Revision 9cb381ec server/src/Arbiter.cpp
server/src/Arbiter.cpp | ||
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#include "AudioPlayerLibAO.h" |
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#include "AudioPlayerRSB.h" |
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#include <boost/algorithm/string/predicate.hpp> |
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#include <boost/thread/mutex.hpp> |
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#include <iostream> |
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using namespace boost; |
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using namespace std; |
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void Arbiter::set_default_emotion(EmotionState e){ |
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//lock access |
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mutex::scoped_lock scoped_lock(emotion_config_default_mutex); |
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boost::mutex::scoped_lock scoped_lock(emotion_config_default_mutex);
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//update our config, ignore duration as this is the default emotion |
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emotion_config_default.select_config(e.value); |
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void Arbiter::set_current_emotion(EmotionState e){ |
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//lock access |
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mutex::scoped_lock scoped_lock(emotion_config_current_mutex); |
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boost::mutex::scoped_lock scoped_lock(emotion_config_current_mutex);
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//this will set a emotion override for a given time, after the timeout |
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//we will return to the default emotion state: |
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void Arbiter::set_mouth_config(MouthConfig m){ |
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//lock access |
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mutex::scoped_lock scoped_lock(mouth_config_override_mutex); |
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boost::mutex::scoped_lock scoped_lock(mouth_config_override_mutex);
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mouth_config = m; |
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} |
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void Arbiter::set_gaze_target(humotion::GazeState target){ |
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//lock access |
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mutex::scoped_lock scoped_lock(requested_gaze_state_mutex); |
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boost::mutex::scoped_lock scoped_lock(requested_gaze_state_mutex);
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requested_gaze_state = target; |
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} |
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void Arbiter::set_mouth_target(humotion::MouthState target){ |
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//lock access |
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mutex::scoped_lock scoped_lock(requested_mouth_state_mutex); |
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boost::mutex::scoped_lock scoped_lock(requested_mouth_state_mutex);
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requested_mouth_state = target; |
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} |
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void Arbiter::play_animation(boost::shared_ptr<Animation> incoming_animation){ |
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//incoming animation, check if this would conflict with any pending animations: |
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//lock access & iterate over vector: |
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mutex::scoped_lock lock_av(active_animation_vector_mutex); |
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boost::mutex::scoped_lock lock_av(active_animation_vector_mutex);
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active_animation_vector_t::iterator it; |
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for(it = active_animation_vector.begin(); it<active_animation_vector.end(); it++){ |
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boost::shared_ptr<Animation> current_ani = *it; |
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void Arbiter::speak(boost::shared_ptr<Utterance> u){ //, ao_sample_format audio_format, char *audio_data, unsigned int audio_len){ |
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//lock audio playback as such: |
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mutex::scoped_lock scoped_lock_audio(audio_player_mutex); |
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boost::mutex::scoped_lock scoped_lock_audio(audio_player_mutex);
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//lock utterance & store data: |
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mutex::scoped_lock scoped_lock(utterance_mutex); |
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boost::mutex::scoped_lock scoped_lock(utterance_mutex);
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utterance = u; |
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scoped_lock.unlock(); |
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} |
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//lock access |
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mutex::scoped_lock scoped_lock1(emotion_config_default_mutex); |
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boost::mutex::scoped_lock scoped_lock1(emotion_config_default_mutex);
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// did the current emotion time out? |
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// new incoming target, set up soft fade: |
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cout << "NEW EMOTION\n"; |
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gaze_state_old = gaze_state; |
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gaze_state_end_time = get_system_time() + boost::posix_time::milliseconds(overblend_time);
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gaze_state_end_time = std::chrono::steady_clock::now() + std::chrono::milliseconds(overblend_time);
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gaze_state_animation_restart = false; |
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} |
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// do smooth overblend, all targets should be reached at gaze_state_end_time |
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boost::posix_time::time_duration tdiff = gaze_state_end_time - get_system_time();
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if (tdiff.is_negative()) {
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double diff_ms = std::chrono::duration<double, std::milli>(gaze_state_end_time - std::chrono::steady_clock::now()).count();
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if (diff_ms < 0) {
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// animation is done, exit now |
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return gaze_target; |
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} else { |
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// do smooth animation |
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double diff_ms = tdiff.total_milliseconds(); |
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double tp = 1.0 - diff_ms / static_cast<double>(overblend_time); |
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result.pan_offset = gaze_state_old.pan_offset + tp * (gaze_target.pan_offset - gaze_state_old.pan_offset); |
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void Arbiter::override_by_animation(){ |
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//lock access & iterate over vector: |
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mutex::scoped_lock lock_av(active_animation_vector_mutex); |
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boost::mutex::scoped_lock lock_av(active_animation_vector_mutex);
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active_animation_vector_t::iterator it; |
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for(it = active_animation_vector.begin(); it<active_animation_vector.end(); it++){ |
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boost::shared_ptr<Animation> current_ani = *it; |
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