ParseConnectionLessMessageWithFrame

This commit is contained in:
Volker Fischer 2014-02-16 08:21:40 +00:00
parent 2ac7a92eaf
commit 887f5cd5b9

View file

@ -148,8 +148,8 @@ CClient::CClient ( const quint16 iPortNumber ) :
this, SLOT ( OnSendProtMessage ( CVector<uint8_t> ) ) );
QObject::connect ( &Channel,
SIGNAL ( DetectedCLMessage ( CVector<uint8_t>, int ) ),
this, SLOT ( OnDetectedCLMessage ( CVector<uint8_t>, int ) ) );
SIGNAL ( DetectedCLMessage ( CVector<uint8_t>, int, CHostAddress ) ),
this, SLOT ( OnDetectedCLMessage ( CVector<uint8_t>, int, CHostAddress ) ) );
QObject::connect ( &Channel, SIGNAL ( ReqJittBufSize() ),
this, SLOT ( OnReqJittBufSize() ) );
@ -204,8 +204,13 @@ QObject::connect ( &Channel, SIGNAL ( OpusSupported() ),
QObject::connect ( &Sound, SIGNAL ( ReinitRequest ( int ) ),
this, SLOT ( OnSndCrdReinitRequest ( int ) ) );
QObject::connect ( &Socket, SIGNAL ( InvalidPacketReceived ( CVector<uint8_t>, int, CHostAddress ) ),
this, SLOT ( OnInvalidPacketReceived ( CVector<uint8_t>, int, CHostAddress ) ) );
QObject::connect ( &Socket, SIGNAL ( InvalidPacketReceived ( CHostAddress ) ),
this, SLOT ( OnInvalidPacketReceived ( CHostAddress ) ) );
// start the socket (it is important to start the socket after all
// initializations and connections)
Socket.Start();
}
void CClient::OnSendProtMessage ( CVector<uint8_t> vecMessage )
@ -223,38 +228,26 @@ void CClient::OnSendCLProtMessage ( CHostAddress InetAddr,
Socket.SendPacket ( vecMessage, InetAddr );
}
void CClient::OnInvalidPacketReceived ( CVector<uint8_t> vecbyRecBuf,
int iNumBytesRead,
CHostAddress RecHostAddr )
void CClient::OnInvalidPacketReceived ( CHostAddress RecHostAddr )
{
// this is an unknown address or we are not connected, try to
// parse connection less message (we have this case when we,
// e.g., open the connection setup dialog since then we are not
// yet connected but talk to the central server with the
// connection less protocol)
if ( ConnLessProtocol.ParseConnectionLessMessageWithFrame ( vecbyRecBuf,
iNumBytesRead,
RecHostAddr ) )
// message coult not be parsed, check if the packet comes
// from the server we just connected -> if yes, send
// disconnect message since the server may not know that we
// are not connected anymore
if ( Channel.GetAddress() == RecHostAddr )
{
// message coult not be parsed, check if the packet comes
// from the server we just connected -> if yes, send
// disconnect message since the server may not know that we
// are not connected anymore
if ( Channel.GetAddress() == RecHostAddr )
{
ConnLessProtocol.CreateCLDisconnection ( RecHostAddr );
}
ConnLessProtocol.CreateCLDisconnection ( RecHostAddr );
}
}
void CClient::OnDetectedCLMessage ( CVector<uint8_t> vecbyMesBodyData,
int iRecID )
int iRecID,
CHostAddress RecHostAddr )
{
// this is a special case: we received a connection less message but we are
// in a connection
// connection less messages are always processed
ConnLessProtocol.ParseConnectionLessMessageBody ( vecbyMesBodyData,
iRecID,
Channel.GetAddress() );
RecHostAddr );
}
void CClient::OnJittBufSizeChanged ( int iNewJitBufSize )
@ -1093,37 +1086,13 @@ void CClient::ProcessAudioDataIntern ( CVector<int16_t>& vecsStereoSndCrd )
}
// send coded audio through the network
#ifdef ENABLE_RECEIVE_SOCKET_IN_SEPARATE_THREAD
Channel.PrepAndSendPacketHPS ( &Socket,
vecCeltData,
iCeltNumCodedBytes );
#else
Channel.PrepAndSendPacket ( &Socket,
vecCeltData,
iCeltNumCodedBytes );
#endif
}
// Receive signal ----------------------------------------------------------
// TODO: Get all the received packets from the Socket interface here in this
// high priority thread and put them in the jitter buffer. This has the
// advantage that we only have two threads, one low priority thread for
// the GUI and one high priority thread for the audio and socket.
// PROBLEMS: - If we are not connected, the old callback mechanism in the socket
// must be used instead
// - The ping message relys on that the packet is immediatly parsed
// not only if an audio packet has to be processed. Therefore the
// ping measurements will be too high which is not acceptable.
// - The thread synchronization is more critical than in the current
// implementation so that crashes may occur.
//
// e.g., do the following:
// Socket.OnDataReceived();
for ( i = 0; i < iSndCrdFrameSizeFactor; i++ )
{
// receive a new block