Esempio n. 1
0
void Dispatcher::dispatch( const std::vector<NodePtr> &nodes ) const
{
	// clear job directory, so that if our node validation fails,
	// jobDirectory() won't return the result from the previous dispatch.
	m_jobDirectory = "";

	// validate the nodes we've been given

	if ( nodes.empty() )
	{
		throw IECore::Exception( getName().string() + ": Must specify at least one node to dispatch." );
	}

	std::vector<ExecutableNodePtr> executables;
	const ScriptNode *script = (*nodes.begin())->scriptNode();
	for ( std::vector<NodePtr>::const_iterator nIt = nodes.begin(); nIt != nodes.end(); ++nIt )
	{
		const ScriptNode *currentScript = (*nIt)->scriptNode();
		if ( !currentScript || currentScript != script )
		{
			throw IECore::Exception( getName().string() + ": Dispatched nodes must all belong to the same ScriptNode." );
		}

		if ( ExecutableNode *executable = runTimeCast<ExecutableNode>( nIt->get() ) )
		{
			executables.push_back( executable );
		}
		else if ( const Box *box = runTimeCast<const Box>( nIt->get() ) )
		{
			for ( RecursiveOutputPlugIterator plugIt( box ); plugIt != plugIt.end(); ++plugIt )
			{
				Node *sourceNode = plugIt->get()->source<Plug>()->node();
				if ( ExecutableNode *executable = runTimeCast<ExecutableNode>( sourceNode ) )
				{
					executables.push_back( executable );
				}
			}
		}
		else
		{
			throw IECore::Exception( getName().string() + ": Dispatched nodes must be ExecutableNodes or Boxes containing ExecutableNodes." );
		}
	}

	// create the job directory now, so it's available in preDispatchSignal().
	const Context *context = Context::current();
	m_jobDirectory = createJobDirectory( context );

	// this object calls this->preDispatchSignal() in its constructor and this->postDispatchSignal()
	// in its destructor, thereby guaranteeing that we always call this->postDispatchSignal().

	DispatcherSignalGuard signalGuard( this, executables );
	if ( signalGuard.cancelledByPreDispatch() )
	{
		return;
	}

	std::vector<FrameList::Frame> frames;
	FrameListPtr frameList = frameRange( script, context );
	frameList->asList( frames );

	size_t i = 0;
	ExecutableNode::Tasks tasks;
	tasks.reserve( executables.size() * frames.size() );
	for ( std::vector<FrameList::Frame>::const_iterator fIt = frames.begin(); fIt != frames.end(); ++fIt )
	{
		for ( std::vector<ExecutableNodePtr>::const_iterator nIt = executables.begin(); nIt != executables.end(); ++nIt, ++i )
		{
			ContextPtr frameContext = new Context( *context, Context::Borrowed );
			frameContext->setFrame( *fIt );
			tasks.push_back( ExecutableNode::Task( *nIt, frameContext ) );
		}
	}

	TaskBatchPtr rootBatch = batchTasks( tasks );

	if ( !rootBatch->requirements().empty() )
	{
		doDispatch( rootBatch.get() );
	}

	// inform the guard that the process has been completed, so it can pass this info to
	// postDispatchSignal():

	signalGuard.success();
}
Esempio n. 2
0
void Dispatcher::dispatch( const std::vector<NodePtr> &nodes ) const
{
	if ( nodes.empty() )
	{
		throw IECore::Exception( getName().string() + ": Must specify at least one node to dispatch." );
	}

	std::vector<ExecutableNodePtr> executables;
	const ScriptNode *script = (*nodes.begin())->scriptNode();
	for ( std::vector<NodePtr>::const_iterator nIt = nodes.begin(); nIt != nodes.end(); ++nIt )
	{
		const ScriptNode *currentScript = (*nIt)->scriptNode();
		if ( !currentScript || currentScript != script )
		{
			throw IECore::Exception( getName().string() + ": Dispatched nodes must all belong to the same ScriptNode." );
		}

		if ( ExecutableNode *executable = runTimeCast<ExecutableNode>( nIt->get() ) )
		{
			executables.push_back( executable );
		}
		else if ( const Box *box = runTimeCast<const Box>( nIt->get() ) )
		{
			for ( RecursiveOutputPlugIterator plugIt( box ); plugIt != plugIt.end(); ++plugIt )
			{
				Node *sourceNode = plugIt->get()->source<Plug>()->node();
				if ( ExecutableNode *executable = runTimeCast<ExecutableNode>( sourceNode ) )
				{
					executables.push_back( executable );
				}
			}
		}
		else
		{
			throw IECore::Exception( getName().string() + ": Dispatched nodes must be ExecutableNodes or Boxes containing ExecutableNodes." );
		}
	}

	if ( preDispatchSignal()( this, executables ) )
	{
		/// \todo: communicate the cancellation to the user
		return;
	}

	const Context *context = Context::current();

	std::vector<FrameList::Frame> frames;
	FrameListPtr frameList = frameRange( script, context );
	frameList->asList( frames );

	size_t i = 0;
	ExecutableNode::Tasks tasks;
	tasks.reserve( executables.size() * frames.size() );
	for ( std::vector<FrameList::Frame>::const_iterator fIt = frames.begin(); fIt != frames.end(); ++fIt )
	{
		for ( std::vector<ExecutableNodePtr>::const_iterator nIt = executables.begin(); nIt != executables.end(); ++nIt, ++i )
		{
			ContextPtr frameContext = new Context( *context, Context::Borrowed );
			frameContext->setFrame( *fIt );
			tasks.push_back( ExecutableNode::Task( *nIt, frameContext ) );
		}
	}

	TaskBatchPtr rootBatch = batchTasks( tasks );

	if ( !rootBatch->requirements().empty() )
	{
		doDispatch( rootBatch.get() );
	}

	postDispatchSignal()( this, executables );
}