packet fixes in script-engine and Application

This commit is contained in:
Stephen Birarda 2015-07-08 18:24:42 -07:00
parent 5dc09692b4
commit 9c18277e9c
2 changed files with 63 additions and 60 deletions

View file

@ -2660,15 +2660,17 @@ int Application::sendNackPackets() {
return 0;
}
NLPacketList nackPacketList(PacketType::OctreeDataNack);
// iterates thru all nodes in NodeList
auto nodeList = DependencyManager::get<NodeList>();
int packetsSent = 0;
nodeList->eachNode([&](const SharedNodePointer& node){
if (node->getActiveSocket() && node->getType() == NodeType::EntityServer) {
NLPacketList nackPacketList(PacketType::OctreeDataNack);
QUuid nodeUUID = node->getUUID();
// if there are octree packets from this node that are waiting to be processed,
@ -2698,18 +2700,19 @@ int Application::sendNackPackets() {
auto it = missingSequenceNumbers.constBegin();
while (it != missingSequenceNumbers.constEnd()) {
OCTREE_PACKET_SEQUENCE missingNumber = *it;
nackPacketList->write(&missingNumber, sizeof(OCTREE_PACKET_SEQUENCE));
nackPacketList->writePrimitive(missingNumber);
++it;
}
if (nackPacketList.getNumPackets()) {
packetsSent += nackPacketList.getNumPackets();
// send the packet list
nodeList->sendPacketList(nackPacketList, node);
}
}
});
int packetsSent = nackPacketList.getNumPackets();
if (packetsSent) {
// send the packet list
nodeList->sendPacketList(nackPacketList, node);
}
return packetsSent;
}

View file

@ -121,7 +121,7 @@ bool ScriptEngine::_doneRunningThisScript = false;
void ScriptEngine::stopAllScripts(QObject* application) {
_allScriptsMutex.lock();
_stoppingAllScripts = true;
QMutableSetIterator<ScriptEngine*> i(_allKnownScriptEngines);
while (i.hasNext()) {
ScriptEngine* scriptEngine = i.next();
@ -130,14 +130,14 @@ void ScriptEngine::stopAllScripts(QObject* application) {
// NOTE: typically all script engines are running. But there's at least one known exception to this, the
// "entities sandbox" which is only used to evaluate entities scripts to test their validity before using
// them. We don't need to stop scripts that aren't running.
// them. We don't need to stop scripts that aren't running.
if (scriptEngine->isRunning()) {
// If the script is running, but still evaluating then we need to wait for its evaluation step to
// complete. After that we can handle the stop process appropriately
if (scriptEngine->evaluatePending()) {
while (scriptEngine->evaluatePending()) {
// This event loop allows any started, but not yet finished evaluate() calls to complete
// we need to let these complete so that we can be guaranteed that the script engine isn't
// in a partially setup state, which can confuse our shutdown unwinding.
@ -147,11 +147,11 @@ void ScriptEngine::stopAllScripts(QObject* application) {
}
}
// We disconnect any script engine signals from the application because we don't want to do any
// We disconnect any script engine signals from the application because we don't want to do any
// extra stopScript/loadScript processing that the Application normally does when scripts start
// and stop. We can safely short circuit this because we know we're in the "quitting" process
scriptEngine->disconnect(application);
// Calling stop on the script engine will set it's internal _isFinished state to true, and result
// in the ScriptEngine gracefully ending it's run() method.
scriptEngine->stop();
@ -160,7 +160,7 @@ void ScriptEngine::stopAllScripts(QObject* application) {
// want any of the scripts final "scriptEnding()" or pending "update()" methods from accessing
// any application state after we leave this stopAllScripts() method
scriptEngine->waitTillDoneRunning();
// If the script is stopped, we can remove it from our set
i.remove();
}
@ -177,26 +177,26 @@ void ScriptEngine::waitTillDoneRunning() {
if (_isRunning) {
_doneRunningThisScript = false; // NOTE: this is static, we serialize our waiting for scripts to finish
// NOTE: waitTillDoneRunning() will be called on the main Application thread, inside of stopAllScripts()
// we want the application thread to continue to process events, because the scripts will likely need to
// we want the application thread to continue to process events, because the scripts will likely need to
// marshall messages across to the main thread. For example if they access Settings or Meny in any of their
// shutdown code.
while (!_doneRunningThisScript) {
// process events for the main application thread, allowing invokeMethod calls to pass between threads
QCoreApplication::processEvents();
}
}
}
QString ScriptEngine::getFilename() const {
QString ScriptEngine::getFilename() const {
QStringList fileNameParts = _fileNameString.split("/");
QString lastPart;
if (!fileNameParts.isEmpty()) {
lastPart = fileNameParts.last();
}
return lastPart;
return lastPart;
}
@ -259,15 +259,15 @@ void ScriptEngine::loadURL(const QUrl& scriptURL, bool reload) {
_fileNameString = scriptURL.toString();
_isReloading = reload;
QUrl url(scriptURL);
// if the scheme length is one or lower, maybe they typed in a file, let's try
const int WINDOWS_DRIVE_LETTER_SIZE = 1;
if (url.scheme().size() <= WINDOWS_DRIVE_LETTER_SIZE) {
url = QUrl::fromLocalFile(_fileNameString);
}
// ok, let's see if it's valid... and if so, load it
if (url.isValid()) {
if (url.scheme() == "file") {
@ -304,7 +304,7 @@ void ScriptEngine::init() {
if (_isInitialized) {
return; // only initialize once
}
_isInitialized = true;
auto entityScriptingInterface = DependencyManager::get<EntityScriptingInterface>();
@ -318,7 +318,7 @@ void ScriptEngine::init() {
registerAnimationTypes(this);
registerAvatarTypes(this);
registerAudioMetaTypes(this);
if (_controllerScriptingInterface) {
_controllerScriptingInterface->registerControllerTypes(this);
}
@ -341,7 +341,7 @@ void ScriptEngine::init() {
QScriptValue audioEffectOptionsConstructorValue = newFunction(AudioEffectOptions::constructor);
globalObject().setProperty("AudioEffectOptions", audioEffectOptionsConstructorValue);
qScriptRegisterMetaType(this, injectorToScriptValue, injectorFromScriptValue);
qScriptRegisterMetaType(this, inputControllerToScriptValue, inputControllerFromScriptValue);
qScriptRegisterMetaType(this, avatarDataToScriptValue, avatarDataFromScriptValue);
@ -436,7 +436,7 @@ void ScriptEngine::addEventHandler(const EntityItemID& entityID, const QString&
[=](const EntityItemID& entityID) {
_registeredHandlers.remove(entityID);
});
// Two common cases of event handler, differing only in argument signature.
auto makeSingleEntityHandler = [=](const QString& eventName) -> std::function<void(const EntityItemID&)> {
return [=](const EntityItemID& entityItemID) -> void {
@ -454,19 +454,19 @@ void ScriptEngine::addEventHandler(const EntityItemID& entityID, const QString&
};
connect(entities.data(), &EntityScriptingInterface::enterEntity, this, makeSingleEntityHandler("enterEntity"));
connect(entities.data(), &EntityScriptingInterface::leaveEntity, this, makeSingleEntityHandler("leaveEntity"));
connect(entities.data(), &EntityScriptingInterface::mousePressOnEntity, this, makeMouseHandler("mousePressOnEntity"));
connect(entities.data(), &EntityScriptingInterface::mouseMoveOnEntity, this, makeMouseHandler("mouseMoveOnEntity"));
connect(entities.data(), &EntityScriptingInterface::mouseReleaseOnEntity, this, makeMouseHandler("mouseReleaseOnEntity"));
connect(entities.data(), &EntityScriptingInterface::clickDownOnEntity, this, makeMouseHandler("clickDownOnEntity"));
connect(entities.data(), &EntityScriptingInterface::holdingClickOnEntity, this, makeMouseHandler("holdingClickOnEntity"));
connect(entities.data(), &EntityScriptingInterface::clickReleaseOnEntity, this, makeMouseHandler("clickReleaseOnEntity"));
connect(entities.data(), &EntityScriptingInterface::hoverEnterEntity, this, makeMouseHandler("hoverEnterEntity"));
connect(entities.data(), &EntityScriptingInterface::hoverOverEntity, this, makeMouseHandler("hoverOverEntity"));
connect(entities.data(), &EntityScriptingInterface::hoverLeaveEntity, this, makeMouseHandler("hoverLeaveEntity"));
connect(entities.data(), &EntityScriptingInterface::collisionWithEntity, this,
[=](const EntityItemID& idA, const EntityItemID& idB, const Collision& collision) {
generalHandler(idA, "collisionWithEntity", [=]() {
@ -587,10 +587,12 @@ void ScriptEngine::run() {
/ (1000 * 1000)) + 0.5);
const int SCRIPT_AUDIO_BUFFER_BYTES = SCRIPT_AUDIO_BUFFER_SAMPLES * sizeof(int16_t);
QByteArray avatarPacket = nodeList->byteArrayWithPopulatedHeader(PacketType::AvatarData);
avatarPacket.append(_avatarData->toByteArray());
QByteArray avatarByteArray = _avatarData->toByteArray();
auto avatarPacket = NLPacket::create(PacketType::AvatarData);
nodeList->broadcastToNodes(avatarPacket, NodeSet() << NodeType::AvatarMixer);
avatarPacket->write(avatarByteArray);
nodeList->broadcastToNodes(std::move(avatarPacket), NodeSet() << NodeType::AvatarMixer);
if (_isListeningToAudioStream || _avatarSound) {
// if we have an avatar audio stream then send it out to our audio-mixer
@ -627,16 +629,13 @@ void ScriptEngine::run() {
_numAvatarSoundSentBytes = 0;
}
}
QByteArray audioPacket = nodeList->byteArrayWithPopulatedHeader(silentFrame
? PacketType::SilentAudioFrame
: PacketType::MicrophoneAudioNoEcho);
QDataStream packetStream(&audioPacket, QIODevice::Append);
auto audioPacket = NLPacket::create(silentFrame
? PacketType::SilentAudioFrame
: PacketType::MicrophoneAudioNoEcho);
// pack a placeholder value for sequence number for now, will be packed when destination node is known
int numPreSequenceNumberBytes = audioPacket.size();
packetStream << (quint16) 0;
// seek past the sequence number, will be packed when destination node is known
audioPacket->seek(sizeof(quint16));
if (silentFrame) {
if (!_isListeningToAudioStream) {
@ -645,37 +644,38 @@ void ScriptEngine::run() {
}
// write the number of silent samples so the audio-mixer can uphold timing
packetStream.writeRawData(reinterpret_cast<const char*>(&SCRIPT_AUDIO_BUFFER_SAMPLES), sizeof(int16_t));
audioPacket->writePrimitive(SCRIPT_AUDIO_BUFFER_SAMPLES);
// use the orientation and position of this avatar for the source of this audio
packetStream.writeRawData(reinterpret_cast<const char*>(&_avatarData->getPosition()), sizeof(glm::vec3));
audioPacket->writePrimitive(_avatarData->getPosition());
glm::quat headOrientation = _avatarData->getHeadOrientation();
packetStream.writeRawData(reinterpret_cast<const char*>(&headOrientation), sizeof(glm::quat));
audioPacket->writePrimitive(headOrientation);
} else if (nextSoundOutput) {
// assume scripted avatar audio is mono and set channel flag to zero
packetStream << (quint8)0;
audioPacket->writePrimitive((quint8) 0);
// use the orientation and position of this avatar for the source of this audio
packetStream.writeRawData(reinterpret_cast<const char*>(&_avatarData->getPosition()), sizeof(glm::vec3));
audioPacket->writePrimitive(_avatarData->getPosition());
glm::quat headOrientation = _avatarData->getHeadOrientation();
packetStream.writeRawData(reinterpret_cast<const char*>(&headOrientation), sizeof(glm::quat));
audioPacket->writePrimitive(headOrientation);
// write the raw audio data
packetStream.writeRawData(reinterpret_cast<const char*>(nextSoundOutput), numAvailableSamples * sizeof(int16_t));
audioPacket->write(reinterpret_cast<const char*>(nextSoundOutput), numAvailableSamples * sizeof(int16_t));
}
// write audio packet to AudioMixer nodes
auto nodeList = DependencyManager::get<NodeList>();
nodeList->eachNode([this, &nodeList, &audioPacket, &numPreSequenceNumberBytes](const SharedNodePointer& node){
nodeList->eachNode([this, &nodeList, &audioPacket](const SharedNodePointer& node){
// only send to nodes of type AudioMixer
if (node->getType() == NodeType::AudioMixer) {
// pack sequence number
quint16 sequence = _outgoingScriptAudioSequenceNumbers[node->getUUID()]++;
memcpy(audioPacket.data() + numPreSequenceNumberBytes, &sequence, sizeof(quint16));
audioPacket->seek(0);
audioPacket->writePrimitive(sequence);
// send audio packet
nodeList->writeDatagram(audioPacket, node);
nodeList->sendPacket(std::move(audioPacket), node);
}
});
}
@ -695,7 +695,7 @@ void ScriptEngine::run() {
emit update(deltaTime);
}
lastUpdate = now;
}
stopAllTimers(); // make sure all our timers are stopped if the script is ending
@ -750,13 +750,13 @@ void ScriptEngine::stop() {
void ScriptEngine::timerFired() {
QTimer* callingTimer = reinterpret_cast<QTimer*>(sender());
QScriptValue timerFunction = _timerFunctionMap.value(callingTimer);
if (!callingTimer->isActive()) {
// this timer is done, we can kill it
_timerFunctionMap.remove(callingTimer);
delete callingTimer;
}
// call the associated JS function, if it exists
if (timerFunction.isValid()) {
timerFunction.call();
@ -850,7 +850,7 @@ void ScriptEngine::include(const QStringList& includeFiles, QScriptValue callbac
}
BatchLoader* loader = new BatchLoader(urls);
auto evaluateScripts = [=](const QMap<QUrl, QString>& data) {
for (QUrl url : urls) {
QString contents = data[url];
@ -884,7 +884,7 @@ void ScriptEngine::include(const QStringList& includeFiles, QScriptValue callbac
void ScriptEngine::include(const QString& includeFile, QScriptValue callback) {
if (_stoppingAllScripts) {
qCDebug(scriptengine) << "Script.include() while shutting down is ignored... "
qCDebug(scriptengine) << "Script.include() while shutting down is ignored... "
<< "includeFile:" << includeFile << "parent script:" << getFilename();
return; // bail early
}