overte-HifiExperiments/animation-server/src/main.cpp
2013-05-24 11:18:14 -07:00

600 lines
22 KiB
C++

//
// main.cpp
// Animation Server
//
// Created by Brad Hefta-Gaub on 05/16/2013
// Copyright (c) 2012 High Fidelity, Inc. All rights reserved.
//
#include <cmath>
#include <cstdlib>
#include <cstring>
#include <cstdio>
#include <OctalCode.h>
#include <AgentList.h>
#include <AgentTypes.h>
#include <EnvironmentData.h>
#include <VoxelTree.h>
#include <SharedUtil.h>
#include <PacketHeaders.h>
#include <SceneUtils.h>
#ifdef _WIN32
#include "Syssocket.h"
#include "Systime.h"
#else
#include <sys/time.h>
#include <arpa/inet.h>
#include <ifaddrs.h>
#endif
bool shouldShowPacketsPerSecond = false; // do we want to debug packets per second
bool includeBillboard = true;
bool includeBorderTracer = true;
bool includeMovingBug = true;
bool includeBlinkingVoxel = false;
const int ANIMATION_LISTEN_PORT = 40107;
const int ACTUAL_FPS = 60;
const double OUR_FPS_IN_MILLISECONDS = 1000.0/ACTUAL_FPS; // determines FPS from our desired FPS
const int ANIMATE_VOXELS_INTERVAL_USECS = OUR_FPS_IN_MILLISECONDS * 1000.0; // converts from milliseconds to usecs
bool wantLocalDomain = false;
unsigned long packetsSent = 0;
unsigned long bytesSent = 0;
static void sendVoxelEditMessage(PACKET_HEADER header, VoxelDetail& detail) {
unsigned char* bufferOut;
int sizeOut;
if (createVoxelEditMessage(header, 0, 1, &detail, bufferOut, sizeOut)){
::packetsSent++;
::bytesSent += sizeOut;
if (::shouldShowPacketsPerSecond) {
printf("sending packet of size=%d\n",sizeOut);
}
AgentList::getInstance()->broadcastToAgents(bufferOut, sizeOut, &AGENT_TYPE_VOXEL, 1);
delete[] bufferOut;
}
}
glm::vec3 rotatePoint(glm::vec3 point, float angle) {
// First, create the quaternion based on this angle of rotation
glm::quat q(glm::vec3(0, -angle, 0));
// Next, create a rotation matrix from that quaternion
glm::mat4 rotation = glm::mat4_cast(q);
// Transform the original vectors by the rotation matrix to get the new vectors
glm::vec4 quatPoint(point.x, point.y, point.z, 0);
glm::vec4 newPoint = quatPoint * rotation;
return glm::vec3(newPoint.x, newPoint.y, newPoint.z);
}
const float BUG_VOXEL_SIZE = 0.0625f / TREE_SCALE;
glm::vec3 bugPosition = glm::vec3(BUG_VOXEL_SIZE * 20.0, BUG_VOXEL_SIZE * 30.0, BUG_VOXEL_SIZE * 20.0);
glm::vec3 bugDirection = glm::vec3(0, 0, 1);
const int VOXELS_PER_BUG = 18;
glm::vec3 bugPathCenter = glm::vec3(BUG_VOXEL_SIZE * 150.0, BUG_VOXEL_SIZE * 30.0, BUG_VOXEL_SIZE * 150.0);
float bugPathRadius = BUG_VOXEL_SIZE * 140.0;
float bugPathTheta = 0.0 * PI_OVER_180;
float bugRotation = 0.0 * PI_OVER_180;
float bugAngleDelta = 0.2 * PI_OVER_180;
bool moveBugInLine = false;
class BugPart {
public:
glm::vec3 partLocation;
unsigned char partColor[3];
BugPart(const glm::vec3& location, unsigned char red, unsigned char green, unsigned char blue ) {
partLocation = location;
partColor[0] = red;
partColor[1] = green;
partColor[2] = blue;
}
};
const BugPart bugParts[VOXELS_PER_BUG] = {
// tail
BugPart(glm::vec3( 0, 0, -3), 51, 51, 153) ,
BugPart(glm::vec3( 0, 0, -2), 51, 51, 153) ,
BugPart(glm::vec3( 0, 0, -1), 51, 51, 153) ,
// body
BugPart(glm::vec3( 0, 0, 0), 255, 200, 0) ,
BugPart(glm::vec3( 0, 0, 1), 255, 200, 0) ,
// head
BugPart(glm::vec3( 0, 0, 2), 200, 0, 0) ,
// eyes
BugPart(glm::vec3( 1, 0, 3), 64, 64, 64) ,
BugPart(glm::vec3(-1, 0, 3), 64, 64, 64) ,
// wings
BugPart(glm::vec3( 3, 1, 1), 0, 153, 0) ,
BugPart(glm::vec3( 2, 1, 1), 0, 153, 0) ,
BugPart(glm::vec3( 1, 0, 1), 0, 153, 0) ,
BugPart(glm::vec3(-1, 0, 1), 0, 153, 0) ,
BugPart(glm::vec3(-2, 1, 1), 0, 153, 0) ,
BugPart(glm::vec3(-3, 1, 1), 0, 153, 0) ,
BugPart(glm::vec3( 2, -1, 0), 153, 200, 0) ,
BugPart(glm::vec3( 1, -1, 0), 153, 200, 0) ,
BugPart(glm::vec3(-1, -1, 0), 153, 200, 0) ,
BugPart(glm::vec3(-2, -1, 0), 153, 200, 0) ,
};
static void renderMovingBug() {
VoxelDetail details[VOXELS_PER_BUG];
unsigned char* bufferOut;
int sizeOut;
// Generate voxels for where bug used to be
for (int i = 0; i < VOXELS_PER_BUG; i++) {
details[i].s = BUG_VOXEL_SIZE;
glm::vec3 partAt = bugParts[i].partLocation * BUG_VOXEL_SIZE * (bugDirection.x < 0 ? -1.0f : 1.0f);
glm::vec3 rotatedPartAt = rotatePoint(partAt, bugRotation);
glm::vec3 offsetPartAt = rotatedPartAt + bugPosition;
details[i].x = offsetPartAt.x;
details[i].y = offsetPartAt.y;
details[i].z = offsetPartAt.z;
details[i].red = bugParts[i].partColor[0];
details[i].green = bugParts[i].partColor[1];
details[i].blue = bugParts[i].partColor[2];
}
// send the "erase message" first...
PACKET_HEADER message = PACKET_HEADER_ERASE_VOXEL;
if (createVoxelEditMessage(message, 0, VOXELS_PER_BUG, (VoxelDetail*)&details, bufferOut, sizeOut)){
::packetsSent++;
::bytesSent += sizeOut;
if (::shouldShowPacketsPerSecond) {
printf("sending packet of size=%d\n", sizeOut);
}
AgentList::getInstance()->broadcastToAgents(bufferOut, sizeOut, &AGENT_TYPE_VOXEL, 1);
delete[] bufferOut;
}
// Move the bug...
if (moveBugInLine) {
bugPosition.x += (bugDirection.x * BUG_VOXEL_SIZE);
bugPosition.y += (bugDirection.y * BUG_VOXEL_SIZE);
bugPosition.z += (bugDirection.z * BUG_VOXEL_SIZE);
// Check boundaries
if (bugPosition.z > 1.0) {
bugDirection.z = -1;
}
if (bugPosition.z < BUG_VOXEL_SIZE) {
bugDirection.z = 1;
}
} else {
//printf("bugPathCenter=(%f,%f,%f)\n", bugPathCenter.x, bugPathCenter.y, bugPathCenter.z);
bugPathTheta += bugAngleDelta; // move slightly
bugRotation -= bugAngleDelta; // rotate slightly
// If we loop past end of circle, just reset back into normal range
if (bugPathTheta > (360.0f * PI_OVER_180)) {
bugPathTheta = 0;
bugRotation = 0;
}
float x = bugPathCenter.x + bugPathRadius * cos(bugPathTheta);
float z = bugPathCenter.z + bugPathRadius * sin(bugPathTheta);
float y = bugPathCenter.y;
bugPosition = glm::vec3(x, y, z);
//printf("bugPathTheta=%f\n", bugPathTheta);
//printf("bugRotation=%f\n", bugRotation);
}
//printf("bugPosition=(%f,%f,%f)\n", bugPosition.x, bugPosition.y, bugPosition.z);
//printf("bugDirection=(%f,%f,%f)\n", bugDirection.x, bugDirection.y, bugDirection.z);
// would be nice to add some randomness here...
// Generate voxels for where bug is going to
for (int i = 0; i < VOXELS_PER_BUG; i++) {
details[i].s = BUG_VOXEL_SIZE;
glm::vec3 partAt = bugParts[i].partLocation * BUG_VOXEL_SIZE * (bugDirection.x < 0 ? -1.0f : 1.0f);
glm::vec3 rotatedPartAt = rotatePoint(partAt, bugRotation);
glm::vec3 offsetPartAt = rotatedPartAt + bugPosition;
details[i].x = offsetPartAt.x;
details[i].y = offsetPartAt.y;
details[i].z = offsetPartAt.z;
details[i].red = bugParts[i].partColor[0];
details[i].green = bugParts[i].partColor[1];
details[i].blue = bugParts[i].partColor[2];
}
// send the "create message" ...
message = PACKET_HEADER_SET_VOXEL_DESTRUCTIVE;
if (createVoxelEditMessage(message, 0, VOXELS_PER_BUG, (VoxelDetail*)&details, bufferOut, sizeOut)){
::packetsSent++;
::bytesSent += sizeOut;
if (::shouldShowPacketsPerSecond) {
printf("sending packet of size=%d\n", sizeOut);
}
AgentList::getInstance()->broadcastToAgents(bufferOut, sizeOut, &AGENT_TYPE_VOXEL, 1);
delete[] bufferOut;
}
}
float intensity = 0.5f;
float intensityIncrement = 0.1f;
const float MAX_INTENSITY = 1.0f;
const float MIN_INTENSITY = 0.5f;
const float BEACON_SIZE = 0.25f / TREE_SCALE; // approximately 1/4th meter
static void sendVoxelBlinkMessage() {
VoxelDetail detail;
detail.s = BEACON_SIZE;
glm::vec3 position = glm::vec3(0, 0, detail.s);
detail.x = detail.s * floor(position.x / detail.s);
detail.y = detail.s * floor(position.y / detail.s);
detail.z = detail.s * floor(position.z / detail.s);
::intensity += ::intensityIncrement;
if (::intensity >= MAX_INTENSITY) {
::intensity = MAX_INTENSITY;
::intensityIncrement = -::intensityIncrement;
}
if (::intensity <= MIN_INTENSITY) {
::intensity = MIN_INTENSITY;
::intensityIncrement = -::intensityIncrement;
}
detail.red = 255 * ::intensity;
detail.green = 0 * ::intensity;
detail.blue = 0 * ::intensity;
PACKET_HEADER message = PACKET_HEADER_SET_VOXEL_DESTRUCTIVE;
sendVoxelEditMessage(message, detail);
}
bool stringOfLightsInitialized = false;
int currentLight = 0;
int lightMovementDirection = 1;
const int SEGMENT_COUNT = 4;
const int LIGHTS_PER_SEGMENT = 80;
const int LIGHT_COUNT = LIGHTS_PER_SEGMENT * SEGMENT_COUNT;
glm::vec3 stringOfLights[LIGHT_COUNT];
unsigned char offColor[3] = { 240, 240, 240 };
unsigned char onColor[3] = { 0, 255, 255 };
const float STRING_OF_LIGHTS_SIZE = 0.125f / TREE_SCALE; // approximately 1/8th meter
static void sendBlinkingStringOfLights() {
PACKET_HEADER message = PACKET_HEADER_SET_VOXEL_DESTRUCTIVE; // we're a bully!
float lightScale = STRING_OF_LIGHTS_SIZE;
static VoxelDetail details[LIGHTS_PER_SEGMENT];
unsigned char* bufferOut;
int sizeOut;
// first initialized the string of lights if needed...
if (!stringOfLightsInitialized) {
for (int segment = 0; segment < SEGMENT_COUNT; segment++) {
for (int indexInSegment = 0; indexInSegment < LIGHTS_PER_SEGMENT; indexInSegment++) {
int i = (segment * LIGHTS_PER_SEGMENT) + indexInSegment;
// four different segments on sides of initial platform
switch (segment) {
case 0:
// along x axis
stringOfLights[i] = glm::vec3(indexInSegment * lightScale, 0, 0);
break;
case 1:
// parallel to Z axis at outer X edge
stringOfLights[i] = glm::vec3(LIGHTS_PER_SEGMENT * lightScale, 0, indexInSegment * lightScale);
break;
case 2:
// parallel to X axis at outer Z edge
stringOfLights[i] = glm::vec3((LIGHTS_PER_SEGMENT-indexInSegment) * lightScale, 0,
LIGHTS_PER_SEGMENT * lightScale);
break;
case 3:
// on Z axis
stringOfLights[i] = glm::vec3(0, 0, (LIGHTS_PER_SEGMENT-indexInSegment) * lightScale);
break;
}
details[indexInSegment].s = STRING_OF_LIGHTS_SIZE;
details[indexInSegment].x = stringOfLights[i].x;
details[indexInSegment].y = stringOfLights[i].y;
details[indexInSegment].z = stringOfLights[i].z;
details[indexInSegment].red = offColor[0];
details[indexInSegment].green = offColor[1];
details[indexInSegment].blue = offColor[2];
}
// send entire segment at once
if (createVoxelEditMessage(message, 0, LIGHTS_PER_SEGMENT, (VoxelDetail*)&details, bufferOut, sizeOut)){
::packetsSent++;
::bytesSent += sizeOut;
if (::shouldShowPacketsPerSecond) {
printf("sending packet of size=%d\n",sizeOut);
}
AgentList::getInstance()->broadcastToAgents(bufferOut, sizeOut, &AGENT_TYPE_VOXEL, 1);
delete[] bufferOut;
}
}
stringOfLightsInitialized = true;
} else {
// turn off current light
details[0].x = stringOfLights[currentLight].x;
details[0].y = stringOfLights[currentLight].y;
details[0].z = stringOfLights[currentLight].z;
details[0].red = offColor[0];
details[0].green = offColor[1];
details[0].blue = offColor[2];
// move current light...
// if we're at the end of our string, then change direction
if (currentLight == LIGHT_COUNT-1) {
lightMovementDirection = -1;
}
if (currentLight == 0) {
lightMovementDirection = 1;
}
currentLight += lightMovementDirection;
// turn on new current light
details[1].x = stringOfLights[currentLight].x;
details[1].y = stringOfLights[currentLight].y;
details[1].z = stringOfLights[currentLight].z;
details[1].red = onColor[0];
details[1].green = onColor[1];
details[1].blue = onColor[2];
// send both changes in same message
if (createVoxelEditMessage(message, 0, 2, (VoxelDetail*)&details, bufferOut, sizeOut)){
::packetsSent++;
::bytesSent += sizeOut;
if (::shouldShowPacketsPerSecond) {
printf("sending packet of size=%d\n",sizeOut);
}
AgentList::getInstance()->broadcastToAgents(bufferOut, sizeOut, &AGENT_TYPE_VOXEL, 1);
delete[] bufferOut;
}
}
}
bool billboardInitialized = false;
const int BILLBOARD_HEIGHT = 9;
const int BILLBOARD_WIDTH = 45;
glm::vec3 billboardPosition((0.125f / TREE_SCALE),(0.125f / TREE_SCALE),0);
glm::vec3 billboardLights[BILLBOARD_HEIGHT][BILLBOARD_WIDTH];
unsigned char billboardOffColor[3] = { 240, 240, 240 };
unsigned char billboardOnColorA[3] = { 0, 0, 255 };
unsigned char billboardOnColorB[3] = { 0, 255, 0 };
float billboardGradient = 0.5f;
float billboardGradientIncrement = 0.01f;
const float BILLBOARD_MAX_GRADIENT = 1.0f;
const float BILLBOARD_MIN_GRADIENT = 0.0f;
const float BILLBOARD_LIGHT_SIZE = 0.125f / TREE_SCALE; // approximately 1/8 meter per light
const int VOXELS_PER_PACKET = 135;
const int PACKETS_PER_BILLBOARD = VOXELS_PER_PACKET / (BILLBOARD_HEIGHT * BILLBOARD_WIDTH);
// top to bottom...
bool billboardMessage[BILLBOARD_HEIGHT][BILLBOARD_WIDTH] = {
{ 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 },
{ 0,0,1,0,0,1,0,1,0,0,0,0,0,1,0,0,0,0,1,1,1,1,0,0,0,0,0,1,0,1,1,1,0,1,0,1,0,0,1,0,0,0,0,0,0 },
{ 0,0,1,0,0,1,0,0,0,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1,0,0,0,1,0,1,0,1,0,1,0,0,0,1,1,1,0,0,0,0,0 },
{ 0,0,1,1,1,1,0,1,0,1,1,1,0,1,1,1,0,0,1,1,1,0,0,0,0,1,1,1,0,1,1,1,0,1,0,1,0,0,1,0,0,1,0,1,0 },
{ 0,0,1,0,0,1,0,1,0,1,0,1,0,1,0,1,0,0,1,0,0,0,0,1,0,1,0,1,0,1,0,0,0,1,0,1,0,0,1,0,0,1,0,1,0 },
{ 0,0,1,0,0,1,0,1,0,1,1,1,0,1,0,1,0,0,1,0,0,0,0,1,0,1,1,1,0,1,1,1,0,1,0,1,0,0,1,0,0,1,1,1,0 },
{ 0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0 },
{ 0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0 },
{ 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 }
};
static void sendBillboard() {
PACKET_HEADER message = PACKET_HEADER_SET_VOXEL_DESTRUCTIVE; // we're a bully!
float lightScale = BILLBOARD_LIGHT_SIZE;
static VoxelDetail details[VOXELS_PER_PACKET];
unsigned char* bufferOut;
int sizeOut;
// first initialized the billboard of lights if needed...
if (!billboardInitialized) {
for (int i = 0; i < BILLBOARD_HEIGHT; i++) {
for (int j = 0; j < BILLBOARD_WIDTH; j++) {
billboardLights[i][j] = billboardPosition + glm::vec3(j * lightScale, (float)((BILLBOARD_HEIGHT - i) * lightScale), 0);
}
}
billboardInitialized = true;
}
::billboardGradient += ::billboardGradientIncrement;
if (::billboardGradient >= BILLBOARD_MAX_GRADIENT) {
::billboardGradient = BILLBOARD_MAX_GRADIENT;
::billboardGradientIncrement = -::billboardGradientIncrement;
}
if (::billboardGradient <= BILLBOARD_MIN_GRADIENT) {
::billboardGradient = BILLBOARD_MIN_GRADIENT;
::billboardGradientIncrement = -::billboardGradientIncrement;
}
for (int i = 0; i < BILLBOARD_HEIGHT; i++) {
for (int j = 0; j < BILLBOARD_WIDTH; j++) {
int nthVoxel = ((i * BILLBOARD_WIDTH) + j);
int item = nthVoxel % VOXELS_PER_PACKET;
billboardLights[i][j] = billboardPosition + glm::vec3(j * lightScale, (float)((BILLBOARD_HEIGHT - i) * lightScale), 0);
details[item].s = lightScale;
details[item].x = billboardLights[i][j].x;
details[item].y = billboardLights[i][j].y;
details[item].z = billboardLights[i][j].z;
if (billboardMessage[i][j]) {
details[item].red = (billboardOnColorA[0] + ((billboardOnColorB[0] - billboardOnColorA[0]) * ::billboardGradient));
details[item].green = (billboardOnColorA[1] + ((billboardOnColorB[1] - billboardOnColorA[1]) * ::billboardGradient));
details[item].blue = (billboardOnColorA[2] + ((billboardOnColorB[2] - billboardOnColorA[2]) * ::billboardGradient));
} else {
details[item].red = billboardOffColor[0];
details[item].green = billboardOffColor[1];
details[item].blue = billboardOffColor[2];
}
if (item == VOXELS_PER_PACKET - 1) {
if (createVoxelEditMessage(message, 0, VOXELS_PER_PACKET, (VoxelDetail*)&details, bufferOut, sizeOut)){
::packetsSent++;
::bytesSent += sizeOut;
if (::shouldShowPacketsPerSecond) {
printf("sending packet of size=%d\n", sizeOut);
}
AgentList::getInstance()->broadcastToAgents(bufferOut, sizeOut, &AGENT_TYPE_VOXEL, 1);
delete[] bufferOut;
}
}
}
}
}
double start = 0;
void* animateVoxels(void* args) {
timeval lastSendTime;
while (true) {
gettimeofday(&lastSendTime, NULL);
// some animations
//sendVoxelBlinkMessage();
if (::includeBillboard) {
sendBillboard();
}
if (::includeBorderTracer) {
sendBlinkingStringOfLights();
}
if (::includeMovingBug) {
renderMovingBug();
}
if (::includeBlinkingVoxel) {
sendVoxelBlinkMessage();
}
double end = usecTimestampNow();
double elapsedSeconds = (end - ::start) / 1000000.0;
if (::shouldShowPacketsPerSecond) {
printf("packetsSent=%ld, bytesSent=%ld pps=%f bps=%f\n",packetsSent,bytesSent,
(float)(packetsSent/elapsedSeconds),(float)(bytesSent/elapsedSeconds));
}
// dynamically sleep until we need to fire off the next set of voxels
double usecToSleep = ANIMATE_VOXELS_INTERVAL_USECS - (usecTimestampNow() - usecTimestamp(&lastSendTime));
if (usecToSleep > 0) {
usleep(usecToSleep);
} else {
std::cout << "Last send took too much time, not sleeping!\n";
}
}
pthread_exit(0);
}
int main(int argc, const char * argv[])
{
::start = usecTimestampNow();
AgentList* agentList = AgentList::createInstance(AGENT_TYPE_ANIMATION_SERVER, ANIMATION_LISTEN_PORT);
setvbuf(stdout, NULL, _IOLBF, 0);
// Handle Local Domain testing with the --local command line
const char* NO_BILLBOARD = "--NoBillboard";
::includeBillboard = !cmdOptionExists(argc, argv, NO_BILLBOARD);
const char* NO_BORDER_TRACER = "--NoBorderTracer";
::includeBorderTracer = !cmdOptionExists(argc, argv, NO_BORDER_TRACER);
const char* NO_MOVING_BUG = "--NoMovingBug";
::includeMovingBug = !cmdOptionExists(argc, argv, NO_MOVING_BUG);
const char* INCLUDE_BLINKING_VOXEL = "--includeBlinkingVoxel";
::includeBlinkingVoxel = cmdOptionExists(argc, argv, INCLUDE_BLINKING_VOXEL);
// Handle Local Domain testing with the --local command line
const char* showPPS = "--showPPS";
::shouldShowPacketsPerSecond = cmdOptionExists(argc, argv, showPPS);
// Handle Local Domain testing with the --local command line
const char* local = "--local";
::wantLocalDomain = cmdOptionExists(argc, argv,local);
if (::wantLocalDomain) {
printf("Local Domain MODE!\n");
int ip = getLocalAddress();
sprintf(DOMAIN_IP,"%d.%d.%d.%d", (ip & 0xFF), ((ip >> 8) & 0xFF),((ip >> 16) & 0xFF), ((ip >> 24) & 0xFF));
}
agentList->linkedDataCreateCallback = NULL; // do we need a callback?
agentList->startSilentAgentRemovalThread();
agentList->startDomainServerCheckInThread();
srand((unsigned)time(0));
pthread_t animateVoxelThread;
pthread_create(&animateVoxelThread, NULL, animateVoxels, NULL);
sockaddr agentPublicAddress;
unsigned char* packetData = new unsigned char[MAX_PACKET_SIZE];
ssize_t receivedBytes;
// loop to send to agents requesting data
while (true) {
// Agents sending messages to us...
if (agentList->getAgentSocket()->receive(&agentPublicAddress, packetData, &receivedBytes)) {
switch (packetData[0]) {
default: {
AgentList::getInstance()->processAgentData(&agentPublicAddress, packetData, receivedBytes);
} break;
}
}
}
pthread_join(animateVoxelThread, NULL);
return 0;
}