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@@ -3,15 +3,19 @@
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#include "AppConfig.h"
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#include "AppConfigProvider.h"
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#include "../logging/Logger.h"
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#include "../runtime/RuntimeLayerModel.h"
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#include "../runtime/RuntimeShaderBridge.h"
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#include "../runtime/SupportedShaderCatalog.h"
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#include "../control/RuntimeStateJson.h"
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#include "../telemetry/TelemetryHealthMonitor.h"
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#include "../video/DeckLinkOutput.h"
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#include "../video/DeckLinkOutputThread.h"
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#include "RuntimeJson.h"
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#include <chrono>
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#include <filesystem>
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#include <map>
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#include <memory>
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#include <mutex>
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#include <string>
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#include <thread>
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@@ -71,6 +75,7 @@ public:
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bool Start(std::string& error)
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{
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LoadSupportedShaderCatalog();
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InitializeRuntimeLayerModel();
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Log("app", "Starting render thread.");
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if (!detail::StartRenderThread(mRenderThread, error, 0))
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@@ -174,6 +179,12 @@ private:
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callbacks.getStateJson = [this]() {
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return BuildStateJson();
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};
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callbacks.addLayer = [this](const std::string& body) {
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return HandleAddLayer(body);
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};
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callbacks.removeLayer = [this](const std::string& body) {
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return HandleRemoveLayer(body);
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};
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std::string error;
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if (!mHttpServer.Start(
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@@ -191,17 +202,15 @@ private:
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std::string BuildStateJson()
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{
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CadenceTelemetrySnapshot telemetry = mHttpTelemetry.Sample(mFrameExchange, mOutput, mOutputThread, mRenderThread);
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RuntimeDisplayState runtimeState = CopyRuntimeDisplayState(telemetry);
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RuntimeLayerModelSnapshot layerSnapshot = CopyRuntimeLayerSnapshot(telemetry);
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return RuntimeStateToJson(RuntimeStateJsonInput{
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mConfig,
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telemetry,
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mHttpServer.Port(),
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mVideoOutputEnabled,
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mVideoOutputStatus,
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mShaderCatalog.Shaders(),
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runtimeState.compileSucceeded,
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runtimeState.compileMessage,
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runtimeState.activeShaderPackage
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mShaderCatalog,
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layerSnapshot
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});
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}
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@@ -226,17 +235,9 @@ private:
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}
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Log("runtime-shader", "Starting background Slang build for shader '" + mConfig.runtimeShaderId + "'.");
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SetRuntimeDisplayState(true, "Runtime Slang build started for shader '" + mConfig.runtimeShaderId + "'.", mConfig.runtimeShaderId);
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mShaderBridge.Start(
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mConfig.runtimeShaderId,
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[this](const RuntimeShaderArtifact& artifact) {
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SetRuntimeDisplayState(true, artifact.message.empty() ? "Runtime shader artifact is ready." : artifact.message, artifact.shaderId);
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mRenderThread.SubmitRuntimeShaderArtifact(artifact);
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},
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[this](const std::string& message) {
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SetRuntimeDisplayState(false, message);
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LogError("runtime-shader", "Runtime Slang build failed: " + message);
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});
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const std::string layerId = FirstRuntimeLayerId();
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if (!layerId.empty())
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StartLayerShaderBuild(layerId, mConfig.runtimeShaderId, true);
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}
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void LoadSupportedShaderCatalog()
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@@ -252,41 +253,185 @@ private:
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Log("runtime-shader", "Supported shader catalog loaded with " + std::to_string(mShaderCatalog.Shaders().size()) + " shader(s).");
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}
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void InitializeRuntimeLayerModel()
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{
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std::lock_guard<std::mutex> lock(mRuntimeLayerMutex);
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std::string error;
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if (!mRuntimeLayerModel.InitializeSingleLayer(mShaderCatalog, mConfig.runtimeShaderId, error))
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{
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LogWarning("runtime-shader", error + " Runtime shader build disabled.");
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mConfig.runtimeShaderId.clear();
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mRuntimeLayerModel.Clear();
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}
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}
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void StopRuntimeShaderBuild()
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{
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mShaderBridge.Stop();
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StopAllRuntimeShaderBuilds();
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}
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struct RuntimeDisplayState
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void MarkRuntimeBuildStarted(const std::string& message)
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{
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bool compileSucceeded = true;
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std::string compileMessage;
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const ShaderPackage* activeShaderPackage = nullptr;
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};
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void SetRuntimeDisplayState(bool compileSucceeded, const std::string& compileMessage, const std::string& activeShaderId = std::string())
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{
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std::lock_guard<std::mutex> lock(mRuntimeDisplayMutex);
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mRuntimeCompileSucceeded = compileSucceeded;
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mRuntimeCompileMessage = compileMessage;
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if (!activeShaderId.empty())
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mActiveShaderId = activeShaderId;
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std::lock_guard<std::mutex> lock(mRuntimeLayerMutex);
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std::string error;
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const std::string layerId = mRuntimeLayerModel.FirstLayerId();
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if (!layerId.empty())
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mRuntimeLayerModel.MarkBuildStarted(layerId, message, error);
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}
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RuntimeDisplayState CopyRuntimeDisplayState(const CadenceTelemetrySnapshot& telemetry) const
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void MarkRuntimeBuildReady(const RuntimeShaderArtifact& artifact)
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{
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std::lock_guard<std::mutex> lock(mRuntimeDisplayMutex);
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RuntimeDisplayState state;
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state.compileSucceeded = mRuntimeCompileSucceeded && telemetry.shaderBuildFailures == 0;
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state.compileMessage = mRuntimeCompileMessage;
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std::lock_guard<std::mutex> lock(mRuntimeLayerMutex);
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std::string error;
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if (!mRuntimeLayerModel.MarkBuildReady(artifact, error))
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LogWarning("runtime-shader", error);
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}
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void MarkRuntimeBuildFailed(const std::string& message)
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{
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std::lock_guard<std::mutex> lock(mRuntimeLayerMutex);
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if (!mRuntimeLayerModel.MarkBuildFailedForShader(mConfig.runtimeShaderId, message))
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LogWarning("runtime-shader", "Runtime shader failed without a matching display layer: " + message);
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}
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void MarkRuntimeBuildFailedForLayer(const std::string& layerId, const std::string& message)
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{
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std::lock_guard<std::mutex> lock(mRuntimeLayerMutex);
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std::string error;
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if (!mRuntimeLayerModel.MarkBuildFailed(layerId, message, error))
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LogWarning("runtime-shader", error);
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}
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std::string FirstRuntimeLayerId() const
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{
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std::lock_guard<std::mutex> lock(mRuntimeLayerMutex);
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return mRuntimeLayerModel.FirstLayerId();
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}
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void StartLayerShaderBuild(const std::string& layerId, const std::string& shaderId, bool submitToRender)
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{
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{
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std::lock_guard<std::mutex> lock(mRuntimeLayerMutex);
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std::string error;
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mRuntimeLayerModel.MarkBuildStarted(layerId, "Runtime Slang build started for shader '" + shaderId + "'.", error);
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}
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auto bridge = std::make_unique<RuntimeShaderBridge>();
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RuntimeShaderBridge* bridgePtr = bridge.get();
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{
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std::lock_guard<std::mutex> lock(mShaderBuildMutex);
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auto existingIt = mShaderBuilds.find(layerId);
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if (existingIt != mShaderBuilds.end())
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existingIt->second->Stop();
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mShaderBuilds[layerId] = std::move(bridge);
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}
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bridgePtr->Start(
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layerId,
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shaderId,
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[this, submitToRender](const RuntimeShaderArtifact& artifact) {
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MarkRuntimeBuildReady(artifact);
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if (submitToRender)
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mRenderThread.SubmitRuntimeShaderArtifact(artifact);
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},
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[this, layerId](const std::string& message) {
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MarkRuntimeBuildFailedForLayer(layerId, message);
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LogError("runtime-shader", "Runtime Slang build failed: " + message);
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});
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}
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void StopLayerShaderBuild(const std::string& layerId)
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{
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std::unique_ptr<RuntimeShaderBridge> bridge;
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{
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std::lock_guard<std::mutex> lock(mShaderBuildMutex);
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auto bridgeIt = mShaderBuilds.find(layerId);
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if (bridgeIt == mShaderBuilds.end())
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return;
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bridge = std::move(bridgeIt->second);
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mShaderBuilds.erase(bridgeIt);
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}
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bridge->Stop();
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}
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void StopAllRuntimeShaderBuilds()
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{
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std::map<std::string, std::unique_ptr<RuntimeShaderBridge>> builds;
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{
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std::lock_guard<std::mutex> lock(mShaderBuildMutex);
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builds.swap(mShaderBuilds);
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}
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for (auto& entry : builds)
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entry.second->Stop();
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}
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ControlActionResult HandleAddLayer(const std::string& body)
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{
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std::string shaderId;
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std::string error;
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if (!ExtractStringField(body, "shaderId", shaderId, error))
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return { false, error };
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std::string layerId;
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{
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std::lock_guard<std::mutex> lock(mRuntimeLayerMutex);
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if (!mRuntimeLayerModel.AddLayer(mShaderCatalog, shaderId, layerId, error))
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return { false, error };
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}
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StartLayerShaderBuild(layerId, shaderId, false);
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return { true, std::string() };
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}
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ControlActionResult HandleRemoveLayer(const std::string& body)
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{
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std::string layerId;
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std::string error;
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if (!ExtractStringField(body, "layerId", layerId, error))
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return { false, error };
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{
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std::lock_guard<std::mutex> lock(mRuntimeLayerMutex);
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if (!mRuntimeLayerModel.RemoveLayer(layerId, error))
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return { false, error };
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}
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StopLayerShaderBuild(layerId);
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return { true, std::string() };
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}
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static bool ExtractStringField(const std::string& body, const char* fieldName, std::string& value, std::string& error)
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{
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JsonValue root;
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std::string parseError;
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if (!ParseJson(body.empty() ? "{}" : body, root, parseError) || !root.isObject())
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{
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error = parseError.empty() ? "Request body must be a JSON object." : parseError;
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return false;
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}
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const JsonValue* field = root.find(fieldName);
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if (!field || !field->isString() || field->asString().empty())
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{
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error = std::string("Request field '") + fieldName + "' must be a non-empty string.";
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return false;
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}
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value = field->asString();
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error.clear();
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return true;
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}
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RuntimeLayerModelSnapshot CopyRuntimeLayerSnapshot(const CadenceTelemetrySnapshot& telemetry) const
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{
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std::lock_guard<std::mutex> lock(mRuntimeLayerMutex);
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RuntimeLayerModelSnapshot snapshot = mRuntimeLayerModel.Snapshot();
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if (telemetry.shaderBuildFailures > 0)
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state.compileMessage = "Runtime shader GL commit failed; see logs for details.";
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if (state.compileMessage.empty())
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state.compileMessage = mConfig.runtimeShaderId.empty()
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? "Runtime shader build disabled."
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: "Runtime shader build has not completed yet.";
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state.activeShaderPackage = mShaderCatalog.FindPackage(mActiveShaderId);
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return state;
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{
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snapshot.compileSucceeded = false;
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snapshot.compileMessage = "Runtime shader GL commit failed; see logs for details.";
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}
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return snapshot;
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}
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RenderThread& mRenderThread;
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@@ -297,12 +442,11 @@ private:
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TelemetryHealthMonitor mTelemetryHealth;
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CadenceTelemetry mHttpTelemetry;
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HttpControlServer mHttpServer;
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RuntimeShaderBridge mShaderBridge;
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SupportedShaderCatalog mShaderCatalog;
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mutable std::mutex mRuntimeDisplayMutex;
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bool mRuntimeCompileSucceeded = true;
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std::string mRuntimeCompileMessage;
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std::string mActiveShaderId;
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mutable std::mutex mRuntimeLayerMutex;
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RuntimeLayerModel mRuntimeLayerModel;
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std::mutex mShaderBuildMutex;
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std::map<std::string, std::unique_ptr<RuntimeShaderBridge>> mShaderBuilds;
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bool mStarted = false;
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bool mVideoOutputEnabled = false;
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std::string mVideoOutputStatus = "DeckLink output not started.";
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