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https://github.com/overte-org/overte.git
synced 2025-04-22 11:13:27 +02:00
moved each client to its own sending thread
This commit is contained in:
parent
07a2bedfb0
commit
0693d0cbbd
7 changed files with 110 additions and 52 deletions
26
voxel-server/src/NodeWatcher.cpp
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26
voxel-server/src/NodeWatcher.cpp
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//
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// NodeWatcher.h
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// voxel-server
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//
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// Created by Brad Hefta-Gaub on 8/21/13
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// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
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//
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// Threaded or non-threaded object for sending voxels to a client
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//
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#include <NodeList.h>
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#include "NodeWatcher.h"
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#include "VoxelNodeData.h"
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void NodeWatcher::nodeAdded(Node* node) {
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// do nothing
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}
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void NodeWatcher::nodeKilled(Node* node) {
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// Use this to cleanup our node
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if (node->getType() == NODE_TYPE_AGENT) {
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VoxelNodeData* nodeData = (VoxelNodeData*)node->getLinkedData();
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node->setLinkedData(NULL);
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delete nodeData;
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}
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};
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23
voxel-server/src/NodeWatcher.h
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23
voxel-server/src/NodeWatcher.h
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//
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// NodeWatcher.h
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// voxel-server
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//
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// Created by Brad Hefta-Gaub on 8/21/13
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// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
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//
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// Threaded or non-threaded object for sending voxels to a client
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//
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#ifndef __voxel_server__NodeWatcher__
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#define __voxel_server__NodeWatcher__
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#include <NodeList.h>
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/// Voxel server's node watcher, which watches for nodes being killed and cleans up their data and threads
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class NodeWatcher : public virtual NodeListHook {
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public:
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virtual void nodeAdded(Node* node);
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virtual void nodeKilled(Node* node);
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};
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#endif // __voxel_server__NodeWatcher__
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@ -11,6 +11,7 @@
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#include "VoxelNodeData.h"
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#include <cstring>
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#include <cstdio>
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#include "VoxelSendThread.h"
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VoxelNodeData::VoxelNodeData(Node* owningNode) :
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AvatarData(owningNode),
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@ -21,11 +22,19 @@ VoxelNodeData::VoxelNodeData(Node* owningNode) :
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_lastTimeBagEmpty(0),
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_viewFrustumChanging(false),
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_viewFrustumJustStoppedChanging(true),
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_currentPacketIsColor(true)
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_currentPacketIsColor(true),
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_voxelSendThread(NULL)
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{
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_voxelPacket = new unsigned char[MAX_VOXEL_PACKET_SIZE];
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_voxelPacketAt = _voxelPacket;
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resetVoxelPacket();
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// Create voxel sending thread...
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uint16_t nodeID = getOwningNode()->getNodeID();
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_voxelSendThread = new VoxelSendThread(nodeID);
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if (_voxelSendThread) {
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_voxelSendThread->initialize(true);
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}
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}
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@ -49,6 +58,11 @@ void VoxelNodeData::writeToPacket(unsigned char* buffer, int bytes) {
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VoxelNodeData::~VoxelNodeData() {
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delete[] _voxelPacket;
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if (_voxelSendThread) {
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_voxelSendThread->terminate();
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delete _voxelSendThread;
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}
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}
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bool VoxelNodeData::updateCurrentViewFrustum() {
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@ -18,6 +18,8 @@
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#include <VoxelNodeBag.h>
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#include <VoxelSceneStats.h>
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class VoxelSendThread; // forward declare
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class VoxelNodeData : public AvatarData {
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public:
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VoxelNodeData(Node* owningNode);
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@ -80,6 +82,8 @@ private:
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bool _viewFrustumChanging;
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bool _viewFrustumJustStoppedChanging;
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bool _currentPacketIsColor;
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VoxelSendThread* _voxelSendThread;
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};
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#endif /* defined(__hifi__VoxelNodeData__) */
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@ -15,31 +15,34 @@
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#include "VoxelSendThread.h"
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#include "VoxelServer.h"
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VoxelSendThread::VoxelSendThread() {
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VoxelSendThread::VoxelSendThread(uint16_t nodeID) :
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_nodeID(nodeID) {
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}
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VoxelSendThread::~VoxelSendThread() {
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}
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bool VoxelSendThread::process() {
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NodeList* nodeList = NodeList::getInstance();
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timeval lastSendTime;
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uint64_t lastSendTime = usecTimestampNow();
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gettimeofday(&lastSendTime, NULL);
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Node* node = NodeList::getInstance()->nodeWithID(_nodeID);
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VoxelNodeData* nodeData = NULL;
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for (NodeList::iterator node = nodeList->begin(); node != nodeList->end(); node++) {
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VoxelNodeData* nodeData = (VoxelNodeData*) node->getLinkedData();
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if (node) {
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nodeData = (VoxelNodeData*) node->getLinkedData();
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}
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// Sometimes the node data has not yet been linked, in which case we can't really do anything
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if (nodeData) {
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bool viewFrustumChanged = nodeData->updateCurrentViewFrustum();
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if (::debugVoxelSending) {
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printf("nodeData->updateCurrentViewFrustum() changed=%s\n", debug::valueOf(viewFrustumChanged));
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}
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deepestLevelVoxelDistributor(nodeList, node, nodeData, viewFrustumChanged);
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// Sometimes the node data has not yet been linked, in which case we can't really do anything
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if (nodeData) {
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bool viewFrustumChanged = nodeData->updateCurrentViewFrustum();
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if (::debugVoxelSending) {
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printf("nodeData->updateCurrentViewFrustum() changed=%s\n", debug::valueOf(viewFrustumChanged));
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}
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deepestLevelVoxelDistributor(node, nodeData, viewFrustumChanged);
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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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int usecToSleep = VOXEL_SEND_INTERVAL_USECS - (usecTimestampNow() - usecTimestamp(&lastSendTime));
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int usecToSleep = VOXEL_SEND_INTERVAL_USECS - (usecTimestampNow() - lastSendTime);
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if (usecToSleep > 0) {
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usleep(usecToSleep);
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@ -53,10 +56,8 @@ bool VoxelSendThread::process() {
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}
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void VoxelSendThread::handlePacketSend(NodeList* nodeList,
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NodeList::iterator& node,
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VoxelNodeData* nodeData,
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int& trueBytesSent, int& truePacketsSent) {
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void VoxelSendThread::handlePacketSend(Node* node, VoxelNodeData* nodeData, int& trueBytesSent, int& truePacketsSent) {
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// If we've got a stats message ready to send, then see if we can piggyback them together
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if (nodeData->stats.isReadyToSend()) {
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// Send the stats message to the client
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statsMessageLength += nodeData->getPacketLength();
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// actually send it
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nodeList->getNodeSocket()->send(node->getActiveSocket(), statsMessage, statsMessageLength);
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NodeList::getInstance()->getNodeSocket()->send(node->getActiveSocket(), statsMessage, statsMessageLength);
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} else {
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// not enough room in the packet, send two packets
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nodeList->getNodeSocket()->send(node->getActiveSocket(), statsMessage, statsMessageLength);
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nodeList->getNodeSocket()->send(node->getActiveSocket(),
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NodeList::getInstance()->getNodeSocket()->send(node->getActiveSocket(), statsMessage, statsMessageLength);
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NodeList::getInstance()->getNodeSocket()->send(node->getActiveSocket(),
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nodeData->getPacket(), nodeData->getPacketLength());
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}
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} else {
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// just send the voxel packet
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nodeList->getNodeSocket()->send(node->getActiveSocket(),
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NodeList::getInstance()->getNodeSocket()->send(node->getActiveSocket(),
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nodeData->getPacket(), nodeData->getPacketLength());
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}
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// remember to track our stats
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@ -91,10 +92,7 @@ void VoxelSendThread::handlePacketSend(NodeList* nodeList,
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}
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/// Version of voxel distributor that sends the deepest LOD level at once
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void VoxelSendThread::deepestLevelVoxelDistributor(NodeList* nodeList,
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NodeList::iterator& node,
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VoxelNodeData* nodeData,
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bool viewFrustumChanged) {
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void VoxelSendThread::deepestLevelVoxelDistributor(Node* node, VoxelNodeData* nodeData, bool viewFrustumChanged) {
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pthread_mutex_lock(&::treeLock);
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debug::valueOf(wantColor), debug::valueOf(nodeData->getCurrentPacketIsColor()));
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}
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handlePacketSend(nodeList, node, nodeData, trueBytesSent, truePacketsSent);
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handlePacketSend(node, nodeData, trueBytesSent, truePacketsSent);
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} else {
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if (::debugVoxelSending) {
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@ -247,14 +245,14 @@ void VoxelSendThread::deepestLevelVoxelDistributor(NodeList* nodeList,
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if (nodeData->getAvailable() >= bytesWritten) {
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nodeData->writeToPacket(&tempOutputBuffer[0], bytesWritten);
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} else {
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handlePacketSend(nodeList, node, nodeData, trueBytesSent, truePacketsSent);
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handlePacketSend(node, nodeData, trueBytesSent, truePacketsSent);
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packetsSentThisInterval++;
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nodeData->resetVoxelPacket();
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nodeData->writeToPacket(&tempOutputBuffer[0], bytesWritten);
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}
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} else {
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if (nodeData->isPacketWaiting()) {
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handlePacketSend(nodeList, node, nodeData, trueBytesSent, truePacketsSent);
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handlePacketSend(node, nodeData, trueBytesSent, truePacketsSent);
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nodeData->resetVoxelPacket();
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}
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packetsSentThisInterval = PACKETS_PER_CLIENT_PER_INTERVAL; // done for now, no nodes left
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envPacketLength += environmentData[i].getBroadcastData(tempOutputBuffer + envPacketLength);
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}
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nodeList->getNodeSocket()->send(node->getActiveSocket(), tempOutputBuffer, envPacketLength);
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NodeList::getInstance()->getNodeSocket()->send(node->getActiveSocket(), tempOutputBuffer, envPacketLength);
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trueBytesSent += envPacketLength;
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truePacketsSent++;
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}
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@ -20,19 +20,17 @@
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/// Threaded processor for sending voxel packets to a single client
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class VoxelSendThread : public virtual GenericThread {
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public:
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VoxelSendThread();
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VoxelSendThread(uint16_t nodeID);
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~VoxelSendThread();
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protected:
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/// Implements generic processing behavior for this thread.
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virtual bool process();
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private:
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uint16_t _nodeID;
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void handlePacketSend(NodeList* nodeList, NodeList::iterator& node, VoxelNodeData* nodeData,
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int& trueBytesSent, int& truePacketsSent);
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void deepestLevelVoxelDistributor(NodeList* nodeList, NodeList::iterator& node, VoxelNodeData* nodeData,
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bool viewFrustumChanged);
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void handlePacketSend(Node* node, VoxelNodeData* nodeData, int& trueBytesSent, int& truePacketsSent);
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void deepestLevelVoxelDistributor(Node* node, VoxelNodeData* nodeData, bool viewFrustumChanged);
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};
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#endif // __voxel_server__VoxelSendThread__
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#include <PerfStat.h>
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#include <JurisdictionSender.h>
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#include "NodeWatcher.h"
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#include "VoxelPersistThread.h"
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#include "VoxelSendThread.h"
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#include "VoxelServerPacketProcessor.h"
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JurisdictionSender* jurisdictionSender = NULL;
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VoxelServerPacketProcessor* voxelServerPacketProcessor = NULL;
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VoxelPersistThread* voxelPersistThread = NULL;
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VoxelSendThread* voxelSendThread = NULL;
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pthread_mutex_t treeLock;
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NodeWatcher nodeWatcher; // used to cleanup AGENT data when agents are killed
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void attachVoxelNodeDataToNode(Node* newNode) {
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if (newNode->getLinkedData() == NULL) {
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NodeList* nodeList = NodeList::createInstance(NODE_TYPE_VOXEL_SERVER, listenPort);
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setvbuf(stdout, NULL, _IOLBF, 0);
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// tell our NodeList about our desire to get notifications
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nodeList->addHook(&nodeWatcher);
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// Handle Local Domain testing with the --local command line
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const char* local = "--local";
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@ -245,12 +248,6 @@ int main(int argc, const char * argv[]) {
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environmentData[2].setAtmosphereOuterRadius(0.1875f * TREE_SCALE * 1.05f);
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environmentData[2].setScatteringWavelengths(glm::vec3(0.475f, 0.570f, 0.650f)); // swaps red and blue
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// Create voxel sending thread...
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::voxelSendThread = new VoxelSendThread();
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if (::voxelSendThread) {
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::voxelSendThread->initialize(true);
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}
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sockaddr senderAddress;
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unsigned char *packetData = new unsigned char[MAX_PACKET_SIZE];
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delete ::voxelPersistThread;
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}
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if (::voxelSendThread) {
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::voxelSendThread->terminate();
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delete ::voxelSendThread;
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}
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// tell our NodeList we're done with notifications
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nodeList->removeHook(&nodeWatcher);
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pthread_mutex_destroy(&::treeLock);
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return 0;
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