Merge branch 'master' of https://github.com/highfidelity/hifi into hdr

This commit is contained in:
samcake 2016-11-22 10:16:08 -08:00
commit c494479290
12 changed files with 370 additions and 54 deletions

View file

@ -112,6 +112,7 @@ Window {
placeName: model.place_name;
hifiUrl: model.place_name + model.path;
thumbnail: model.thumbnail_url;
imageUrl: model.image_url;
action: model.action;
timestamp: model.created_at;
onlineUsers: model.online_users;
@ -395,6 +396,7 @@ Window {
created_at: data.created_at || "",
action: data.action || "",
thumbnail_url: resolveUrl(thumbnail_url),
image_url: resolveUrl(data.details.image_url),
metaverseId: (data.id || "").toString(), // Some are strings from server while others are numbers. Model objects require uniformity.
@ -410,7 +412,7 @@ Window {
if (place.action === 'snapshot') {
return true;
}
return (place.place_name !== AddressManager.hostname); // Not our entry, but do show other entry points to current domain.
return (place.place_name !== AddressManager.placename); // Not our entry, but do show other entry points to current domain.
}
property var selectedTab: allTab;
function tabSelect(textButton) {
@ -437,7 +439,10 @@ Window {
property int requestId: 0;
function getUserStoryPage(pageNumber, cb) { // cb(error) after all pages of domain data have been added to model
var options = [
'now=' + new Date().toISOString(),
'include_actions=' + selectedTab.includeActions,
'restriction=' + (Account.isLoggedIn() ? 'open,hifi' : 'open'),
'require_online=true',
'protocol=' + encodeURIComponent(AddressManager.protocolVersion()),
'page=' + pageNumber
];
@ -498,7 +503,7 @@ Window {
notice.text = AddressManager.isConnected ? "Your location:" : "Not Connected";
notice.color = AddressManager.isConnected ? hifiStyleConstants.colors.baseGrayHighlight : hifiStyleConstants.colors.redHighlight;
// Display hostname, which includes ip address, localhost, and other non-placenames.
location.text = (AddressManager.hostname || '') + (AddressManager.pathname ? AddressManager.pathname.match(/\/[^\/]+/)[0] : '');
location.text = (AddressManager.placename || AddressManager.hostname || '') + (AddressManager.pathname ? AddressManager.pathname.match(/\/[^\/]+/)[0] : '');
}
}

View file

@ -25,6 +25,7 @@ Rectangle {
property string timestamp: "";
property string hifiUrl: "";
property string thumbnail: defaultThumbnail;
property string imageUrl: "";
property var goFunction: null;
property string storyId: "";
@ -67,13 +68,21 @@ Rectangle {
return 'about a minute ago';
}
property bool hasGif: imageUrl.indexOf('.gif') === (imageUrl.length - 4);
AnimatedImage {
id: animation;
// Always visible, to drive loading, but initially covered up by lobby during load.
source: hasGif ? imageUrl : "";
fillMode: lobby.fillMode;
anchors.fill: lobby;
}
Image {
id: lobby;
visible: !hasGif || (animation.status !== Image.Ready);
width: parent.width - (isConcurrency ? 0 : (2 * smallMargin));
height: parent.height - messageHeight - (isConcurrency ? 0 : smallMargin);
source: thumbnail || defaultThumbnail;
fillMode: Image.PreserveAspectCrop;
// source gets filled in later
anchors {
horizontalCenter: parent.horizontalCenter;
top: parent.top;

View file

@ -141,19 +141,19 @@ void GLBackend::downloadFramebuffer(const FramebufferPointer& srcFramebuffer, co
auto readFBO = getFramebufferID(srcFramebuffer);
if (srcFramebuffer && readFBO) {
if ((srcFramebuffer->getWidth() < (region.x + region.z)) || (srcFramebuffer->getHeight() < (region.y + region.w))) {
qCDebug(gpugllogging) << "GLBackend::downloadFramebuffer : srcFramebuffer is too small to provide the region queried";
qCWarning(gpugllogging) << "GLBackend::downloadFramebuffer : srcFramebuffer is too small to provide the region queried";
return;
}
}
if ((destImage.width() < region.z) || (destImage.height() < region.w)) {
qCDebug(gpugllogging) << "GLBackend::downloadFramebuffer : destImage is too small to receive the region of the framebuffer";
qCWarning(gpugllogging) << "GLBackend::downloadFramebuffer : destImage is too small to receive the region of the framebuffer";
return;
}
GLenum format = GL_BGRA;
if (destImage.format() != QImage::Format_ARGB32) {
qCDebug(gpugllogging) << "GLBackend::downloadFramebuffer : destImage format must be FORMAT_ARGB32 to receive the region of the framebuffer";
qCWarning(gpugllogging) << "GLBackend::downloadFramebuffer : destImage format must be FORMAT_ARGB32 to receive the region of the framebuffer";
return;
}

View file

@ -29,19 +29,19 @@ bool GLFramebuffer::checkStatus(GLenum target) const {
result = true;
break;
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
qCDebug(gpugllogging) << "GLFramebuffer::syncGPUObject : Framebuffer not valid, GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT.";
qCWarning(gpugllogging) << "GLFramebuffer::syncGPUObject : Framebuffer not valid, GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT.";
break;
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
qCDebug(gpugllogging) << "GLFramebuffer::syncGPUObject : Framebuffer not valid, GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT.";
qCWarning(gpugllogging) << "GLFramebuffer::syncGPUObject : Framebuffer not valid, GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT.";
break;
case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER:
qCDebug(gpugllogging) << "GLFramebuffer::syncGPUObject : Framebuffer not valid, GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER.";
qCWarning(gpugllogging) << "GLFramebuffer::syncGPUObject : Framebuffer not valid, GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER.";
break;
case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER:
qCDebug(gpugllogging) << "GLFramebuffer::syncGPUObject : Framebuffer not valid, GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER.";
qCWarning(gpugllogging) << "GLFramebuffer::syncGPUObject : Framebuffer not valid, GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER.";
break;
case GL_FRAMEBUFFER_UNSUPPORTED:
qCDebug(gpugllogging) << "GLFramebuffer::syncGPUObject : Framebuffer not valid, GL_FRAMEBUFFER_UNSUPPORTED.";
qCWarning(gpugllogging) << "GLFramebuffer::syncGPUObject : Framebuffer not valid, GL_FRAMEBUFFER_UNSUPPORTED.";
break;
}
return result;

View file

@ -119,7 +119,7 @@ GLShader* compileBackendProgram(GLBackend& backend, const Shader& program) {
if (object) {
shaderGLObjects.push_back(object->_shaderObjects[version].glshader);
} else {
qCDebug(gpugllogging) << "GLShader::compileBackendProgram - One of the shaders of the program is not compiled?";
qCWarning(gpugllogging) << "GLShader::compileBackendProgram - One of the shaders of the program is not compiled?";
return nullptr;
}
}

View file

@ -26,25 +26,25 @@ bool checkGLError(const char* name) {
} else {
switch (error) {
case GL_INVALID_ENUM:
qCDebug(gpugllogging) << "GLBackend::" << name << ": An unacceptable value is specified for an enumerated argument.The offending command is ignored and has no other side effect than to set the error flag.";
qCWarning(gpugllogging) << "GLBackend::" << name << ": An unacceptable value is specified for an enumerated argument.The offending command is ignored and has no other side effect than to set the error flag.";
break;
case GL_INVALID_VALUE:
qCDebug(gpugllogging) << "GLBackend" << name << ": A numeric argument is out of range.The offending command is ignored and has no other side effect than to set the error flag";
qCWarning(gpugllogging) << "GLBackend" << name << ": A numeric argument is out of range.The offending command is ignored and has no other side effect than to set the error flag";
break;
case GL_INVALID_OPERATION:
qCDebug(gpugllogging) << "GLBackend" << name << ": The specified operation is not allowed in the current state.The offending command is ignored and has no other side effect than to set the error flag..";
qCWarning(gpugllogging) << "GLBackend" << name << ": The specified operation is not allowed in the current state.The offending command is ignored and has no other side effect than to set the error flag..";
break;
case GL_INVALID_FRAMEBUFFER_OPERATION:
qCDebug(gpugllogging) << "GLBackend" << name << ": The framebuffer object is not complete.The offending command is ignored and has no other side effect than to set the error flag.";
qCWarning(gpugllogging) << "GLBackend" << name << ": The framebuffer object is not complete.The offending command is ignored and has no other side effect than to set the error flag.";
break;
case GL_OUT_OF_MEMORY:
qCDebug(gpugllogging) << "GLBackend" << name << ": There is not enough memory left to execute the command.The state of the GL is undefined, except for the state of the error flags, after this error is recorded.";
qCWarning(gpugllogging) << "GLBackend" << name << ": There is not enough memory left to execute the command.The state of the GL is undefined, except for the state of the error flags, after this error is recorded.";
break;
case GL_STACK_UNDERFLOW:
qCDebug(gpugllogging) << "GLBackend" << name << ": An attempt has been made to perform an operation that would cause an internal stack to underflow.";
qCWarning(gpugllogging) << "GLBackend" << name << ": An attempt has been made to perform an operation that would cause an internal stack to underflow.";
break;
case GL_STACK_OVERFLOW:
qCDebug(gpugllogging) << "GLBackend" << name << ": An attempt has been made to perform an operation that would cause an internal stack to overflow.";
qCWarning(gpugllogging) << "GLBackend" << name << ": An attempt has been made to perform an operation that would cause an internal stack to overflow.";
break;
}
return true;
@ -751,7 +751,7 @@ void makeProgramBindings(ShaderObject& shaderObject) {
GLint linked = 0;
glGetProgramiv(glprogram, GL_LINK_STATUS, &linked);
if (!linked) {
qCDebug(gpugllogging) << "GLShader::makeBindings - failed to link after assigning slotBindings?";
qCWarning(gpugllogging) << "GLShader::makeBindings - failed to link after assigning slotBindings?";
}
// now assign the ubo binding, then DON't relink!

View file

@ -120,7 +120,7 @@ GLenum GLTexelFormat::evalGLTexelFormatInternal(const gpu::Element& dstFormat) {
break;
default:
qCDebug(gpugllogging) << "Unknown combination of texel format";
qCWarning(gpugllogging) << "Unknown combination of texel format";
}
break;
}
@ -132,7 +132,7 @@ GLenum GLTexelFormat::evalGLTexelFormatInternal(const gpu::Element& dstFormat) {
result = GL_RG8;
break;
default:
qCDebug(gpugllogging) << "Unknown combination of texel format";
qCWarning(gpugllogging) << "Unknown combination of texel format";
}
break;
@ -155,7 +155,7 @@ GLenum GLTexelFormat::evalGLTexelFormatInternal(const gpu::Element& dstFormat) {
result = GL_COMPRESSED_SRGB;
break;
default:
qCDebug(gpugllogging) << "Unknown combination of texel format";
qCWarning(gpugllogging) << "Unknown combination of texel format";
}
break;
@ -241,13 +241,13 @@ GLenum GLTexelFormat::evalGLTexelFormatInternal(const gpu::Element& dstFormat) {
*/
default:
qCDebug(gpugllogging) << "Unknown combination of texel format";
qCWarning(gpugllogging) << "Unknown combination of texel format";
}
break;
}
default:
qCDebug(gpugllogging) << "Unknown combination of texel format";
qCWarning(gpugllogging) << "Unknown combination of texel format";
}
return result;
}
@ -280,7 +280,7 @@ GLTexelFormat GLTexelFormat::evalGLTexelFormat(const Element& dstFormat, const E
texel.internalFormat = GL_DEPTH24_STENCIL8;
break;
default:
qCDebug(gpugllogging) << "Unknown combination of texel format";
qCWarning(gpugllogging) << "Unknown combination of texel format";
}
break;
}
@ -295,7 +295,7 @@ GLTexelFormat GLTexelFormat::evalGLTexelFormat(const Element& dstFormat, const E
texel.internalFormat = GL_RG8;
break;
default:
qCDebug(gpugllogging) << "Unknown combination of texel format";
qCWarning(gpugllogging) << "Unknown combination of texel format";
}
break;
@ -318,7 +318,7 @@ GLTexelFormat GLTexelFormat::evalGLTexelFormat(const Element& dstFormat, const E
texel.internalFormat = GL_COMPRESSED_SRGB;
break;
default:
qCDebug(gpugllogging) << "Unknown combination of texel format";
qCWarning(gpugllogging) << "Unknown combination of texel format";
}
break;
@ -381,13 +381,13 @@ GLTexelFormat GLTexelFormat::evalGLTexelFormat(const Element& dstFormat, const E
*/
default:
qCDebug(gpugllogging) << "Unknown combination of texel format";
qCWarning(gpugllogging) << "Unknown combination of texel format";
}
break;
}
default:
qCDebug(gpugllogging) << "Unknown combination of texel format";
qCWarning(gpugllogging) << "Unknown combination of texel format";
}
return texel;
} else {
@ -523,7 +523,7 @@ GLTexelFormat GLTexelFormat::evalGLTexelFormat(const Element& dstFormat, const E
texel.internalFormat = GL_DEPTH24_STENCIL8;
break;
default:
qCDebug(gpugllogging) << "Unknown combination of texel format";
qCWarning(gpugllogging) << "Unknown combination of texel format";
}
break;
@ -539,7 +539,7 @@ GLTexelFormat GLTexelFormat::evalGLTexelFormat(const Element& dstFormat, const E
texel.internalFormat = GL_RG8;
break;
default:
qCDebug(gpugllogging) << "Unknown combination of texel format";
qCWarning(gpugllogging) << "Unknown combination of texel format";
}
break;
@ -566,7 +566,7 @@ GLTexelFormat GLTexelFormat::evalGLTexelFormat(const Element& dstFormat, const E
texel.internalFormat = GL_COMPRESSED_SRGB;
break;
default:
qCDebug(gpugllogging) << "Unknown combination of texel format";
qCWarning(gpugllogging) << "Unknown combination of texel format";
}
break;
}
@ -648,13 +648,13 @@ GLTexelFormat GLTexelFormat::evalGLTexelFormat(const Element& dstFormat, const E
texel.internalFormat = GL_COMPRESSED_SRGB_ALPHA;
break;
default:
qCDebug(gpugllogging) << "Unknown combination of texel format";
qCWarning(gpugllogging) << "Unknown combination of texel format";
}
break;
}
default:
qCDebug(gpugllogging) << "Unknown combination of texel format";
qCWarning(gpugllogging) << "Unknown combination of texel format";
}
return texel;
}

View file

@ -61,7 +61,6 @@ static std::vector<uvec3> getPageDimensionsForFormat(const TextureTypeFormat& ty
for (GLint i = 0; i < count; ++i) {
result[i] = uvec3(x[i], y[i], z[i]);
}
qCDebug(gpugl45logging) << "Got " << count << " page sizes";
}
{
@ -91,7 +90,6 @@ SparseInfo::SparseInfo(GL45Texture& texture)
void SparseInfo::maybeMakeSparse() {
// Don't enable sparse for objects with explicitly managed mip levels
if (!texture._gpuObject.isAutogenerateMips()) {
qCDebug(gpugl45logging) << "Don't enable sparse texture for explicitly generated mipmaps on texture " << texture._source.c_str();
return;
}
@ -285,11 +283,6 @@ GL45Texture::GL45Texture(const std::weak_ptr<GLBackend>& backend, const Texture&
}
GL45Texture::~GL45Texture() {
// // External textures cycle very quickly, so don't spam the log with messages about them.
// if (!_gpuObject.getUsage().isExternal()) {
// qCDebug(gpugl45logging) << "Destroying texture " << _id << " from source " << _source.c_str();
// }
// Remove this texture from the candidate list of derezzable textures
if (_transferrable) {
auto mipLevels = usedMipLevels();
@ -350,9 +343,6 @@ void GL45Texture::withPreservedTexture(std::function<void()> f) const {
}
void GL45Texture::generateMips() const {
if (_transferrable) {
qCDebug(gpugl45logging) << "Generating mipmaps for " << _source.c_str();
}
glGenerateTextureMipmap(_id);
(void)CHECK_GL_ERROR();
}
@ -627,19 +617,16 @@ void GL45Backend::derezTextures() const {
Lock lock(texturesByMipCountsMutex);
if (texturesByMipCounts.empty()) {
qCDebug(gpugl45logging) << "No available textures to derez";
// No available textures to derez
return;
}
auto mipLevel = texturesByMipCounts.rbegin()->first;
if (mipLevel <= 1) {
qCDebug(gpugl45logging) << "Max mip levels " << mipLevel;
// No mips available to remove
return;
}
qCDebug(gpugl45logging) << "Allowed texture memory " << Texture::getAllowedGPUMemoryUsage();
qCDebug(gpugl45logging) << "Used texture memory " << (Context::getTextureGPUMemoryUsage() - Context::getTextureGPUFramebufferMemoryUsage());
GL45Texture* targetTexture = nullptr;
{
auto& textures = texturesByMipCounts[mipLevel];
@ -648,5 +635,4 @@ void GL45Backend::derezTextures() const {
}
lock.unlock();
targetTexture->derez();
qCDebug(gpugl45logging) << "New Used texture memory " << (Context::getTextureGPUMemoryUsage() - Context::getTextureGPUFramebufferMemoryUsage());
}

View file

@ -24,6 +24,7 @@
#include "AddressManager.h"
#include "NodeList.h"
#include "NetworkingConstants.h"
#include "NetworkLogging.h"
#include "UserActivityLogger.h"
#include "udt/PacketHeaders.h"
@ -750,6 +751,14 @@ void AddressManager::copyPath() {
QApplication::clipboard()->setText(currentPath());
}
QString AddressManager::getDomainId() const {
return DependencyManager::get<NodeList>()->getDomainHandler().getUUID().toString();
}
const QUrl AddressManager::getMetaverseServerUrl() const {
return NetworkingConstants::METAVERSE_SERVER_URL;
}
void AddressManager::handleShareableNameAPIResponse(QNetworkReply& requestReply) {
// make sure that this response is for the domain we're currently connected to
auto domainID = DependencyManager::get<NodeList>()->getDomainHandler().getUUID();

View file

@ -35,11 +35,13 @@ class AddressManager : public QObject, public Dependency {
Q_OBJECT
SINGLETON_DEPENDENCY
Q_PROPERTY(bool isConnected READ isConnected)
Q_PROPERTY(QUrl href READ currentAddress)
Q_PROPERTY(QUrl href READ currentShareableAddress)
Q_PROPERTY(QString protocol READ getProtocol)
Q_PROPERTY(QString hostname READ getHost)
Q_PROPERTY(QString pathname READ currentPath)
Q_PROPERTY(QString placename READ getPlaceName)
Q_PROPERTY(QString domainId READ getDomainId)
Q_PROPERTY(QUrl metaverseServerUrl READ getMetaverseServerUrl)
public:
Q_INVOKABLE QString protocolVersion();
using PositionGetter = std::function<glm::vec3()>;
@ -67,7 +69,9 @@ public:
QString currentFacingPath() const;
const QUuid& getRootPlaceID() const { return _rootPlaceID; }
const QString& getPlaceName() const { return _placeName; }
const QString& getPlaceName() const { return _shareablePlaceName.isEmpty() ? _placeName : _shareablePlaceName; }
QString getDomainId() const;
const QUrl getMetaverseServerUrl() const;
const QString& getHost() const { return _host; }

View file

@ -124,6 +124,26 @@ function onClicked() {
}, SNAPSHOT_DELAY);
}
function isDomainOpen(id) {
var request = new XMLHttpRequest();
var options = [
'now=' + new Date().toISOString(),
'include_actions=concurrency',
'domain_id=' + id.slice(1, -1),
'restriction=open,hifi' // If we're sharing, we're logged in
// If we're here, protocol matches, and it is online
];
var url = location.metaverseServerUrl + "/api/v1/user_stories?" + options.join('&');
request.open("GET", url, false);
request.send();
if (request.status != 200) {
return false;
}
var response = JSON.parse(request.response); // Not parsed for us.
return (response.status === 'success') &&
response.total_entries;
}
function resetButtons(pathStillSnapshot, pathAnimatedSnapshot, notify) {
// show overlays if they were on
if (resetOverlays) {
@ -144,7 +164,7 @@ function resetButtons(pathStillSnapshot, pathAnimatedSnapshot, notify) {
{ localPath: pathAnimatedSnapshot },
{ localPath: pathStillSnapshot },
{
canShare: !!location.placename,
canShare: !!isDomainOpen(location.domainId),
openFeedAfterShare: shouldOpenFeedAfterShare()
}
]);

View file

@ -0,0 +1,283 @@
"use strict";
/*jslint nomen: true, plusplus: true, vars: true*/
/*global AvatarList, Entities, EntityViewer, Script, SoundCache, Audio, print, randFloat*/
//
// ACAudioSearchAndInject.js
// audio
//
// Created by Eric Levin and Howard Stearns 2/1/2016
// Copyright 2016 High Fidelity, Inc.
//
// Keeps track of all sounds within QUERY_RADIUS of an avatar, where a "sound" is specified in entity userData.
// Inject as many as practical into the audio mixer.
// See acAudioSearchAndCompatibilityEntitySpawner.js.
//
// This implementation takes some precautions to scale well:
// - It doesn't hastle the entity server because it issues at most one octree query every UPDATE_TIME period, regardless of the number of avatars.
// - It does not load itself because it only gathers entities once every UPDATE_TIME period, and only
// checks entity properties for those small number of entities that are currently playing (plus a RECHECK_TIME period examination of all entities).
// This implementation tries to use all the available injectors.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
var MSEC_PER_SEC = 1000;
var SOUND_DATA_KEY = "io.highfidelity.soundKey"; // Sound data is specified in userData under this key.
var old_sound_data_key = "soundKey"; // For backwards compatibility.
var QUERY_RADIUS = 50; // meters
var UPDATE_TIME = 100; // ms. We'll update just one thing on this period.
var EXPIRATION_TIME = 5 * MSEC_PER_SEC; // ms. Remove sounds that have been out of range for this time.
var RECHECK_TIME = 10 * MSEC_PER_SEC; // ms. Check for new userData properties this often when not currently playing.
// (By not checking most of the time when not playing, we can efficiently go through all entities without getEntityProperties.)
var UPDATES_PER_STATS_LOG = RECHECK_TIME / UPDATE_TIME; // (It's nice to smooth out the results by straddling a recheck.)
var DEFAULT_SOUND_DATA = {
volume: 0.5, // userData cannot specify zero volume with our current method of defaulting.
loop: false, // Default must be false with our current method of defaulting, else there's no way to get a false value.
playbackGap: MSEC_PER_SEC, // in ms
playbackGapRange: 0 // in ms
};
//var isACScript = this.EntityViewer !== undefined;
var isACScript = true;
Script.include("http://hifi-content.s3.amazonaws.com/ryan/development/utils_ryan.js");
if (isACScript) {
Agent.isAvatar = true; // This puts a robot at 0,0,0, but is currently necessary in order to use AvatarList.
Avatar.skeletonModelURL = "http://hifi-content.s3.amazonaws.com/ozan/dev/avatars/invisible_avatar/invisible_avatar.fst";
}
function ignore() {}
function debug() { // Display the arguments not just [Object object].
//print.apply(null, [].map.call(arguments, JSON.stringify));
}
if (isACScript) {
EntityViewer.setCenterRadius(QUERY_RADIUS);
}
// ENTITY DATA CACHE
//
var entityCache = {}; // A dictionary of unexpired EntityData objects.
var entityInvalidUserDataCache = {}; // A cache containing the entity IDs that have
// previously been identified as containing non-JSON userData.
// We use a dictionary here so id lookups are constant time.
var examinationCount = 0;
function EntityDatum(entityIdentifier) { // Just the data of an entity that we need to know about.
// This data is only use for our sound injection. There is no need to store such info in the replicated entity on everyone's computer.
var that = this;
that.lastUserDataUpdate = 0; // new entity is in need of rechecking user data
// State Transitions:
// no data => no data | sound data | expired
// expired => stop => remove
// sound data => downloading
// downloading => downloading | waiting
// waiting => playing | waiting (if too many already playing)
// playing => update position etc | no data
that.stop = function stop() {
if (!that.sound) {
return;
}
print("stopping sound", entityIdentifier, that.url);
delete that.sound;
delete that.url;
if (!that.injector) {
return;
}
that.injector.stop();
delete that.injector;
};
this.update = function stateTransitions(expirationCutoff, userDataCutoff, now) {
if (that.timestamp < expirationCutoff) { // EXPIRED => STOP => REMOVE
that.stop(); // Alternatively, we could fade out and then stop...
delete entityCache[entityIdentifier];
return;
}
var properties, soundData; // Latest data, pulled from local octree.
// getEntityProperties locks the tree, which competes with the asynchronous processing of queryOctree results.
// Most entity updates are fast and only a very few do getEntityProperties.
function ensureSoundData() { // We only getEntityProperities when we need to.
if (properties) {
return;
}
properties = Entities.getEntityProperties(entityIdentifier, ['userData', 'position']);
examinationCount++; // Collect statistics on how many getEntityProperties we do.
debug("updating", that, properties);
try {
var userData = properties.userData && JSON.parse(properties.userData);
soundData = userData && (userData[SOUND_DATA_KEY] || userData[old_sound_data_key]); // Don't store soundData yet. Let state changes compare.
that.lastUserDataUpdate = now; // But do update these ...
that.url = soundData && soundData.url;
that.playAfter = that.url && now;
} catch (err) {
if (!(entityIdentifier in entityInvalidUserDataCache)) {
print(err, properties.userData);
entityInvalidUserDataCache[entityIdentifier] = true;
}
}
}
// Stumbling on big new pile of entities will do a lot of getEntityProperties. Once.
if (that.lastUserDataUpdate < userDataCutoff) { // NO DATA => SOUND DATA
ensureSoundData();
}
if (!that.url) { // NO DATA => NO DATA
return that.stop();
}
if (!that.sound) { // SOUND DATA => DOWNLOADING
that.sound = SoundCache.getSound(soundData.url); // SoundCache can manage duplicates better than we can.
}
if (!that.sound.downloaded) { // DOWNLOADING => DOWNLOADING
return;
}
if (that.playAfter > now) { // DOWNLOADING | WAITING => WAITING
return;
}
ensureSoundData(); // We'll try to play/setOptions and will need position, so we might as well get soundData, too.
if (soundData.url !== that.url) { // WAITING => NO DATA (update next time around)
return that.stop();
}
var options = {
position: properties.position,
loop: soundData.loop || DEFAULT_SOUND_DATA.loop,
volume: soundData.volume || DEFAULT_SOUND_DATA.volume
};
function repeat() {
return !options.loop && (soundData.playbackGap >= 0);
}
function randomizedNextPlay() { // time of next play or recheck, randomized to distribute the work
var range = soundData.playbackGapRange || DEFAULT_SOUND_DATA.playbackGapRange,
base = repeat() ? ((that.sound.duration * MSEC_PER_SEC) + (soundData.playbackGap || DEFAULT_SOUND_DATA.playbackGap)) : RECHECK_TIME;
return now + base + randFloat(-Math.min(base, range), range);
}
if (that.injector && soundData.playing === false) {
that.injector.stop();
that.injector = null;
}
if (!that.injector) {
if (soundData.playing === false) { // WAITING => PLAYING | WAITING
return;
}
debug("starting", that, options);
that.injector = Audio.playSound(that.sound, options); // Might be null if at at injector limit. Will try again later.
if (that.injector) {
print("started", entityIdentifier, that.url);
} else { // Don't hammer ensureSoundData or injector manager.
that.playAfter = randomizedNextPlay();
}
return;
}
that.injector.setOptions(options); // PLAYING => UPDATE POSITION ETC
if (!that.injector.playing) { // Subtle: a looping sound will not check playbackGap.
if (repeat()) { // WAITING => PLAYING
// Setup next play just once, now. Changes won't be looked at while we wait.
that.playAfter = randomizedNextPlay();
// Subtle: if the restart fails b/c we're at injector limit, we won't try again until next playAfter.
that.injector.restart();
} else { // PLAYING => NO DATA
that.playAfter = Infinity; // was one-shot and we're finished
}
}
};
}
function internEntityDatum(entityIdentifier, timestamp, avatarPosition, avatar) {
ignore(avatarPosition, avatar); // We could use avatars and/or avatarPositions to prioritize which ones to play.
var entitySound = entityCache[entityIdentifier];
if (!entitySound) {
entitySound = entityCache[entityIdentifier] = new EntityDatum(entityIdentifier);
}
entitySound.timestamp = timestamp; // Might be updated for multiple avatars. That's fine.
}
var nUpdates = UPDATES_PER_STATS_LOG, lastStats = Date.now();
function updateAllEntityData() { // A fast update of all entities we know about. A few make sounds.
var now = Date.now(),
expirationCutoff = now - EXPIRATION_TIME,
userDataRecheckCutoff = now - RECHECK_TIME;
Object.keys(entityCache).forEach(function (entityIdentifier) {
entityCache[entityIdentifier].update(expirationCutoff, userDataRecheckCutoff, now);
});
if (nUpdates-- <= 0) { // Report statistics.
// For example, with:
// injector-limit = 40 (in C++ code)
// N_SOUNDS = 1000 (from userData in, e.g., acAudioSearchCompatibleEntitySpawner.js)
// replay-period = 3 + 20 = 23 (seconds, ditto)
// stats-period = UPDATES_PER_STATS_LOG * UPDATE_TIME / MSEC_PER_SEC = 10 seconds
// The log should show between each stats report:
// "start" lines ~= injector-limit * P(finish) = injector-limit * stats-period/replay-period = 17 ?
// total attempts at starting ("start" lines + "could not thread" lines) ~= N_SOUNDS = 1000 ?
// entities > N_SOUNDS * (1+ N_SILENT_ENTITIES_PER_SOUND) = 11000 + whatever was in the scene before running spawner
// sounds = N_SOUNDS = 1000
// getEntityPropertiesPerUpdate ~= playing + failed-starts/UPDATES_PER_STATS_LOG + other-rechecks-each-update
// = injector-limit + (total attempts - "start" lines)/UPDATES_PER_STATS__LOG
// + (entities - playing - failed-starts/UPDATES_PER_STATS_LOG) * P(recheck-in-update)
// where failed-starts/UPDATES_PER_STATS_LOG = (1000-17)/100 = 10
// = 40 + 10 + (11000 - 40 - 10)*UPDATE_TIME/RECHECK_TIME
// = 40 + 10 + 10950*0.01 = 159 (mostly proportional to enties/RECHECK_TIME)
// millisecondsPerUpdate ~= UPDATE_TIME = 100 (+ some timer machinery time)
// this assignment client activity monitor < 100% cpu
var stats = {
entities: 0,
sounds: 0,
playing: 0,
getEntityPropertiesPerUpdate: examinationCount / UPDATES_PER_STATS_LOG,
millisecondsPerUpdate: (now - lastStats) / UPDATES_PER_STATS_LOG
};
nUpdates = UPDATES_PER_STATS_LOG;
lastStats = now;
examinationCount = 0;
Object.keys(entityCache).forEach(function (entityIdentifier) {
var datum = entityCache[entityIdentifier];
stats.entities++;
if (datum.url) {
stats.sounds++;
if (datum.injector && datum.injector.playing) {
stats.playing++;
}
}
});
print(JSON.stringify(stats));
}
}
// Update the set of which EntityData we know about.
//
function updateEntiesForAvatar(avatarIdentifier) { // Just one piece of update work.
// This does at most:
// one queryOctree request of the entity server, and
// one findEntities geometry query of our own octree, and
// a quick internEntityDatum of each of what may be a large number of entityIdentifiers.
// The idea is that this is a nice bounded piece of work that should not be done too frequently.
// However, it means that we won't learn about new entities until, on average (nAvatars * UPDATE_TIME) + query round trip.
var avatar = AvatarList.getAvatar(avatarIdentifier), avatarPosition = avatar && avatar.position;
if (!avatarPosition) { // No longer here.
return;
}
var timestamp = Date.now();
if (isACScript) {
EntityViewer.setPosition(avatarPosition);
EntityViewer.queryOctree(); // Requests an update, but there's no telling when we'll actually see different results.
}
var entities = Entities.findEntities(avatarPosition, QUERY_RADIUS);
debug("found", entities.length, "entities near", avatar.name || "unknown", "at", avatarPosition);
entities.forEach(function (entityIdentifier) {
internEntityDatum(entityIdentifier, timestamp, avatarPosition, avatar);
});
}
// Slowly update the set of data we have to work with.
//
var workQueue = [];
function updateWorkQueueForAvatarsPresent() { // when nothing else to do, fill queue with individual avatar updates
workQueue = AvatarList.getAvatarIdentifiers().map(function (avatarIdentifier) {
return function () {
updateEntiesForAvatar(avatarIdentifier);
};
});
}
Script.setInterval(function () {
// There might be thousands of EntityData known to us, but only a few will require any work to update.
updateAllEntityData(); // i.e., this better be pretty fast.
// Each interval, we do no more than one updateEntitiesforAvatar.
if (!workQueue.length) {
workQueue = [updateWorkQueueForAvatarsPresent];
}
workQueue.pop()(); // There's always one
}, UPDATE_TIME);