如何等到一系列嵌套的 CompletableFutures 全部完成?

问题描述 投票:0回答:1

我有一个增强现实应用程序,其中的 ARObject 是一个POJO。

  class ARObject {
    CompletableFuture<Texture> texture;
    CompletableFuture<Material> material;
    ModelRenderable renderable;

    void setTexture(CompletableFuture<Texture> texture) {
      this.texture = texture;
    }

    CompletableFuture<Texture> getTexture() {
      return texture;
    }

    void setMaterial(CompletableFuture<Material> material) {
      this.material = material;
    }

    CompletableFuture<Material> getMaterial() {
      return material;
    }
  }

场景是实时组成的。在这个过程中 Texture 对象,然后需要建立 Material 对象,基于 Texture 对象。一旦 Material 好了,那么 ShapeFactory 可以用来生成实际的AR对象(作为一种形式的 Renderable). 这意味着构建逻辑包含两个 CompletableFuture嵌套到每个AR对象中。

for (ARObject arObject : arObjects) {
  Texture.Builder textureBuilder = Texture.builder();
  textureBuilder.setSource(context, arObject.resourceId);
  CompletableFuture<Texture> texturePromise = textureBuilder.build();  // Future #1
  arObject.setTexture(texturePromise);
  texturePromise.thenAccept(texture -> {
    CompletableFuture<Material> materialPromise =
            MaterialFactory.makeOpaqueWithTexture(context, texture);  // Future #2
    arObject.setMaterial(materialPromise);
  });
}

一个完成场景构建的方法是等到所有的AR对象都被嵌套在一起 CompletableFutures完成,然后 ShapeFactory 步可以来。

我试着用 .get() 在...上 Future的,但这不仅会完全破坏异步调用所提供的并行性,而且也会锁定应用程序,因为我认为它造成了UI线程的等待。

Arrays.stream(arObjectList).forEach(a -> {
  try {
    a.getTexture().get();
  } catch (ExecutionException | InterruptedException e) {
    Log.e(TAG, "Texture CompletableFuture waiting problem " + e.toString());
  }
});
Arrays.stream(arObjectList).forEach(a -> {
  try {
    a.getMaterial().get();
  } catch (ExecutionException | InterruptedException e) {
    Log.e(TAG, "Material CompletableFuture waiting problem " + e.toString());
  }
});

我将构建过程分解为几个函数,这些函数以调用链的形式相互调用。这个链是如下的。

  1. populateScene
  2. afterTexturesLoaded
  3. afterTexturesSet
  4. waitForMaterials
  5. afterMaterialsLoaded
  private void afterMaterialsLoaded() {
    // Step 3: composing scene objects
    // Get a handler that can be used to post to the main thread
    Handler mainHandler = new Handler(context.getMainLooper());
    for (ARObject arObject : arObjectList) {
      try {
        Material textureMaterial = arObject.getMaterial().get();

        RunnableShapeBuilder shapeBuilder = new RunnableShapeBuilder(arObject, this, textureMaterial);
        mainHandler.post(shapeBuilder);
      }
      catch (ExecutionException | InterruptedException e) {
        Log.e(TAG, "Scene populating exception " + e.toString());
      }
    }
  }

  private Long waitForMaterials() {
    while (!Stream.of(arObjectList).allMatch(arObject -> arObject.getMaterial() != null)) {
      try {
        Thread.sleep(100);
      } catch (InterruptedException e) {
      }
    }
    return 0L;
  }

  private void afterTexturesSet() {
    boolean materialsDone = Stream.of(arObjectList).allMatch(arObject -> arObject.getMaterial() != null && arObject.getMaterial().isDone());
    // If any of the materials are not loaded, then recurse until all are loaded.
    if (!materialsDone) {
      CompletableFuture<Texture>[] materialPromises =
        Stream.of(arObjectList).map(ARObject::getMaterial).toArray(CompletableFuture[]::new);

      CompletableFuture.allOf(materialPromises)
        .thenAccept((Void aVoid) -> afterMaterialsLoaded())
        .exceptionally(
          throwable -> {
            Log.e(TAG, "Exception building scene", throwable);
            return null;
          });
    } else {
      afterMaterialsLoaded();
    }
  }

  private void afterTexturesLoaded() {
    // Step 2: material loading
    CompletableFuture materialsSetPromise = CompletableFuture.supplyAsync(this::waitForMaterials);
    CompletableFuture.allOf(materialsSetPromise)
      .thenAccept((Void aVoid) -> afterTexturesSet())
      .exceptionally(
        throwable -> {
          Log.e(TAG, "Exception building scene", throwable);
          return null;
        });
  }

  /**
   * Called when the AugmentedImage is detected and should be rendered. A Sceneform node tree is
   * created based on an Anchor created from the image.
   */
  @SuppressWarnings({"AndroidApiChecker", "FutureReturnValueIgnored"})
  void populateScene() {
    // Step 1: texture loading
    boolean texturesDone = Stream.of(arObjectList).allMatch(arObject -> arObject.getTexture() != null && arObject.getTexture().isDone());
    // If any of the textures are not loaded, then recurse until all are loaded.
    if (!texturesDone) {
      CompletableFuture<Texture>[] texturePromises =
        Stream.of(arObjectList).map(ARObject::getTexture).toArray(CompletableFuture[]::new);

      CompletableFuture.allOf(texturePromises)
        .thenAccept((Void aVoid) -> afterTexturesLoaded())
        .exceptionally(
          throwable -> {
            Log.e(TAG, "Exception building scene", throwable);
            return null;
          });
    } else {
      afterTexturesLoaded();
    }
  }

这样做有几个问题 第一:它还是有点拙劣的异步性质。在理想的情况下,一个对应的材质纹理对会被独立加载,并从其他对中生成。在这个最新的版本中,执行流程中有很多会合点,这并不符合理想中的独立情况。第二:我甚至无法避免 waitForMaterials 丑步 Thread.sleep(). 第三:这段代码总体上还是失败的,因为在最后一步,当最终从加载的纹理和材料中构建形状时,我得到了一个错误信息 java.lang.IllegalStateException: Must be called from the UI thread.. 正因为如此,我又加了一个转折。RunnableShapeBuilder. 这样一来,就没有异常了,但场景上还是什么都没有显示出来,同时代码也变得更加复杂。

  class RunnableShapeBuilder implements Runnable {
    ARObject arObject;
    AnchorNode parentNode;
    Material textureMaterial;

    RunnableShapeBuilder(ARObject arObject, AnchorNode parentNode, Material textureMaterial) {
      this.arObject = arObject;
      this.parentNode = parentNode;
      this.textureMaterial = textureMaterial;
    }

    @Override
    public void run() {
      arObject.renderable = ShapeFactory.makeCube(
        new Vector3(0.5f, 1, 0.01f),
        new Vector3(0.0f, 0.0f, 0.0f),
        textureMaterial
      );
      ...
    }
  }
java asynchronous completable-future
1个回答
0
投票

答案是:我不需要等待这些嵌套的 CompletableFutures. 当我的方案变得更加复杂时,我以为我必须等到3D材质和纹理的构建完成。问题出在一个题外话的地方:虽然我设置了AR对象的锚。AR对象的锚是由命中测试得出的,我需要将锚的父体设置为AR场景。这最后一步在一些重构过程中丢失了,如果发生这种情况,没有任何警告,只是在AR场景上没有任何显示。

专注于问题本身。我非常不建议你在任何问题上等待,因为这会导致痛苦和折磨。寻求不同的解决巷子。

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