Changeset - 2649adfbf346
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ethanzonca - 16 years ago 2009-07-30 13:06:26

Added some doxygen-ish comments, please edit them, someone.
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src/server/distrend.c
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/*
 
  Copyright 2009 Nathan Phillip Brink, Ethan Zonca, Matthew Orlando
 

	
 
  This file is a part of DistRen.
 

	
 
  DistRen is free software: you can redistribute it and/or modify
 
  it under the terms of the GNU Affero General Public License as published by
 
  the Free Software Foundation, either version 3 of the License, or
 
  (at your option) any later version.
 

	
 
  DistRen is distributed in the hope that it will be useful,
 
  but WITHOUT ANY WARRANTY; without even the implied warranty of
 
  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 
  GNU Affero General Public License for more details.
 

	
 
  You should have received a copy of the GNU Affero General Public License
 
  along with DistRen.  If not, see <http://www.gnu.org/licenses/>.
 

	
 
*/
 

	
 
/* This file contains the code which both processes (renders) jobs as a slave, and the code which distributes frames to slaves after receiving them from the client portion of the codebase. */
 

	
 
 /* Just some notes -- Ethan Zonca
 
 * ++ Make data availible for other apps to parse
 
 * Server<==>Client Communication
 
 * Upload while rendering
 
 */
 

	
 

	
 
/* XML notes --
 
 *
 
 * First off, is XML in our build environment?
 
 * Next, what files are we going to have?:
 
 *  - XML file sent with (.blend/.pov/.lux(xml)/whatever) by distren telling the server what to do
 
 *  	+ Includes submitter name, filename, emailaddress, etc
 
 *  - XML file on server storing info on current and finished jobs
 
 *  - XML file sent by distren when submitting a render to the server
 

	
 
 *
 
 *  Overall, we could use XML to make our client/server communication load
 
 *  a lot lighter, especially if clients are sent customized xml files telling
 
 *  them what frame(s) to render... although that would be inefficient if rendering
 
 *  single frames. Maybe not tell it what frames to render in the xml file, the server
 
 *  can spit out that info.
 
 *
 
 *  Please edit my ramblings if you please,
 
 *  --ethanzonca
 
 *
 
 */
 

	
 

	
 

	
 
#include "execio.h"
 
#include "options.h"
 
#include "blendjob.h"
 
#include "protocol.h"
 

	
 
#include <confuse.h>
 
#include <stdio.h>
 
#include <stdlib.h>
 
#include <malloc.h>
 
#include <unistd.h> /* getopt */
 
#include <time.h>
 

	
 

	
 

	
 

	
 

	
 
/* ******************* Structs ************************ */
 

	
 
// Stores config info? editmycomment
 
struct distrend_config
 
{
 
  cfg_t *mycfg;
 
  struct options_common *options;
 
  struct distrend_listen **listens; /*< Null terminated array of structs */
 
};
 

	
 

	
 

	
 
/*
 
 frame[frame] Status Assignments:
 
  "NULL" - don't render me
 
  "0" - canceled
 
  "1" - unassigned
 
  "2" - assigned to slave
 
  "3" - completed by slave and uploaded
 

	
 
 Have a script crawl through each job in the arrays, priority-biased, and assign a frame to each slave.
 
 Then we will need some sort of watchdog to monitor slaves on the main server to check for stales. Maybe not worry about this for now.
 
*/
 

	
 
struct general_info {
 
	short int jobs_in_queue; //
 
	unsigned short int free_clients;
 
	unsigned short int rendering_clients;//
 
	unsigned short int total_finished_jobs; //
 
	unsigned int total_frames_rendered; //
 
} general_info;
 

	
 

	
 

	
 
/*
 
  internally defined funcs's prototypes
 
*/
 
void status_report_generator(struct blendjob **blendjobs_head);
 
void blendjob_remove(struct blendjob **head, struct blendjob *bj);
 

	
 
struct blendjob *blendjob_get(struct blendjob *head, jobnum_t jobnum);
 

	
 
/* Global Vars, try to cut down on these */
 
jobnum_t jobnum = 0; // The next job number to create in the queue
 
int hcfjob; // Highest consecutively finished job
 
int highest_jobnum; // The job number of the most recently created job, this is used when creating new jobs
 

	
 

	
 
/* ********************** Functions ************************* */
 

	
 
/* Functions to stubify */
 

	
 
/** Command interface for distren? */
 
int distrend_do(){
 

	
 
}
 
/** Something? */
 
void distrend_accept(){
 

	
 
}
 
/** Frees the action */
 
void distrend_action_free(){
 

	
 
}
 
/** Start listening */
 
void distrend_listen(){
 

	
 
}
 
/** Stop listening */
 
void distrend_unlisten(){
 

	
 
}
 
/** This is probably just a placeholder for remotio */
 
void remotio_send_to_client(){
 
	// I am futile!
 
}
 
/** Fill variables after crash / shutdown from XML dumps */
 
void start_data(){
 

	
 
	if(1 == 0){
 
		// retrieve total_finished_jobs and total_finished_frames from xml file
 
	}
 
	else{
 
		general_info.total_finished_jobs = 0;
 
		general_info.total_frames_rendered = 0;
 
	}
 
}
 

	
 
// **** Finish-Setter: Sets a frame to the "completed" status.
 
void finish_frame(struct blendjob *blendjob, int frame){
 
  blendjob->frameset[frame].status = 2;
 
  blendjob->frameset[frame].time_to_render = (clock() - blendjob[jobnum].frameset[frame].start_time); // Consider changing time-to-render to time-for-frame or something?
 

	
 
  general_info.total_frames_rendered++; // Increase total frames var for stats
 
}
 

	
 

	
 
// **** Queuer: Adds files to the queue
 
void queue(struct blendjob *blendjob, int type, char *name, char *submitter, char *email, int priority, int mode, int spp, struct frameset *frameset) {
 
	// Type: 1 = blender, add more types later
 
	// jobnum is the next available job number
 
	if(type == 1){
 
    blendjob->name = name;
 
    blendjob->submitter = submitter;
 
    blendjob->email = email;
 
    blendjob->priority = priority;
 
    blendjob->frameset = frameset;
 
  }
 
  else{
 
    // Throw error.
 
  }
 
jobnum++; // Advance the jobnumber for the next queued job
 
}
 

	
 

	
 
/**
 
  Status Report Generator:
 
  -figures out how much of the job is done, where jobnum corresponds to the job number
 
  -removes finished jobs
 

	
 
  @param blendjobs_head a pointer to a pointer because the head of the blendjobs linked list may need to be changed by blendjob_remove
 
*/
 
void status_report_generator(struct blendjob **blendjobs_head)
 
{
 
  struct blendjob *blendjob_ptr;
 
  unsigned short workers_working; /*< used to count the total number of workers working */
 
  unsigned int numjobs; /*< used to track number of jobs */
 

	
 
  blendjob_ptr = *blendjobs_head;
 
  workers_working = 0;
 
  numjobs = 0;
 

	
 
  while(blendjob_ptr)
 
    {
 
      if(blendjob_ptr->priority != 0)
 
	/* If the job is not done, scan it */
 
	{
 
	  unsigned int framecounter;  /*< to scan through frames */
 
	  unsigned long finished_frames; /*< variable that counts the completed frames */
 
	  unsigned int pending_frames; /*< variable that counts the assigned frames */
 
	  float percent_frames_finished;  /*< variable that stores the percent done of the blendjob */
 
	  unsigned int total_time;  /*< total time taken to render all the completed frames for a job */
 

	
 
	  framecounter = 0;
 
	  finished_frames = 0;
 
	  pending_frames = 0;
 
	  percent_frames_finished = 0;
 
	  total_time = 0;
 

	
 
	  while(framecounter < blendjob_ptr->total_frames)
 
	    /* scans through frames, based on their status it runs a statement(s) */
 
	    {
 
	      if(blendjob_ptr->frameset[framecounter].status == 2)
 
		/* If the frame is done */
 
		{
 
		  finished_frames ++;
 
		  total_time += blendjob_ptr->frameset[framecounter].time_to_render;
 
		}
 

	
 
	      if(blendjob_ptr->frameset[framecounter].status == 1)
 
		/* If the frame is assigned */
 
		{
 
		  pending_frames ++;
 
		  workers_working ++;
 
		}
 

	
 
	      framecounter ++;
 
	    } /* while(framecounter < blendjob_ptr->total_frames) */
 

	
 
	  // find the percent of completed frames
 
	  percent_frames_finished = (finished_frames / blendjob_ptr->total_frames) * 100; /*< @LordofWar: extraneous parentheses! */
 

	
 
	  /* updates values in the blendjob struct */
 
	  blendjob_ptr->completed_frames = finished_frames;
 
	  blendjob_ptr->assigned_frames = pending_frames;
 
	  blendjob_ptr->percent_done = percent_frames_finished;
 
	  blendjob_ptr->avg_render_time = (total_time / finished_frames); /*< extraneous parentheses! */
 
	  blendjob_ptr->time_remaining = (blendjob_ptr->avg_render_time * (blendjob_ptr->total_frames - finished_frames)); /*< extraneous parentheses! */
 

	
 
	  if(finished_frames == blendjob_ptr->total_frames)
 
	    /* If all frames are complete */
 
	    {
 
	      blendjob_ptr->priority = 0; /*< set priority to zero to indicate job is complete */
 
	      blendjob_remove(blendjobs_head, blendjob_ptr); /*< remove this job from the linkedlist */
 
	      general_info.total_finished_jobs++; /*< add one to the total finished jobs */
 

	
 
	    }
 
	  else if (finished_frames > blendjob_ptr->total_frames)
 
	    /* just in case ;-) */
 
	    {
 
	      fprintf(stderr, "%s:%d: finished_frames (%lu) > blendjob_ptr->total_frames (%d)",
 
		      __FILE__, __LINE__,
 
		      finished_frames,
 
		      blendjob_ptr->total_frames);
 
	      abort();
 
	    }
 
	}
 

	
 
      general_info.rendering_clients = workers_working; /*< should this be a +=? */
 

	
 
      blendjob_ptr = blendjob_ptr->next; /*< This is the essence of linked lists and iterating through them */
 
      numjobs ++;
 
    } /* while(blendjob_ptr) */
 

	
 
  general_info.jobs_in_queue = (highest_jobnum - general_info.total_finished_jobs); /*< extraneous parentheses! */
 
}
 

	
 

	
 
// **** Structure Builder: 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(struct blendjob *job, unsigned int startframe, unsigned int numframes) {
 
  int jobnum_new = highest_jobnum + 1; /* global vars will someday leave us  */
 
  unsigned int counter;
 

	
 
	job->frameset = malloc(sizeof(struct frameset) * numframes);
 
	if(!job->frameset)
 
	  fprintf(stderr, "error allocating memory");
 

	
 
	job->total_frames = numframes; // sets the total number of frames in animation for status purposes
 
	job->jobnum = jobnum_new;
 

	
 
	for(counter = 0; counter < numframes; counter ++)
 
	  /* This builds the array, with the array starting at zero and the frameset.num starting at sframe */
 
	  job->frameset[counter].num = counter + startframe;
 

	
 
	highest_jobnum++; // After it has created the job, it adds one to the highest_jobnum interger
 
}
 

	
 

	
 

	
 
/**
 
  Frame Finder: matches your computer up with a lovely frame to render
 
  TODO: Major issue here, the client needs to know the frame number, AND the job number!
 
  Notice that this function starts by looking at the oldest job first
 

	
 
	TODO: Link this up with the main() function to check if there are frames available or not and provide jobnum/framenum to the client
 

	
 
  @return 0 success, other: error
 
*/
 
int frame_finder(struct blendjob *head, struct blendjob **job, struct frameset **frame)
 
{
 
  int your_frame;  // your_frame is an integer value that will be given to the client as the frame number to render
 
  int your_job;	   // you_job is an integer value that must ALSO be given to the client
 

	
 
  unsigned short int found;
 
  unsigned short int priority;
 

	
 
  struct blendjob *blendjob_ptr;
 

	
 
  found = 0;
 
  while(!found)
 
    {
 
      /* enumerate through priority levels */
 
      for(priority = 10;
 
	  priority > 0
 
	    && !found;
 
	  priority --)
 
	/* Find the job with the highest priority */
 
	for(blendjob_ptr = head;
 
	    blendjob_ptr != NULL
 
	      && !found;
 
	    blendjob_ptr = blendjob_ptr->next)
 
	  if(blendjob_ptr->priority == priority)
 
	    found = 1;
 

	
 
      if(!found)
 
	{
 
	  fprintf(stderr, "out of jobs to render\n");
 
	  return 1;
 
	}
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