Fix regression introduced in #1150, make data streams more robust for asynchronous use

This commit is contained in:
nsubiron 2019-01-27 16:19:16 +01:00
parent 027362bb48
commit 67c2d900e5
7 changed files with 154 additions and 134 deletions

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@ -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());
}()) {}

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@ -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)),

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@ -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();
}

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@ -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);

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@ -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)

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@ -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:

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@ -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));
}