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NEW: Route Loading Plugin (Testers Please!)

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Marc Riera
leezer3
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Post by leezer3 Wed Jun 24, 2020 9:30 pm

The most recent daily build of OpenBVE (24th June 2020 onwards) introduces a major change.
https://vps.bvecornwall.co.uk/OpenBVE/Builds/OpenBVE-2020-06-24.zip


The route parsers for the main sim and Route Viewer have been merged into a single unified plugin, and a significant amount of cleanup / internal plumbing changes have been done as a result.
In the longer term, this makes adding new features to routefiles and general maintenance massively easier.

End-users should hopefully see absolutely no difference between builds, but with a change this big, there's a distinct possibility something has broken horribly Razz
With that in mind, I'd appreciate testing of this.

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Post by Midnight Express Ginga81 Thu Jun 25, 2020 6:31 am

I tested my Tohoku-Shinkansen of a route Hayabusa1.
It seems to nice, but TFO is not works.
At the loading screen, I felt it seems loaded it, but not display at 3D screen.

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Post by leezer3 Thu Jun 25, 2020 11:23 am

Thanks, fixed Smile

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Post by Midnight Express Ginga81 Thu Jun 25, 2020 8:30 pm

RouteViewer's gauge is 100%, but not showing my route of Tohoku-Shinkansen's

When I break the program,the message showing bellow.

X11 Error encountered: 
  Error: BadWindow (invalid Window parameter)
  Request:     25 (0)
  Resource ID: 0x12B
  Serial:      3781
  Hwnd:       
  Control:       at System.Environment.get_StackTrace () [0x00000] in :0 
  at System.Windows.Forms.XplatUIX11.HandleError (System.IntPtr display, System.Windows.Forms.XErrorEvent& error_event) [0x00000] in :0 
  at OpenTK.Platform.X11.Functions.XSync (System.IntPtr , System.Boolean ) [0x00000] in <6764f93f9a3e4037817c5d176911bdea>:0 
  at OpenTK.Platform.X11.X11GLNative.DestroyWindow () [0x00000] in <6764f93f9a3e4037817c5d176911bdea>:0 
  at OpenTK.Platform.X11.X11GLNative.ProcessEvents () [0x00000] in <6764f93f9a3e4037817c5d176911bdea>:0 
  at OpenTK.NativeWindow.ProcessEvents (System.Boolean retainEvents) [0x00000] in <6764f93f9a3e4037817c5d176911bdea>:0 
  at OpenTK.NativeWindow.ProcessEvents () [0x00000] in <6764f93f9a3e4037817c5d176911bdea>:0 
  at OpenTK.GameWindow.Run (System.Double updates_per_second, System.Double frames_per_second) [0x00000] in <6764f93f9a3e4037817c5d176911bdea>:0 
  at OpenTK.GameWindow.Run () [0x00000] in <6764f93f9a3e4037817c5d176911bdea>:0 
  at OpenBve.Program.Main (System.String[] args) [0x00000] in <1b2251f9e4184a7c9876e7ca8974a4d0>:0

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Post by leezer3 Fri Jun 26, 2020 12:51 pm

Latest should be fixed hopefully.

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Post by Midnight Express Ginga81 Fri Jun 26, 2020 2:50 pm

RouteViewer can load and display a route!
Thank you very much!
TFO is shown, but not calculate.
I cannot check, but may be all of TFO objects are appearance when the game is started.
And moving topspeed of the first command, and not stopping (do not recognize command).
Finally, over the route of distance zero, and perhaps derailed.
TFO's motor sound can hear sudden roudnessly where not running.

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Post by Delsin Sat Jun 27, 2020 1:20 am

Not the newest build (1.7.280.659), this is what happens on a BVE2 era route:
NEW: Route Loading Plugin (Testers Please!) Riprou10

Route is here:
https://cdn.discordapp.com/attachments/707013713500045334/720967904765673472/BVE_hankyu_kyoto_160_1.exe
https://cdn.discordapp.com/attachments/707013713500045334/720967732589232128/BVE_hankyu_kyoto_tuika_160.exe
https://cdn.discordapp.com/attachments/707013713500045334/720967740373991506/BVE_hankyu_kyoto_soundATS.exe
https://cdn.discordapp.com/attachments/707013713500045334/720967864777048134/BVE_hankyu_kyoto_rpd_sound.exe
https://cdn.discordapp.com/attachments/707013713500045334/720968059942338590/hankyu_rltd_sound_150.exe
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Post by leezer3 Sat Jun 27, 2020 2:22 pm

Midnight Express Ginga81 wrote:RouteViewer can load and display a route!
Thank you very much!
TFO is shown, but not calculate.
I cannot check, but may be all of TFO objects are appearance when the game is started.
And moving topspeed of the first command, and not stopping (do not recognize command).
Finally, over the route of distance zero, and perhaps derailed.
TFO's motor sound can hear sudden roudnessly where not running.

Now that took a while to find....

Current build will fix.

Delsin wrote:Not the newest build (1.7.280.659), this is what happens on a BVE2 era route:

Investigating, thanks.

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Post by leezer3 Sat Jun 27, 2020 2:46 pm

Should now be back in place, thanks. (Typo when calculating the position of ground (-1) based freeobjs)

Have also fixed custom load screens.

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Post by Midnight Express Ginga81 Sat Jun 27, 2020 4:58 pm

At OpenBVE-2020-06-27.zip, I think that the TFO is probably working correctly.
No trouble was found.

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Post by Marc Riera Sat Jun 27, 2020 10:08 pm

On v1.7.282.832, RouteViewer displays routes correctly but does not clear the data from the previous route when loading a different one directly (without closing the program). How to replicate the issue:

1. Load a route in RouteViewer.
2. Load a different route without closing RouteViewer.
3. A combination of features from both routes is displayed.

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Post by Midnight Express Ginga81 Sat Jun 27, 2020 11:38 pm

At 1.7.282.832, my environment also cannot DnD continually.
F5 key's reload is enable.
If we want to reload or load to another route, once have to set the maximum window size, and again to normal window size.
And if we are continueing window size change and DnD, the error message dialog showing below and crashed.
A null reference or invalid value was found [GDI+ status: InvalidParameter]

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Post by Delsin Sat Jun 27, 2020 11:43 pm

leezer3 wrote:Should now be back in place, thanks. (Typo when calculating the position of ground (-1) based freeobjs)

Have also fixed custom load screens.
Something similar is now happening to some train car .animated files, some parts are geting shifted along the Z axis. This didn't go away with the latest build (no examples yet, I'm still investigating it a bit. Apparently, other .animated files addes with [Include] are the most susceptible)
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Post by leezer3 Mon Jun 29, 2020 11:16 am

Reload object glitch issue found and fixed.
Drag and drop on Linux is more problematic, as it's the OpenTK backend which handles all of this. I'll have a play, but this may or may not be fixable.

Need a reproducable example of the shifted animated issue to have a play, but should be easy to fix one we get an example.

That's not this PR, but will be related to this:

https://github.com/leezer3/OpenBVE/pull/493
TLDR: A cache was introduced here to avoid reparsing on-disk files multiple times.
Something somewhere will be transforming the base object before cloning it instead of the other way around.

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Post by Midnight Express Ginga81 Mon Jun 29, 2020 1:37 pm

At If the RouteViewer's window size is not full size, drag loading can continuas works well.
Thank you very much for fix.

At the first time, Route.DirectionalLight is noon color, such as 
R=160
G=160
B=160
the DirectionalLight is display correctly.
At the second time, sunset time such as
R=180
G=80
B=40
This route is also diplay correctly.
But, at the third time, read the noon color again, but DirectionalLight is not change to noon color, displaying sunset color.

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Post by leezer3 Tue Jun 30, 2020 11:27 am

I've found at least one cause of the shifted animated issue, and fixed it for today's build.

Please let me know if there are any more to be seen.

Edit:
I believe I've fixed the lighting glitch mentioned above also.

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Post by Midnight Express Ginga81 Tue Jun 30, 2020 1:25 pm

At OpenBVE-2020-06-30.zip, RouteViewer drag loading at fullscreen size and routes are loads many times by DnD.
Route.DirectionalLight issue is also fixed.
Thank you very much for fix!

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Post by Delsin Sun Jul 05, 2020 2:21 pm

I think I found a good example of shifted models. This still happens to trains and the latest build I tested (3rd July) still had it.

https://www.dropbox.com/s/y3g78j30f7aci4n/NS-93.rar?dl=0
Notice the bogie positions
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Post by leezer3 Sun Jul 05, 2020 9:31 pm

Should be fixed also.
(An animated object within a chain and then positioned needs to be cloned)

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Post by Phonteus Nevolius Tue Jul 07, 2020 11:43 pm

I was trying to run the July 6 nightly build with my Királyliget route and it throws an unhandled exception while loading, and it says it cannot access the crash log file because another process is using it.

After this I get another error window saying a fatal exception has occured in the unhandled exception handler. This one also says it cannot access the crash log file because another process is using it.

A third error message also opens up, which says the object link is not set to an instance of the object (I don't have the exact wording here because this part is in Hungarian).
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Post by leezer3 Wed Jul 08, 2020 11:03 am

Typo, my fault....

Fixed that, and another (unrelated) issue in Route Viewer.
Should have another build shortly Smile

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Post by Delsin Wed Jul 08, 2020 9:41 pm

Everything got fixed now Smile except that train I've sent can't close doors at all, simply doesn't react to keys, I thought it was some plugin issue when happened before, but now I've disabled it and it still happens. I recall it working in older versions tho, weird...
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Post by Phonteus Nevolius Wed Jul 08, 2020 9:51 pm

Just to confirm, I ran the 2020-07-08 build and everything seems to work correctly for me, TFO works well too.
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Post by leezer3 Wed Jul 08, 2020 10:51 pm

Delsin wrote:Everything got fixed now Smile except that train I've sent can't close doors at all, simply doesn't react to keys, I thought it was some plugin issue when happened before, but now I've disabled it and it still happens. I recall it working in older versions tho, weird...

Fixed.
(Was accidentally checking the door open mode when attempting to close; Hence a train with auto-open, manual close doors got stuck)

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Post by zbx1425 Thu Jul 09, 2020 3:40 am

A little bit of idea, does it sound reasonable for a route to specify additional plugins to be loaded?

The current method of loading all dlls in the Data/Plugin folder is very flexible as it enables easy extension. However, since the Data/Plugin folder is a part of the installation, one cannot add a plugin without having to use admin right or root privilege, which makes it hard for route developers to make use of the extendable design.

For instance, maybe we can search and load plugin dlls from the folder the route file is in, or add a command in the route file to load a plugin. That will enable route developers to extend the functionality without having to tell the players to get root privilege and manually place a dll file somewhere deep in the file system.
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