clean up some uneedded nullptr checks, make them asserts

This commit is contained in:
Brad Hefta-Gaub 2017-02-23 13:32:35 -08:00
parent 8cb8d686ec
commit 1e91f74ce7

View file

@ -171,6 +171,10 @@ void AvatarMixerSlave::broadcastAvatarData(const SharedNodePointer& node) {
int listItem = 0;
std::for_each(_begin, _end, [&](const SharedNodePointer& otherNode) {
const AvatarMixerClientData* otherNodeData = reinterpret_cast<const AvatarMixerClientData*>(otherNode->getLinkedData());
// theoretically it's possible for a Node to be in the NodeList (and therefore end up here),
// but not have yet sent data that's linked to the node. Check for that case and don't
// consider those nodes.
if (otherNodeData) {
listItem++;
AvatarSharedPointer otherAvatar = otherNodeData->getAvatarSharedPointer();
@ -186,10 +190,8 @@ void AvatarMixerSlave::broadcastAvatarData(const SharedNodePointer& node) {
[&](AvatarSharedPointer avatar)->uint64_t{
auto avatarNode = avatarDataToNodes[avatar];
if (avatarNode) {
return nodeData->getLastBroadcastTime(avatarNode->getUUID());
}
return 0;
assert(avatarNode); // we can't have gotten here without the avatarData being a valid key in the map
return nodeData->getLastBroadcastTime(avatarNode->getUUID());
},
[&](AvatarSharedPointer avatar)->float{
@ -210,72 +212,72 @@ void AvatarMixerSlave::broadcastAvatarData(const SharedNodePointer& node) {
// happen if for example the avatar is connected on a desktop and sending
// updates at ~30hz. So every 3 frames we skip a frame.
auto avatarNode = avatarDataToNodes[avatar];
if (avatarNode) {
const AvatarMixerClientData* avatarNodeData = reinterpret_cast<const AvatarMixerClientData*>(avatarNode->getLinkedData());
if (avatarNodeData) {
quint64 startIgnoreCalculation = usecTimestampNow();
// make sure we have data for this avatar, that it isn't the same node,
// and isn't an avatar that the viewing node has ignored
// or that has ignored the viewing node
if (!avatarNode->getLinkedData()
|| avatarNode->getUUID() == node->getUUID()
|| (node->isIgnoringNodeWithID(avatarNode->getUUID()) && !getsIgnoredByMe)
|| (avatarNode->isIgnoringNodeWithID(node->getUUID()) && !getsAnyIgnored)) {
shouldIgnore = true;
} else {
assert(avatarNode); // we can't have gotten here without the avatarData being a valid key in the map
// Check to see if the space bubble is enabled
if (node->isIgnoreRadiusEnabled() || avatarNode->isIgnoreRadiusEnabled()) {
const AvatarMixerClientData* avatarNodeData = reinterpret_cast<const AvatarMixerClientData*>(avatarNode->getLinkedData());
assert(avatarNodeData); // we can't have gotten here without avatarNode having valid data
quint64 startIgnoreCalculation = usecTimestampNow();
// Define the scale of the box for the current other node
glm::vec3 otherNodeBoxScale = (avatarNodeData->getPosition() - avatarNodeData->getGlobalBoundingBoxCorner()) * 2.0f;
// Set up the bounding box for the current other node
AABox otherNodeBox(avatarNodeData->getGlobalBoundingBoxCorner(), otherNodeBoxScale);
// Clamp the size of the bounding box to a minimum scale
if (glm::any(glm::lessThan(otherNodeBoxScale, minBubbleSize))) {
otherNodeBox.setScaleStayCentered(minBubbleSize);
}
// Quadruple the scale of both bounding boxes
otherNodeBox.embiggen(4.0f);
// make sure we have data for this avatar, that it isn't the same node,
// and isn't an avatar that the viewing node has ignored
// or that has ignored the viewing node
if (!avatarNode->getLinkedData()
|| avatarNode->getUUID() == node->getUUID()
|| (node->isIgnoringNodeWithID(avatarNode->getUUID()) && !getsIgnoredByMe)
|| (avatarNode->isIgnoringNodeWithID(node->getUUID()) && !getsAnyIgnored)) {
shouldIgnore = true;
} else {
// Perform the collision check between the two bounding boxes
if (nodeBox.touches(otherNodeBox)) {
nodeData->ignoreOther(node, avatarNode);
shouldIgnore = !getsAnyIgnored;
}
}
// Not close enough to ignore
if (!shouldIgnore) {
nodeData->removeFromRadiusIgnoringSet(node, avatarNode->getUUID());
}
// Check to see if the space bubble is enabled
if (node->isIgnoreRadiusEnabled() || avatarNode->isIgnoreRadiusEnabled()) {
// Define the scale of the box for the current other node
glm::vec3 otherNodeBoxScale = (avatarNodeData->getPosition() - avatarNodeData->getGlobalBoundingBoxCorner()) * 2.0f;
// Set up the bounding box for the current other node
AABox otherNodeBox(avatarNodeData->getGlobalBoundingBoxCorner(), otherNodeBoxScale);
// Clamp the size of the bounding box to a minimum scale
if (glm::any(glm::lessThan(otherNodeBoxScale, minBubbleSize))) {
otherNodeBox.setScaleStayCentered(minBubbleSize);
}
quint64 endIgnoreCalculation = usecTimestampNow();
_stats.ignoreCalculationElapsedTime += (endIgnoreCalculation - startIgnoreCalculation);
// Quadruple the scale of both bounding boxes
otherNodeBox.embiggen(4.0f);
if (!shouldIgnore) {
AvatarDataSequenceNumber lastSeqToReceiver = nodeData->getLastBroadcastSequenceNumber(avatarNode->getUUID());
AvatarDataSequenceNumber lastSeqFromSender = avatarNodeData->getLastReceivedSequenceNumber();
// FIXME - This code does appear to be working. But it seems brittle.
// It supports determining if the frame of data for this "other"
// avatar has already been sent to the reciever. This has been
// verified to work on a desktop display that renders at 60hz and
// therefore sends to mixer at 30hz. Each second you'd expect to
// have 15 (45hz-30hz) duplicate frames. In this case, the stat
// avg_other_av_skips_per_second does report 15.
//
// make sure we haven't already sent this data from this sender to this receiver
// or that somehow we haven't sent
if (lastSeqToReceiver == lastSeqFromSender && lastSeqToReceiver != 0) {
++numAvatarsHeldBack;
shouldIgnore = true;
} else if (lastSeqFromSender - lastSeqToReceiver > 1) {
// this is a skip - we still send the packet but capture the presence of the skip so we see it happening
++numAvatarsWithSkippedFrames;
}
// Perform the collision check between the two bounding boxes
if (nodeBox.touches(otherNodeBox)) {
nodeData->ignoreOther(node, avatarNode);
shouldIgnore = !getsAnyIgnored;
}
}
// Not close enough to ignore
if (!shouldIgnore) {
nodeData->removeFromRadiusIgnoringSet(node, avatarNode->getUUID());
}
}
quint64 endIgnoreCalculation = usecTimestampNow();
_stats.ignoreCalculationElapsedTime += (endIgnoreCalculation - startIgnoreCalculation);
if (!shouldIgnore) {
AvatarDataSequenceNumber lastSeqToReceiver = nodeData->getLastBroadcastSequenceNumber(avatarNode->getUUID());
AvatarDataSequenceNumber lastSeqFromSender = avatarNodeData->getLastReceivedSequenceNumber();
// FIXME - This code does appear to be working. But it seems brittle.
// It supports determining if the frame of data for this "other"
// avatar has already been sent to the reciever. This has been
// verified to work on a desktop display that renders at 60hz and
// therefore sends to mixer at 30hz. Each second you'd expect to
// have 15 (45hz-30hz) duplicate frames. In this case, the stat
// avg_other_av_skips_per_second does report 15.
//
// make sure we haven't already sent this data from this sender to this receiver
// or that somehow we haven't sent
if (lastSeqToReceiver == lastSeqFromSender && lastSeqToReceiver != 0) {
++numAvatarsHeldBack;
shouldIgnore = true;
} else if (lastSeqFromSender - lastSeqToReceiver > 1) {
// this is a skip - we still send the packet but capture the presence of the skip so we see it happening
++numAvatarsWithSkippedFrames;
}
}
return shouldIgnore;
});
@ -284,7 +286,6 @@ void AvatarMixerSlave::broadcastAvatarData(const SharedNodePointer& node) {
int avatarRank = 0;
// this is overly conservative, because it includes some avatars we might not consider
// FIXME - move the ignore logic up into the sorting list so we get a better estimate
int remainingAvatars = (int)sortedAvatars.size();
while (!sortedAvatars.empty()) {
@ -295,11 +296,7 @@ void AvatarMixerSlave::broadcastAvatarData(const SharedNodePointer& node) {
remainingAvatars--;
auto otherNode = avatarDataToNodes[avatarData];
// FIXME - should't this be an assert?
if (!otherNode) {
continue;
}
assert(otherNode); // we can't have gotten here without the avatarData being a valid key in the map
// NOTE: Here's where we determine if we are over budget and drop to bare minimum data
int minimRemainingAvatarBytes = minimumBytesPerAvatar * remainingAvatars;