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NodeImpl.cpp
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/**************************************************************************************************
* THE OMEGA LIB PROJECT
*-------------------------------------------------------------------------------------------------
* Copyright 2010-2015 Electronic Visualization Laboratory, University of Illinois at Chicago
* Authors:
* Alessandro Febretti [email protected]
*-------------------------------------------------------------------------------------------------
* Copyright (c) 2010-2015, Electronic Visualization Laboratory, University of Illinois at Chicago
* All rights reserved.
* Redistribution and use in source and binary forms, with or without modification, are permitted
* provided that the following conditions are met:
*
* Redistributions of source code must retain the above copyright notice, this list of conditions
* and the following disclaimer. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the documentation and/or other
* materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
* FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
* DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF
* USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
* ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*************************************************************************************************/
#include "eqinternal.h"
#include "EqualizerDisplaySystem.h"
using namespace omega;
using namespace co::base;
using namespace std;
///////////////////////////////////////////////////////////////////////////////////////////////////
NodeImpl::NodeImpl( eq::Config* parent ):
Node(parent),
myServer(NULL)
{
//omsg("[EQ] NodeImpl::NodeImpl");
SystemManager* sys = SystemManager::instance();
ApplicationBase* app = sys->getApplication();
if(!sys->isMaster())
{
// This is the not master node. Create a standard server instance.
myServer = new Engine(app);
}
}
///////////////////////////////////////////////////////////////////////////////////////////////////
bool NodeImpl::configInit( const eq::uint128_t& initID )
{
//ofmsg("[EQ] NodeImpl::configInit %1%", %initID);
SystemManager* sys = SystemManager::instance();
if(!sys->isMaster())
{
ConfigImpl* config = static_cast<ConfigImpl*>( getConfig());
config->mapSharedData(initID);
myServer->initialize();
EqualizerDisplaySystem* eqds = (EqualizerDisplaySystem*)SystemManager::instance()->getDisplaySystem();
eqds->finishInitialize(config, myServer);
}
return Node::configInit(initID);
}
///////////////////////////////////////////////////////////////////////////////////////////////////
bool NodeImpl::configExit()
{
// If this is not a master node, call dispose on the engine object.
// Otherwise, ConfigImpl will take care of it.
SystemManager* sys = SystemManager::instance();
if(!sys->isMaster())
{
myServer->dispose();
}
return Node::configExit();
}
////////////////////////////////////////////////////////////////////////////////
void NodeImpl::frameStart( const eq::uint128_t& frameID, const uint32_t frameNumber )
{
// If server is not NULL (only on slave nodes) call update here
// on the master node, update is invoked in ConfigImpl.
if(myServer != NULL)
{
ConfigImpl* config = (ConfigImpl*)getConfig();
config->updateSharedData();
const UpdateContext& uc = config->getUpdateContext();
myServer->update(uc);
}
if(!getClient()->isConnected()) getClient()->exitLocal();
// NOTE: This call NEEDS to stay after Engine::update, or frames will not update / display correctly.
Node::frameStart(frameID, frameNumber);
}
////////////////////////////////////////////////////////////////////////////////
void NodeImpl::frameFinish( const eq::uint128_t& frameID, const uint32_t frameNumber )
{
EqualizerDisplaySystem* eqds = (EqualizerDisplaySystem*)SystemManager::instance()->getDisplaySystem();
if(eqds != NULL) eqds->frameFinished();
Node::frameFinish(frameID, frameNumber);
}