Fix regression introduced in #1150, make data streams more robust for asynchronous use
This commit is contained in:
parent
027362bb48
commit
67c2d900e5
|
@ -0,0 +1,104 @@
|
|||
// Copyright (c) 2017 Computer Vision Center (CVC) at the Universitat Autonoma
|
||||
// de Barcelona (UAB).
|
||||
//
|
||||
// This work is licensed under the terms of the MIT license.
|
||||
// For a copy, see <https://opensource.org/licenses/MIT>.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <compiler/disable-ue4-macros.h>
|
||||
#include <carla/Buffer.h>
|
||||
#include <carla/sensor/SensorRegistry.h>
|
||||
#include <carla/sensor/s11n/SensorHeaderSerializer.h>
|
||||
#include <carla/streaming/Stream.h>
|
||||
#include <compiler/enable-ue4-macros.h>
|
||||
|
||||
template <typename T>
|
||||
class FDataStreamTmpl;
|
||||
|
||||
// =============================================================================
|
||||
// -- FAsyncDataStreamTmpl -----------------------------------------------------
|
||||
// =============================================================================
|
||||
|
||||
/// A streaming channel for sending sensor data to clients, supports sending
|
||||
/// data asynchronously. Data sent by the "Send" functions is passed to the
|
||||
/// serializer registered with the sensor at carla::sensor:SensorRegistry before
|
||||
/// being sent down the stream.
|
||||
///
|
||||
/// FAsyncDataStream also has a pool of carla::Buffer that allows reusing the
|
||||
/// allocated memory, use it whenever possible.
|
||||
template <typename T>
|
||||
class FAsyncDataStreamTmpl
|
||||
{
|
||||
public:
|
||||
|
||||
using StreamType = T;
|
||||
|
||||
FAsyncDataStreamTmpl(FAsyncDataStreamTmpl &&) = default;
|
||||
|
||||
/// Return the token that allows subscribing to this stream.
|
||||
auto GetToken() const
|
||||
{
|
||||
return Stream.GetToken();
|
||||
}
|
||||
|
||||
/// Pop a Buffer from the pool. Buffers in the pool can reuse the memory
|
||||
/// allocated by previous messages, significantly improving performance for
|
||||
/// big messages.
|
||||
carla::Buffer PopBufferFromPool()
|
||||
{
|
||||
return Stream.MakeBuffer();
|
||||
}
|
||||
|
||||
/// Send some data down the stream.
|
||||
template <typename SensorT, typename... ArgsT>
|
||||
void Send(SensorT &Sensor, ArgsT &&... Args);
|
||||
|
||||
private:
|
||||
|
||||
friend class FDataStreamTmpl<T>;
|
||||
|
||||
/// @pre This functions needs to be called in the game-thread.
|
||||
template <typename SensorT>
|
||||
explicit FAsyncDataStreamTmpl(const SensorT &InSensor, StreamType InStream);
|
||||
|
||||
StreamType Stream;
|
||||
|
||||
carla::Buffer Header;
|
||||
};
|
||||
|
||||
// =============================================================================
|
||||
// -- FAsyncDataStream and FAsyncDataMultiStream -------------------------------
|
||||
// =============================================================================
|
||||
|
||||
using FAsyncDataStream = FAsyncDataStreamTmpl<carla::streaming::Stream>;
|
||||
|
||||
using FAsyncDataMultiStream = FAsyncDataStreamTmpl<carla::streaming::MultiStream>;
|
||||
|
||||
// =============================================================================
|
||||
// -- FAsyncDataStreamTmpl implementation --------------------------------------
|
||||
// =============================================================================
|
||||
|
||||
template <typename T>
|
||||
template <typename SensorT, typename... ArgsT>
|
||||
inline void FAsyncDataStreamTmpl<T>::Send(SensorT &Sensor, ArgsT &&... Args)
|
||||
{
|
||||
Stream.Write(
|
||||
std::move(Header),
|
||||
carla::sensor::SensorRegistry::Serialize(Sensor, std::forward<ArgsT>(Args)...));
|
||||
}
|
||||
|
||||
template <typename T>
|
||||
template <typename SensorT>
|
||||
inline FAsyncDataStreamTmpl<T>::FAsyncDataStreamTmpl(
|
||||
const SensorT &Sensor,
|
||||
StreamType InStream)
|
||||
: Stream(std::move(InStream)),
|
||||
Header([&Sensor]() {
|
||||
check(IsInGameThread());
|
||||
using Serializer = carla::sensor::s11n::SensorHeaderSerializer;
|
||||
return Serializer::Serialize(
|
||||
carla::sensor::SensorRegistry::template get<SensorT*>::index,
|
||||
GFrameCounter,
|
||||
Sensor.GetActorTransform());
|
||||
}()) {}
|
|
@ -62,7 +62,7 @@ void ACollisionSensor::OnCollisionEvent(
|
|||
{
|
||||
constexpr float TO_METERS = 1e-2;
|
||||
NormalImpulse *= TO_METERS;
|
||||
GetDataStream().Send_GameThread(
|
||||
GetDataStream(*this).Send(
|
||||
*this,
|
||||
Episode->SerializeActor(Episode->FindOrFakeActor(Actor)),
|
||||
Episode->SerializeActor(Episode->FindOrFakeActor(OtherActor)),
|
||||
|
|
|
@ -6,47 +6,22 @@
|
|||
|
||||
#pragma once
|
||||
|
||||
#include "Carla/Sensor/AsyncDataStream.h"
|
||||
|
||||
#include <compiler/disable-ue4-macros.h>
|
||||
#include <carla/Buffer.h>
|
||||
#include <carla/sensor/SensorRegistry.h>
|
||||
#include <carla/sensor/s11n/SensorHeaderSerializer.h>
|
||||
#include <carla/streaming/Stream.h>
|
||||
#include <boost/optional.hpp>
|
||||
#include <compiler/enable-ue4-macros.h>
|
||||
|
||||
// =============================================================================
|
||||
// -- FSensorMessageHeader -----------------------------------------------------
|
||||
// =============================================================================
|
||||
|
||||
/// Contains meta-information of a sensor message.
|
||||
class FSensorMessageHeader
|
||||
{
|
||||
public:
|
||||
|
||||
FSensorMessageHeader(FSensorMessageHeader &&) = default;
|
||||
|
||||
private:
|
||||
|
||||
FSensorMessageHeader(carla::Buffer InBuffer) : Buffer(std::move(InBuffer)) {}
|
||||
|
||||
template <typename T>
|
||||
friend class FDataStreamTmpl;
|
||||
|
||||
carla::Buffer Buffer;
|
||||
};
|
||||
|
||||
// =============================================================================
|
||||
// -- FDataStreamTmpl ----------------------------------------------------------
|
||||
// =============================================================================
|
||||
|
||||
/// A streaming channel for sending sensor data to clients. Each sensor has its
|
||||
/// own FDataStream. Use Send_GameThread and Send_Async for sending data
|
||||
/// generated by the sensor. Data sent by these functions is passed to the
|
||||
/// serializer registered with the sensor at carla::sensor:SensorRegistry before
|
||||
/// being sent down the stream.
|
||||
///
|
||||
/// FDataStream also has a pool of carla::Buffer that allows reusing the
|
||||
/// allocated memory, use it whenever possible.
|
||||
/// own FDataStream. Note however that this class does not provide a send
|
||||
/// function. In order to send data, a FAsyncDataStream needs to be created
|
||||
/// using "MakeAsyncDataStream" function. FAsyncDataStream allows sending data
|
||||
/// from any thread.
|
||||
template <typename T>
|
||||
class FDataStreamTmpl
|
||||
{
|
||||
|
@ -56,33 +31,24 @@ public:
|
|||
|
||||
FDataStreamTmpl() = default;
|
||||
|
||||
FDataStreamTmpl(FDataStreamTmpl &&) = default;
|
||||
FDataStreamTmpl &operator=(FDataStreamTmpl &&) = default;
|
||||
|
||||
FDataStreamTmpl(StreamType InStream) : Stream(std::move(InStream)) {}
|
||||
|
||||
/// Create the meta-information header associated with the sensor message.
|
||||
/// This functions needs to be called in the game-thread.
|
||||
/// Create a FAsyncDataStream object.
|
||||
///
|
||||
/// @pre This functions needs to be called in the game-thread.
|
||||
template <typename SensorT>
|
||||
FSensorMessageHeader MakeHeader(const SensorT &Sensor);
|
||||
auto MakeAsyncDataStream(const SensorT &Sensor)
|
||||
{
|
||||
check(Stream.has_value());
|
||||
return FAsyncDataStreamTmpl<T>{Sensor, *Stream};
|
||||
}
|
||||
|
||||
/// Pop a Buffer from the pool. Buffers in the pool can reuse the memory
|
||||
/// allocated by previous messages, significantly improving performance for
|
||||
/// big messages.
|
||||
carla::Buffer PopBufferFromPool();
|
||||
|
||||
/// Send some data down the stream. This function can only be called from the
|
||||
/// game-thread. No need to provide a FSensorMessageHeader to this function.
|
||||
template <typename SensorT, typename... ArgsT>
|
||||
void Send_GameThread(SensorT &Sensor, ArgsT &&... Args);
|
||||
|
||||
/// Send some data down the stream. This function can be called from a
|
||||
/// different thread. It requires you however to provide a
|
||||
/// FSensorMessageHeader previously generated in the game-thread.
|
||||
template <typename SensorT, typename... ArgsT>
|
||||
void Send_Async(FSensorMessageHeader Header, SensorT &Sensor, ArgsT &&... Args);
|
||||
|
||||
auto GetToken() const;
|
||||
/// Return the token that allows subscribing to this stream.
|
||||
auto GetToken() const
|
||||
{
|
||||
check(Stream.has_value());
|
||||
return (*Stream).token();
|
||||
}
|
||||
|
||||
private:
|
||||
|
||||
|
@ -96,64 +62,3 @@ private:
|
|||
using FDataStream = FDataStreamTmpl<carla::streaming::Stream>;
|
||||
|
||||
using FDataMultiStream = FDataStreamTmpl<carla::streaming::MultiStream>;
|
||||
|
||||
// =============================================================================
|
||||
// -- FDataStreamTmpl implementation -------------------------------------------
|
||||
// =============================================================================
|
||||
|
||||
template <typename T>
|
||||
template <typename SensorT>
|
||||
inline FSensorMessageHeader FDataStreamTmpl<T>::MakeHeader(const SensorT &Sensor)
|
||||
{
|
||||
check(IsInGameThread());
|
||||
using Serializer = carla::sensor::s11n::SensorHeaderSerializer;
|
||||
return {Serializer::Serialize(
|
||||
carla::sensor::SensorRegistry::template get<SensorT*>::index,
|
||||
GFrameCounter,
|
||||
Sensor.GetActorTransform())};
|
||||
}
|
||||
|
||||
template <typename T>
|
||||
inline carla::Buffer FDataStreamTmpl<T>::PopBufferFromPool()
|
||||
{
|
||||
#ifdef WITH_EDITOR
|
||||
if (!Stream.has_value())
|
||||
{
|
||||
UE_LOG(LogCarla, Error, TEXT("Sensor does not have a stream!"));
|
||||
return {};
|
||||
}
|
||||
#endif // WITH_EDITOR
|
||||
check(Stream.has_value());
|
||||
return (*Stream).MakeBuffer();
|
||||
}
|
||||
|
||||
template <typename T>
|
||||
template <typename SensorT, typename... ArgsT>
|
||||
inline void FDataStreamTmpl<T>::Send_Async(FSensorMessageHeader Header, SensorT &Sensor, ArgsT &&... Args)
|
||||
{
|
||||
#ifdef WITH_EDITOR
|
||||
if (!Stream.has_value())
|
||||
{
|
||||
UE_LOG(LogCarla, Error, TEXT("Sensor does not have a stream!"));
|
||||
return;
|
||||
}
|
||||
#endif // WITH_EDITOR
|
||||
check(Stream.has_value());
|
||||
(*Stream).Write(
|
||||
std::move(Header.Buffer),
|
||||
carla::sensor::SensorRegistry::Serialize(Sensor, std::forward<ArgsT>(Args)...));
|
||||
}
|
||||
|
||||
template <typename T>
|
||||
template <typename SensorT, typename... ArgsT>
|
||||
inline void FDataStreamTmpl<T>::Send_GameThread(SensorT &Sensor, ArgsT &&... Args)
|
||||
{
|
||||
Send_Async(MakeHeader(Sensor), Sensor, std::forward<ArgsT>(Args)...);
|
||||
}
|
||||
|
||||
template <typename T>
|
||||
inline auto FDataStreamTmpl<T>::GetToken() const
|
||||
{
|
||||
check(Stream.has_value());
|
||||
return (*Stream).token();
|
||||
}
|
||||
|
|
|
@ -87,26 +87,31 @@ void FPixelReader::SendPixelsInRenderThread(TSensor &Sensor)
|
|||
|
||||
// First we create the message header (needs to be created in the
|
||||
// game-thread).
|
||||
auto Header = Sensor.GetDataStream().MakeHeader(Sensor);
|
||||
auto AsyncStream = Sensor.GetDataStream(Sensor);
|
||||
|
||||
// We need a shared ptr here because UE4 macros do not move the arguments -_-
|
||||
auto HeaderPtr = MakeShared<decltype(Header)>(std::move(Header));
|
||||
auto StreamPtr = std::make_shared<decltype(AsyncStream)>(std::move(AsyncStream));
|
||||
|
||||
// Then we enqueue commands in the render-thread that will write the image
|
||||
// buffer to the data stream.
|
||||
|
||||
auto WriteAndSend = [&Sensor, Hdr=std::move(HeaderPtr)](auto &InRHICmdList) mutable {
|
||||
auto &Stream = Sensor.GetDataStream();
|
||||
auto Buffer = Stream.PopBufferFromPool();
|
||||
auto WriteAndSend = [&Sensor, Stream=std::move(StreamPtr)](auto &InRHICmdList) mutable
|
||||
{
|
||||
/// @todo Can we make sure the sensor is not going to be destroyed?
|
||||
if (!Sensor.IsPendingKill())
|
||||
{
|
||||
auto Buffer = Stream->PopBufferFromPool();
|
||||
WritePixelsToBuffer(
|
||||
*Sensor.CaptureRenderTarget,
|
||||
Buffer,
|
||||
carla::sensor::SensorRegistry::get<TSensor *>::type::header_offset,
|
||||
InRHICmdList);
|
||||
Stream.Send_Async(std::move(*Hdr), Sensor, std::move(Buffer));
|
||||
Stream->Send(Sensor, std::move(Buffer));
|
||||
}
|
||||
};
|
||||
|
||||
ENQUEUE_UNIQUE_RENDER_COMMAND_ONEPARAMETER(
|
||||
FWritePixels_Vulkan,
|
||||
FWritePixels_SendPixelsInRenderThread,
|
||||
std::function<void(FRHICommandListImmediate &)>, WriteAndSendFunction, std::move(WriteAndSend),
|
||||
{
|
||||
WriteAndSendFunction(RHICmdList);
|
||||
|
|
|
@ -69,8 +69,8 @@ void ARayCastLidar::Tick(const float DeltaTime)
|
|||
|
||||
ReadPoints(DeltaTime);
|
||||
|
||||
auto &DataStream = GetDataStream();
|
||||
DataStream.Send_GameThread(*this, LidarMeasurement, DataStream.PopBufferFromPool());
|
||||
auto DataStream = GetDataStream(*this);
|
||||
DataStream.Send(*this, LidarMeasurement, DataStream.PopBufferFromPool());
|
||||
}
|
||||
|
||||
void ARayCastLidar::ReadPoints(const float DeltaTime)
|
||||
|
|
|
@ -43,9 +43,13 @@ protected:
|
|||
void EndPlay(EEndPlayReason::Type EndPlayReason) override;
|
||||
|
||||
/// Return the FDataStream associated with this sensor.
|
||||
FDataStream &GetDataStream()
|
||||
///
|
||||
/// Do you need to provide a reference to self, this is necessary for template
|
||||
/// deduction.
|
||||
template <typename SensorT>
|
||||
FAsyncDataStream GetDataStream(const SensorT &Self)
|
||||
{
|
||||
return Stream;
|
||||
return Stream.MakeAsyncDataStream(Self);
|
||||
}
|
||||
|
||||
private:
|
||||
|
|
|
@ -112,11 +112,13 @@ void AWorldObserver::Tick(float DeltaSeconds)
|
|||
|
||||
GameTimeStamp += DeltaSeconds;
|
||||
|
||||
auto AsyncStream = Stream.MakeAsyncDataStream(*this);
|
||||
|
||||
auto buffer = AWorldObserver_Serialize(
|
||||
Stream.PopBufferFromPool(),
|
||||
AsyncStream.PopBufferFromPool(),
|
||||
GameTimeStamp,
|
||||
FPlatformTime::Seconds(),
|
||||
Episode->GetActorRegistry());
|
||||
|
||||
Stream.Send_GameThread(*this, std::move(buffer));
|
||||
AsyncStream.Send(*this, std::move(buffer));
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue