Changeset - 13f3a450ac0c
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ethanzonca - 16 years ago 2009-07-06 22:15:31

Removed 2d array, reverted to array of structs taht still doesn't work.
1 file changed with 3 insertions and 124 deletions:
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src/server/distrend.c
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@@ -68,9 +68,7 @@ struct {
 
} blendjob[max];
 

	
 

	
 

	
 
/*
 
// -- Matthew's handywork --
 
// Matt's code for framesets?
 
// struct for storing information on each frame for a particular blender job
 
struct {
 
	int frame_num; // frame number to render
 
@@ -78,8 +76,7 @@ struct {
 
	int frame_status; // status of frame, 0= unassigned, 1= taken, 2= done
 
} frameset[]; // Frameset array is generated by status_report_generator function
 
                         // Using this method to save memory, because if animation starts on a high frame number, it would waste a lot of RAM on empty structures
 
// -- end of Matthew's handywork --
 
*/
 

	
 

	
 

	
 

	
 
@@ -177,7 +174,7 @@ int main(int argc, char *argv[])
 

	
 

	
 

	
 
/* ************************ Aaaaaah ************************ */
 
/* ************************ Newness ************************ */
 

	
 

	
 

	
 
@@ -197,7 +194,6 @@ int main(int argc, char *argv[])
 

	
 

	
 

	
 
/* -- Coding using OLD FRAMESET STRUCTURE... temporarily saving it!! -- :: Normaldotcom glances at lordofwar with a concerned look...
 
// This function creates frame array based on the total number of frames to be rendered, which will then be parsed by function frame_farmer.
 
void frame_num_struct_builder(int sframe, int eframe) {
 
	int jobnum_new = highest_jobnum + 1;
 
@@ -305,123 +301,6 @@ void status_report_generator(){
 
void the_finisher(int frame){
 
	blendjob[jobnum].frameset[frame].frame_status++;
 
}
 
*/ // --End of saved frameset structure using code --
 

	
 

	
 

	
 

	
 

	
 

	
 

	
 
// -- NEW CODE TO USE ARRAYS INSTEAD OF THE FRAMESET STRUCTURE --
 
// This function creates frame array based on the total number of frames to be rendered, which will then be parsed by function frame_farmer.
 

	
 
// Note from ethanzonca: So this doesn't seem to store who is running what frame. I think we need an array of structs for frameset, not an array.
 
void frame_num_struct_builder(int sframe, int eframe) {
 
	int jobnum_new = highest_jobnum + 1; // can't we use jobnum? because the framesets will correspond with the queued job... integrate this with the queuer?
 
	int total = (sframe - eframe) +1;  // total number of frames
 
	int fcount = sframe; // Used to create all the frames in the structure from sframe to eframe
 
	int x = 0;
 

	
 
	blendjob[jobnum_new].total_frames = total; // sets the total number of frames in animation for status purposes
 

	
 
	while(x < total){
 
		blendjob[jobnum_new].frame_num[x] = fcount;
 
		x++;
 
		fcount++;
 
	}
 

	
 
	highest_jobnum++;
 
}
 

	
 

	
 
// matches your computer up with a not-so-lovely frame to render
 
int frame_finder(){
 
	int your_frame = NULL;  // your_frame is an interger value that will be given to the client as the frame number to render
 
	int finder_jobnum = 0;
 
	int frameset_count = 0; // the frameset number, note* frames in an animation don't start at zero
 
	short int done = 0;
 
	int priority = 10;
 

	
 
	while(priority >= 1){ // start the scan for the next job with the highest priority
 
		finder_jobnum = hcfjob + 1; // reset it to start scanning at first uncompleted job for the pass at each priority level
 
		while(finder_jobnum <= highest_jobnum){
 
			if(blendjob[finder_jobnum].priority = priority){  // looks for a job with the current priority value
 
				done = 1;									  // notice it starts by looking at the oldest job first
 
				break;
 
			}
 

	
 
			if((done) = 1)  // If it has found a job with the current priority value, it will break out of the loop
 
				break;    // If none is found it goes to the next job to see if it is of the current priority value
 
			else
 
				finder_jobnum++;
 
		}
 

	
 
		if(done = 1) // if job has been found, it lets it out of the priority changer loop
 
			break;
 

	
 
		priority--;
 
	}
 

	
 
	while(your_frame < blendjob[finder_jobnum].total_frames){ // Finds the frameset number with a frame that needs to be rendered
 
		if (blendjob[finder_jobnum].frame_status[frameset_count] = 0)  // If frame that is not assigned has been found, frameset_count is not changed
 
			break;																// and frameset_count is used to give the frame number later in this funciton
 

	
 
		x++;  // If frame is assigned or done, it goes to next frame
 
	}
 

	
 
	blendjob[jobnum].frame_status[x]++; // sets the value of the frame to 2, which means its taken
 

	
 
	your_frame = blendjob[jobnum].frame_num[x]; //  Takes the frameset found in the while statement above, and extracts the frame number from it and assigns it to the int your_frame
 

	
 
	if(your_frame = null)  // If that job had no open frames for some reason, run the status report generator so that
 
		status_report_generator();  //the job priority can be changed to 0
 

	
 
	return your_frame; // your_frame is returned as the frame to be rendered
 
}
 

	
 

	
 

	
 

	
 
// This figures out how much of the job is done, where jobnum corresponds to the job number
 
// This uses pointers, so when it is run it updates certain values in memory
 
void status_report_generator(){
 

	
 
	while(blendjob[(hcfjob+1)].priority = 0)  //If the job after the highest consecutively finished job is finished
 
		hcfjob+1;  // adds 1 to the highest consecutively finished job and checks the next one, till the job after the hcfjob is not done
 

	
 
	int num1 = hcfjob+1; // to scan through jobs
 
	int num2 = 0;		 // to scan through frames
 

	
 
	while(num1 <= highest_jobnum){
 
			if(blendjob[num1].priority != 0){ // If the job is not done, scan it
 

	
 
				float finished_frames = 0; // variable that counts the completed frames
 
				int pending_frames = 0; // variable that counts the assigned frames
 
				float percent = 0;  // variable that stores the percent done of the blendjob
 

	
 
				while(num2 <= blendjob[jobnum].total_frames){ // If
 
					if(blendjob[jobnum].frame_status[num2] = 2)
 
						finished_frames++;
 

	
 
					if(blendjob[jobnum].frame_status[num2] = 1)
 
						pending_frames++;
 

	
 
					num2++;
 
				}
 

	
 
				percent = (finished_frames / blendjob[num1].total_frames) * 100;
 

	
 
				blendjob[num1].completed_frames = finished_frames;
 
				blendjob[num1].assigned_frames = pending_frames;
 
				blendjob[num1].percent_done = percent;
 
			}
 

	
 
			num1++;
 
		}
 

	
 
	}
 

	
 

	
 

	
 

	
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