ParseConnectionLessMessageWithFrame
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2ac7a92eaf
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1 changed files with 20 additions and 51 deletions
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@ -148,8 +148,8 @@ CClient::CClient ( const quint16 iPortNumber ) :
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this, SLOT ( OnSendProtMessage ( CVector<uint8_t> ) ) );
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QObject::connect ( &Channel,
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SIGNAL ( DetectedCLMessage ( CVector<uint8_t>, int ) ),
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this, SLOT ( OnDetectedCLMessage ( CVector<uint8_t>, int ) ) );
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SIGNAL ( DetectedCLMessage ( CVector<uint8_t>, int, CHostAddress ) ),
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this, SLOT ( OnDetectedCLMessage ( CVector<uint8_t>, int, CHostAddress ) ) );
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QObject::connect ( &Channel, SIGNAL ( ReqJittBufSize() ),
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this, SLOT ( OnReqJittBufSize() ) );
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@ -204,8 +204,13 @@ QObject::connect ( &Channel, SIGNAL ( OpusSupported() ),
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QObject::connect ( &Sound, SIGNAL ( ReinitRequest ( int ) ),
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this, SLOT ( OnSndCrdReinitRequest ( int ) ) );
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QObject::connect ( &Socket, SIGNAL ( InvalidPacketReceived ( CVector<uint8_t>, int, CHostAddress ) ),
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this, SLOT ( OnInvalidPacketReceived ( CVector<uint8_t>, int, CHostAddress ) ) );
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QObject::connect ( &Socket, SIGNAL ( InvalidPacketReceived ( CHostAddress ) ),
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this, SLOT ( OnInvalidPacketReceived ( CHostAddress ) ) );
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// start the socket (it is important to start the socket after all
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// initializations and connections)
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Socket.Start();
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}
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void CClient::OnSendProtMessage ( CVector<uint8_t> vecMessage )
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@ -223,38 +228,26 @@ void CClient::OnSendCLProtMessage ( CHostAddress InetAddr,
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Socket.SendPacket ( vecMessage, InetAddr );
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}
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void CClient::OnInvalidPacketReceived ( CVector<uint8_t> vecbyRecBuf,
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int iNumBytesRead,
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CHostAddress RecHostAddr )
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void CClient::OnInvalidPacketReceived ( CHostAddress RecHostAddr )
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{
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// this is an unknown address or we are not connected, try to
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// parse connection less message (we have this case when we,
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// e.g., open the connection setup dialog since then we are not
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// yet connected but talk to the central server with the
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// connection less protocol)
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if ( ConnLessProtocol.ParseConnectionLessMessageWithFrame ( vecbyRecBuf,
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iNumBytesRead,
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RecHostAddr ) )
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// message coult not be parsed, check if the packet comes
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// from the server we just connected -> if yes, send
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// disconnect message since the server may not know that we
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// are not connected anymore
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if ( Channel.GetAddress() == RecHostAddr )
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{
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// message coult not be parsed, check if the packet comes
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// from the server we just connected -> if yes, send
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// disconnect message since the server may not know that we
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// are not connected anymore
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if ( Channel.GetAddress() == RecHostAddr )
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{
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ConnLessProtocol.CreateCLDisconnection ( RecHostAddr );
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}
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ConnLessProtocol.CreateCLDisconnection ( RecHostAddr );
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}
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}
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void CClient::OnDetectedCLMessage ( CVector<uint8_t> vecbyMesBodyData,
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int iRecID )
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int iRecID,
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CHostAddress RecHostAddr )
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{
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// this is a special case: we received a connection less message but we are
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// in a connection
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// connection less messages are always processed
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ConnLessProtocol.ParseConnectionLessMessageBody ( vecbyMesBodyData,
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iRecID,
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Channel.GetAddress() );
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RecHostAddr );
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}
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void CClient::OnJittBufSizeChanged ( int iNewJitBufSize )
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@ -1093,37 +1086,13 @@ void CClient::ProcessAudioDataIntern ( CVector<int16_t>& vecsStereoSndCrd )
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}
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// send coded audio through the network
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#ifdef ENABLE_RECEIVE_SOCKET_IN_SEPARATE_THREAD
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Channel.PrepAndSendPacketHPS ( &Socket,
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vecCeltData,
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iCeltNumCodedBytes );
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#else
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Channel.PrepAndSendPacket ( &Socket,
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vecCeltData,
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iCeltNumCodedBytes );
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#endif
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}
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// Receive signal ----------------------------------------------------------
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// TODO: Get all the received packets from the Socket interface here in this
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// high priority thread and put them in the jitter buffer. This has the
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// advantage that we only have two threads, one low priority thread for
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// the GUI and one high priority thread for the audio and socket.
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// PROBLEMS: - If we are not connected, the old callback mechanism in the socket
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// must be used instead
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// - The ping message relys on that the packet is immediatly parsed
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// not only if an audio packet has to be processed. Therefore the
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// ping measurements will be too high which is not acceptable.
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// - The thread synchronization is more critical than in the current
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// implementation so that crashes may occur.
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//
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// e.g., do the following:
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// Socket.OnDataReceived();
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for ( i = 0; i < iSndCrdFrameSizeFactor; i++ )
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{
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// receive a new block
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