// // main.cpp // Voxel Server // // Created by Stephen Birara on 03/06/13. // Copyright (c) 2012 High Fidelity, Inc. All rights reserved. // #include #include #include #include #include #include #include #include #include "VoxelAgentData.h" #include #include #ifdef _WIN32 #include "Syssocket.h" #include "Systime.h" #else #include #include #include #endif const int VOXEL_LISTEN_PORT = 40106; const int VERTICES_PER_VOXEL = 8; const int VERTEX_POINTS_PER_VOXEL = 3 * VERTICES_PER_VOXEL; const int COLOR_VALUES_PER_VOXEL = 3 * VERTICES_PER_VOXEL; const int VOXEL_SIZE_BYTES = 3 + (3 * sizeof(float)); const int VOXELS_PER_PACKET = (MAX_PACKET_SIZE - 1) / VOXEL_SIZE_BYTES; const int MIN_BRIGHTNESS = 64; const float DEATH_STAR_RADIUS = 4.0; const float MAX_CUBE = 0.05f; const int VOXEL_SEND_INTERVAL_USECS = 100 * 1000; const int PACKETS_PER_CLIENT_PER_INTERVAL = 2; const int MAX_VOXEL_TREE_DEPTH_LEVELS = 4; VoxelTree randomTree; bool wantColorRandomizer = false; void addSphere(VoxelTree * tree,bool random, bool wantColorRandomizer) { float r = random ? randFloatInRange(0.05,0.1) : 0.25; float xc = random ? randFloatInRange(r,(1-r)) : 0.5; float yc = random ? randFloatInRange(r,(1-r)) : 0.5; float zc = random ? randFloatInRange(r,(1-r)) : 0.5; float s = (1.0/256); // size of voxels to make up surface of sphere bool solid = true; printf("adding sphere:"); if (random) printf(" random"); printf("\nradius=%f\n",r); printf("xc=%f\n",xc); printf("yc=%f\n",yc); printf("zc=%f\n",zc); tree->createSphere(r,xc,yc,zc,s,solid,wantColorRandomizer); } void addSphereScene(VoxelTree * tree, bool wantColorRandomizer) { printf("adding scene of spheres...\n"); tree->createSphere(0.25,0.5,0.5,0.5,(1.0/256),true,wantColorRandomizer); tree->createSphere(0.030625,0.5,0.5,(0.25-0.06125),(1.0/512),true,true); tree->createSphere(0.030625,(1.0-0.030625),(1.0-0.030625),(1.0-0.06125),(1.0/512),true,true); tree->createSphere(0.030625,(1.0-0.030625),(1.0-0.030625),0.06125,(1.0/512),true,true); tree->createSphere(0.030625,(1.0-0.030625),0.06125,(1.0-0.06125),(1.0/512),true,true); tree->createSphere(0.06125,0.125,0.125,(1.0-0.125),(1.0/512),true,true); } void randomlyFillVoxelTree(int levelsToGo, VoxelNode *currentRootNode) { // randomly generate children for this node // the first level of the tree (where levelsToGo = MAX_VOXEL_TREE_DEPTH_LEVELS) has all 8 if (levelsToGo > 0) { bool createdChildren = false; createdChildren = false; for (int i = 0; i < 8; i++) { if (true) { // create a new VoxelNode to put here currentRootNode->children[i] = new VoxelNode(); // give this child it's octal code currentRootNode->children[i]->octalCode = childOctalCode(currentRootNode->octalCode, i); randomlyFillVoxelTree(levelsToGo - 1, currentRootNode->children[i]); createdChildren = true; } } if (!createdChildren) { // we didn't create any children for this node, making it a leaf // give it a random color currentRootNode->setRandomColor(MIN_BRIGHTNESS); } else { // set the color value for this node currentRootNode->setColorFromAverageOfChildren(); } } else { // this is a leaf node, just give it a color currentRootNode->setRandomColor(MIN_BRIGHTNESS); } } void eraseVoxelTreeAndCleanupAgentVisitData() { // As our tree to erase all it's voxels ::randomTree.eraseAllVoxels(); // enumerate the agents clean up their marker nodes for (int i = 0; i < AgentList::getInstance()->getAgents().size(); i++) { //printf("eraseVoxelTreeAndCleanupAgentVisitData() agent[%d]\n",i); Agent *thisAgent = (Agent *)&AgentList::getInstance()->getAgents()[i]; VoxelAgentData *agentData = (VoxelAgentData *)(thisAgent->getLinkedData()); // lock this agent's delete mutex so that the delete thread doesn't // kill the agent while we are working with it pthread_mutex_lock(&thisAgent->deleteMutex); // clean up the agent visit data delete agentData->rootMarkerNode; agentData->rootMarkerNode = new MarkerNode(); // unlock the delete mutex so the other thread can // kill the agent if it has dissapeared pthread_mutex_unlock(&thisAgent->deleteMutex); } } void *distributeVoxelsToListeners(void *args) { AgentList *agentList = AgentList::getInstance(); timeval lastSendTime; unsigned char *stopOctal; int packetCount; int totalBytesSent; unsigned char *voxelPacket = new unsigned char[MAX_VOXEL_PACKET_SIZE]; unsigned char *voxelPacketEnd; float treeRoot[3] = {0, 0, 0}; while (true) { gettimeofday(&lastSendTime, NULL); // enumerate the agents to send 3 packets to each for (int i = 0; i < agentList->getAgents().size(); i++) { Agent *thisAgent = (Agent *)&agentList->getAgents()[i]; VoxelAgentData *agentData = (VoxelAgentData *)(thisAgent->getLinkedData()); // lock this agent's delete mutex so that the delete thread doesn't // kill the agent while we are working with it pthread_mutex_lock(&thisAgent->deleteMutex); stopOctal = NULL; packetCount = 0; totalBytesSent = 0; randomTree.leavesWrittenToBitstream = 0; for (int j = 0; j < PACKETS_PER_CLIENT_PER_INTERVAL; j++) { voxelPacketEnd = voxelPacket; stopOctal = randomTree.loadBitstreamBuffer(voxelPacketEnd, randomTree.rootNode, agentData->rootMarkerNode, agentData->position, treeRoot, stopOctal); agentList->getAgentSocket().send(thisAgent->getActiveSocket(), voxelPacket, voxelPacketEnd - voxelPacket); packetCount++; totalBytesSent += voxelPacketEnd - voxelPacket; // XXXBHG Hack Attack: This is temporary code to help debug an issue. // Normally we use this break to prevent resending voxels that an agent has // already visited. But since we might be modifying the voxel tree we might // want to always send. This is a hack to test the behavior bool alwaysSend = true; if (!alwaysSend && agentData->rootMarkerNode->childrenVisitedMask == 255) { break; } } // for any agent that has a root marker node with 8 visited children // recursively delete its marker nodes so we can revisit if (agentData->rootMarkerNode->childrenVisitedMask == 255) { delete agentData->rootMarkerNode; agentData->rootMarkerNode = new MarkerNode(); } // unlock the delete mutex so the other thread can // kill the agent if it has dissapeared pthread_mutex_unlock(&thisAgent->deleteMutex); } // dynamically sleep until we need to fire off the next set of voxels double usecToSleep = VOXEL_SEND_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); } void attachVoxelAgentDataToAgent(Agent *newAgent) { if (newAgent->getLinkedData() == NULL) { newAgent->setLinkedData(new VoxelAgentData()); } } int main(int argc, const char * argv[]) { AgentList *agentList = AgentList::createInstance(AGENT_TYPE_VOXEL, VOXEL_LISTEN_PORT); setvbuf(stdout, NULL, _IOLBF, 0); // Handle Local Domain testing with the --local command line const char* local = "--local"; bool 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 = &attachVoxelAgentDataToAgent; agentList->startSilentAgentRemovalThread(); agentList->startDomainServerCheckInThread(); srand((unsigned)time(0)); // Check to see if the user passed in a command line option for loading a local // Voxel File. If so, load it now. const char* WANT_COLOR_RANDOMIZER="--WantColorRandomizer"; const char* INPUT_FILE="-i"; ::wantColorRandomizer = cmdOptionExists(argc, argv, WANT_COLOR_RANDOMIZER); printf("wantColorRandomizer=%s\n",(wantColorRandomizer?"yes":"no")); const char* voxelsFilename = getCmdOption(argc, argv, INPUT_FILE); if (voxelsFilename) { randomTree.loadVoxelsFile(voxelsFilename,wantColorRandomizer); } const char* ADD_RANDOM_VOXELS="--AddRandomVoxels"; if (cmdOptionExists(argc, argv, ADD_RANDOM_VOXELS)) { // create an octal code buffer and load it with 0 so that the recursive tree fill can give // octal codes to the tree nodes that it is creating randomlyFillVoxelTree(MAX_VOXEL_TREE_DEPTH_LEVELS, randomTree.rootNode); } const char* ADD_SPHERE="--AddSphere"; const char* ADD_RANDOM_SPHERE="--AddRandomSphere"; if (cmdOptionExists(argc, argv, ADD_SPHERE)) { addSphere(&randomTree,false,wantColorRandomizer); } else if (cmdOptionExists(argc, argv, ADD_RANDOM_SPHERE)) { addSphere(&randomTree,true,wantColorRandomizer); } const char* NO_ADD_SCENE="--NoAddScene"; if (!cmdOptionExists(argc, argv, NO_ADD_SCENE)) { addSphereScene(&randomTree,wantColorRandomizer); } pthread_t sendVoxelThread; pthread_create(&sendVoxelThread, NULL, distributeVoxelsToListeners, NULL); sockaddr agentPublicAddress; unsigned char *packetData = new unsigned char[MAX_PACKET_SIZE]; ssize_t receivedBytes; // loop to send to agents requesting data while (true) { if (agentList->getAgentSocket().receive(&agentPublicAddress, packetData, &receivedBytes)) { // XXXBHG: Hacked in support for 'S' SET command if (packetData[0] == PACKET_HEADER_SET_VOXEL) { unsigned short int itemNumber = (*((unsigned short int*)&packetData[1])); printf("got I - insert voxels - command from client receivedBytes=%ld itemNumber=%d\n", receivedBytes,itemNumber); int atByte = 3; unsigned char* pVoxelData = (unsigned char*)&packetData[3]; while (atByte < receivedBytes) { unsigned char octets = (unsigned char)*pVoxelData; int voxelDataSize = bytesRequiredForCodeLength(octets)+3; // 3 for color! int voxelCodeSize = bytesRequiredForCodeLength(octets); // color randomization on insert int colorRandomizer = ::wantColorRandomizer ? randIntInRange (-50, 50) : 0; int red = pVoxelData[voxelCodeSize+0]; int green = pVoxelData[voxelCodeSize+1]; int blue = pVoxelData[voxelCodeSize+2]; printf("insert voxels - wantColorRandomizer=%s old r=%d,g=%d,b=%d \n", (::wantColorRandomizer?"yes":"no"),red,green,blue); red = std::max(0,std::min(255,red + colorRandomizer)); green = std::max(0,std::min(255,green + colorRandomizer)); blue = std::max(0,std::min(255,blue + colorRandomizer)); printf("insert voxels - wantColorRandomizer=%s NEW r=%d,g=%d,b=%d \n", (::wantColorRandomizer?"yes":"no"),red,green,blue); pVoxelData[voxelCodeSize+0]=red; pVoxelData[voxelCodeSize+1]=green; pVoxelData[voxelCodeSize+2]=blue; float* vertices = firstVertexForCode(pVoxelData); printf("inserting voxel at: %f,%f,%f\n",vertices[0],vertices[1],vertices[2]); delete []vertices; randomTree.readCodeColorBufferToTree(pVoxelData); //printf("readCodeColorBufferToTree() of size=%d atByte=%d receivedBytes=%ld\n", // voxelDataSize,atByte,receivedBytes); // skip to next pVoxelData+=voxelDataSize; atByte+=voxelDataSize; } // after done inserting all these voxels, then reaverage colors randomTree.reaverageVoxelColors(randomTree.rootNode); } if (packetData[0] == PACKET_HEADER_ERASE_VOXEL) { // Send these bits off to the VoxelTree class to process them printf("got Erase Voxels message, have voxel tree do the work... randomTree.processRemoveVoxelBitstream()\n"); randomTree.processRemoveVoxelBitstream((unsigned char*)packetData,receivedBytes); // Now send this to the connected agents so they know to delete printf("rebroadcasting delete voxel message to connected agents... agentList.broadcastToAgents()\n"); agentList->broadcastToAgents(packetData,receivedBytes, &AGENT_TYPE_INTERFACE, 1); } if (packetData[0] == PACKET_HEADER_Z_COMMAND) { // the Z command is a special command that allows the sender to send the voxel server high level semantic // requests, like erase all, or add sphere scene char* command = (char*) &packetData[1]; // start of the command int commandLength = strlen(command); // commands are null terminated strings int totalLength = 1+commandLength+1; printf("got Z message len(%ld)= %s\n",receivedBytes,command); while (totalLength <= receivedBytes) { if (0==strcmp(command,(char*)"erase all")) { printf("got Z message == erase all\n"); eraseVoxelTreeAndCleanupAgentVisitData(); } if (0==strcmp(command,(char*)"add scene")) { printf("got Z message == add scene\n"); addSphereScene(&randomTree,false); } totalLength += commandLength+1; } // Now send this to the connected agents so they can also process these messages printf("rebroadcasting Z message to connected agents... agentList.broadcastToAgents()\n"); agentList->broadcastToAgents(packetData,receivedBytes, &AGENT_TYPE_INTERFACE, 1); } // If we got a PACKET_HEADER_HEAD_DATA, then we're talking to an AGENT_TYPE_INTERFACE, and we // need to make sure we have it in our agentList. if (packetData[0] == PACKET_HEADER_HEAD_DATA) { if (agentList->addOrUpdateAgent(&agentPublicAddress, &agentPublicAddress, AGENT_TYPE_INTERFACE, agentList->getLastAgentId())) { agentList->increaseAgentId(); } agentList->updateAgentWithData(&agentPublicAddress, packetData, receivedBytes); } } } pthread_join(sendVoxelThread, NULL); return 0; }