uint qHash(const HifiSockAddr& sockAddr) { if (sockAddr.getAddress().isNull()) { return 0; // shouldn't happen, but if it does, zero is a perfectly valid hash } quint32 address = sockAddr.getAddress().toIPv4Address(); return sockAddr.getPort() + qHash(QByteArray::fromRawData((char*) &address, sizeof(address))); }
qint64 LimitedNodeList::writeDatagram(const QByteArray& datagram, const HifiSockAddr& destinationSockAddr) { // XXX can BandwidthRecorder be used for this? // stat collection for packets ++_numCollectedPackets; _numCollectedBytes += datagram.size(); qint64 bytesWritten = _nodeSocket.writeDatagram(datagram, destinationSockAddr.getAddress(), destinationSockAddr.getPort()); if (bytesWritten < 0) { qCDebug(networking) << "ERROR in writeDatagram:" << _nodeSocket.error() << "-" << _nodeSocket.errorString(); } return bytesWritten; }
void DataServer::readPendingDatagrams() { QByteArray receivedPacket; HifiSockAddr senderSockAddr; while (_socket.hasPendingDatagrams()) { receivedPacket.resize(_socket.pendingDatagramSize()); _socket.readDatagram(receivedPacket.data(), _socket.pendingDatagramSize(), senderSockAddr.getAddressPointer(), senderSockAddr.getPortPointer()); PacketType requestType = packetTypeForPacket(receivedPacket); if ((requestType == PacketTypeDataServerPut || requestType == PacketTypeDataServerGet) && receivedPacket[numBytesArithmeticCodingFromBuffer(receivedPacket.data())] == versionForPacketType(requestType)) { QDataStream packetStream(receivedPacket); int numReceivedHeaderBytes = numBytesForPacketHeader(receivedPacket); packetStream.skipRawData(numReceivedHeaderBytes); // pull the sequence number used for this packet quint8 sequenceNumber = 0; packetStream >> sequenceNumber; // pull the UUID that we will need as part of the key QString userString; packetStream >> userString; QUuid parsedUUID(userString); if (parsedUUID.isNull()) { // we failed to parse a UUID, this means the user has sent us a username // ask redis for the UUID for this user redisReply* reply = (redisReply*) redisCommand(_redis, "GET user:%s", qPrintable(userString)); if (reply->type == REDIS_REPLY_STRING) { parsedUUID = QUuid(QString(reply->str)); } if (!parsedUUID.isNull()) { qDebug() << "Found UUID" << parsedUUID << "for username" << userString; } else { qDebug() << "Failed UUID lookup for username" << userString; } freeReplyObject(reply); reply = NULL; } if (!parsedUUID.isNull()) { if (requestType == PacketTypeDataServerPut) { // pull the key and value that specifies the data the user is putting/getting QString dataKey, dataValue; packetStream >> dataKey >> dataValue; qDebug("Sending command to redis: SET uuid:%s:%s %s", qPrintable(uuidStringWithoutCurlyBraces(parsedUUID)), qPrintable(dataKey), qPrintable(dataValue)); redisReply* reply = (redisReply*) redisCommand(_redis, "SET uuid:%s:%s %s", qPrintable(uuidStringWithoutCurlyBraces(parsedUUID)), qPrintable(dataKey), qPrintable(dataValue)); if (reply->type == REDIS_REPLY_STATUS && strcmp("OK", reply->str) == 0) { // if redis stored the value successfully reply back with a confirm // which is a reply packet with the sequence number QByteArray replyPacket = byteArrayWithPopluatedHeader(PacketTypeDataServerConfirm, _uuid); replyPacket.append(sequenceNumber); _socket.writeDatagram(replyPacket, senderSockAddr.getAddress(), senderSockAddr.getPort()); } freeReplyObject(reply); } else { // setup a send packet with the returned data // leverage the packetData sent by overwriting and appending QByteArray sendPacket = byteArrayWithPopluatedHeader(PacketTypeDataServerSend, _uuid); QDataStream sendPacketStream(&sendPacket, QIODevice::Append); sendPacketStream << sequenceNumber; // pull the key list that specifies the data the user is putting/getting QString keyListString; packetStream >> keyListString; if (keyListString != "uuid") { // copy the parsed UUID sendPacketStream << uuidStringWithoutCurlyBraces(parsedUUID); const char MULTI_KEY_VALUE_SEPARATOR = '|'; // append the keyListString back to the sendPacket sendPacketStream << keyListString; QStringList keyList = keyListString.split(MULTI_KEY_VALUE_SEPARATOR); QStringList valueList; foreach (const QString& dataKey, keyList) { qDebug("Sending command to redis: GET uuid:%s:%s", qPrintable(uuidStringWithoutCurlyBraces(parsedUUID)), qPrintable(dataKey)); redisReply* reply = (redisReply*) redisCommand(_redis, "GET uuid:%s:%s", qPrintable(uuidStringWithoutCurlyBraces(parsedUUID)), qPrintable(dataKey)); if (reply->len) { // copy the value that redis returned valueList << QString(reply->str); } else { // didn't find a value - insert a space valueList << QChar(' '); } freeReplyObject(reply); } // append the value QStringList using the right separator sendPacketStream << valueList.join(MULTI_KEY_VALUE_SEPARATOR); } else {
void NodeBounds::draw() { if (!(_showVoxelNodes || _showModelNodes || _showParticleNodes)) { _overlayText[0] = '\0'; return; } NodeToJurisdictionMap& voxelServerJurisdictions = Application::getInstance()->getVoxelServerJurisdictions(); NodeToJurisdictionMap& modelServerJurisdictions = Application::getInstance()->getModelServerJurisdictions(); NodeToJurisdictionMap& particleServerJurisdictions = Application::getInstance()->getParticleServerJurisdictions(); NodeToJurisdictionMap* serverJurisdictions; // Compute ray to find selected nodes later on. We can't use the pre-computed ray in Application because it centers // itself after the cursor disappears. Application* application = Application::getInstance(); QGLWidget* glWidget = application->getGLWidget(); float mouseX = application->getMouseX() / (float)glWidget->width(); float mouseY = application->getMouseY() / (float)glWidget->height(); glm::vec3 mouseRayOrigin; glm::vec3 mouseRayDirection; application->getViewFrustum()->computePickRay(mouseX, mouseY, mouseRayOrigin, mouseRayDirection); // Variables to keep track of the selected node and properties to draw the cube later if needed Node* selectedNode = NULL; float selectedDistance = FLT_MAX; bool selectedIsInside = true; glm::vec3 selectedCenter; float selectedScale = 0; NodeList* nodeList = NodeList::getInstance(); foreach (const SharedNodePointer& node, nodeList->getNodeHash()) { NodeType_t nodeType = node->getType(); if (nodeType == NodeType::VoxelServer && _showVoxelNodes) { serverJurisdictions = &voxelServerJurisdictions; } else if (nodeType == NodeType::ModelServer && _showModelNodes) { serverJurisdictions = &modelServerJurisdictions; } else if (nodeType == NodeType::ParticleServer && _showParticleNodes) { serverJurisdictions = &particleServerJurisdictions; } else { continue; } QUuid nodeUUID = node->getUUID(); if (serverJurisdictions->find(nodeUUID) != serverJurisdictions->end()) { const JurisdictionMap& map = serverJurisdictions->value(nodeUUID); unsigned char* rootCode = map.getRootOctalCode(); if (rootCode) { VoxelPositionSize rootDetails; voxelDetailsForCode(rootCode, rootDetails); glm::vec3 location(rootDetails.x, rootDetails.y, rootDetails.z); location *= (float)TREE_SCALE; AABox serverBounds(location, rootDetails.s * TREE_SCALE); glm::vec3 center = serverBounds.getVertex(BOTTOM_RIGHT_NEAR) + ((serverBounds.getVertex(TOP_LEFT_FAR) - serverBounds.getVertex(BOTTOM_RIGHT_NEAR)) / 2.0f); const float VOXEL_NODE_SCALE = 1.00f; const float MODEL_NODE_SCALE = 0.99f; const float PARTICLE_NODE_SCALE = 0.98f; float scaleFactor = rootDetails.s * TREE_SCALE; // Scale by 0.92 - 1.00 depending on the scale of the node. This allows smaller nodes to scale in // a bit and not overlap larger nodes. scaleFactor *= 0.92 + (rootDetails.s * 0.08); // Scale different node types slightly differently because it's common for them to overlap. if (nodeType == NodeType::VoxelServer) { scaleFactor *= VOXEL_NODE_SCALE; } else if (nodeType == NodeType::ModelServer) { scaleFactor *= MODEL_NODE_SCALE; } else { scaleFactor *= PARTICLE_NODE_SCALE; } float red, green, blue; getColorForNodeType(nodeType, red, green, blue); drawNodeBorder(center, scaleFactor, red, green, blue); float distance; BoxFace face; bool inside = serverBounds.contains(mouseRayOrigin); bool colliding = serverBounds.findRayIntersection(mouseRayOrigin, mouseRayDirection, distance, face); // If the camera is inside a node it will be "selected" if you don't have your cursor over another node // that you aren't inside. if (colliding && (!selectedNode || (!inside && (distance < selectedDistance || selectedIsInside)))) { selectedNode = node.data(); selectedDistance = distance; selectedIsInside = inside; selectedCenter = center; selectedScale = scaleFactor; } } } } if (selectedNode) { glPushMatrix(); glTranslatef(selectedCenter.x, selectedCenter.y, selectedCenter.z); glScalef(selectedScale, selectedScale, selectedScale); NodeType_t selectedNodeType = selectedNode->getType(); float red, green, blue; getColorForNodeType(selectedNode->getType(), red, green, blue); glColor4f(red, green, blue, 0.2); glutSolidCube(1.0); glPopMatrix(); HifiSockAddr addr = selectedNode->getPublicSocket(); QString overlay = QString("%1:%2 %3ms") .arg(addr.getAddress().toString()) .arg(addr.getPort()) .arg(selectedNode->getPingMs()) .left(MAX_OVERLAY_TEXT_LENGTH); // Ideally we'd just use a QString, but I ran into weird blinking issues using // constData() directly, as if the data was being overwritten. strcpy(_overlayText, overlay.toLocal8Bit().constData()); } else { _overlayText[0] = '\0'; } }
qint64 LimitedNodeList::writeDatagram(const QByteArray& datagram, const HifiSockAddr& destinationSockAddr, const QUuid& connectionSecret) { QByteArray datagramCopy = datagram; if (!connectionSecret.isNull()) { // setup the MD5 hash for source verification in the header replaceHashInPacketGivenConnectionUUID(datagramCopy, connectionSecret); } // stat collection for packets ++_numCollectedPackets; _numCollectedBytes += datagram.size(); qint64 bytesWritten = _nodeSocket.writeDatagram(datagramCopy, destinationSockAddr.getAddress(), destinationSockAddr.getPort()); if (bytesWritten < 0) { qDebug() << "ERROR in writeDatagram:" << _nodeSocket.error() << "-" << _nodeSocket.errorString(); } return bytesWritten; }
void NodeBounds::draw() { if (!_showEntityNodes) { _overlayText[0] = '\0'; return; } NodeToJurisdictionMap& entityServerJurisdictions = Application::getInstance()->getEntityServerJurisdictions(); NodeToJurisdictionMap* serverJurisdictions; // Compute ray to find selected nodes later on. We can't use the pre-computed ray in Application because it centers // itself after the cursor disappears. Application* application = Application::getInstance(); PickRay pickRay = application->getCamera()->computePickRay(application->getTrueMouseX(), application->getTrueMouseY()); // Variables to keep track of the selected node and properties to draw the cube later if needed Node* selectedNode = NULL; float selectedDistance = FLT_MAX; bool selectedIsInside = true; glm::vec3 selectedCenter; float selectedScale = 0; auto nodeList = DependencyManager::get<NodeList>(); nodeList->eachNode([&](const SharedNodePointer& node){ NodeType_t nodeType = node->getType(); if (nodeType == NodeType::EntityServer && _showEntityNodes) { serverJurisdictions = &entityServerJurisdictions; } else { return; } QUuid nodeUUID = node->getUUID(); serverJurisdictions->lockForRead(); if (serverJurisdictions->find(nodeUUID) != serverJurisdictions->end()) { const JurisdictionMap& map = (*serverJurisdictions)[nodeUUID]; unsigned char* rootCode = map.getRootOctalCode(); if (rootCode) { VoxelPositionSize rootDetails; voxelDetailsForCode(rootCode, rootDetails); serverJurisdictions->unlock(); glm::vec3 location(rootDetails.x, rootDetails.y, rootDetails.z); AACube serverBounds(location, rootDetails.s); glm::vec3 center = serverBounds.getVertex(BOTTOM_RIGHT_NEAR) + ((serverBounds.getVertex(TOP_LEFT_FAR) - serverBounds.getVertex(BOTTOM_RIGHT_NEAR)) / 2.0f); const float ENTITY_NODE_SCALE = 0.99f; float scaleFactor = rootDetails.s; // Scale by 0.92 - 1.00 depending on the scale of the node. This allows smaller nodes to scale in // a bit and not overlap larger nodes. scaleFactor *= 0.92f + (rootDetails.s * 0.08f); // Scale different node types slightly differently because it's common for them to overlap. if (nodeType == NodeType::EntityServer) { scaleFactor *= ENTITY_NODE_SCALE; } float red, green, blue; getColorForNodeType(nodeType, red, green, blue); drawNodeBorder(center, scaleFactor, red, green, blue); float distance; BoxFace face; bool inside = serverBounds.contains(pickRay.origin); bool colliding = serverBounds.findRayIntersection(pickRay.origin, pickRay.direction, distance, face); // If the camera is inside a node it will be "selected" if you don't have your cursor over another node // that you aren't inside. if (colliding && (!selectedNode || (!inside && (distance < selectedDistance || selectedIsInside)))) { selectedNode = node.data(); selectedDistance = distance; selectedIsInside = inside; selectedCenter = center; selectedScale = scaleFactor; } } else { serverJurisdictions->unlock(); } } else { serverJurisdictions->unlock(); } }); if (selectedNode) { glPushMatrix(); glTranslatef(selectedCenter.x, selectedCenter.y, selectedCenter.z); glScalef(selectedScale, selectedScale, selectedScale); float red, green, blue; getColorForNodeType(selectedNode->getType(), red, green, blue); DependencyManager::get<GeometryCache>()->renderSolidCube(1.0f, glm::vec4(red, green, blue, 0.2f)); glPopMatrix(); HifiSockAddr addr = selectedNode->getPublicSocket(); QString overlay = QString("%1:%2 %3ms") .arg(addr.getAddress().toString()) .arg(addr.getPort()) .arg(selectedNode->getPingMs()) .left(MAX_OVERLAY_TEXT_LENGTH); // Ideally we'd just use a QString, but I ran into weird blinking issues using // constData() directly, as if the data was being overwritten. strcpy(_overlayText, overlay.toLocal8Bit().constData()); } else { _overlayText[0] = '\0'; } }