Fix regression introduced in #1150, make data streams more robust for asynchronous use
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// Copyright (c) 2017 Computer Vision Center (CVC) at the Universitat Autonoma
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// de Barcelona (UAB).
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//
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// This work is licensed under the terms of the MIT license.
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// For a copy, see <https://opensource.org/licenses/MIT>.
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#pragma once
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#include <compiler/disable-ue4-macros.h>
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#include <carla/Buffer.h>
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#include <carla/sensor/SensorRegistry.h>
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#include <carla/sensor/s11n/SensorHeaderSerializer.h>
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#include <carla/streaming/Stream.h>
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#include <compiler/enable-ue4-macros.h>
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template <typename T>
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class FDataStreamTmpl;
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// =============================================================================
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// -- FAsyncDataStreamTmpl -----------------------------------------------------
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// =============================================================================
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/// A streaming channel for sending sensor data to clients, supports sending
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/// data asynchronously. Data sent by the "Send" functions is passed to the
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/// serializer registered with the sensor at carla::sensor:SensorRegistry before
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/// being sent down the stream.
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///
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/// FAsyncDataStream also has a pool of carla::Buffer that allows reusing the
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/// allocated memory, use it whenever possible.
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template <typename T>
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class FAsyncDataStreamTmpl
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{
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public:
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using StreamType = T;
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FAsyncDataStreamTmpl(FAsyncDataStreamTmpl &&) = default;
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/// Return the token that allows subscribing to this stream.
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auto GetToken() const
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{
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return Stream.GetToken();
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}
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/// Pop a Buffer from the pool. Buffers in the pool can reuse the memory
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/// allocated by previous messages, significantly improving performance for
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/// big messages.
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carla::Buffer PopBufferFromPool()
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{
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return Stream.MakeBuffer();
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}
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/// Send some data down the stream.
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template <typename SensorT, typename... ArgsT>
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void Send(SensorT &Sensor, ArgsT &&... Args);
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private:
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friend class FDataStreamTmpl<T>;
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/// @pre This functions needs to be called in the game-thread.
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template <typename SensorT>
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explicit FAsyncDataStreamTmpl(const SensorT &InSensor, StreamType InStream);
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StreamType Stream;
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carla::Buffer Header;
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};
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// =============================================================================
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// -- FAsyncDataStream and FAsyncDataMultiStream -------------------------------
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// =============================================================================
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using FAsyncDataStream = FAsyncDataStreamTmpl<carla::streaming::Stream>;
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using FAsyncDataMultiStream = FAsyncDataStreamTmpl<carla::streaming::MultiStream>;
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// =============================================================================
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// -- FAsyncDataStreamTmpl implementation --------------------------------------
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// =============================================================================
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template <typename T>
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template <typename SensorT, typename... ArgsT>
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inline void FAsyncDataStreamTmpl<T>::Send(SensorT &Sensor, ArgsT &&... Args)
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{
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Stream.Write(
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std::move(Header),
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carla::sensor::SensorRegistry::Serialize(Sensor, std::forward<ArgsT>(Args)...));
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}
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template <typename T>
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template <typename SensorT>
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inline FAsyncDataStreamTmpl<T>::FAsyncDataStreamTmpl(
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const SensorT &Sensor,
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StreamType InStream)
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: Stream(std::move(InStream)),
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Header([&Sensor]() {
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check(IsInGameThread());
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using Serializer = carla::sensor::s11n::SensorHeaderSerializer;
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return Serializer::Serialize(
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carla::sensor::SensorRegistry::template get<SensorT*>::index,
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GFrameCounter,
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Sensor.GetActorTransform());
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}()) {}
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@ -62,7 +62,7 @@ void ACollisionSensor::OnCollisionEvent(
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{
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constexpr float TO_METERS = 1e-2;
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NormalImpulse *= TO_METERS;
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GetDataStream().Send_GameThread(
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GetDataStream(*this).Send(
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*this,
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Episode->SerializeActor(Episode->FindOrFakeActor(Actor)),
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Episode->SerializeActor(Episode->FindOrFakeActor(OtherActor)),
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@ -6,47 +6,22 @@
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#pragma once
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#include "Carla/Sensor/AsyncDataStream.h"
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#include <compiler/disable-ue4-macros.h>
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#include <carla/Buffer.h>
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#include <carla/sensor/SensorRegistry.h>
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#include <carla/sensor/s11n/SensorHeaderSerializer.h>
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#include <carla/streaming/Stream.h>
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#include <boost/optional.hpp>
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#include <compiler/enable-ue4-macros.h>
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// =============================================================================
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// -- FSensorMessageHeader -----------------------------------------------------
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// =============================================================================
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/// Contains meta-information of a sensor message.
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class FSensorMessageHeader
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{
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public:
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FSensorMessageHeader(FSensorMessageHeader &&) = default;
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private:
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FSensorMessageHeader(carla::Buffer InBuffer) : Buffer(std::move(InBuffer)) {}
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template <typename T>
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friend class FDataStreamTmpl;
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carla::Buffer Buffer;
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};
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// =============================================================================
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// -- FDataStreamTmpl ----------------------------------------------------------
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// =============================================================================
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/// A streaming channel for sending sensor data to clients. Each sensor has its
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/// own FDataStream. Use Send_GameThread and Send_Async for sending data
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/// generated by the sensor. Data sent by these functions is passed to the
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/// serializer registered with the sensor at carla::sensor:SensorRegistry before
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/// being sent down the stream.
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///
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/// FDataStream also has a pool of carla::Buffer that allows reusing the
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/// allocated memory, use it whenever possible.
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/// own FDataStream. Note however that this class does not provide a send
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/// function. In order to send data, a FAsyncDataStream needs to be created
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/// using "MakeAsyncDataStream" function. FAsyncDataStream allows sending data
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/// from any thread.
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template <typename T>
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class FDataStreamTmpl
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{
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@ -56,33 +31,24 @@ public:
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FDataStreamTmpl() = default;
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FDataStreamTmpl(FDataStreamTmpl &&) = default;
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FDataStreamTmpl &operator=(FDataStreamTmpl &&) = default;
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FDataStreamTmpl(StreamType InStream) : Stream(std::move(InStream)) {}
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/// Create the meta-information header associated with the sensor message.
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/// This functions needs to be called in the game-thread.
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/// Create a FAsyncDataStream object.
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///
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/// @pre This functions needs to be called in the game-thread.
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template <typename SensorT>
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FSensorMessageHeader MakeHeader(const SensorT &Sensor);
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auto MakeAsyncDataStream(const SensorT &Sensor)
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{
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check(Stream.has_value());
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return FAsyncDataStreamTmpl<T>{Sensor, *Stream};
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}
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/// Pop a Buffer from the pool. Buffers in the pool can reuse the memory
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/// allocated by previous messages, significantly improving performance for
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/// big messages.
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carla::Buffer PopBufferFromPool();
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/// Send some data down the stream. This function can only be called from the
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/// game-thread. No need to provide a FSensorMessageHeader to this function.
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template <typename SensorT, typename... ArgsT>
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void Send_GameThread(SensorT &Sensor, ArgsT &&... Args);
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/// Send some data down the stream. This function can be called from a
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/// different thread. It requires you however to provide a
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/// FSensorMessageHeader previously generated in the game-thread.
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template <typename SensorT, typename... ArgsT>
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void Send_Async(FSensorMessageHeader Header, SensorT &Sensor, ArgsT &&... Args);
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auto GetToken() const;
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/// Return the token that allows subscribing to this stream.
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auto GetToken() const
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{
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check(Stream.has_value());
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return (*Stream).token();
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}
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private:
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@ -96,64 +62,3 @@ private:
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using FDataStream = FDataStreamTmpl<carla::streaming::Stream>;
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using FDataMultiStream = FDataStreamTmpl<carla::streaming::MultiStream>;
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// =============================================================================
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// -- FDataStreamTmpl implementation -------------------------------------------
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// =============================================================================
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template <typename T>
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template <typename SensorT>
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inline FSensorMessageHeader FDataStreamTmpl<T>::MakeHeader(const SensorT &Sensor)
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{
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check(IsInGameThread());
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using Serializer = carla::sensor::s11n::SensorHeaderSerializer;
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return {Serializer::Serialize(
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carla::sensor::SensorRegistry::template get<SensorT*>::index,
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GFrameCounter,
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Sensor.GetActorTransform())};
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}
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template <typename T>
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inline carla::Buffer FDataStreamTmpl<T>::PopBufferFromPool()
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{
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#ifdef WITH_EDITOR
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if (!Stream.has_value())
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{
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UE_LOG(LogCarla, Error, TEXT("Sensor does not have a stream!"));
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return {};
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}
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#endif // WITH_EDITOR
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check(Stream.has_value());
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return (*Stream).MakeBuffer();
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}
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template <typename T>
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template <typename SensorT, typename... ArgsT>
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inline void FDataStreamTmpl<T>::Send_Async(FSensorMessageHeader Header, SensorT &Sensor, ArgsT &&... Args)
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{
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#ifdef WITH_EDITOR
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if (!Stream.has_value())
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{
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UE_LOG(LogCarla, Error, TEXT("Sensor does not have a stream!"));
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return;
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}
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#endif // WITH_EDITOR
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check(Stream.has_value());
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(*Stream).Write(
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std::move(Header.Buffer),
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carla::sensor::SensorRegistry::Serialize(Sensor, std::forward<ArgsT>(Args)...));
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}
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template <typename T>
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template <typename SensorT, typename... ArgsT>
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inline void FDataStreamTmpl<T>::Send_GameThread(SensorT &Sensor, ArgsT &&... Args)
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{
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Send_Async(MakeHeader(Sensor), Sensor, std::forward<ArgsT>(Args)...);
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}
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template <typename T>
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inline auto FDataStreamTmpl<T>::GetToken() const
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{
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check(Stream.has_value());
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return (*Stream).token();
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}
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@ -87,26 +87,31 @@ void FPixelReader::SendPixelsInRenderThread(TSensor &Sensor)
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// First we create the message header (needs to be created in the
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// game-thread).
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auto Header = Sensor.GetDataStream().MakeHeader(Sensor);
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auto AsyncStream = Sensor.GetDataStream(Sensor);
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// We need a shared ptr here because UE4 macros do not move the arguments -_-
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auto HeaderPtr = MakeShared<decltype(Header)>(std::move(Header));
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auto StreamPtr = std::make_shared<decltype(AsyncStream)>(std::move(AsyncStream));
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// Then we enqueue commands in the render-thread that will write the image
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// buffer to the data stream.
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auto WriteAndSend = [&Sensor, Hdr=std::move(HeaderPtr)](auto &InRHICmdList) mutable {
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auto &Stream = Sensor.GetDataStream();
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auto Buffer = Stream.PopBufferFromPool();
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WritePixelsToBuffer(
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*Sensor.CaptureRenderTarget,
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Buffer,
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carla::sensor::SensorRegistry::get<TSensor *>::type::header_offset,
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InRHICmdList);
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Stream.Send_Async(std::move(*Hdr), Sensor, std::move(Buffer));
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auto WriteAndSend = [&Sensor, Stream=std::move(StreamPtr)](auto &InRHICmdList) mutable
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{
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/// @todo Can we make sure the sensor is not going to be destroyed?
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if (!Sensor.IsPendingKill())
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{
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auto Buffer = Stream->PopBufferFromPool();
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WritePixelsToBuffer(
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*Sensor.CaptureRenderTarget,
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Buffer,
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carla::sensor::SensorRegistry::get<TSensor *>::type::header_offset,
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InRHICmdList);
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Stream->Send(Sensor, std::move(Buffer));
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}
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};
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ENQUEUE_UNIQUE_RENDER_COMMAND_ONEPARAMETER(
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FWritePixels_Vulkan,
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FWritePixels_SendPixelsInRenderThread,
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std::function<void(FRHICommandListImmediate &)>, WriteAndSendFunction, std::move(WriteAndSend),
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{
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WriteAndSendFunction(RHICmdList);
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@ -69,8 +69,8 @@ void ARayCastLidar::Tick(const float DeltaTime)
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ReadPoints(DeltaTime);
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auto &DataStream = GetDataStream();
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DataStream.Send_GameThread(*this, LidarMeasurement, DataStream.PopBufferFromPool());
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auto DataStream = GetDataStream(*this);
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DataStream.Send(*this, LidarMeasurement, DataStream.PopBufferFromPool());
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}
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void ARayCastLidar::ReadPoints(const float DeltaTime)
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@ -43,9 +43,13 @@ protected:
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void EndPlay(EEndPlayReason::Type EndPlayReason) override;
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/// Return the FDataStream associated with this sensor.
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FDataStream &GetDataStream()
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///
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/// Do you need to provide a reference to self, this is necessary for template
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/// deduction.
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template <typename SensorT>
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FAsyncDataStream GetDataStream(const SensorT &Self)
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{
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return Stream;
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return Stream.MakeAsyncDataStream(Self);
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}
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private:
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@ -112,11 +112,13 @@ void AWorldObserver::Tick(float DeltaSeconds)
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GameTimeStamp += DeltaSeconds;
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auto AsyncStream = Stream.MakeAsyncDataStream(*this);
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auto buffer = AWorldObserver_Serialize(
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Stream.PopBufferFromPool(),
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AsyncStream.PopBufferFromPool(),
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GameTimeStamp,
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FPlatformTime::Seconds(),
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Episode->GetActorRegistry());
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Stream.Send_GameThread(*this, std::move(buffer));
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AsyncStream.Send(*this, std::move(buffer));
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}
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