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    Thread safety when handling CTrack in TagData.Message() on button click

    Scheduled Pinned Locked Moved Cinema 4D SDK
    2026pythonwindows
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    • ThomasBT Offline
      ThomasB
      last edited by ThomasB

      Hi,
      I have a small plugin example of a Tag Plugin and I want to know if I handle the threading correctly, because in my production version , I encountered some freezes, espacially during a running animation or when Redhift Render View was running.

      Download Plugin:
      test_tag_plugin.zip

      Quick explanation:

      • tag plugin with a button and a link field
      • button click has to load a sound
      • When the button is clicked, I want to alternate between loading a sound into the track specified in the link field (In the official release, I calculate a sound, save it to the hard drive, and load it into the track.)
      • If no track exists, one must be created.
      • I handle this within the Message Method as usual
      • and check using c4d.threading.GeIsMainThread().

      Is this the right approach, or are there other factors to consider?
      Should I perform the check inside the add_sound method instead,
      or would it be better to check using c4d.GeIsMainThreadAndNoDrawThread?

      Please bear in mind that I threw this together quickly; you shouldn't expect perfection in the code—such as error handling—as my only concern right now is thread safety.

      Code:

      """
      Simple CTrack Sound Loader
      """
      
      import c4d
      import os
      from c4d import bitmaps, plugins
      
      # be sure to use a unique ID obtained from www.plugincafe.com
      PLUGIN_ID = 123456789
      
      PY_ADD_AUDIO = 1000
      PY_TRACK = 1001
      
      class TestTagPlugin(plugins.TagData):
          def __init__(self):
      
              self.current_sound: str | None = None
      
          def Init(self, node, isCloneInit):
      
              if not isCloneInit:
                  self.InitAttr(node, c4d.BaseList2D, c4d.DescID(PY_TRACK))
      
      
                  node[PY_TRACK] = None
              return True
      
          def Execute(self, tag, doc, op, bt, priority, flags):
              return c4d.EXECUTIONRESULT_OK
      
          @staticmethod
          def check_track(node, sound_path):
              """
              Checks if there is a track in the audiotrack slot, if not it creates one and puts the sound into this track
              Has to be called from the MainThread
              :param node: the tag instance
              :param sound_path: str - The path to the sound file
              """
              track = node[PY_TRACK]
      
              if not track or not track.GetType() == c4d.CTsound:
      
                  # create special Audio Track
                  obj: c4d.BaseObject = node.GetObject()
      
                  track = c4d.CTrack(obj, c4d.DescID(c4d.DescLevel(c4d.CTsound, c4d.CTsound, 0)))
      
                  obj.InsertTrackSorted(track)
      
                  node[PY_TRACK] = track
                  track.SetName("Audio_Track")
      
              node[PY_TRACK][c4d.CID_SOUND_NAME] = ""
      
              node[PY_TRACK][c4d.CID_SOUND_NAME] = sound_path
      
      
          def msg_add_audio(self, node) -> bool:
              """
              Loads the audio into the track
              :param node: the tag instance
              :return: bool
              """
              was_animation_running = False
              if c4d.CheckIsRunning(c4d.CHECKISRUNNING_ANIMATIONRUNNING):
                  # save animation state and stop animation
      
                  was_animation_running = True
                  c4d.CallCommand(12412)
      
              if self.current_sound == "base_1.wav":
                  self.current_sound = "base_2.wav"
              else:
                  self.current_sound = "base_1.wav"
      
              path = os.path.join(sample_path, self.current_sound)
      
              if not os.path.exists(path):
                  return False
      
              self.check_track(node, path)
      
              if was_animation_running:
                  # restart stopped Animation
      
                  c4d.CallCommand(12412)
      
              return True
      
          def Message(self, node: c4d.GeListNode, type: int, data: object) -> bool:
      
              if type == c4d.MSG_DESCRIPTION_COMMAND:
      
                  if data["id"][0].id == PY_ADD_AUDIO:
                      if c4d.threading.GeIsMainThread():
                          self.msg_add_audio(node)
      
                      return True
      
              return True
      
      # main
      if __name__ == "__main__":
      
          bmp = bitmaps.BaseBitmap()
          p_dir, file = os.path.split(__file__)
      
          fn = os.path.join(p_dir, "res", "icon.tif")
          bmp.InitWith(fn)
      
          sample_path = os.path.join(p_dir, "res", "samples")
      
          c4d.plugins.RegisterTagPlugin(id=PLUGIN_ID,
                                        str="test_tag_plugin",
                                        info=c4d.TAG_EXPRESSION | c4d.TAG_VISIBLE,
                                        description="test_tag_plugin",
                                        g=TestTagPlugin, icon=bmp)
      
      

      An additional question regarding the tag:
      I’m also curious about a scenario where I launch a GeDialog from the tag via a button and pass the tag to it and toggle the sound from within the dialog as well. Would using c4d.SpecialEventAdd() keep me on the safe side—for instance. So if the dialog runs asynchronously, stores the tag as a member variable,
      retrieves the class instance via GetNodeData, and then calls the add_sound function?
      Is that a viable approach? It works in the official plugin.

      Thanks in advance.
      T.B.

      Thanks,
      T.B

      ferdinandF 1 Reply Last reply Reply Quote 0
      • ferdinandF Offline
        ferdinand @ThomasB
        last edited by

        Hello @ThomasB,

        could you share your plugin via something like dropbox or google drive with us? You upload above seems to have failed.

        Your code looks fine, you do everything correctly at first glance. You only try to modify the scene in the context of MSG_DESCRIPTION_COMMAND (which should only be invoked from the main thread) and shield yourself against rogue actors by also checking c4d.threading.GeIsMainThread() (slightly better would be GeIsMainThreadAndNoDrawThread but that is just semantics). Your node does also not do anything wildly expensive in its Init/__init__.

        But I am sure you are not just imagining your performance issues. Generally speaking, your code should only run when the user clicks the button with the ID PY_ADD_AUDIO in the description of your tag. So, this should not be able to accidently run when you render or while scene playback (which I assume is what you mean with 'running (an) animation').

        PY_TRACK seems to be a parameter of type DTYPE_BASELINK where you just link the newly created track. I cannot really see anything going wrong with this, as this is very harmless. I also checked if there is any 'special sauce' in creating sound tracks, as they are one of the special tracks, but as far as I can see, we are doing this internally exactly like you do it. So, this also does not seem to be a case of an incorrectly allocated node, which then constantly causes internal errors.

        Cheers,
        Ferdinand

        MAXON SDK Specialist
        developers.maxon.net

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