Thread safety when handling CTrack in TagData.Message() on button click
-
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.zipQuick 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
MessageMethod 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 theadd_soundmethod instead,
or would it be better to check usingc4d.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 aGeDialogfrom the tag via a button and pass the tag to it and toggle the sound from within the dialog as well. Would usingc4d.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 viaGetNodeData, and then calls theadd_soundfunction?
Is that a viable approach? It works in the official plugin.Thanks in advance.
T.B.