From 1a4ffcec938c28eb8c5f6e73fd2fdce724f65368 Mon Sep 17 00:00:00 2001 From: ZappoMan Date: Wed, 13 Nov 2013 16:24:01 -0800 Subject: [PATCH] removing more noise and dont sleep if we failed to lock the node --- libraries/voxel-server-library/src/VoxelNodeData.cpp | 6 ------ libraries/voxel-server-library/src/VoxelSendThread.cpp | 9 ++++----- libraries/voxel-server-library/src/VoxelServer.cpp | 3 --- 3 files changed, 4 insertions(+), 14 deletions(-) diff --git a/libraries/voxel-server-library/src/VoxelNodeData.cpp b/libraries/voxel-server-library/src/VoxelNodeData.cpp index 255717cbe3..12f444b454 100644 --- a/libraries/voxel-server-library/src/VoxelNodeData.cpp +++ b/libraries/voxel-server-library/src/VoxelNodeData.cpp @@ -35,8 +35,6 @@ VoxelNodeData::VoxelNodeData(Node* owningNode) : _lastVoxelPacketLength = 0; _duplicatePacketCount = 0; resetVoxelPacket(); - - qDebug("VoxelNodeData::VoxelNodeData() this=%p owningNode=%p\n", this, owningNode); } void VoxelNodeData::initializeVoxelSendThread(VoxelServer* voxelServer) { @@ -44,10 +42,6 @@ void VoxelNodeData::initializeVoxelSendThread(VoxelServer* voxelServer) { QUuid nodeUUID = getOwningNode()->getUUID(); _voxelSendThread = new VoxelSendThread(nodeUUID, voxelServer); _voxelSendThread->initialize(true); - - qDebug("VoxelNodeData::initializeVoxelSendThread() this=%p owningNode=%p _voxelSendThread=%p\n", - this, getOwningNode(), _voxelSendThread); - qDebug() << "VoxelNodeData::initializeVoxelSendThread() nodeUUID=" << nodeUUID << "\n"; } bool VoxelNodeData::packetIsDuplicate() const { diff --git a/libraries/voxel-server-library/src/VoxelSendThread.cpp b/libraries/voxel-server-library/src/VoxelSendThread.cpp index 2be3f38fad..fe2842d6d7 100644 --- a/libraries/voxel-server-library/src/VoxelSendThread.cpp +++ b/libraries/voxel-server-library/src/VoxelSendThread.cpp @@ -25,6 +25,7 @@ VoxelSendThread::VoxelSendThread(const QUuid& nodeUUID, VoxelServer* myServer) : bool VoxelSendThread::process() { uint64_t start = usecTimestampNow(); + bool gotLock = false; // don't do any send processing until the initial load of the voxels is complete... if (_myServer->isInitialLoadComplete()) { @@ -33,6 +34,7 @@ bool VoxelSendThread::process() { if (node) { // make sure the node list doesn't kill our node while we're using it if (node->trylock()) { + gotLock = true; VoxelNodeData* nodeData = NULL; nodeData = (VoxelNodeData*) node->getLinkedData(); @@ -49,9 +51,6 @@ bool VoxelSendThread::process() { } node->unlock(); // we're done with this node for now. - } else { - qDebug("VoxelSendThread::process() failed to lock node...isStillRunning()=%s\n", - debug::valueOf(isStillRunning())); } } } else { @@ -60,8 +59,8 @@ bool VoxelSendThread::process() { } } - // Only sleep if we're still running... - if (isStillRunning()) { + // Only sleep if we're still running and we got the lock last time we tried, otherwise try to get the lock asap + if (isStillRunning() && gotLock) { // dynamically sleep until we need to fire off the next set of voxels int elapsed = (usecTimestampNow() - start); int usecToSleep = VOXEL_SEND_INTERVAL_USECS - elapsed; diff --git a/libraries/voxel-server-library/src/VoxelServer.cpp b/libraries/voxel-server-library/src/VoxelServer.cpp index c32968d271..16a2c38c3a 100644 --- a/libraries/voxel-server-library/src/VoxelServer.cpp +++ b/libraries/voxel-server-library/src/VoxelServer.cpp @@ -47,9 +47,6 @@ const char* VOXELS_PERSIST_FILE = "/etc/highfidelity/voxel-server/resources/voxe void attachVoxelNodeDataToNode(Node* newNode) { if (newNode->getLinkedData() == NULL) { VoxelNodeData* voxelNodeData = new VoxelNodeData(newNode); - QUuid nodeUUID = newNode->getUUID(); - qDebug("attachVoxelNodeDataToNode() newNode=%p voxelNodeData=%p\n", newNode, voxelNodeData); - qDebug() << "attachVoxelNodeDataToNode() node UUID:" << nodeUUID << "\n"; newNode->setLinkedData(voxelNodeData); } }