jamulus/src/socket.h

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/******************************************************************************\
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* Copyright (c) 2004-2020
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*
* Author(s):
* Volker Fischer
*
******************************************************************************
*
* This program is free software; you can redistribute it and/or modify it under
* the terms of the GNU General Public License as published by the Free Software
* Foundation; either version 2 of the License, or (at your option) any later
* version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
* FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
* details.
*
* You should have received a copy of the GNU General Public License along with
* this program; if not, write to the Free Software Foundation, Inc.,
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
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*
\******************************************************************************/
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#pragma once
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#include <QObject>
#include <QThread>
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#include <QMutex>
#include <vector>
#include "global.h"
#include "protocol.h"
#include "util.h"
#ifndef _WIN32
# include <netinet/in.h>
# include <sys/socket.h>
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#endif
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// The header files channel.h and server.h require to include this header file
// so we get a cyclic dependency. To solve this issue, a prototype of the
// channel class and server class is defined here.
class CServer; // forward declaration of CServer
class CChannel; // forward declaration of CChannel
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/* Definitions ****************************************************************/
// number of ports we try to bind until we give up
#define NUM_SOCKET_PORTS_TO_TRY 50
/* Classes ********************************************************************/
/* Base socket class -------------------------------------------------------- */
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class CSocket : public QObject
{
Q_OBJECT
public:
CSocket ( CChannel* pNewChannel,
const quint16 iPortNumber )
: pChannel ( pNewChannel ),
bIsClient ( true ),
bJitterBufferOK ( true ) { Init ( iPortNumber ); }
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CSocket ( CServer* pNServP,
const quint16 iPortNumber )
: pServer ( pNServP ),
bIsClient ( false ),
bJitterBufferOK ( true ) { Init ( iPortNumber ); }
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virtual ~CSocket();
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void SendPacket ( const CVector<uint8_t>& vecbySendBuf,
const CHostAddress& HostAddr );
bool GetAndResetbJitterBufferOKFlag();
void Close();
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protected:
void Init ( const quint16 iPortNumber );
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#ifdef _WIN32
SOCKET UdpSocket;
#else
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int UdpSocket;
#endif
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QMutex Mutex;
CVector<uint8_t> vecbyRecBuf;
CHostAddress RecHostAddr;
QHostAddress SenderAddress;
quint16 SenderPort;
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CChannel* pChannel; // for client
CServer* pServer; // for server
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bool bIsClient;
bool bJitterBufferOK;
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public slots:
void OnDataReceived();
signals:
void NewConnection(); // for the client
void NewConnection ( int iChID,
CHostAddress RecHostAddr ); // for the server
void ServerFull ( CHostAddress RecHostAddr );
void InvalidPacketReceived ( CHostAddress RecHostAddr );
void ProtcolMessageReceived ( int iRecCounter,
int iRecID,
CVector<uint8_t> vecbyMesBodyData,
CHostAddress HostAdr );
void ProtcolCLMessageReceived ( int iRecID,
CVector<uint8_t> vecbyMesBodyData,
CHostAddress HostAdr );
};
/* Socket which runs in a separate high priority thread --------------------- */
// The receive socket should be put in a high priority thread to ensure the GUI
// does not effect the stability of the audio stream (e.g. if the GUI is on
// high load because of a table update, the incoming network packets must still
// be put in the jitter buffer with highest priority).
class CHighPrioSocket : public QObject
{
Q_OBJECT
public:
CHighPrioSocket ( CChannel* pNewChannel,
const quint16 iPortNumber )
: Socket ( pNewChannel, iPortNumber ) { Init(); }
CHighPrioSocket ( CServer* pNewServer,
const quint16 iPortNumber )
: Socket ( pNewServer, iPortNumber ) { Init(); }
virtual ~CHighPrioSocket()
{
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NetworkWorkerThread.Stop();
}
void Start()
{
// starts the high priority socket receive thread (with using blocking
// socket request call)
NetworkWorkerThread.start ( QThread::TimeCriticalPriority );
}
void SendPacket ( const CVector<uint8_t>& vecbySendBuf,
const CHostAddress& HostAddr )
{
Socket.SendPacket ( vecbySendBuf, HostAddr );
}
bool GetAndResetbJitterBufferOKFlag()
{
return Socket.GetAndResetbJitterBufferOKFlag();
}
protected:
class CSocketThread : public QThread
{
public:
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CSocketThread ( CSocket* pNewSocket = nullptr, QObject* parent = nullptr ) :
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QThread ( parent ), pSocket ( pNewSocket ), bRun ( true ) {}
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void Stop()
{
// disable run flag so that the thread loop can be exit
bRun = false;
// to leave blocking wait for receive
pSocket->Close();
// give thread some time to terminate
wait ( 5000 );
}
void SetSocket ( CSocket* pNewSocket ) { pSocket = pNewSocket; }
protected:
void run() {
// make sure the socket pointer is initialized (should be always the
// case)
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if ( pSocket != nullptr )
{
while ( bRun )
{
// this function is a blocking function (waiting for network
// packets to be received and processed)
pSocket->OnDataReceived();
}
}
}
CSocket* pSocket;
bool bRun;
};
void Init()
{
// Creation of the new socket thread which has to have the highest
// possible thread priority to make sure the jitter buffer is reliably
// filled with the network audio packets and does not get interrupted
// by other GUI threads. The following code is based on:
// http://qt-project.org/wiki/Threads_Events_QObjects
Socket.moveToThread ( &NetworkWorkerThread );
NetworkWorkerThread.SetSocket ( &Socket );
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// connect the "InvalidPacketReceived" signal
QObject::connect ( &Socket, &CSocket::InvalidPacketReceived,
this, &CHighPrioSocket::InvalidPacketReceived );
}
CSocketThread NetworkWorkerThread;
CSocket Socket;
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signals:
void InvalidPacketReceived ( CHostAddress RecHostAddr );
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};