//// Agent.cpp// assignment-client/src//// Created by Stephen Birarda on 7/1/13.// Copyright 2013 High Fidelity, Inc.//// Distributed under the Apache License, Version 2.0.// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html// #include <QtCore/QCoreApplication>#include <QtCore/QEventLoop>#include <QtCore/QStandardPaths>#include <QtNetwork/QNetworkDiskCache>#include <QtNetwork/QNetworkRequest>#include <QtNetwork/QNetworkReply> #include <AssetClient.h>#include <AvatarHashMap.h>#include <AudioInjectorManager.h>#include <AssetClient.h>#include <MessagesClient.h>#include <NetworkAccessManager.h>#include <NodeList.h>#include <udt/PacketHeaders.h>#include <ResourceCache.h>#include <ScriptCache.h>#include <SoundCache.h>#include <UUID.h> #include <recording/Deck.h>#include <recording/Recorder.h>#include <recording/Frame.h> #include <WebSocketServerClass.h>#include <EntityScriptingInterface.h> // TODO: consider moving to scriptengine.h #include "avatars/ScriptableAvatar.h"#include "entities/AssignmentParentFinder.h"#include "RecordingScriptingInterface.h"#include "AbstractAudioInterface.h" #include "Agent.h" static const int RECEIVED_AUDIO_STREAM_CAPACITY_FRAMES = 10; Agent::Agent(ReceivedMessage& message) : ThreadedAssignment(message), _entityEditSender(), _receivedAudioStream(AudioConstants::NETWORK_FRAME_SAMPLES_STEREO, RECEIVED_AUDIO_STREAM_CAPACITY_FRAMES, InboundAudioStream::Settings(0, false, RECEIVED_AUDIO_STREAM_CAPACITY_FRAMES, false, DEFAULT_WINDOW_STARVE_THRESHOLD, DEFAULT_WINDOW_SECONDS_FOR_DESIRED_CALC_ON_TOO_MANY_STARVES, DEFAULT_WINDOW_SECONDS_FOR_DESIRED_REDUCTION, false)){ DependencyManager::get<EntityScriptingInterface>()->setPacketSender(&_entityEditSender); ResourceManager::init(); DependencyManager::registerInheritance<SpatialParentFinder, AssignmentParentFinder>(); DependencyManager::set<ResourceCacheSharedItems>(); DependencyManager::set<SoundCache>(); DependencyManager::set<AudioInjectorManager>(); DependencyManager::set<recording::Deck>(); DependencyManager::set<recording::Recorder>(); DependencyManager::set<RecordingScriptingInterface>(); auto& packetReceiver = DependencyManager::get<NodeList>()->getPacketReceiver(); packetReceiver.registerListenerForTypes( { PacketType::MixedAudio, PacketType::SilentAudioFrame }, this, "handleAudioPacket"); packetReceiver.registerListenerForTypes( { PacketType::OctreeStats, PacketType::EntityData, PacketType::EntityErase }, this, "handleOctreePacket"); packetReceiver.registerListener(PacketType::Jurisdiction, this, "handleJurisdictionPacket");} void Agent::handleOctreePacket(QSharedPointer<ReceivedMessage> message, SharedNodePointer senderNode) { auto packetType = message->getType(); if (packetType == PacketType::OctreeStats) { int statsMessageLength = OctreeHeadlessViewer::parseOctreeStats(message, senderNode); if (message->getSize() > statsMessageLength) { // pull out the piggybacked packet and create a new QSharedPointer<NLPacket> for it int piggyBackedSizeWithHeader = message->getSize() - statsMessageLength; auto buffer = std::unique_ptr<char[]>(new char[piggyBackedSizeWithHeader]); memcpy(buffer.get(), message->getRawMessage() + statsMessageLength, piggyBackedSizeWithHeader); auto newPacket = NLPacket::fromReceivedPacket(std::move(buffer), piggyBackedSizeWithHeader, message->getSenderSockAddr()); message = QSharedPointer<ReceivedMessage>::create(*newPacket); } else { return; // bail since no piggyback data } packetType = message->getType(); } // fall through to piggyback message if (packetType == PacketType::EntityData) { _entityViewer.processDatagram(*message, senderNode); } else if (packetType == PacketType::EntityErase) { _entityViewer.processEraseMessage(*message, senderNode); }} void Agent::handleJurisdictionPacket(QSharedPointer<ReceivedMessage> message, SharedNodePointer senderNode) { NodeType_t nodeType; message->peekPrimitive(&nodeType); // PacketType_JURISDICTION, first byte is the node type... if (nodeType == NodeType::EntityServer) { DependencyManager::get<EntityScriptingInterface>()->getJurisdictionListener()-> queueReceivedPacket(message, senderNode); }} void Agent::handleAudioPacket(QSharedPointer<ReceivedMessage> message) { _receivedAudioStream.parseData(*message); _lastReceivedAudioLoudness = _receivedAudioStream.getNextOutputFrameLoudness(); _receivedAudioStream.clearBuffer();} const QString AGENT_LOGGING_NAME = "agent"; void Agent::run() { // make sure we request our script once the agent connects to the domain auto nodeList = DependencyManager::get<NodeList>(); connect(&nodeList->getDomainHandler(), &DomainHandler::connectedToDomain, this, &Agent::requestScript); ThreadedAssignment::commonInit(AGENT_LOGGING_NAME, NodeType::Agent); // Setup MessagesClient auto messagesClient = DependencyManager::set<MessagesClient>(); QThread* messagesThread = new QThread; messagesThread->setObjectName("Messages Client Thread"); messagesClient->moveToThread(messagesThread); connect(messagesThread, &QThread::started, messagesClient.data(), &MessagesClient::init); messagesThread->start(); // make sure we hear about connected nodes so we can grab an ATP script if a request is pending connect(nodeList.data(), &LimitedNodeList::nodeActivated, this, &Agent::nodeActivated); nodeList->addSetOfNodeTypesToNodeInterestSet({ NodeType::AudioMixer, NodeType::AvatarMixer, NodeType::EntityServer, NodeType::MessagesMixer, NodeType::AssetServer });} void Agent::requestScript() { auto nodeList = DependencyManager::get<NodeList>(); disconnect(&nodeList->getDomainHandler(), &DomainHandler::connectedToDomain, this, &Agent::requestScript); // figure out the URL for the script for this agent assignment QUrl scriptURL; if (_payload.isEmpty()) { scriptURL = QUrl(QString("http://%1:%2/assignment/%3/") .arg(nodeList->getDomainHandler().getIP().toString()) .arg(DOMAIN_SERVER_HTTP_PORT) .arg(uuidStringWithoutCurlyBraces(nodeList->getSessionUUID()))); } else { scriptURL = QUrl(_payload); } // make sure this is not a script request for the file scheme if (scriptURL.scheme() == URL_SCHEME_FILE) { qWarning() << "Cannot load script for Agent from local filesystem."; scriptRequestFinished(); return; } auto request = ResourceManager::createResourceRequest(this, scriptURL); if (!request) { qWarning() << "Could not create ResourceRequest for Agent script at" << scriptURL.toString(); scriptRequestFinished(); return; } // setup a timeout for script request static const int SCRIPT_TIMEOUT_MS = 10000; _scriptRequestTimeout = new QTimer; connect(_scriptRequestTimeout, &QTimer::timeout, this, &Agent::scriptRequestFinished); _scriptRequestTimeout->start(SCRIPT_TIMEOUT_MS); connect(request, &ResourceRequest::finished, this, &Agent::scriptRequestFinished); if (scriptURL.scheme() == URL_SCHEME_ATP) { // we have an ATP URL for the script - if we're not currently connected to the AssetServer // then wait for the nodeConnected signal to fire off the request auto assetServer = nodeList->soloNodeOfType(NodeType::AssetServer); if (!assetServer || !assetServer->getActiveSocket()) { qDebug() << "Waiting to connect to Asset Server for ATP script download."; _pendingScriptRequest = request; return; } } qInfo() << "Requesting script at URL" << qPrintable(request->getUrl().toString()); request->send();} void Agent::nodeActivated(SharedNodePointer activatedNode) { if (_pendingScriptRequest && activatedNode->getType() == NodeType::AssetServer) { qInfo() << "Requesting script at URL" << qPrintable(_pendingScriptRequest->getUrl().toString()); _pendingScriptRequest->send(); _pendingScriptRequest = nullptr; }} void Agent::scriptRequestFinished() { auto request = qobject_cast<ResourceRequest*>(sender()); // stop the script request timeout, if it's running if (_scriptRequestTimeout) { QMetaObject::invokeMethod(_scriptRequestTimeout, "stop"); _scriptRequestTimeout->deleteLater(); } if (request && request->getResult() == ResourceRequest::Success) { _scriptContents = request->getData(); qInfo() << "Downloaded script:" << _scriptContents; // we could just call executeScript directly - we use a QueuedConnection to allow scriptRequestFinished // to return before calling executeScript QMetaObject::invokeMethod(this, "executeScript", Qt::QueuedConnection); } else { if (request) { qWarning() << "Failed to download script at" << request->getUrl().toString() << " - bailing on assignment."; qWarning() << "ResourceRequest error was" << request->getResult(); } else { qWarning() << "Failed to download script - request timed out. Bailing on assignment."; } setFinished(true); } request->deleteLater();} void Agent::executeScript() { _scriptEngine = std::unique_ptr<ScriptEngine>(new ScriptEngine(_scriptContents, _payload)); _scriptEngine->setParent(this); // be the parent of the script engine so it gets moved when we do // setup an Avatar for the script to use auto scriptedAvatar = DependencyManager::get<ScriptableAvatar>(); connect(_scriptEngine.get(), SIGNAL(update(float)), scriptedAvatar.data(), SLOT(update(float)), Qt::ConnectionType::QueuedConnection); scriptedAvatar->setForceFaceTrackerConnected(true); // call model URL setters with empty URLs so our avatar, if user, will have the default models scriptedAvatar->setSkeletonModelURL(QUrl()); // give this AvatarData object to the script engine _scriptEngine->registerGlobalObject("Avatar", scriptedAvatar.data()); using namespace recording; static const FrameType AVATAR_FRAME_TYPE = Frame::registerFrameType(AvatarData::FRAME_NAME); // FIXME how to deal with driving multiple avatars locally? Frame::registerFrameHandler(AVATAR_FRAME_TYPE, [this, scriptedAvatar](Frame::ConstPointer frame) { AvatarData::fromFrame(frame->data, *scriptedAvatar); }); using namespace recording; static const FrameType AUDIO_FRAME_TYPE = Frame::registerFrameType(AudioConstants::getAudioFrameName()); Frame::registerFrameHandler(AUDIO_FRAME_TYPE, [this, &scriptedAvatar](Frame::ConstPointer frame) { const QByteArray& audio = frame->data; static quint16 audioSequenceNumber{ 0 }; Transform audioTransform; audioTransform.setTranslation(scriptedAvatar->getPosition()); audioTransform.setRotation(scriptedAvatar->getOrientation()); AbstractAudioInterface::emitAudioPacket(audio.data(), audio.size(), audioSequenceNumber, audioTransform, PacketType::MicrophoneAudioNoEcho); }); auto avatarHashMap = DependencyManager::set<AvatarHashMap>(); _scriptEngine->registerGlobalObject("AvatarList", avatarHashMap.data()); auto& packetReceiver = DependencyManager::get<NodeList>()->getPacketReceiver(); packetReceiver.registerListener(PacketType::BulkAvatarData, avatarHashMap.data(), "processAvatarDataPacket"); packetReceiver.registerListener(PacketType::KillAvatar, avatarHashMap.data(), "processKillAvatar"); packetReceiver.registerListener(PacketType::AvatarIdentity, avatarHashMap.data(), "processAvatarIdentityPacket"); // register ourselves to the script engine _scriptEngine->registerGlobalObject("Agent", this); // FIXME -we shouldn't be calling this directly, it's normally called by run(), not sure why // viewers would need this called. //_scriptEngine->init(); // must be done before we set up the viewers _scriptEngine->registerGlobalObject("SoundCache", DependencyManager::get<SoundCache>().data()); QScriptValue webSocketServerConstructorValue = _scriptEngine->newFunction(WebSocketServerClass::constructor); _scriptEngine->globalObject().setProperty("WebSocketServer", webSocketServerConstructorValue); auto entityScriptingInterface = DependencyManager::get<EntityScriptingInterface>(); _scriptEngine->registerGlobalObject("EntityViewer", &_entityViewer); // we need to make sure that init has been called for our EntityScriptingInterface // so that it actually has a jurisdiction listener when we ask it for it next entityScriptingInterface->init(); _entityViewer.setJurisdictionListener(entityScriptingInterface->getJurisdictionListener()); _entityViewer.init(); entityScriptingInterface->setEntityTree(_entityViewer.getTree()); DependencyManager::set<AssignmentParentFinder>(_entityViewer.getTree()); // wire up our additional agent related processing to the update signal QObject::connect(_scriptEngine.get(), &ScriptEngine::update, this, &Agent::processAgentAvatarAndAudio); _scriptEngine->run(); Frame::clearFrameHandler(AUDIO_FRAME_TYPE); Frame::clearFrameHandler(AVATAR_FRAME_TYPE); setFinished(true);} QUuid Agent::getSessionUUID() const { return DependencyManager::get<NodeList>()->getSessionUUID();} void Agent::setIsAvatar(bool isAvatar) { _isAvatar = isAvatar; if (_isAvatar && !_avatarIdentityTimer) { // set up the avatar timers _avatarIdentityTimer = new QTimer(this); // connect our slot connect(_avatarIdentityTimer, &QTimer::timeout, this, &Agent::sendAvatarIdentityPacket); // start the timers _avatarIdentityTimer->start(AVATAR_IDENTITY_PACKET_SEND_INTERVAL_MSECS); } if (!_isAvatar) { if (_avatarIdentityTimer) { _avatarIdentityTimer->stop(); delete _avatarIdentityTimer; _avatarIdentityTimer = nullptr; } }} void Agent::sendAvatarIdentityPacket() { if (_isAvatar) { auto scriptedAvatar = DependencyManager::get<ScriptableAvatar>(); scriptedAvatar->sendIdentityPacket(); }} void Agent::processAgentAvatarAndAudio(float deltaTime) { if (!_scriptEngine->isFinished() && _isAvatar) { auto scriptedAvatar = DependencyManager::get<ScriptableAvatar>(); const int SCRIPT_AUDIO_BUFFER_SAMPLES = AudioConstants::SAMPLE_RATE / SCRIPT_FPS + 0.5; const int SCRIPT_AUDIO_BUFFER_BYTES = SCRIPT_AUDIO_BUFFER_SAMPLES * sizeof(int16_t); QByteArray avatarByteArray = scriptedAvatar->toByteArray(true, randFloat() < AVATAR_SEND_FULL_UPDATE_RATIO); scriptedAvatar->doneEncoding(true); static AvatarDataSequenceNumber sequenceNumber = 0; auto avatarPacket = NLPacket::create(PacketType::AvatarData, avatarByteArray.size() + sizeof(sequenceNumber)); avatarPacket->writePrimitive(sequenceNumber++); avatarPacket->write(avatarByteArray); auto nodeList = DependencyManager::get<NodeList>(); 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 bool silentFrame = true; int16_t numAvailableSamples = SCRIPT_AUDIO_BUFFER_SAMPLES; const int16_t* nextSoundOutput = NULL; if (_avatarSound) { const QByteArray& soundByteArray = _avatarSound->getByteArray(); nextSoundOutput = reinterpret_cast<const int16_t*>(soundByteArray.data() + _numAvatarSoundSentBytes); int numAvailableBytes = (soundByteArray.size() - _numAvatarSoundSentBytes) > SCRIPT_AUDIO_BUFFER_BYTES ? SCRIPT_AUDIO_BUFFER_BYTES : soundByteArray.size() - _numAvatarSoundSentBytes; numAvailableSamples = (int16_t)numAvailableBytes / sizeof(int16_t); // check if the all of the _numAvatarAudioBufferSamples to be sent are silence for (int i = 0; i < numAvailableSamples; ++i) { if (nextSoundOutput[i] != 0) { silentFrame = false; break; } } _numAvatarSoundSentBytes += numAvailableBytes; if (_numAvatarSoundSentBytes == soundByteArray.size()) { // we're done with this sound object - so set our pointer back to NULL // and our sent bytes back to zero _avatarSound.clear(); _numAvatarSoundSentBytes = 0; } } auto audioPacket = NLPacket::create(silentFrame ? PacketType::SilentAudioFrame : PacketType::MicrophoneAudioNoEcho); // seek past the sequence number, will be packed when destination node is known audioPacket->seek(sizeof(quint16)); if (silentFrame) { if (!_isListeningToAudioStream) { // if we have a silent frame and we're not listening then just send nothing and break out of here return; } // write the number of silent samples so the audio-mixer can uphold timing audioPacket->writePrimitive(SCRIPT_AUDIO_BUFFER_SAMPLES); // use the orientation and position of this avatar for the source of this audio audioPacket->writePrimitive(scriptedAvatar->getPosition()); glm::quat headOrientation = scriptedAvatar->getHeadOrientation(); audioPacket->writePrimitive(headOrientation); } else if (nextSoundOutput) { // assume scripted avatar audio is mono and set channel flag to zero audioPacket->writePrimitive((quint8)0); // use the orientation and position of this avatar for the source of this audio audioPacket->writePrimitive(scriptedAvatar->getPosition()); glm::quat headOrientation = scriptedAvatar->getHeadOrientation(); audioPacket->writePrimitive(headOrientation); // write the raw audio data 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](const SharedNodePointer& node){ // only send to nodes of type AudioMixer if (node->getType() == NodeType::AudioMixer) { // pack sequence number quint16 sequence = _outgoingScriptAudioSequenceNumbers[node->getUUID()]++; audioPacket->seek(0); audioPacket->writePrimitive(sequence); // send audio packet nodeList->sendUnreliablePacket(*audioPacket, *node); } }); } }} void Agent::aboutToFinish() { setIsAvatar(false);// will stop timers for sending identity packets if (_scriptEngine) { _scriptEngine->stop(); } // our entity tree is going to go away so tell that to the EntityScriptingInterface DependencyManager::get<EntityScriptingInterface>()->setEntityTree(nullptr); ResourceManager::cleanup(); // cleanup the AudioInjectorManager (and any still running injectors) DependencyManager::destroy<AudioInjectorManager>();}
//
// Agent.cpp
// assignment-client/src
//
// Created by Stephen Birarda on 7/1/13.
// Copyright 2013 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include <QtCore/QCoreApplication>
#include <QtCore/QEventLoop>
#include <QtCore/QStandardPaths>
#include <QtNetwork/QNetworkDiskCache>
#include <QtNetwork/QNetworkRequest>
#include <QtNetwork/QNetworkReply>
#include <AssetClient.h>
#include <AvatarHashMap.h>
#include <AudioInjectorManager.h>
#include <AssetClient.h>
#include <MessagesClient.h>
#include <NetworkAccessManager.h>
#include <NodeList.h>
#include <udt/PacketHeaders.h>
#include <ResourceCache.h>
#include <ScriptCache.h>
#include <SoundCache.h>
#include <UUID.h>
#include <recording/Deck.h>
#include <recording/Recorder.h>
#include <recording/Frame.h>
#include <WebSocketServerClass.h>
#include <EntityScriptingInterface.h> // TODO: consider moving to scriptengine.h
#include "avatars/ScriptableAvatar.h"
#include "entities/AssignmentParentFinder.h"
#include "RecordingScriptingInterface.h"
#include "AbstractAudioInterface.h"
#include "Agent.h"
static const int RECEIVED_AUDIO_STREAM_CAPACITY_FRAMES = 10;
Agent::Agent(ReceivedMessage& message) :
ThreadedAssignment(message),
_entityEditSender(),
_receivedAudioStream(AudioConstants::NETWORK_FRAME_SAMPLES_STEREO, RECEIVED_AUDIO_STREAM_CAPACITY_FRAMES,
InboundAudioStream::Settings(0, false, RECEIVED_AUDIO_STREAM_CAPACITY_FRAMES, false,
DEFAULT_WINDOW_STARVE_THRESHOLD, DEFAULT_WINDOW_SECONDS_FOR_DESIRED_CALC_ON_TOO_MANY_STARVES,
DEFAULT_WINDOW_SECONDS_FOR_DESIRED_REDUCTION, false))
{
DependencyManager::get<EntityScriptingInterface>()->setPacketSender(&_entityEditSender);
ResourceManager::init();
DependencyManager::registerInheritance<SpatialParentFinder, AssignmentParentFinder>();
DependencyManager::set<ResourceCacheSharedItems>();
DependencyManager::set<SoundCache>();
DependencyManager::set<AudioInjectorManager>();
DependencyManager::set<recording::Deck>();
DependencyManager::set<recording::Recorder>();
DependencyManager::set<RecordingScriptingInterface>();
auto& packetReceiver = DependencyManager::get<NodeList>()->getPacketReceiver();
packetReceiver.registerListenerForTypes(
{ PacketType::MixedAudio, PacketType::SilentAudioFrame },
this, "handleAudioPacket");
packetReceiver.registerListenerForTypes(
{ PacketType::OctreeStats, PacketType::EntityData, PacketType::EntityErase },
this, "handleOctreePacket");
packetReceiver.registerListener(PacketType::Jurisdiction, this, "handleJurisdictionPacket");
}
void Agent::handleOctreePacket(QSharedPointer<ReceivedMessage> message, SharedNodePointer senderNode) {
auto packetType = message->getType();
if (packetType == PacketType::OctreeStats) {
int statsMessageLength = OctreeHeadlessViewer::parseOctreeStats(message, senderNode);
if (message->getSize() > statsMessageLength) {
// pull out the piggybacked packet and create a new QSharedPointer<NLPacket> for it
int piggyBackedSizeWithHeader = message->getSize() - statsMessageLength;
auto buffer = std::unique_ptr<char[]>(new char[piggyBackedSizeWithHeader]);
memcpy(buffer.get(), message->getRawMessage() + statsMessageLength, piggyBackedSizeWithHeader);
auto newPacket = NLPacket::fromReceivedPacket(std::move(buffer), piggyBackedSizeWithHeader, message->getSenderSockAddr());
message = QSharedPointer<ReceivedMessage>::create(*newPacket);
} else {
return; // bail since no piggyback data
}
packetType = message->getType();
} // fall through to piggyback message
if (packetType == PacketType::EntityData) {
_entityViewer.processDatagram(*message, senderNode);
} else if (packetType == PacketType::EntityErase) {
_entityViewer.processEraseMessage(*message, senderNode);
}
}
void Agent::handleJurisdictionPacket(QSharedPointer<ReceivedMessage> message, SharedNodePointer senderNode) {
NodeType_t nodeType;
message->peekPrimitive(&nodeType);
// PacketType_JURISDICTION, first byte is the node type...
if (nodeType == NodeType::EntityServer) {
DependencyManager::get<EntityScriptingInterface>()->getJurisdictionListener()->
queueReceivedPacket(message, senderNode);
}
}
void Agent::handleAudioPacket(QSharedPointer<ReceivedMessage> message) {
_receivedAudioStream.parseData(*message);
_lastReceivedAudioLoudness = _receivedAudioStream.getNextOutputFrameLoudness();
_receivedAudioStream.clearBuffer();
}
const QString AGENT_LOGGING_NAME = "agent";
void Agent::run() {
// make sure we request our script once the agent connects to the domain
auto nodeList = DependencyManager::get<NodeList>();
connect(&nodeList->getDomainHandler(), &DomainHandler::connectedToDomain, this, &Agent::requestScript);
ThreadedAssignment::commonInit(AGENT_LOGGING_NAME, NodeType::Agent);
// Setup MessagesClient
auto messagesClient = DependencyManager::set<MessagesClient>();
QThread* messagesThread = new QThread;
messagesThread->setObjectName("Messages Client Thread");
messagesClient->moveToThread(messagesThread);
connect(messagesThread, &QThread::started, messagesClient.data(), &MessagesClient::init);
messagesThread->start();
// make sure we hear about connected nodes so we can grab an ATP script if a request is pending
connect(nodeList.data(), &LimitedNodeList::nodeActivated, this, &Agent::nodeActivated);
nodeList->addSetOfNodeTypesToNodeInterestSet({
NodeType::AudioMixer, NodeType::AvatarMixer, NodeType::EntityServer, NodeType::MessagesMixer, NodeType::AssetServer
});
}
void Agent::requestScript() {
auto nodeList = DependencyManager::get<NodeList>();
disconnect(&nodeList->getDomainHandler(), &DomainHandler::connectedToDomain, this, &Agent::requestScript);
// figure out the URL for the script for this agent assignment
QUrl scriptURL;
if (_payload.isEmpty()) {
scriptURL = QUrl(QString("http://%1:%2/assignment/%3/")
.arg(nodeList->getDomainHandler().getIP().toString())
.arg(DOMAIN_SERVER_HTTP_PORT)
.arg(uuidStringWithoutCurlyBraces(nodeList->getSessionUUID())));
} else {
scriptURL = QUrl(_payload);
}
// make sure this is not a script request for the file scheme
if (scriptURL.scheme() == URL_SCHEME_FILE) {
qWarning() << "Cannot load script for Agent from local filesystem.";
scriptRequestFinished();
return;
}
auto request = ResourceManager::createResourceRequest(this, scriptURL);
if (!request) {
qWarning() << "Could not create ResourceRequest for Agent script at" << scriptURL.toString();
scriptRequestFinished();
return;
}
// setup a timeout for script request
static const int SCRIPT_TIMEOUT_MS = 10000;
_scriptRequestTimeout = new QTimer;
connect(_scriptRequestTimeout, &QTimer::timeout, this, &Agent::scriptRequestFinished);
_scriptRequestTimeout->start(SCRIPT_TIMEOUT_MS);
connect(request, &ResourceRequest::finished, this, &Agent::scriptRequestFinished);
if (scriptURL.scheme() == URL_SCHEME_ATP) {
// we have an ATP URL for the script - if we're not currently connected to the AssetServer
// then wait for the nodeConnected signal to fire off the request
auto assetServer = nodeList->soloNodeOfType(NodeType::AssetServer);
if (!assetServer || !assetServer->getActiveSocket()) {
qDebug() << "Waiting to connect to Asset Server for ATP script download.";
_pendingScriptRequest = request;
return;
}
}
qInfo() << "Requesting script at URL" << qPrintable(request->getUrl().toString());
request->send();
}
void Agent::nodeActivated(SharedNodePointer activatedNode) {
if (_pendingScriptRequest && activatedNode->getType() == NodeType::AssetServer) {
qInfo() << "Requesting script at URL" << qPrintable(_pendingScriptRequest->getUrl().toString());
_pendingScriptRequest->send();
_pendingScriptRequest = nullptr;
}
}
void Agent::scriptRequestFinished() {
auto request = qobject_cast<ResourceRequest*>(sender());
// stop the script request timeout, if it's running
if (_scriptRequestTimeout) {
QMetaObject::invokeMethod(_scriptRequestTimeout, "stop");
_scriptRequestTimeout->deleteLater();
}
if (request && request->getResult() == ResourceRequest::Success) {
_scriptContents = request->getData();
qInfo() << "Downloaded script:" << _scriptContents;
// we could just call executeScript directly - we use a QueuedConnection to allow scriptRequestFinished
// to return before calling executeScript
QMetaObject::invokeMethod(this, "executeScript", Qt::QueuedConnection);
} else {
if (request) {
qWarning() << "Failed to download script at" << request->getUrl().toString() << " - bailing on assignment.";
qWarning() << "ResourceRequest error was" << request->getResult();
} else {
qWarning() << "Failed to download script - request timed out. Bailing on assignment.";
}
setFinished(true);
}
request->deleteLater();
}
void Agent::executeScript() {
_scriptEngine = std::unique_ptr<ScriptEngine>(new ScriptEngine(_scriptContents, _payload));
_scriptEngine->setParent(this); // be the parent of the script engine so it gets moved when we do
// setup an Avatar for the script to use
auto scriptedAvatar = DependencyManager::get<ScriptableAvatar>();
connect(_scriptEngine.get(), SIGNAL(update(float)), scriptedAvatar.data(), SLOT(update(float)), Qt::ConnectionType::QueuedConnection);
scriptedAvatar->setForceFaceTrackerConnected(true);
// call model URL setters with empty URLs so our avatar, if user, will have the default models
scriptedAvatar->setSkeletonModelURL(QUrl());
// give this AvatarData object to the script engine
_scriptEngine->registerGlobalObject("Avatar", scriptedAvatar.data());
using namespace recording;
static const FrameType AVATAR_FRAME_TYPE = Frame::registerFrameType(AvatarData::FRAME_NAME);
// FIXME how to deal with driving multiple avatars locally?
Frame::registerFrameHandler(AVATAR_FRAME_TYPE, [this, scriptedAvatar](Frame::ConstPointer frame) {
AvatarData::fromFrame(frame->data, *scriptedAvatar);
});
using namespace recording;
static const FrameType AUDIO_FRAME_TYPE = Frame::registerFrameType(AudioConstants::getAudioFrameName());
Frame::registerFrameHandler(AUDIO_FRAME_TYPE, [this, &scriptedAvatar](Frame::ConstPointer frame) {
const QByteArray& audio = frame->data;
static quint16 audioSequenceNumber{ 0 };
Transform audioTransform;
audioTransform.setTranslation(scriptedAvatar->getPosition());
audioTransform.setRotation(scriptedAvatar->getOrientation());
AbstractAudioInterface::emitAudioPacket(audio.data(), audio.size(), audioSequenceNumber, audioTransform, PacketType::MicrophoneAudioNoEcho);
});
auto avatarHashMap = DependencyManager::set<AvatarHashMap>();
_scriptEngine->registerGlobalObject("AvatarList", avatarHashMap.data());
auto& packetReceiver = DependencyManager::get<NodeList>()->getPacketReceiver();
packetReceiver.registerListener(PacketType::BulkAvatarData, avatarHashMap.data(), "processAvatarDataPacket");
packetReceiver.registerListener(PacketType::KillAvatar, avatarHashMap.data(), "processKillAvatar");
packetReceiver.registerListener(PacketType::AvatarIdentity, avatarHashMap.data(), "processAvatarIdentityPacket");
// register ourselves to the script engine
_scriptEngine->registerGlobalObject("Agent", this);
// FIXME -we shouldn't be calling this directly, it's normally called by run(), not sure why
// viewers would need this called.
//_scriptEngine->init(); // must be done before we set up the viewers
_scriptEngine->registerGlobalObject("SoundCache", DependencyManager::get<SoundCache>().data());
QScriptValue webSocketServerConstructorValue = _scriptEngine->newFunction(WebSocketServerClass::constructor);
_scriptEngine->globalObject().setProperty("WebSocketServer", webSocketServerConstructorValue);
auto entityScriptingInterface = DependencyManager::get<EntityScriptingInterface>();
_scriptEngine->registerGlobalObject("EntityViewer", &_entityViewer);
// we need to make sure that init has been called for our EntityScriptingInterface
// so that it actually has a jurisdiction listener when we ask it for it next
entityScriptingInterface->init();
_entityViewer.setJurisdictionListener(entityScriptingInterface->getJurisdictionListener());
_entityViewer.init();
entityScriptingInterface->setEntityTree(_entityViewer.getTree());
DependencyManager::set<AssignmentParentFinder>(_entityViewer.getTree());
// wire up our additional agent related processing to the update signal
QObject::connect(_scriptEngine.get(), &ScriptEngine::update, this, &Agent::processAgentAvatarAndAudio);
_scriptEngine->run();
Frame::clearFrameHandler(AUDIO_FRAME_TYPE);
Frame::clearFrameHandler(AVATAR_FRAME_TYPE);
setFinished(true);
}
QUuid Agent::getSessionUUID() const {
return DependencyManager::get<NodeList>()->getSessionUUID();
}
void Agent::setIsAvatar(bool isAvatar) {
_isAvatar = isAvatar;
if (_isAvatar && !_avatarIdentityTimer) {
// set up the avatar timers
_avatarIdentityTimer = new QTimer(this);
// connect our slot
connect(_avatarIdentityTimer, &QTimer::timeout, this, &Agent::sendAvatarIdentityPacket);
// start the timers
_avatarIdentityTimer->start(AVATAR_IDENTITY_PACKET_SEND_INTERVAL_MSECS);
}
if (!_isAvatar) {
if (_avatarIdentityTimer) {
_avatarIdentityTimer->stop();
delete _avatarIdentityTimer;
_avatarIdentityTimer = nullptr;
}
}
}
void Agent::sendAvatarIdentityPacket() {
if (_isAvatar) {
auto scriptedAvatar = DependencyManager::get<ScriptableAvatar>();
scriptedAvatar->sendIdentityPacket();
}
}
void Agent::processAgentAvatarAndAudio(float deltaTime) {
if (!_scriptEngine->isFinished() && _isAvatar) {
auto scriptedAvatar = DependencyManager::get<ScriptableAvatar>();
const int SCRIPT_AUDIO_BUFFER_SAMPLES = AudioConstants::SAMPLE_RATE / SCRIPT_FPS + 0.5;
const int SCRIPT_AUDIO_BUFFER_BYTES = SCRIPT_AUDIO_BUFFER_SAMPLES * sizeof(int16_t);
QByteArray avatarByteArray = scriptedAvatar->toByteArray(true, randFloat() < AVATAR_SEND_FULL_UPDATE_RATIO);
scriptedAvatar->doneEncoding(true);
static AvatarDataSequenceNumber sequenceNumber = 0;
auto avatarPacket = NLPacket::create(PacketType::AvatarData, avatarByteArray.size() + sizeof(sequenceNumber));
avatarPacket->writePrimitive(sequenceNumber++);
avatarPacket->write(avatarByteArray);
auto nodeList = DependencyManager::get<NodeList>();
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
bool silentFrame = true;
int16_t numAvailableSamples = SCRIPT_AUDIO_BUFFER_SAMPLES;
const int16_t* nextSoundOutput = NULL;
if (_avatarSound) {
const QByteArray& soundByteArray = _avatarSound->getByteArray();
nextSoundOutput = reinterpret_cast<const int16_t*>(soundByteArray.data()
+ _numAvatarSoundSentBytes);
int numAvailableBytes = (soundByteArray.size() - _numAvatarSoundSentBytes) > SCRIPT_AUDIO_BUFFER_BYTES
? SCRIPT_AUDIO_BUFFER_BYTES
: soundByteArray.size() - _numAvatarSoundSentBytes;
numAvailableSamples = (int16_t)numAvailableBytes / sizeof(int16_t);
// check if the all of the _numAvatarAudioBufferSamples to be sent are silence
for (int i = 0; i < numAvailableSamples; ++i) {
if (nextSoundOutput[i] != 0) {
silentFrame = false;
break;
}
}
_numAvatarSoundSentBytes += numAvailableBytes;
if (_numAvatarSoundSentBytes == soundByteArray.size()) {
// we're done with this sound object - so set our pointer back to NULL
// and our sent bytes back to zero
_avatarSound.clear();
_numAvatarSoundSentBytes = 0;
}
}
auto audioPacket = NLPacket::create(silentFrame
? PacketType::SilentAudioFrame
: PacketType::MicrophoneAudioNoEcho);
// seek past the sequence number, will be packed when destination node is known
audioPacket->seek(sizeof(quint16));
if (silentFrame) {
if (!_isListeningToAudioStream) {
// if we have a silent frame and we're not listening then just send nothing and break out of here
return;
}
// write the number of silent samples so the audio-mixer can uphold timing
audioPacket->writePrimitive(SCRIPT_AUDIO_BUFFER_SAMPLES);
// use the orientation and position of this avatar for the source of this audio
audioPacket->writePrimitive(scriptedAvatar->getPosition());
glm::quat headOrientation = scriptedAvatar->getHeadOrientation();
audioPacket->writePrimitive(headOrientation);
} else if (nextSoundOutput) {
// assume scripted avatar audio is mono and set channel flag to zero
audioPacket->writePrimitive((quint8)0);
// use the orientation and position of this avatar for the source of this audio
audioPacket->writePrimitive(scriptedAvatar->getPosition());
glm::quat headOrientation = scriptedAvatar->getHeadOrientation();
audioPacket->writePrimitive(headOrientation);
// write the raw audio data
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](const SharedNodePointer& node){
// only send to nodes of type AudioMixer
if (node->getType() == NodeType::AudioMixer) {
// pack sequence number
quint16 sequence = _outgoingScriptAudioSequenceNumbers[node->getUUID()]++;
audioPacket->seek(0);
audioPacket->writePrimitive(sequence);
// send audio packet
nodeList->sendUnreliablePacket(*audioPacket, *node);
}
});
}
}
}
void Agent::aboutToFinish() {
setIsAvatar(false);// will stop timers for sending identity packets
if (_scriptEngine) {
_scriptEngine->stop();
}
// our entity tree is going to go away so tell that to the EntityScriptingInterface
DependencyManager::get<EntityScriptingInterface>()->setEntityTree(nullptr);
ResourceManager::cleanup();
// cleanup the AudioInjectorManager (and any still running injectors)
DependencyManager::destroy<AudioInjectorManager>();
}