如何等待一系列嵌套的 CompletableFutures 完成?

How to wait until all of a series of nested CompletableFutures are done?

我有一个增强现实应用程序,其中 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;
    }
  }

场景是实时合成的。在此过程中,需要构建 Texture 个对象,然后基于 Texture 个对象构建 Material 个对象。一旦 Material 准备就绪,那么 ShapeFactory 可用于生成实际的 AR 对象(作为 Renderable 的形式)。这意味着对于每个 AR 对象,构建逻辑包含两个相互嵌套的 CompletableFuture

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);
  });
}

完成场景构建的一种方法是等到所有 CompletableFuture 都完成,然后才能进行 ShapeFactory 步骤。

我尝试在 Future 上使用 .get(),但这不仅会完全破坏异步调用提供的并行性,而且还会锁定应用程序,因为我认为它导致在 UI 线程上等待。

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在调用链中相互调用的函数。链条如下:

  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();
    }
  }

这有几个问题。第一:它仍然在某种程度上破坏了异步的本质。在理想情况下,相应的 material 纹理对将从其他对中独立加载和生成。在这个最新版本中,执行流程中有很多交汇点,不符合理想的独立场景。第二:我什至无法避免 waitForMaterials 我有丑陋 Thread.sleep() 的步骤。第三:代码总体上仍然失败,因为在最后一步从加载的纹理和 materials 最终构建形状时,我遇到了错误 java.lang.IllegalStateException: Must be called from the UI thread.。因此,我进行了另一种扭曲:RunnableShapeBuilder。如此也无一例外,但现场还是什么都没有,代码就更复杂了。

  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
      );
      ...
    }
  }

答案是:我不必等待这些嵌套的 CompletableFuture。虽然我的场景变得更加复杂,但我认为我必须等到 3D Material 和纹理的构建完成。问题出在题外话的地方:尽管我设置了 AR 对象的锚点。 AR 对象的锚点来自命中测试,我需要将锚点的父级设置为 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,AR 场景中没有任何显示。

关注问题本身:我强烈不建议尝试等待任何问题,因为这只会导致痛苦和痛苦。寻求不同的解决方案。