have simple, hard-coded binds or lambdas for the task
using deserializefunction = void( state_serializer::*)(cParser &, scene::scratch_data &);
std::vector<
std::pair<
std::string,
deserializefunction> > functionlist = {
{ "area", &state_serializer::deserialize_area },
{ "isolated", &state_serializer::deserialize_isolated },
{ "assignment", &state_serializer::deserialize_assignment },
{ "atmo", &state_serializer::deserialize_atmo },
{ "camera", &state_serializer::deserialize_camera },
{ "config", &state_serializer::deserialize_config },
{ "description", &state_serializer::deserialize_description },
{ "event", &state_serializer::deserialize_event },
{ "lua", &state_serializer::deserialize_lua },
{ "firstinit", &state_serializer::deserialize_firstinit },
{ "group", &state_serializer::deserialize_group },
{ "endgroup", &state_serializer::deserialize_endgroup },
{ "light", &state_serializer::deserialize_light },
{ "node", &state_serializer::deserialize_node },
{ "origin", &state_serializer::deserialize_origin },
{ "endorigin", &state_serializer::deserialize_endorigin },
{ "scale", &state_serializer::deserialize_scale },
{ "endscale", &state_serializer::deserialize_endscale },
{ "rotate", &state_serializer::deserialize_rotate },
{ "sky", &state_serializer::deserialize_sky },
{ "test", &state_serializer::deserialize_test },
{ "time", &state_serializer::deserialize_time },
{ "trainset", &state_serializer::deserialize_trainset },
{ "terrain", &state_serializer::deserialize_terrain },
{ "endtrainset", &state_serializer::deserialize_endtrainset } };
for( auto &function : functionlist ) {
state->functionmap.emplace( function.first, std::bind( function.second, this, std::ref( state->input ), std::ref( state->scratchpad ) ) );
}
if (!Global.prepend_scn.empty()) {
state->input.injectString(Global.prepend_scn);
}
return state;
}
// continues deserialization for given context, amount limited by time, returns true if needs to be called again
bool
state_serializer::deserialize_continue(std::shared_ptr<deserializer_state> state) {
cParser &Input = state->input;
scene::scratch_data &Scratchpad = state->scratchpad;
// stateful directives that build objects/lists; on the visual (second) pass they are
// skipped wholesale so their side effects (trainsets, events, cameras, ...) don't
// duplicate. transform/group directives (origin/rotate/scale/group) and idempotent
// setters are re-run, so deferred visual nodes get the correct placement.
static std::unordered_map<std::string, std::string> const visualskip {
{ "trainset", "endtrainset" },
{ "event", "endevent" },
{ "camera", "endcamera" },
{ "light", "endlight" },
{ "description", "enddescription" },
{ "test", "endtest" },
{ "sky", "endsky" },
{ "time", "endtime" },
{ "terrain", "endterrain" },
};
// deserialize content from the provided input
auto timelast { std::chrono::steady_clock::now() };
std::string token { Input.getToken<std::string>() };
while( false == token.empty() ) {
if( state->visualphase ) {
auto const skip = visualskip.find( token );
if( skip != visualskip.end() ) {
// consume the stateful directive without running its handler
skip_until( Input, skip->second );
token = Input.getToken<std::string>();
continue;
}
}
auto lookup = state->functionmap.find( token );
if( lookup != state->functionmap.end() ) {
lookup->second();
}
else {
ErrorLog( "Bad scenario: unexpected token \"" + token + "\" defined in file \"" + Input.Name() + "\" (line " + std::to_string( Input.Line() - 1 ) + ")" );
}
auto timenow = std::chrono::steady_clock::now();
if( std::chrono::duration_cast<std::chrono::milliseconds>( timenow - timelast ).count() >= 200 ) {
Application.set_progress( Input.getProgress(), Input.getFullProgress() );
return true;
}
token = Input.getToken<std::string>();
}
if( false == Scratchpad.initialized ) {
// manually perform scenario initialization
deserialize_firstinit( Input, Scratchpad );
}
// first (infrastructure) pass finished: run a second pass over the same twin to load
// the visual nodes that were skipped. only possible when replaying a binary twin; a
// text/compile load did everything in one pass (restartReplay returns false).
if( ( false == state->visualphase )
&& ( true == Input.restartReplay( scene::scenery_load_pass::visual ) ) ) {
state->visualphase = true;
return true; // continue with the visual pass
}
scene::Groups.close();
scene::Groups.update_map();
Region->create_map_geometry();
// loading finished: flush the top-level scenario's binary twin now rather than
// waiting for the parser to be destroyed (the loader keeps the state around)
Input.flushBinaryTwin();
// wait out any background twin writes (includes) so they are complete and logged
// before we report the scenario as loaded
scene::scenerybinary_wait_all();
return false;
}
void
state_serializer::deserialize_isolated( cParser &Input, scene::scratch_data &Scratchpad ) {
// first parameter specifies name of parent piece...
auto token { Input.getToken<std::string>() };
auto *groupowner { TIsolated::Find( token ) };
// ...followed by list of its tracks
while( ( false == ( token = Input.getToken<std::string>() ).empty() )
&& ( token != "endisolated" ) ) {
auto *track { simulation::Paths.find( token ) };
if( track != nullptr )
track->AddIsolated( groupowner );
else
ErrorLog( "Bad scenario: track \"" + token + "\" not found" );
}
}
void
state_serializer::deserialize_area( cParser &Input, scene::scratch_data &Scratchpad ) {
// first parameter specifies name of parent piece...
auto token { Input.getToken<std::string>() };
auto *groupowner { TIsolated::Find( token ) };
// ...followed by list of its children
while( ( false == ( token = Input.getToken<std::string>() ).empty() )
&& ( token != "endarea" ) ) {
// bind the children with their parent
auto *isolated { TIsolated::Find( token ) };
isolated->parent( groupowner );
}
}
void
state_serializer::deserialize_assignment( cParser &Input, scene::scratch_data &Scratchpad ) {
std::string token { Input.getToken<std::string>() };
while( ( false == token.empty() )
&& ( token != "endassignment" ) ) {
// assignment is expected to come as string pairs: language id and the actual assignment enclosed in quotes to form a single token
auto assignment{ Input.getToken<std::string>() };
win1250_to_ascii( assignment );
Scratchpad.trainset.assignment.emplace( token, assignment );
token = Input.getToken<std::string>();
}
}
void
state_serializer::deserialize_atmo( cParser &Input, scene::scratch_data &Scratchpad ) {
// NOTE: parameter system needs some decent replacement, but not worth the effort if we're moving to built-in editor
// atmosphere color; legacy parameter, no longer used
Input.getTokens( 3 );
// fog range
{
double fograngestart, fograngeend;
Input.getTokens( 2 );
Input
>> fograngestart
>> fograngeend;
if( Global.fFogEnd != 0.0 ) {
// fog colour; optional legacy parameter, no longer used
Input.getTokens( 3 );
}
Global.fFogEnd =
std::clamp(
Random( std::min( fograngestart, fograngeend ), std::max( fograngestart, fograngeend ) ),
10.0, 25000.0 );
}
std::string token { Input.getToken<std::string>() };
if( token != "endatmo" ) {
// optional overcast parameter
Global.Overcast = std::stof( token );
if( Global.Overcast < 0.f ) {
// negative overcast means random value in range 0-abs(specified range)
Global.Overcast =
Random(
std::clamp(
std::abs( Global.Overcast ),
0.f, 2.f ) );
}
// overcast drives weather so do a calculation here
// NOTE: ugly, clean it up when we're done with world refactoring
simulation::Environment.compute_weather();
}
while( ( false == token.empty() )
&& ( token != "endatmo" ) ) {
// anything else left in the section has no defined meaning
token = Input.getToken<std::string>();
}
}
void
state_serializer::deserialize_camera( cParser &Input, scene::scratch_data &Scratchpad ) {
glm::dvec3 xyz, abc;
int i = -1, into = -1; // do której definicji kamery wstawić
std::string token;
do { // opcjonalna siódma liczba określa numer kamery, a kiedyś były tylko 3
Input.getTokens();
Input >> token;
switch( ++i ) { // kiedyś camera miało tylko 3 współrzędne
case 0: { xyz.x = atof( token.c_str() ); break; }
case 1: { xyz.y = atof( token.c_str() ); break; }
case 2: { xyz.z = atof( token.c_str() ); break; }
case 3: { abc.x = atof( token.c_str() ); break; }
case 4: { abc.y = atof( token.c_str() ); break; }
case 5: { abc.z = atof( token.c_str() ); break; }
case 6: { into = atoi( token.c_str() ); break; } // takie sobie, bo można wpisać -1
default: { break; }
}
} while( token.compare( "endcamera" ) != 0 );
if( into < 0 )
into = ++Global.iCameraLast;
if( into < 10 ) { // przepisanie do odpowiedniego miejsca w tabelce
Global.FreeCameraInit[ into ] = xyz;
Global.FreeCameraInitAngle[ into ] =
glm::dvec3(
glm::radians( abc.x ),
glm::radians( abc.y ),
glm::radians( abc.z ) );
Global.iCameraLast = into; // numer ostatniej
}
/*
// cleaned up version of the above.
// NOTE: no longer supports legacy mode where some parameters were optional
Input.getTokens( 7 );
glm::vec3
position,
rotation;
int index;
Input
>> position.x
>> position.y
>> position.z
>> rotation.x
>> rotation.y
>> rotation.z
>> index;
skip_until( Input, "endcamera" );
// TODO: finish this
*/
}
void
state_serializer::deserialize_config( cParser &Input, scene::scratch_data &Scratchpad ) {
// config parameters (re)definition
Global.ConfigParse( Input );
}
void
state_serializer::deserialize_description( cParser &Input, scene::scratch_data &Scratchpad ) {
// legacy section, never really used;
skip_until( Input, "enddescription" );
}
void
state_serializer::deserialize_event( cParser &Input, scene::scratch_data &Scratchpad ) {
// TODO: refactor event class and its de/serialization. do offset and rotation after deserialization is done
auto *event = make_event( Input, Scratchpad );
if( event == nullptr ) {
// something went wrong at initial stage, move on
skip_until( Input, "endevent" );
return;
}
event->deserialize( Input, Scratchpad );
if( true == simulation::Events.insert( event ) ) {
scene::Groups.insert( scene::Groups.handle(), event );
}
else {
delete event;
}
}
void state_serializer::deserialize_lua( cParser &Input, scene::scratch_data &Scratchpad )
{
Input.getTokens(1, false);
std::string file;
Input >> file;
#ifdef WITH_LUA
simulation::Lua.interpret(Global.asCurrentSceneryPath + file);
#else
ErrorLog(file + ": lua scripts not supported in this build.");
#endif
}
void
state_serializer::deserialize_firstinit( cParser &Input, scene::scratch_data &Scratchpad ) {
if( true == Scratchpad.initialized ) { return; }
simulation::Paths.InitTracks();
simulation::Traction.InitTraction();
simulation::Events.InitEvents();
simulation::Events.InitLaunchers();
simulation::Memory.InitCells();
if (!Scratchpad.time_initialized)
init_time();
Scratchpad.initialized = true;
}
void state_serializer::init_time() {
auto &time = simulation::Time.data();
if( true == Global.ScenarioTimeCurrent ) {
// calculate time shift required to match scenario time with local clock
auto const *localtime = std::gmtime( &Global.starting_timestamp );
Global.ScenarioTimeOffset = ( ( localtime->tm_hour * 60 + localtime->tm_min ) - ( time.wHour * 60 + time.wMinute ) ) / 60.f;
}
else if( false == std::isnan( Global.ScenarioTimeOverride ) ) {
// scenario time override takes precedence over scenario time offset
Global.ScenarioTimeOffset = ( ( Global.ScenarioTimeOverride * 60 ) - ( time.wHour * 60 + time.wMinute ) ) / 60.f;
}
}
void
state_serializer::deserialize_group( cParser &Input, scene::scratch_data &Scratchpad ) {
scene::Groups.create();
}
void
state_serializer::deserialize_endgroup( cParser &Input, scene::scratch_data &Scratchpad ) {
scene::Groups.close();
}
void
state_serializer::deserialize_light( cParser &Input, scene::scratch_data &Scratchpad ) {
// legacy section, no longer used nor supported;
skip_until( Input, "endlight" );
}
void
state_serializer::deserialize_node( cParser &Input, scene::scratch_data &Scratchpad ) {
auto const inputline = Input.Line(); // cache in case we need to report error
scene::node_data nodedata;
// common data and node type indicator
Input.getTokens( 4 );
Input
>> nodedata.range_max
>> nodedata.range_min
>> nodedata.name
>> nodedata.type;
if( nodedata.name == "none" ) { nodedata.name.clear(); }
// type-based deserialization. not elegant but it'll do
if( nodedata.type == "dynamic" ) {
auto *vehicle { deserialize_dynamic( Input, Scratchpad, nodedata ) };
// vehicle import can potentially fail
if( vehicle == nullptr ) { return; }
//
if( vehicle->mdModel != nullptr ) {
for( auto const &smokesource : vehicle->mdModel->smoke_sources() ) {
Particles.insert(
smokesource.first,
vehicle,
smokesource.second );
}
}
if( false == simulation::Vehicles.insert( vehicle ) ) {
ErrorLog( "Bad scenario: duplicate vehicle name \"" + vehicle->name() + "\" defined in file \"" + Input.Name() + "\" (line " + std::to_string( inputline ) + ")" );
}
if( ( vehicle->MoverParameters->CategoryFlag == 1 ) // trains only
&& ( ( ( vehicle->LightList( end::front ) & ( light::headlight_left | light::headlight_right | light::headlight_upper ) ) != 0 )
|| ( ( vehicle->LightList( end::rear ) & ( light::headlight_left | light::headlight_right | light::headlight_upper ) ) != 0 ) ) ) {
simulation::Lights.insert( vehicle );
}
}
else if( nodedata.type == "track" ) {
auto *path { deserialize_path( Input, Scratchpad, nodedata ) };
// duplicates of named tracks are currently experimentally allowed
if( false == simulation::Paths.insert( path ) ) {
ErrorLog( "Bad scenario: duplicate track name \"" + path->name() + "\" defined in file \"" + Input.Name() + "\" (line " + std::to_string( inputline ) + ")" );
/*
delete path;
delete pathnode;
*/
}
scene::Groups.insert( scene::Groups.handle(), path );
simulation::Region->insert_and_register( path );
}
else if( nodedata.type == "traction" ) {
auto *traction { deserialize_traction( Input, Scratchpad, nodedata ) };
// traction loading is optional
if( traction == nullptr ) { return; }
if( false == simulation::Traction.insert( traction ) ) {
ErrorLog( "Bad scenario: duplicate traction piece name \"" + traction->name() + "\" defined in file \"" + Input.Name() + "\" (line " + std::to_string( inputline ) + ")" );
}
scene::Groups.insert( scene::Groups.handle(), traction );
simulation::Region->insert_and_register( traction );
}
else if( nodedata.type == "tractionpowersource" ) {
auto *powersource { deserialize_tractionpowersource( Input, Scratchpad, nodedata ) };
// traction loading is optional
if( powersource == nullptr ) { return; }
if( false == simulation::Powergrid.insert( powersource ) ) {
ErrorLog( "Bad scenario: duplicate power grid source name \"" + powersource->name() + "\" defined in file \"" + Input.Name() + "\" (line " + std::to_string( inputline ) + ")" );
}
/*
// TODO: implement this
simulation::Region.insert_powersource( powersource, Scratchpad );
*/
}
else if( nodedata.type == "model" ) {
if( nodedata.range_min < 0.0 ) {
// 3d terrain: convert the model's submodels into region shapes
auto *instance = deserialize_model( Input, Scratchpad, nodedata );
// model import can potentially fail
if( instance == nullptr ) { return; }
// go through submodels, and import them as shapes
auto const cellcount = instance->TerrainCount() + 1; // zliczenie submodeli
for( auto i = 1; i < cellcount; ++i ) {
auto *submodel = instance->TerrainSquare( i - 1 );
simulation::Region->insert(
scene::shape_node().convert( submodel ),
Scratchpad,
false );
// if there's more than one group of triangles in the cell they're held as children of the primary submodel
submodel = submodel->ChildGet();
while( submodel != nullptr ) {
simulation::Region->insert(
scene::shape_node().convert( submodel ),
Scratchpad,
false );
submodel = submodel->NextGet();
}
}
// with the import done we can get rid of the source model
delete instance;
}
else {
// regular instance of 3d mesh
auto *instance { deserialize_model( Input, Scratchpad, nodedata ) };
// model import can potentially fail
if( instance == nullptr ) { return; }
if( instance->Model() != nullptr ) {
for( auto const &smokesource : instance->Model()->smoke_sources() ) {
Particles.insert(
smokesource.first,
instance,
smokesource.second );
}
}
if( false == simulation::Instances.insert( instance ) ) {
ErrorLog( "Bad scenario: duplicate 3d model instance name \"" + instance->name() + "\" defined in file \"" + Input.Name() + "\" (line " + std::to_string( inputline ) + ")" );
}
scene::Groups.insert( scene::Groups.handle(), instance );
simulation::Region->insert( instance );
scene::basic_node *hierarchy_node = instance;
if (hierarchy_node)
{ scene::Hierarchy[hierarchy_node->uuid.to_string()] = hierarchy_node;
}
}
}
else if( ( nodedata.type == "triangles" )
|| ( nodedata.type == "triangle_strip" )
|| ( nodedata.type == "triangle_fan" ) ) {
auto const skip {
// crude way to detect fixed switch trackbed geometry
( ( true == Global.CreateSwitchTrackbeds )
&& ( Input.Name().size() >= 15 )
&& Input.Name().starts_with("scenery/zwr")
&& Input.Name().ends_with(".inc") ) };
if( false == skip ) {
simulation::Region->insert(
scene::shape_node().import(
Input, nodedata ),
Scratchpad,
true );
}
else {
skip_until( Input, "endtri" );
}
}
else if( ( nodedata.type == "lines" )
|| ( nodedata.type == "line_strip" )
|| ( nodedata.type == "line_loop" ) ) {
simulation::Region->insert(
scene::lines_node().import(
Input, nodedata ),
Scratchpad );
}
else if( nodedata.type == "memcell" ) {
auto *memorycell { deserialize_memorycell( Input, Scratchpad, nodedata ) };
if( false == simulation::Memory.insert( memorycell ) ) {
ErrorLog( "Bad scenario: duplicate memory cell name \"" + memorycell->name() + "\" defined in file \"" + Input.Name() + "\" (line " + std::to_string( inputline ) + ")" );
}
scene::Groups.insert( scene::Groups.handle(), memorycell );
simulation::Region->insert( memorycell );
}
else if( nodedata.type == "eventlauncher" ) {
auto *eventlauncher { deserialize_eventlauncher( Input, Scratchpad, nodedata ) };
if( false == simulation::Events.insert( eventlauncher ) ) {
ErrorLog( "Bad scenario: duplicate event launcher name \"" + eventlauncher->name() + "\" defined in file \"" + Input.Name() + "\" (line " + std::to_string( inputline ) + ")" );
}
// event launchers can be either global, or local with limited range of activation
// each gets assigned different caretaker
if( true == eventlauncher->IsGlobal() ) {
simulation::Events.queue( eventlauncher );
}
else {
scene::Groups.insert( scene::Groups.handle(), eventlauncher );
if( false == eventlauncher->IsRadioActivated() ) {
// NOTE: radio-activated launchers due to potentially large activation radius are resolved on global level rather than put in a region cell
simulation::Region->insert( eventlauncher );
}
}
}
else if( nodedata.type == "sound" ) {
auto *sound { deserialize_sound( Input, Scratchpad, nodedata ) };
if( false == simulation::Sounds.insert( sound ) ) {
ErrorLog( "Bad scenario: duplicate sound node name \"" + sound->name() + "\" defined in file \"" + Input.Name() + "\" (line " + std::to_string( inputline ) + ")" );
}
simulation::Region->insert( sound );
}
}
void
state_serializer::deserialize_origin( cParser &Input, scene::scratch_data &Scratchpad ) {
glm::dvec3 offset;
Input.getTokens( 3 );
Input
>> offset.x
>> offset.y
>> offset.z;
// sumowanie całkowitego przesunięcia
Scratchpad.location.offset.emplace(
offset + (
Scratchpad.location.offset.empty() ?
glm::dvec3() :
Scratchpad.location.offset.top() ) );
}
void
state_serializer::deserialize_endorigin( cParser &Input, scene::scratch_data &Scratchpad ) {
if( false == Scratchpad.location.offset.empty() ) {
Scratchpad.location.offset.pop();
}
else {
ErrorLog( "Bad origin: endorigin instruction with empty origin stack in file \"" + Input.Name() + "\" (line " + std::to_string( Input.Line() - 1 ) + ")" );
}
}
void
state_serializer::deserialize_scale( cParser &Input, scene::scratch_data &Scratchpad ) {
// Syntax: `scale <x> <y> <z>` (three tokens, mirroring `rotate`/`angles`).
// For uniform scaling write the same value three times (e.g. `scale 2 2 2`).
// Affects both:
// 1. positions of nodes inside the block (transform() multiplies offset by scale)
// 2. the per-instance m_scale stamped onto each TAnimModel created inside the block
// The two together let you scale a multi-node-model group built around a common
// origin: positions of the parts spread out by the factor AND each part is itself
// scaled by the same factor, preserving the visual shape of the assembly.
glm::vec3 factor;
Input.getTokens( 3 );
Input >> factor.x >> factor.y >> factor.z;
if( factor.x <= 0.0f || factor.y <= 0.0f || factor.z <= 0.0f ) {
ErrorLog( "Bad scale: non-positive scale factor in file \""
+ Input.Name() + "\" (line " + std::to_string( Input.Line() - 1 ) + "); scale (1,1,1) used" );
factor = glm::vec3( 1.0f );
}
// scales compose component-wise, mirroring how origin offsets compose additively.
glm::vec3 const parent = (
Scratchpad.location.scale.empty() ?
glm::vec3( 1.0f ) :
Scratchpad.location.scale.top() );
Scratchpad.location.scale.emplace( factor * parent );
}
void
state_serializer::deserialize_endscale( cParser &Input, scene::scratch_data &Scratchpad ) {
if( false == Scratchpad.location.scale.empty() ) {
Scratchpad.location.scale.pop();
}
else {
ErrorLog( "Bad scale: endscale instruction with empty scale stack in file \"" + Input.Name() + "\" (line " + std::to_string( Input.Line() - 1 ) + ")" );
}
}
void
state_serializer::deserialize_rotate( cParser &Input, scene::scratch_data &Scratchpad ) {
Input.getTokens( 3 );
Input
>> Scratchpad.location.rotation.x
>> Scratchpad.location.rotation.y
>> Scratchpad.location.rotation.z;
}
void
state_serializer::deserialize_sky( cParser &Input, scene::scratch_data &Scratchpad ) {
// sky model
Input.getTokens( 1 );
Input
>> Global.asSky;
// anything else left in the section has no defined meaning
skip_until( Input, "endsky" );
}
void
state_serializer::deserialize_test( cParser &Input, scene::scratch_data &Scratchpad ) {
// legacy section, no longer supported;
skip_until( Input, "endtest" );
}
void
state_serializer::deserialize_time( cParser &Input, scene::scratch_data &Scratchpad ) {
// current scenario time
cParser timeparser( Input.getToken<std::string>() );
timeparser.getTokens( 2, false, ":" );
auto &time = simulation::Time.data();
timeparser
>> time.wHour
>> time.wMinute;
// remaining sunrise and sunset parameters are no longer used, as they're now calculated dynamically
// anything else left in the section has no defined meaning
skip_until( Input, "endtime" );
if (!Scratchpad.time_initialized)
Scratchpad.time_initialized = true;
init_time();
}
void
state_serializer::deserialize_trainset( cParser &Input, scene::scratch_data &Scratchpad ) {
int line = Input.LineMain();
if (line != -1) {
auto it = Global.trainset_overrides.find(line);
if (it != Global.trainset_overrides.end()) {
skip_until(Input, "endtrainset");
Input.injectString(it->second);
return;
}
}
if( true == Scratchpad.trainset.is_open ) {
// shouldn't happen but if it does wrap up currently open trainset and report an error
deserialize_endtrainset( Input, Scratchpad );
ErrorLog( "Bad scenario: encountered nested trainset definitions in file \"" + Input.Name() + "\" (line " + std::to_string( Input.Line() ) + ")" );
}
Scratchpad.trainset = scene::scratch_data::trainset_data();
Scratchpad.trainset.is_open = true;
Input.getTokens( 4 );
Input
>> Scratchpad.trainset.name
>> Scratchpad.trainset.track
>> Scratchpad.trainset.offset
>> Scratchpad.trainset.velocity;
}
void
state_serializer::deserialize_terrain(cParser &Input, scene::scratch_data &Scratchpad)
{
// legacy directive; the SBT terrain blob has been retired and terrain now loads
// as ordinary scenery content, so the block is simply consumed.
skip_until(Input, "endterrain");
}
void
state_serializer::deserialize_endtrainset( cParser &Input, scene::scratch_data &Scratchpad ) {
if( ( false == Scratchpad.trainset.is_open )
|| ( true == Scratchpad.trainset.vehicles.empty() ) ) {
// not bloody likely but we better check for it just the same
ErrorLog( "Bad trainset: empty trainset defined in file \"" + Input.Name() + "\" (line " + std::to_string( Input.Line() - 1 ) + ")" );
Scratchpad.trainset.is_open = false;
return;
}
std::size_t vehicleindex { 0 };
for( auto *vehicle : Scratchpad.trainset.vehicles ) {
// go through list of vehicles in the trainset, coupling them together and checking for potential driver
if( ( vehicle->Mechanik != nullptr )
&& ( vehicle->Mechanik->primary() ) ) {
// primary driver will receive the timetable for this trainset
Scratchpad.trainset.driver = vehicle;
// they'll also receive assignment data if there's any
auto const lookup { Scratchpad.trainset.assignment.find( Global.asLang ) };
if( lookup != Scratchpad.trainset.assignment.end() ) {
vehicle->Mechanik->assignment() = lookup->second;
}
}
if( vehicleindex > 0 ) {
// from second vehicle on couple it with the previous one
Scratchpad.trainset.vehicles[ vehicleindex - 1 ]->AttachNext(
vehicle,
Scratchpad.trainset.couplings[ vehicleindex - 1 ] );
}
++vehicleindex;
}
if( Scratchpad.trainset.driver != nullptr ) {
// if present, send timetable to the driver
// wysłanie komendy "Timetable" ustawia odpowiedni tryb jazdy
auto *controller = Scratchpad.trainset.driver->Mechanik;
controller->DirectionInitial();
controller->PutCommand(
"Timetable:" + Scratchpad.trainset.name,
Scratchpad.trainset.velocity,
0,
nullptr );
}
if( Scratchpad.trainset.couplings.back() == coupling::faux ) {
// jeśli ostatni pojazd ma sprzęg 0 to założymy mu końcówki blaszane (jak AI się odpali, to sobie poprawi)
// place end signals only on trains without a driver, activate markers otherwise
Scratchpad.trainset.vehicles.back()->RaLightsSet(
-1,
( Scratchpad.trainset.driver != nullptr ?
light::redmarker_left | light::redmarker_right | light::rearendsignals :
light::rearendsignals ) );
}
// all done
Scratchpad.trainset.is_open = false;
}
// creates path and its wrapper, restoring class data from provided stream
TTrack *
state_serializer::deserialize_path( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data const &Nodedata ) {
// TODO: refactor track and wrapper classes and their de/serialization. do offset and rotation after deserialization is done
auto *track = new TTrack( Nodedata );
auto const offset { (
Scratchpad.location.offset.empty() ?
glm::dvec3 { 0.0 } :
glm::dvec3 {
Scratchpad.location.offset.top().x,
Scratchpad.location.offset.top().y,
Scratchpad.location.offset.top().z } ) };
track->Load( &Input, offset );
return track;
}
TTraction *
state_serializer::deserialize_traction( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data const &Nodedata ) {
if( false == Global.bLoadTraction ) {
skip_until( Input, "endtraction" );
return nullptr;
}
// TODO: refactor track and wrapper classes and their de/serialization. do offset and rotation after deserialization is done
auto *traction = new TTraction( Nodedata );
auto offset = (
Scratchpad.location.offset.empty() ?
glm::dvec3() :
Scratchpad.location.offset.top() );
traction->Load( &Input, offset );
return traction;
}
TTractionPowerSource *
state_serializer::deserialize_tractionpowersource( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data const &Nodedata ) {
if( false == Global.bLoadTraction ) {
skip_until( Input, "end" );
return nullptr;
}
auto *powersource = new TTractionPowerSource( Nodedata );
powersource->Load( &Input );
// adjust location
powersource->location( transform( powersource->location(), Scratchpad ) );
return powersource;
}
TMemCell *
state_serializer::deserialize_memorycell( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data const &Nodedata ) {
auto *memorycell = new TMemCell( Nodedata );
memorycell->Load( &Input );
// adjust location
memorycell->location( transform( memorycell->location(), Scratchpad ) );
return memorycell;
}
TEventLauncher *
state_serializer::deserialize_eventlauncher( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data const &Nodedata ) {
glm::dvec3 location;
Input.getTokens( 3 );
Input
>> location.x
>> location.y
>> location.z;
auto *eventlauncher = new TEventLauncher( Nodedata );
eventlauncher->Load( &Input );
eventlauncher->location( transform( location, Scratchpad ) );
return eventlauncher;
}
TAnimModel *
state_serializer::deserialize_model( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data const &Nodedata ) {
glm::dvec3 location;
glm::vec3 rotation;
Input.getTokens( 4 );
Input
>> location.x
>> location.y
>> location.z
>> rotation.y;
auto *instance = new TAnimModel( Nodedata );
instance->Angles( Scratchpad.location.rotation + rotation ); // dostosowanie do pochylania linii
// pick up the scale active at this point in the scenario stream — outer
// `scale`/`endscale` blocks compose multiplicatively in the scratchpad.
// Load() may further multiply this by an inline `scale <factor>` token.
if( false == Scratchpad.location.scale.empty() ) {
instance->Scale( Scratchpad.location.scale.top() );
}
if( instance->Load( &Input, false ) ) {
instance->location( transform( location, Scratchpad ) );
}
else {
// model nie wczytał się - ignorowanie node
SafeDelete( instance );
}
return instance;
}
TDynamicObject *
state_serializer::deserialize_dynamic( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data const &Nodedata ) {
if( false == Scratchpad.trainset.is_open ) {
// part of trainset data is used when loading standalone vehicles, so clear it just in case
Scratchpad.trainset = scene::scratch_data::trainset_data();
}
auto const inputline { Input.Line() }; // cache in case of errors
// basic attributes
auto datafolder { Input.getToken<std::string>() };
auto skinfile { Input.getToken<std::string>() };
auto mmdfile { Input.getToken<std::string>() };
replace_slashes(datafolder);
replace_slashes(skinfile);
replace_slashes(mmdfile);
auto const pathname = (
Scratchpad.trainset.is_open ?
Scratchpad.trainset.track :
Input.getToken<std::string>() );
auto const offset { Input.getToken<double>( false ) };
auto const drivertype { Input.getToken<std::string>() };
auto const couplingdata = (
Scratchpad.trainset.is_open ?
Input.getToken<std::string>() :
"3" );
auto const velocity = (
Scratchpad.trainset.is_open ?
Scratchpad.trainset.velocity :
Input.getToken<float>( false ) );
// extract coupling type and optional parameters
auto const couplingdatawithparams = couplingdata.find( '.' );
auto coupling = (
couplingdatawithparams != std::string::npos ?
std::atoi( couplingdata.substr( 0, couplingdatawithparams ).c_str() ) :
std::atoi( couplingdata.c_str() ) );
if( coupling < 0 ) {
// sprzęg zablokowany (pojazdy nierozłączalne przy manewrach)
coupling = ( -coupling ) | coupling::permanent;
}
if( ( offset != -1.0 )
&& ( std::abs( offset ) > 0.5 ) ) { // maksymalna odległość między sprzęgami - do przemyślenia
// likwidacja sprzęgu, jeśli odległość zbyt duża - to powinno być uwzględniane w fizyce sprzęgów...
coupling = coupling::faux;
}
auto const params = (
couplingdatawithparams != std::string::npos ?
couplingdata.substr( couplingdatawithparams + 1 ) :
"" );
// load amount and type
auto loadcount { Input.getToken<int>( false ) };
auto loadtype = (
loadcount ?
Input.getToken<std::string>() :
"" );
if( loadtype == "enddynamic" ) {
// idiotoodporność: ładunek bez podanego typu nie liczy się jako ładunek
loadcount = 0;
loadtype = "";
}
auto *path = simulation::Paths.find( pathname );
if( path == nullptr ) {
ErrorLog( "Bad scenario: vehicle \"" + Nodedata.name + "\" placed on nonexistent path \"" + pathname + "\" in file \"" + Input.Name() + "\" (line " + std::to_string( inputline ) + ")" );
skip_until( Input, "enddynamic" );
return nullptr;
}
if( ( true == Scratchpad.trainset.vehicles.empty() ) // jeśli pierwszy pojazd,
&& ( false == path->m_events0.empty() ) // tor ma Event0
&& ( std::abs( velocity ) <= 1.f ) // a skład stoi
&& ( Scratchpad.trainset.offset >= 0.0 ) // ale może nie sięgać na owy tor
&& ( Scratchpad.trainset.offset < 8.0 ) ) { // i raczej nie sięga
// przesuwamy około pół EU07 dla wstecznej zgodności
Scratchpad.trainset.offset = 8.0;
}
auto *vehicle = new TDynamicObject();
auto const length =
vehicle->Init(
Nodedata.name,
datafolder, skinfile, mmdfile,
path,
( offset == -1.0 ?
Scratchpad.trainset.offset :
Scratchpad.trainset.offset - offset ),
drivertype,
velocity,
Scratchpad.trainset.name,
loadcount, loadtype,
( offset == -1.0 ),
params );
if( length != 0.0 ) { // zero oznacza błąd
// przesunięcie dla kolejnego, minus bo idziemy w stronę punktu 1
Scratchpad.trainset.offset -= length;
// automatically establish permanent connections for couplers which specify them in their definitions
if( ( coupling != 0 )
&& ( vehicle->MoverParameters->Couplers[ ( offset == -1.0 ? end::front : end::rear ) ].AllowedFlag & coupling::permanent ) ) {
coupling |= coupling::permanent;
}
if( true == Scratchpad.trainset.is_open ) {
Scratchpad.trainset.vehicles.emplace_back( vehicle );
Scratchpad.trainset.couplings.emplace_back( coupling );
}
}
else {
if( vehicle->MyTrack != nullptr ) {
// rare failure case where vehicle with length of 0 is added to the track,
// treated as error code and consequently deleted, but still remains on the track
vehicle->MyTrack->RemoveDynamicObject( vehicle );
}
delete vehicle;
skip_until( Input, "enddynamic" );
return nullptr;
}
auto const destination { Input.getToken<std::string>() };
if( destination != "enddynamic" ) {
// optional vehicle destination parameter
vehicle->asDestination = Input.getToken<std::string>();
skip_until( Input, "enddynamic" );
}
return vehicle;
}
sound_source *
state_serializer::deserialize_sound( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data const &Nodedata ) {
glm::dvec3 location;
Input.getTokens( 3 );
Input
>> location.x
>> location.y
>> location.z;
// adjust location
location = transform( location, Scratchpad );
auto *sound = new sound_source( sound_placement::external, Nodedata.range_max );
sound->offset( location );
sound->name( Nodedata.name );
sound->deserialize( Input, sound_type::single );
skip_until( Input, "endsound" );
return sound;
}
// skips content of stream until specified token
void
state_serializer::skip_until( cParser &Input, std::string const &Token ) {
std::string token { Input.getToken<std::string>() };
while( ( false == token.empty() )
&& ( token != Token ) ) {
token = Input.getToken<std::string>();
}
}
// transforms provided location by specifed rotation, scale and offset
glm::dvec3
state_serializer::transform( glm::dvec3 Location, scene::scratch_data const &Scratchpad ) {
if( Scratchpad.location.rotation != glm::vec3( 0, 0, 0 ) ) {
auto const rotation = glm::radians( Scratchpad.location.rotation );
Location = glm::rotateY<double>( Location, rotation.y ); // Ra 2014-11: uwzględnienie rotacji
}
// Scale applies in local origin space — positions inside a `scale 2 2 2` block
// are pushed twice as far from the local origin along each axis, so a
// multi-node-model group (e.g. a building made of separate node models built
// around a shared origin) ends up looking uniformly scaled rather than just
// having one piece grow. Per-axis values stretch the assembly anisotropically.
if( false == Scratchpad.location.scale.empty() ) {
auto const &s = Scratchpad.location.scale.top();
Location.x *= static_cast<double>( s.x );
Location.y *= static_cast<double>( s.y );
Location.z *= static_cast<double>( s.z );
}
if( false == Scratchpad.location.offset.empty() ) {
Location += Scratchpad.location.offset.top();
}
return Location;
}
/*
// stores class data in specified file, in legacy (text) format
void
state_serializer::export_as_text(std::string const &Scenariofile) const {
if( Scenariofile == "$.scn" ) {
ErrorLog( "Bad file: scenery export not supported for file \"$.scn\"" );
}
else {
WriteLog( "Scenery data export in progress..." );
}
auto filename { Scenariofile };
while( filename[ 0 ] == '$' ) {
// trim leading $ char rainsted utility may add to the base name for modified .scn files
filename.erase( 0, 1 );
}
erase_extension( filename );
auto absfilename = Global.asCurrentSceneryPath + filename + "_export";
std::ofstream scmdirtyfile { absfilename + "_dirty.scm" };
export_nodes_to_stream(scmdirtyfile, true);
std::ofstream scmfile { absfilename + ".scm" };
export_nodes_to_stream(scmfile, false);
// sounds
// NOTE: sounds currently aren't included in groups
scmfile << "// sounds\n";
Region->export_as_text( scmfile );
scmfile << "// modified objects\ninclude " << filename << "_export_dirty.scm\n";
std::ofstream ctrfile { absfilename + ".ctr" };
// mem cells
ctrfile << "// memory cells\n";
for( auto const *memorycell : Memory.sequence() ) {
if( ( true == memorycell->is_exportable )
&& ( memorycell->group() == null_handle ) ) {
memorycell->export_as_text( ctrfile );
}
}
// events
Events.export_as_text( ctrfile );
WriteLog( "Scenery data export done." );
}
*/
void
state_serializer::export_as_text(std::string const &Scenariofile) const {
if( Scenariofile == "$.scn" ) {
ErrorLog( "Bad file: scenery export not supported for file \"$.scn\"" );
}
else {
WriteLog( "Scenery data export in progress..." );
}
auto filename { Scenariofile };
while( filename[ 0 ] == '$' ) {
// trim leading $ char rainsted utility may add to the base name for modified .scn files
filename.erase( 0, 1 );
}
erase_extension( filename );
auto absfilename = Global.asCurrentSceneryPath + filename + "_export";
std::ofstream scmdirtyfile { absfilename + "_dirty.scm" };
export_nodes_to_stream(scmdirtyfile, true);
std::ofstream scmfile { absfilename + ".scm" };
export_nodes_to_stream(scmfile, false);
// sounds
// NOTE: sounds currently aren't included in groups
scmfile << "// sounds\n";
Region->export_as_text( scmfile );
scmfile << "// modified objects\ninclude " << filename << "_export_dirty.scm\n";
std::ofstream ctrfile { absfilename + ".ctr" };
// mem cells
ctrfile << "// memory cells\n";
for( auto const *memorycell : Memory.sequence() ) {
if( ( true == memorycell->is_exportable )
&& ( memorycell->group() == null_handle ) ) {
memorycell->export_as_text( ctrfile );
}
}
// events
Events.export_as_text( ctrfile );
WriteLog( "Scenery data export done." );
}
void
state_serializer::export_nodes_to_stream(std::ostream &scmfile, bool Dirty) const {
// groups
scmfile << "// groups\n";
scene::Groups.export_as_text( scmfile, Dirty );
// tracks
scmfile << "// paths\n";
for( auto const *path : Paths.sequence() ) {
if( path->dirty() == Dirty && path->group() == null_handle ) {
path->export_as_text( scmfile );
}
}
// traction
scmfile << "// traction\n";
for( auto const *traction : Traction.sequence() ) {
if( traction->dirty() == Dirty && traction->group() == null_handle ) {
traction->export_as_text( scmfile );
}
}
// power grid
scmfile << "// traction power sources\n";
for( auto const *powersource : Powergrid.sequence() ) {
if( powersource->dirty() == Dirty && powersource->group() == null_handle ) {
powersource->export_as_text( scmfile );
}
}
// models
scmfile << "// instanced models\n";
for( auto const *instance : Instances.sequence() ) {
if( instance && instance->dirty() == Dirty && instance->group() == null_handle ) {
instance->export_as_text( scmfile );
}
}
}
TAnimModel *state_serializer::create_model(const std::string &src, const std::string &name, const glm::dvec3 &position) {
cParser parser(src);
parser.getTokens(); // "node"
parser.getTokens(2); // ranges
scene::node_data nodedata;
parser >> nodedata.range_max >> nodedata.range_min;
parser.getTokens(2); // name, type
nodedata.name = name;
nodedata.type = "model";
scene::scratch_data scratch;
TAnimModel *cloned = deserialize_model(parser, scratch, nodedata);
if (!cloned)
return nullptr;
cloned->mark_dirty();
cloned->location(position);
simulation::Instances.insert(cloned);
simulation::Region->insert(cloned);
return cloned;
}
TEventLauncher *state_serializer::create_eventlauncher(const std::string &src, const std::string &name, const glm::dvec3 &position) {
cParser parser(src);
parser.getTokens(); // "node"
parser.getTokens(2); // ranges
scene::node_data nodedata;
parser >> nodedata.range_max >> nodedata.range_min;
parser.getTokens(2); // name, type
nodedata.name = name;
nodedata.type = "eventlauncher";
scene::scratch_data scratch;
TEventLauncher *launcher = deserialize_eventlauncher(parser, scratch, nodedata);
if (!launcher)
return nullptr;
launcher->Event1 = simulation::Events.FindEvent( launcher->asEvent1Name );
launcher->location(position);
simulation::Events.insert(launcher);
simulation::Region->insert(launcher);
return launcher;
}
} // simulation
//---------------------------------------------------------------------------