Changeset - fd4229310970
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Nathan Brink (binki) - 16 years ago 2009-07-24 20:35:55
ohnobinki@ohnopublishing.net
removed global frameset array
1 file changed with 1 insertions and 1 deletions:
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src/server/distrend.c
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@@ -29,193 +29,193 @@
 

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

	
 

	
 

	
 

	
 
typedef unsigned int jobnum_t;
 

	
 
/* ******************* 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;
 

	
 
// Stores Blender Job Info
 
struct blendjob {
 
  struct blendjob *next; /* next will be NULL unless if there is another blendjob */
 
  char *name;
 
  char *submitter;
 
  char *email;
 
  jobnum_t jobnum;
 
  int priority;  // 1 is lowest, 10 is highest, 0 means the job is done
 
  int percent_done;
 
  int completed_frames; // number of completed frames for stats/etc
 
  int assigned_frames; // number of assigned frames (that are not yet completed) for stats/etc
 
  int total_frames; // how many frames are in the animation for stats/etc (unassigned frames)
 
  int avg_render_time; // average seconds it took to render a frame
 
  unsigned int time_remaining; // estimated seconds remaining till render is complete (up to 49, 710 days)
 
							   // we can have the client computer convert it into days, hours, etc if they wish to view it
 
  struct frameset *frameset;
 
};
 

	
 

	
 
// Frameset Structure
 
struct frameset {
 
	int frame_num; // frame number to render
 
	char slave_name; // user that frame is assigned to
 
	int frame_status; // status of frame, 0= unassigned, 1= taken, 2= done
 
	clock_t start_time; // time the frame was started
 
	int time_to_render; // the total seconds it took to render the frame
 
} frameset[]; // Frameset array is generated by status_report_generator function
 
}; // 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
 

	
 

	
 
/*
 
  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 ************************* */
 

	
 
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].frame_status = 2;
 
  blendjob->frameset[frame].time_to_render = (clock() - blendjob[jobnum].frameset[frame].start_time); // Consider changin 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
 

	
 
  blendjobs_head is 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].frame_status == 2)
 
		/* If the frame is done */
 
		{
 
		  finished_frames ++;
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