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Merge pull request #1011 from ZappoMan/voxeleditsender_improvements
VoxelEditPacketSender class improvements
This commit is contained in:
commit
e9a21e284a
8 changed files with 336 additions and 62 deletions
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@ -6,6 +6,7 @@
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// Copyright (c) 2012 High Fidelity, Inc. All rights reserved.
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//
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#include <algorithm>
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#include <cmath>
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#include <cstdlib>
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#include <cstring>
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@ -39,12 +40,14 @@ bool includeMovingBug = true;
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bool includeBlinkingVoxel = false;
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bool includeDanceFloor = true;
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bool buildStreet = false;
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bool nonThreadedPacketSender = false;
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const int ANIMATION_LISTEN_PORT = 40107;
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const int ACTUAL_FPS = 60;
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const double OUR_FPS_IN_MILLISECONDS = 1000.0/ACTUAL_FPS; // determines FPS from our desired FPS
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const int ANIMATE_VOXELS_INTERVAL_USECS = OUR_FPS_IN_MILLISECONDS * 1000.0; // converts from milliseconds to usecs
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const int FUDGE_USECS = 10; // a little bit of fudge to actually do some processing
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const int ANIMATE_VOXELS_INTERVAL_USECS = (OUR_FPS_IN_MILLISECONDS * 1000.0) - FUDGE_USECS; // converts from milliseconds to usecs
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bool wantLocalDomain = false;
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@ -618,7 +621,10 @@ void* animateVoxels(void* args) {
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}
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if (::voxelEditPacketSender) {
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::voxelEditPacketSender->flushQueue();
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::voxelEditPacketSender->releaseQueuedMessages();
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if (::nonThreadedPacketSender) {
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::voxelEditPacketSender->process();
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}
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}
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uint64_t end = usecTimestampNow();
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@ -629,6 +635,9 @@ void* animateVoxels(void* args) {
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}
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// dynamically sleep until we need to fire off the next set of voxels
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uint64_t usecToSleep = ANIMATE_VOXELS_INTERVAL_USECS - (usecTimestampNow() - usecTimestamp(&lastSendTime));
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if (usecToSleep > ANIMATE_VOXELS_INTERVAL_USECS) {
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usecToSleep = ANIMATE_VOXELS_INTERVAL_USECS;
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}
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if (usecToSleep > 0) {
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usleep(usecToSleep);
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@ -648,6 +657,11 @@ int main(int argc, const char * argv[])
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NodeList* nodeList = NodeList::createInstance(NODE_TYPE_ANIMATION_SERVER, ANIMATION_LISTEN_PORT);
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setvbuf(stdout, NULL, _IOLBF, 0);
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// Handle Local Domain testing with the --local command line
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const char* NON_THREADED_PACKETSENDER = "--NonThreadedPacketSender";
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::nonThreadedPacketSender = cmdOptionExists(argc, argv, NON_THREADED_PACKETSENDER);
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printf("nonThreadedPacketSender=%s\n", debug::valueOf(::nonThreadedPacketSender));
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// Handle Local Domain testing with the --local command line
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const char* NO_BILLBOARD = "--NoBillboard";
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::includeBillboard = !cmdOptionExists(argc, argv, NO_BILLBOARD);
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@ -702,10 +716,13 @@ int main(int argc, const char * argv[])
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// Create out VoxelEditPacketSender
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::voxelEditPacketSender = new VoxelEditPacketSender;
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if (::voxelEditPacketSender) {
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::voxelEditPacketSender->initialize(true);
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::voxelEditPacketSender->initialize(!::nonThreadedPacketSender);
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if (::jurisdictionListener) {
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::voxelEditPacketSender->setVoxelServerJurisdictions(::jurisdictionListener->getJurisdictions());
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}
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if (::nonThreadedPacketSender) {
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::voxelEditPacketSender->setProcessCallIntervalHint(ANIMATE_VOXELS_INTERVAL_USECS);
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}
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}
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srand((unsigned)time(0));
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@ -94,6 +94,9 @@ void Agent::run() {
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engine.globalObject().setProperty("TREE_SCALE", treeScaleValue);
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const long long VISUAL_DATA_SEND_INTERVAL_USECS = (1 / 60.0f) * 1000 * 1000;
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// let the VoxelPacketSender know how frequently we plan to call it
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voxelScripter.getVoxelPacketSender()->setProcessCallIntervalHint(VISUAL_DATA_SEND_INTERVAL_USECS);
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QScriptValue visualSendIntervalValue = engine.newVariant((QVariant(VISUAL_DATA_SEND_INTERVAL_USECS / 1000)));
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engine.globalObject().setProperty("VISUAL_DATA_SEND_INTERVAL_MS", visualSendIntervalValue);
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@ -149,9 +152,11 @@ void Agent::run() {
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qDebug() << "Uncaught exception at line" << line << ":" << engine.uncaughtException().toString() << "\n";
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}
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// flush the queue of packets and then process them so they are all sent off
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voxelScripter.getVoxelPacketSender()->flushQueue();
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voxelScripter.getVoxelPacketSender()->processWithoutSleep();
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// release the queue of edit voxel messages.
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voxelScripter.getVoxelPacketSender()->releaseQueuedMessages();
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// since we're in non-threaded mode, call process so that the packets are sent
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voxelScripter.getVoxelPacketSender()->process();
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}
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while (NodeList::getInstance()->getNodeSocket()->receive((sockaddr*) &senderAddress, receivedData, &receivedBytes)) {
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@ -1440,7 +1440,7 @@ void Application::pasteVoxels() {
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_sharedVoxelSystem.changeTree(&_clipboard);
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}
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_voxelEditSender.flushQueue();
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_voxelEditSender.releaseQueuedMessages();
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if (calculatedOctCode) {
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delete[] calculatedOctCode;
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@ -3354,6 +3354,10 @@ void Application::deleteVoxelUnderCursor() {
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if (_mouseVoxel.s != 0) {
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// sending delete to the server is sufficient, server will send new version so we see updates soon enough
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_voxelEditSender.sendVoxelEditMessage(PACKET_TYPE_ERASE_VOXEL, _mouseVoxel);
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// delete it locally to see the effect immediately (and in case no voxel server is present)
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_voxels.deleteVoxelAt(_mouseVoxel.x, _mouseVoxel.y, _mouseVoxel.z, _mouseVoxel.s);
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AudioInjector* voxelInjector = AudioInjectionManager::injectorWithCapacity(5000);
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if (voxelInjector) {
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@ -42,13 +42,15 @@ protected:
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void unlock() { pthread_mutex_unlock(&_mutex); }
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bool isStillRunning() const { return !_stopThread; }
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bool isThreaded() const { return _isThreaded; }
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private:
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pthread_mutex_t _mutex;
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bool _stopThread;
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bool _isThreaded;
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pthread_t _thread;
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bool _stopThread;
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bool _isThreaded;
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pthread_t _thread;
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};
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extern "C" void* GenericThreadEntry(void* arg);
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@ -8,6 +8,7 @@
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// Threaded or non-threaded packet sender.
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//
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#include <math.h>
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#include <stdint.h>
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#include "NodeList.h"
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@ -17,9 +18,13 @@
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const int PacketSender::DEFAULT_PACKETS_PER_SECOND = 200;
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const int PacketSender::MINIMUM_PACKETS_PER_SECOND = 1;
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const int AVERAGE_CALL_TIME_SAMPLES = 10;
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PacketSender::PacketSender(PacketSenderNotify* notify, int packetsPerSecond) :
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_packetsPerSecond(packetsPerSecond),
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_usecsPerProcessCallHint(0),
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_lastProcessCallTime(usecTimestampNow()),
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_averageProcessCallTime(AVERAGE_CALL_TIME_SAMPLES),
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_lastSendTime(usecTimestampNow()),
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_notify(notify)
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{
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@ -37,16 +42,64 @@ bool PacketSender::process() {
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uint64_t USECS_PER_SECOND = 1000 * 1000;
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uint64_t SEND_INTERVAL_USECS = (_packetsPerSecond == 0) ? USECS_PER_SECOND : (USECS_PER_SECOND / _packetsPerSecond);
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// keep track of our process call times, so we have a reliable account of how often our caller calls us
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uint64_t now = usecTimestampNow();
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uint64_t elapsedSinceLastCall = now - _lastProcessCallTime;
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_lastProcessCallTime = now;
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_averageProcessCallTime.updateAverage(elapsedSinceLastCall);
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if (_packets.size() == 0) {
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usleep(SEND_INTERVAL_USECS);
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if (isThreaded()) {
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usleep(SEND_INTERVAL_USECS);
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} else {
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return isStillRunning(); // in non-threaded mode, if there's nothing to do, just return, keep running till they terminate us
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}
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}
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while (_packets.size() > 0) {
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int packetsPerCall = _packets.size(); // in threaded mode, we just empty this!
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int packetsThisCall = 0;
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// if we're in non-threaded mode, then we actually need to determine how many packets to send per call to process
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// based on how often we get called... We do this by keeping a running average of our call times, and we determine
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// how many packets to send per call
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if (!isThreaded()) {
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int averageCallTime;
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const int TRUST_AVERAGE_AFTER = AVERAGE_CALL_TIME_SAMPLES * 2;
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if (_usecsPerProcessCallHint == 0 || _averageProcessCallTime.getSampleCount() > TRUST_AVERAGE_AFTER) {
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averageCallTime = _averageProcessCallTime.getAverage();
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} else {
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averageCallTime = _usecsPerProcessCallHint;
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}
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// we can determine how many packets we need to send per call to achieve our desired
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// packets per second send rate.
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int callsPerSecond = USECS_PER_SECOND / averageCallTime;
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packetsPerCall = ceil(_packetsPerSecond / callsPerSecond);
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// send at least one packet per call, if we have it
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if (packetsPerCall < 1) {
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packetsPerCall = 1;
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}
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}
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bool keepGoing = _packets.size() > 0;
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while (keepGoing) {
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// in threaded mode, we go till we're empty
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if (isThreaded()) {
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keepGoing = _packets.size() > 0;
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} else {
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// in non-threaded mode, we send as many packets as we need per expected call to process()
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keepGoing = (packetsThisCall < packetsPerCall) && (_packets.size() > 0);
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}
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NetworkPacket& packet = _packets.front();
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// send the packet through the NodeList...
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UDPSocket* nodeSocket = NodeList::getInstance()->getNodeSocket();
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nodeSocket->send(&packet.getAddress(), packet.getData(), packet.getLength());
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packetsThisCall++;
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if (_notify) {
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_notify->packetSentNotification(packet.getLength());
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@ -56,34 +109,18 @@ bool PacketSender::process() {
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_packets.erase(_packets.begin());
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unlock();
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uint64_t now = usecTimestampNow();
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// dynamically sleep until we need to fire off the next set of voxels
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uint64_t elapsed = now - _lastSendTime;
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int usecToSleep = SEND_INTERVAL_USECS - elapsed;
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_lastSendTime = now;
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if (usecToSleep > 0) {
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usleep(usecToSleep);
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// dynamically sleep until we need to fire off the next set of voxels we only sleep in threaded mode
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if (isThreaded()) {
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uint64_t elapsed = now - _lastSendTime;
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int usecToSleep = std::max(SEND_INTERVAL_USECS, SEND_INTERVAL_USECS - elapsed);
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// we only sleep in non-threaded mode
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if (usecToSleep > 0) {
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usleep(usecToSleep);
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}
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}
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_lastSendTime = now;
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}
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return isStillRunning(); // keep running till they terminate us
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}
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void PacketSender::processWithoutSleep() {
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while (_packets.size() > 0) {
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NetworkPacket& packet = _packets.front();
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// send the packet through the NodeList...
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UDPSocket* nodeSocket = NodeList::getInstance()->getNodeSocket();
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nodeSocket->send(&packet.getAddress(), packet.getData(), packet.getLength());
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if (_notify) {
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_notify->packetSentNotification(packet.getLength());
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}
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lock();
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_packets.erase(_packets.begin());
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unlock();
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}
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}
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@ -43,14 +43,24 @@ public:
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PacketSenderNotify* getPacketSenderNotify() const { return _notify; }
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virtual bool process();
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virtual void processWithoutSleep();
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/// are there packets waiting in the send queue to be sent
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bool hasPacketsToSend() const { return _packets.size() > 0; }
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/// how many packets are there in the send queue waiting to be sent
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int packetsToSendCount() const { return _packets.size(); }
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/// If you're running in non-threaded mode, call this to give us a hint as to how frequently you will call process.
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/// This has no effect in threaded mode. This is only considered a hint in non-threaded mode.
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/// \param int usecsPerProcessCall expected number of usecs between calls to process in non-threaded mode.
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void setProcessCallIntervalHint(int usecsPerProcessCall) { _usecsPerProcessCallHint = usecsPerProcessCall; }
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protected:
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int _packetsPerSecond;
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int _usecsPerProcessCallHint;
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uint64_t _lastProcessCallTime;
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SimpleMovingAverage _averageProcessCallTime;
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bool hasPacketsToSend() const { return _packets.size() > 0; }
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int packetsToSendCount() const { return _packets.size(); }
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private:
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std::vector<NetworkPacket> _packets;
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uint64_t _lastSendTime;
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@ -8,6 +8,8 @@
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// Threaded or non-threaded voxel packet Sender for the Application
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//
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#include <assert.h>
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#include <PerfStat.h>
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#include <OctalCode.h>
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@ -15,12 +17,38 @@
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#include "VoxelEditPacketSender.h"
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EditPacketBuffer::EditPacketBuffer(PACKET_TYPE type, unsigned char* buffer, ssize_t length, uint16_t nodeID) {
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_nodeID = nodeID;
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_currentType = type;
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_currentSize = length;
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memcpy(_currentBuffer, buffer, length);
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};
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const int VoxelEditPacketSender::DEFAULT_MAX_PENDING_MESSAGES = PacketSender::DEFAULT_PACKETS_PER_SECOND;
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VoxelEditPacketSender::VoxelEditPacketSender(PacketSenderNotify* notify) :
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PacketSender(notify),
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_shouldSend(true),
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_maxPendingMessages(DEFAULT_MAX_PENDING_MESSAGES),
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_releaseQueuedMessagesPending(false),
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_voxelServerJurisdictions(NULL) {
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}
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VoxelEditPacketSender::~VoxelEditPacketSender() {
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while (!_preServerSingleMessagePackets.empty()) {
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EditPacketBuffer* packet = _preServerSingleMessagePackets.front();
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delete packet;
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_preServerSingleMessagePackets.erase(_preServerSingleMessagePackets.begin());
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}
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while (!_preServerPackets.empty()) {
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EditPacketBuffer* packet = _preServerPackets.front();
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delete packet;
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_preServerPackets.erase(_preServerPackets.begin());
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}
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}
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void VoxelEditPacketSender::sendVoxelEditMessage(PACKET_TYPE type, VoxelDetail& detail) {
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// allows app to disable sending if for example voxels have been disabled
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if (!_shouldSend) {
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@ -30,13 +58,49 @@ void VoxelEditPacketSender::sendVoxelEditMessage(PACKET_TYPE type, VoxelDetail&
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unsigned char* bufferOut;
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int sizeOut;
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// This encodes the voxel edit message into a buffer...
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if (createVoxelEditMessage(type, 0, 1, &detail, bufferOut, sizeOut)){
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actuallySendMessage(UNKNOWN_NODE_ID, bufferOut, sizeOut); // sends to all servers... not ideal!
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// If we don't have voxel jurisdictions, then we will simply queue up these packets and wait till we have
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// jurisdictions for processing
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if (!voxelServersExist()) {
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// If we're asked to save messages while waiting for voxel servers to arrive, then do so...
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if (_maxPendingMessages > 0) {
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EditPacketBuffer* packet = new EditPacketBuffer(type, bufferOut, sizeOut);
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_preServerSingleMessagePackets.push_back(packet);
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// if we've saved MORE than out max, then clear out the oldest packet...
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int allPendingMessages = _preServerSingleMessagePackets.size() + _preServerPackets.size();
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if (allPendingMessages > _maxPendingMessages) {
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EditPacketBuffer* packet = _preServerSingleMessagePackets.front();
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delete packet;
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_preServerSingleMessagePackets.erase(_preServerSingleMessagePackets.begin());
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}
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}
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return; // bail early
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} else {
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queuePacketToNode(UNKNOWN_NODE_ID, bufferOut, sizeOut); // sends to all servers... not ideal!
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}
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// either way, clean up the created buffer
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delete[] bufferOut;
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}
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}
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void VoxelEditPacketSender::actuallySendMessage(uint16_t nodeID, unsigned char* bufferOut, ssize_t sizeOut) {
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bool VoxelEditPacketSender::voxelServersExist() const {
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NodeList* nodeList = NodeList::getInstance();
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for (NodeList::iterator node = nodeList->begin(); node != nodeList->end(); node++) {
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// only send to the NodeTypes that are NODE_TYPE_VOXEL_SERVER
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if (node->getActiveSocket() != NULL && node->getType() == NODE_TYPE_VOXEL_SERVER) {
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return true;
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}
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}
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return false;
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}
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// This method is called when the edit packet layer has determined that it has a fully formed packet destined for
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// a known nodeID. However, we also want to handle the case where the
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void VoxelEditPacketSender::queuePacketToNode(uint16_t nodeID, unsigned char* bufferOut, ssize_t sizeOut) {
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NodeList* nodeList = NodeList::getInstance();
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for (NodeList::iterator node = nodeList->begin(); node != nodeList->end(); node++) {
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// only send to the NodeTypes that are NODE_TYPE_VOXEL_SERVER
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@ -63,12 +127,87 @@ void VoxelEditPacketSender::queueVoxelEditMessages(PACKET_TYPE type, int numberO
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}
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}
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void VoxelEditPacketSender::queueVoxelEditMessage(PACKET_TYPE type, unsigned char* codeColorBuffer, ssize_t length) {
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void VoxelEditPacketSender::processPreServerExistsPackets() {
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assert(voxelServersExist()); // we should only be here if we have jurisdictions
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// First send out all the single message packets...
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while (!_preServerSingleMessagePackets.empty()) {
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EditPacketBuffer* packet = _preServerSingleMessagePackets.front();
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queuePacketToNode(UNKNOWN_NODE_ID, &packet->_currentBuffer[0], packet->_currentSize);
|
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delete packet;
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_preServerSingleMessagePackets.erase(_preServerSingleMessagePackets.begin());
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}
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|
||||
// Then "process" all the packable messages...
|
||||
while (!_preServerPackets.empty()) {
|
||||
EditPacketBuffer* packet = _preServerPackets.front();
|
||||
queueVoxelEditMessage(packet->_currentType, &packet->_currentBuffer[0], packet->_currentSize);
|
||||
delete packet;
|
||||
_preServerPackets.erase(_preServerPackets.begin());
|
||||
}
|
||||
|
||||
// if while waiting for the jurisdictions the caller called releaseQueuedMessages()
|
||||
// then we want to honor that request now.
|
||||
if (_releaseQueuedMessagesPending) {
|
||||
releaseQueuedMessages();
|
||||
_releaseQueuedMessagesPending = false;
|
||||
}
|
||||
}
|
||||
|
||||
void VoxelEditPacketSender::queueVoxelEditMessageToNodes(unsigned char* codeColorBuffer, ssize_t length) {
|
||||
if (!_shouldSend) {
|
||||
return; // bail early
|
||||
}
|
||||
|
||||
assert(voxelServersExist()); // we must have jurisdictions to be here!!
|
||||
|
||||
// We want to filter out edit messages for voxel servers based on the server's Jurisdiction
|
||||
// But we can't really do that with a packed message, since each edit message could be destined
|
||||
// for a different voxel server... So we need to actually manage multiple queued packets... one
|
||||
// for each voxel server
|
||||
NodeList* nodeList = NodeList::getInstance();
|
||||
for (NodeList::iterator node = nodeList->begin(); node != nodeList->end(); node++) {
|
||||
// only send to the NodeTypes that are NODE_TYPE_VOXEL_SERVER
|
||||
if (node->getActiveSocket() != NULL && node->getType() == NODE_TYPE_VOXEL_SERVER) {
|
||||
uint16_t nodeID = node->getNodeID();
|
||||
bool isMyJurisdiction = true;
|
||||
|
||||
// we need to get the jurisdiction for this
|
||||
// here we need to get the "pending packet" for this server
|
||||
const JurisdictionMap& map = (*_voxelServerJurisdictions)[nodeID];
|
||||
isMyJurisdiction = (map.isMyJurisdiction(codeColorBuffer, CHECK_NODE_ONLY) == JurisdictionMap::WITHIN);
|
||||
|
||||
if (isMyJurisdiction) {
|
||||
queuePacketToNode(nodeID, codeColorBuffer, length);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void VoxelEditPacketSender::queueVoxelEditMessage(PACKET_TYPE type, unsigned char* codeColorBuffer, ssize_t length) {
|
||||
if (!_shouldSend) {
|
||||
return; // bail early
|
||||
}
|
||||
|
||||
// If we don't have voxel jurisdictions, then we will simply queue up all of these packets and wait till we have
|
||||
// jurisdictions for processing
|
||||
if (!voxelServersExist()) {
|
||||
if (_maxPendingMessages > 0) {
|
||||
EditPacketBuffer* packet = new EditPacketBuffer(type, codeColorBuffer, length);
|
||||
_preServerPackets.push_back(packet);
|
||||
|
||||
// if we've saved MORE than out max, then clear out the oldest packet...
|
||||
int allPendingMessages = _preServerSingleMessagePackets.size() + _preServerPackets.size();
|
||||
if (allPendingMessages > _maxPendingMessages) {
|
||||
EditPacketBuffer* packet = _preServerPackets.front();
|
||||
delete packet;
|
||||
_preServerPackets.erase(_preServerPackets.begin());
|
||||
}
|
||||
}
|
||||
return; // bail early
|
||||
}
|
||||
|
||||
// We want to filter out edit messages for voxel servers based on the server's Jurisdiction
|
||||
// But we can't really do that with a packed message, since each edit message could be destined
|
||||
// for a different voxel server... So we need to actually manage multiple queued packets... one
|
||||
|
@ -93,7 +232,7 @@ void VoxelEditPacketSender::queueVoxelEditMessage(PACKET_TYPE type, unsigned cha
|
|||
// If we're switching type, then we send the last one and start over
|
||||
if ((type != packetBuffer._currentType && packetBuffer._currentSize > 0) ||
|
||||
(packetBuffer._currentSize + length >= MAX_PACKET_SIZE)) {
|
||||
flushQueue(packetBuffer);
|
||||
releaseQueuedPacket(packetBuffer);
|
||||
initializePacket(packetBuffer, type);
|
||||
}
|
||||
|
||||
|
@ -109,14 +248,21 @@ void VoxelEditPacketSender::queueVoxelEditMessage(PACKET_TYPE type, unsigned cha
|
|||
}
|
||||
}
|
||||
|
||||
void VoxelEditPacketSender::flushQueue() {
|
||||
for (std::map<uint16_t,EditPacketBuffer>::iterator i = _pendingEditPackets.begin(); i != _pendingEditPackets.end(); i++) {
|
||||
flushQueue(i->second);
|
||||
void VoxelEditPacketSender::releaseQueuedMessages() {
|
||||
// if we don't yet have jurisdictions then we can't actually release messages yet because we don't
|
||||
// know where to send them to. Instead, just remember this request and when we eventually get jurisdictions
|
||||
// call release again at that time.
|
||||
if (!voxelServersExist()) {
|
||||
_releaseQueuedMessagesPending = true;
|
||||
} else {
|
||||
for (std::map<uint16_t,EditPacketBuffer>::iterator i = _pendingEditPackets.begin(); i != _pendingEditPackets.end(); i++) {
|
||||
releaseQueuedPacket(i->second);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void VoxelEditPacketSender::flushQueue(EditPacketBuffer& packetBuffer) {
|
||||
actuallySendMessage(packetBuffer._nodeID, &packetBuffer._currentBuffer[0], packetBuffer._currentSize);
|
||||
void VoxelEditPacketSender::releaseQueuedPacket(EditPacketBuffer& packetBuffer) {
|
||||
queuePacketToNode(packetBuffer._nodeID, &packetBuffer._currentBuffer[0], packetBuffer._currentSize);
|
||||
packetBuffer._currentSize = 0;
|
||||
packetBuffer._currentType = PACKET_TYPE_UNKNOWN;
|
||||
}
|
||||
|
@ -128,3 +274,14 @@ void VoxelEditPacketSender::initializePacket(EditPacketBuffer& packetBuffer, PAC
|
|||
packetBuffer._currentSize += sizeof(unsigned short int); // set to command + sequence
|
||||
packetBuffer._currentType = type;
|
||||
}
|
||||
|
||||
bool VoxelEditPacketSender::process() {
|
||||
// if we have server jurisdiction details, and we have pending pre-jurisdiction packets, then process those
|
||||
// before doing our normal process step. This processPreJurisdictionPackets()
|
||||
if (voxelServersExist() && (!_preServerPackets.empty() || !_preServerSingleMessagePackets.empty() )) {
|
||||
processPreServerExistsPackets();
|
||||
}
|
||||
|
||||
// base class does most of the work.
|
||||
return PacketSender::process();
|
||||
}
|
||||
|
|
|
@ -20,45 +20,87 @@
|
|||
class EditPacketBuffer {
|
||||
public:
|
||||
EditPacketBuffer() { _currentSize = 0; _currentType = PACKET_TYPE_UNKNOWN; _nodeID = UNKNOWN_NODE_ID; }
|
||||
EditPacketBuffer(PACKET_TYPE type, unsigned char* codeColorBuffer, ssize_t length, uint16_t nodeID = UNKNOWN_NODE_ID);
|
||||
uint16_t _nodeID;
|
||||
PACKET_TYPE _currentType;
|
||||
unsigned char _currentBuffer[MAX_PACKET_SIZE];
|
||||
ssize_t _currentSize;
|
||||
};
|
||||
|
||||
/// Threaded processor for queueing and sending of outbound edit voxel packets.
|
||||
class VoxelEditPacketSender : public PacketSender {
|
||||
/// Utility for processing, packing, queueing and sending of outbound edit voxel messages.
|
||||
class VoxelEditPacketSender : public virtual PacketSender {
|
||||
public:
|
||||
VoxelEditPacketSender(PacketSenderNotify* notify = NULL);
|
||||
~VoxelEditPacketSender();
|
||||
|
||||
/// Send voxel edit message immediately
|
||||
void sendVoxelEditMessage(PACKET_TYPE type, VoxelDetail& detail);
|
||||
|
||||
/// Queues a voxel edit message. Will potentially sends a pending multi-command packet. Determines which voxel-server
|
||||
/// node or nodes the packet should be sent to.
|
||||
/// Queues a single voxel edit message. Will potentially send a pending multi-command packet. Determines which voxel-server
|
||||
/// node or nodes the packet should be sent to. Can be called even before voxel servers are known, in which case up to
|
||||
/// MaxPendingMessages will be buffered and processed when voxel servers are known.
|
||||
void queueVoxelEditMessage(PACKET_TYPE type, unsigned char* codeColorBuffer, ssize_t length);
|
||||
|
||||
/// Queues an array of several voxel edit messages. Will potentially send a pending multi-command packet. Determines
|
||||
/// which voxel-server node or nodes the packet should be sent to.
|
||||
/// which voxel-server node or nodes the packet should be sent to. Can be called even before voxel servers are known, in
|
||||
/// which case up to MaxPendingMessages will be buffered and processed when voxel servers are known.
|
||||
void queueVoxelEditMessages(PACKET_TYPE type, int numberOfDetails, VoxelDetail* details);
|
||||
|
||||
/// flushes all queued packets for all nodes
|
||||
void flushQueue();
|
||||
/// Releases all queued messages even if those messages haven't filled an MTU packet. This will move the packed message
|
||||
/// packets onto the send queue. If running in threaded mode, the caller does not need to do any further processing to
|
||||
/// have these packets get sent. If running in non-threaded mode, the caller must still call process() on a regular
|
||||
/// interval to ensure that the packets are actually sent. Can be called even before voxel servers are known, in
|
||||
/// which case up to MaxPendingMessages of the released messages will be buffered and actually released when
|
||||
/// voxel servers are known.
|
||||
void releaseQueuedMessages();
|
||||
|
||||
/// are we in sending mode. If we're not in sending mode then all packets and messages will be ignored and
|
||||
/// not queued and not sent
|
||||
bool getShouldSend() const { return _shouldSend; }
|
||||
|
||||
/// set sending mode. By default we are set to shouldSend=TRUE and packets will be sent. If shouldSend=FALSE, then we'll
|
||||
/// switch to not sending mode, and all packets and messages will be ignored, not queued, and not sent. This might be used
|
||||
/// in an application like interface when all voxel features are disabled.
|
||||
void setShouldSend(bool shouldSend) { _shouldSend = shouldSend; }
|
||||
|
||||
/// call this to inform the VoxelEditPacketSender of the voxel server jurisdictions. This is required for normal operation.
|
||||
/// The internal contents of the jurisdiction map may change throughout the lifetime of the VoxelEditPacketSender. This map
|
||||
/// can be set prior to voxel servers being present, so long as the contents of the map accurately reflect the current
|
||||
/// known jurisdictions.
|
||||
void setVoxelServerJurisdictions(NodeToJurisdictionMap* voxelServerJurisdictions) {
|
||||
_voxelServerJurisdictions = voxelServerJurisdictions;
|
||||
_voxelServerJurisdictions = voxelServerJurisdictions;
|
||||
}
|
||||
|
||||
/// if you're running in non-threaded mode, you must call this method regularly
|
||||
virtual bool process();
|
||||
|
||||
/// Set the desired number of pending messages that the VoxelEditPacketSender should attempt to queue even if voxel
|
||||
/// servers are not present. This only applies to how the VoxelEditPacketSender will manage messages when no voxel
|
||||
/// servers are present. By default, this value is the same as the default packets that will be sent in one second.
|
||||
/// Which means the VoxelEditPacketSender will not buffer all messages given to it if no voxel servers are present.
|
||||
/// This is the maximum number of queued messages and single messages.
|
||||
void setMaxPendingMessages(int maxPendingMessages) { _maxPendingMessages = maxPendingMessages; }
|
||||
|
||||
// the default number of pending messages we will store if no voxel servers are available
|
||||
static const int DEFAULT_MAX_PENDING_MESSAGES;
|
||||
|
||||
private:
|
||||
bool _shouldSend;
|
||||
void actuallySendMessage(uint16_t nodeID, unsigned char* bufferOut, ssize_t sizeOut);
|
||||
void queuePacketToNode(uint16_t nodeID, unsigned char* bufferOut, ssize_t sizeOut);
|
||||
void queueVoxelEditMessageToNodes(unsigned char* codeColorBuffer, ssize_t length);
|
||||
void initializePacket(EditPacketBuffer& packetBuffer, PACKET_TYPE type);
|
||||
void flushQueue(EditPacketBuffer& packetBuffer); // flushes specific queued packet
|
||||
void releaseQueuedPacket(EditPacketBuffer& packetBuffer); // releases specific queued packet
|
||||
bool voxelServersExist() const;
|
||||
void processPreServerExistsPackets();
|
||||
|
||||
// These are packets which are destined from know servers but haven't been released because they're still too small
|
||||
std::map<uint16_t,EditPacketBuffer> _pendingEditPackets;
|
||||
|
||||
// These are packets that are waiting to be processed because we don't yet know if there are voxel servers
|
||||
int _maxPendingMessages;
|
||||
bool _releaseQueuedMessagesPending;
|
||||
std::vector<EditPacketBuffer*> _preServerPackets; // these will get packed into other larger packets
|
||||
std::vector<EditPacketBuffer*> _preServerSingleMessagePackets; // these will go out as is
|
||||
|
||||
NodeToJurisdictionMap* _voxelServerJurisdictions;
|
||||
};
|
||||
|
|
Loading…
Reference in a new issue