#include "survive_api.h" #include "os_generic.h" #include "survive.h" #include "stdio.h" struct SurviveAsyncObject { struct SurviveAsyncContext* actx; enum SurviveAsyncObject_type { SurviveAsyncObject_LIGHTHOUSE, SurviveAsyncObject_OBJECT } type; union { int lighthosue; struct SurviveObject* so; } data; char name[32]; bool has_update; }; struct SurviveAsyncContext { SurviveContext* ctx; bool running; og_thread_t thread; og_mutex_t poll_mutex; size_t object_ct; struct SurviveAsyncObject objects[]; }; static void pose_fn(SurviveObject *so, uint32_t timecode, SurvivePose *pose) { struct SurviveAsyncContext *actx = so->ctx->user_ptr; OGLockMutex(actx->poll_mutex); survive_default_raw_pose_process(so, timecode, pose); int idx = (int)so->user_ptr; actx->objects[idx].has_update = true; OGUnlockMutex(actx->poll_mutex); } static void lh_fn(SurviveContext *ctx, uint8_t lighthouse, SurvivePose *lighthouse_pose, SurvivePose *object_pose) { struct SurviveAsyncContext *actx = ctx->user_ptr; OGLockMutex(actx->poll_mutex); survive_default_lighthouse_pose_process(ctx, lighthouse, lighthouse_pose, object_pose); actx->objects[lighthouse].has_update = true; OGUnlockMutex(actx->poll_mutex); } struct SurviveAsyncContext *survive_async_init(int argc, char *const *argv) { SurviveContext* ctx = survive_init(argc, argv); if (ctx == 0) return 0; survive_startup(ctx); int object_ct = ctx->activeLighthouses + ctx->objs_ct; struct SurviveAsyncContext * actx = calloc(1, sizeof(struct SurviveAsyncContext) + sizeof(struct SurviveAsyncObject) * object_ct ); actx->object_ct = object_ct; actx->ctx = ctx; actx->poll_mutex = OGCreateMutex(); ctx->user_ptr = actx; int i = 0; for (i = 0; i < ctx->activeLighthouses; i++) { struct SurviveAsyncObject* obj = &actx->objects[i]; obj->data.lighthosue = i; obj->type = SurviveAsyncObject_LIGHTHOUSE; obj->actx = actx; obj->has_update = ctx->bsd[i].PositionSet; snprintf(obj->name, 32, "LH%d", i); } for (; i < object_ct; i++) { struct SurviveAsyncObject* obj = &actx->objects[i]; int so_idx = i - ctx->activeLighthouses; obj->data.so = ctx->objs[so_idx]; obj->type = SurviveAsyncObject_OBJECT; obj->actx = actx; obj->data.so->user_ptr = (void*)i; snprintf(obj->name, 32, "%s", obj->data.so->codename); } survive_install_pose_fn(ctx, pose_fn); survive_install_lighthouse_pose_fn(ctx, lh_fn); return actx; } void survive_async_close(struct SurviveAsyncContext* actx) { if (actx->running) { survive_async_stop_thread(actx); } survive_close(actx->ctx); } static inline void* __async_thread(void* _actx) { struct SurviveAsyncContext* actx = _actx; int error = 0; while (actx->running && error == 0) { error = survive_poll(actx->ctx); } actx->running = false; return (void*)error; } bool survive_async_is_running(struct SurviveAsyncContext* actx) { return actx->running; } void survive_async_start_thread(struct SurviveAsyncContext* actx) { actx->running = true; actx->thread = OGCreateThread(__async_thread, actx); } int survive_async_stop_thread(struct SurviveAsyncContext* actx) { actx->running = false; int error = (int)OGJoinThread(actx->thread); if (error != 0) { SurviveContext* ctx = actx->ctx; SV_INFO("Warning: Loope exited with error %d", error); } return error; } const struct SurviveAsyncObject* survive_async_get_next_tracked(struct SurviveAsyncContext* actx, const struct SurviveAsyncObject* curr) { const struct SurviveAsyncObject* next = curr + 1; if (next >= actx->objects + actx->object_ct) return 0; return next; } const struct SurviveAsyncObject* survive_async_get_first_tracked(struct SurviveAsyncContext* actx) { return actx->objects; } const struct SurviveAsyncObject* survive_async_get_next_updated(struct SurviveAsyncContext* actx) { for (int i = 0; i < actx->object_ct; i++) { if (actx->objects[i].has_update) { actx->objects[i].has_update = false; return &actx->objects[i]; } } return 0; } uint32_t survive_async_object_get_latest_pose(const struct SurviveAsyncObject* sao, SurvivePose* pose) { uint32_t timecode = 0; OGLockMutex(sao->actx->poll_mutex); switch (sao->type) { case SurviveAsyncObject_LIGHTHOUSE: { if(pose) *pose = sao->actx->ctx->bsd[sao->data.lighthosue].Pose; break; } case SurviveAsyncObject_OBJECT: if(pose) *pose = sao->data.so->OutPose; timecode = sao->data.so->OutPose_timecode; break; } OGUnlockMutex(sao->actx->poll_mutex); return timecode; } const char * survive_async_object_name(const SurviveAsyncObject * sao) { return sao->name; }