Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Servo animation enqueue is buggy #1837

Open
ScreamZ opened this issue Oct 19, 2023 · 6 comments
Open

Servo animation enqueue is buggy #1837

ScreamZ opened this issue Oct 19, 2023 · 6 comments

Comments

@ScreamZ
Copy link

ScreamZ commented Oct 19, 2023

@dtex @rwaldron Hi I'm trying to sequence animations on 3 servos using this code:

const sequence = new Animation(new Servos([coinReceiverServo, robotHeadServo, robotEyeServo]));

          sequence.enqueue({
            duration: 100,
            keyFrames: [[null, { degrees: 0 }], [null], [null]],
            onstart: () => console.log("1  start"),
            oncomplete: () => console.log("1 end"),
          });

          sequence.enqueue({
            duration: 5000,
            keyFrames: [[null, { degrees: 179 }], [null], [null]],
            onstart: () => console.log("2 start"),
            oncomplete: () => console.log("2 end"),
          });

          sequence.enqueue({
            duration: 1500,
            keyFrames: [[null], [null, { degrees: 180 }], [null]],
            onstart: () => console.log("3 start"),
            oncomplete: () => console.log("3 end"),
          });

Using this code, 3 never starts… I don't get why.

Have a look at #1376 but still having issues.

Also, it's impossible to pause the sequence before something has been enqueued.

Any idea?

@dtex
Copy link
Collaborator

dtex commented Oct 19, 2023

So you see "2 end" but never "3 start" correct? No errors thrown?

@ScreamZ
Copy link
Author

ScreamZ commented Oct 19, 2023

So you see "2 end" but never "3 start" correct? No errors thrown?

That is correct, I can give you more insight if you wish. For some reason, I've added some console logs inside animation.js file and I can see that this.segments.length is going to 1 to 0 then to 2 then directly to 0. I'm trying to investigate.

I suspect some kind of race conditions.

I think this could also be nice to buffer things before everything starts. Adding an autoStart property might be a good choice.

If I can contribute, just let me know. I'm also doing a big work updating typescript definition typings DefinitelyTyped/DefinitelyTyped#67063

@ScreamZ
Copy link
Author

ScreamZ commented Oct 23, 2023

@dtex Any idea on that ?

@dtex
Copy link
Collaborator

dtex commented Oct 23, 2023

I don't know if it's a race condition, or we're just popping things off the queue too aggressively. I'll set up a test and see if I can find where that's happening.

@ScreamZ
Copy link
Author

ScreamZ commented Oct 23, 2023

I don't know if it's a race condition, or we're just popping things off the queue too aggressively. I'll set up a test and see if I can find where that's happening.

Alright thank you very much, Keep me in touch, I would be really pleased because i need this feature, I'm trying debugging on my side.

@ScreamZ
Copy link
Author

ScreamZ commented Oct 24, 2023

@dtex Issue happen on

Object.assign(this, new Animation.Segment(this.segments.shift()));

Added this code

Constructor
class Animation extends Emitter {
  constructor(target) {
    super();

    // Necessary to avoid loading temporal unless necessary
    if (!temporal) {
      temporal = require("temporal");
    }

    console.log("Before constructor assign", this.segments?.length)
    Object.assign(this, new Animation.Segment());
    console.log("After constructor assign", this.segments?.length)

    this.defaultTarget = target || {};
  }

Output is

worker:dev: [dev] Before constructor assign undefined
worker:dev: [dev] opts []
worker:dev: [dev] After constructor assign 0

This is initializing the array to 0, which is fine.

Segments shifting in loop
 console.log("Before shift", this.segments.length)
 const firstElement = this.segments.shift()
 console.log("After Shift",this.segments.length)
 Object.assign(this, new Animation.Segment(firstElement));
 console.log("After assign",this.segments.length)

Output is

worker:dev: [dev] Before shift 1
worker:dev: [dev] After Shift 0
worker:dev: [dev] opts [ 'duration', 'keyFrames', 'onstart', 'oncomplete', 'target' ]
worker:dev: [dev] After assign 0
worker:dev: [dev] enqueue 1
worker:dev: [dev] enqueue 2
worker:dev: [dev] enqueue 3
worker:dev: [dev] enqueue 4
worker:dev: [dev] loopFunction 4
worker:dev: [dev] next 4
worker:dev: [dev] Before shift 4
worker:dev: [dev] After Shift 3
worker:dev: [dev] opts [ 'duration', 'keyFrames', 'onstart', 'oncomplete', 'target' ]
worker:dev: [dev] After assign 0
worker:dev: [dev] loopFunction 0
worker:dev: [dev] Stop called

It's 1 because the first instruction is queued, then 1 again because i have a total of 5 enqueued tasks. So when the first trigger 0, the other become 1,2,3,4.

stop is called, so it pops out the this.segments array.

loopFunction console.log is from there and next is from next method.

   if ((this.progress === 1 && !this.reverse) || (progress === this.loopback && this.reverse)) {
      if (this.loop || (this.metronomic && !this.reverse)) {

        if (this.onloop) {
          this.onloop();
        }

        if (this.metronomic) {
          this.reverse = this.reverse ? false : true;
        }

        this.normalizeKeyframes();
        this.progress = this.loopback;
        this.startTime = Date.now() - this.scaledDuration * this.progress;
        this.endTime = this.startTime + this.scaledDuration;
      } else {

        this.isRunning = false;

        if (this.oncomplete) {
          process.nextTick(() => this.oncomplete());
        }

        console.log("loopFunction",this.segments.length)

        if (this.segments.length > 0) {
          process.nextTick(() => this.next());
        } else {
          this.stop();
        }

FIXES

I've been able to fix the code doing this

Object.assign(this, new Animation.Segment(firstElement), {segments: this.segments});

We need to re-apply segments otherwise we crush the segment array each time. Or we need to pass current second to options so options.segments can trigger inside Animation.Segment

I can make a pull request if you think it's okay.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

2 participants