bug fix: server list ping times may not be accurate and client list may not be retrieved
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4 changed files with 14 additions and 8 deletions
10
ChangeLog
10
ChangeLog
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@ -12,13 +12,15 @@
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- changed the maximum number of clients supported by the server from 20 to 50
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- changed the maximum number of clients supported by the server from 20 to 50
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TODO x64 deploy version for Windows -> change deploy script
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- Windows installer now contains a 32 and 64 bit version of Jamulus (the version to
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be installed is selected automatically according to the detected operating system)
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- bug fix: server list ping times may not be accurate and client list may not be retrieved
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TODO client: larger sound card buffers are managed by conversion buffer, not in processintern for loop (note iSndCrdFrameSizeFactor!)
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TODO client: larger sound card buffers are managed by conversion buffer, not in processintern for loop (note iSndCrdFrameSizeFactor!)
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TODO check why for some servers we do not get client list in server list
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TODO #12 A server in the same NAT region as the client is not visible (https://sourceforge.net/p/llcon/bugs/12/)
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TODO check server list registration for correct behavior
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@ -512,8 +512,12 @@ CClientDlg::CClientDlg ( CClient* pNCliP,
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QObject::connect ( &ConnectDlg, SIGNAL ( ReqServerListQuery ( CHostAddress ) ),
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QObject::connect ( &ConnectDlg, SIGNAL ( ReqServerListQuery ( CHostAddress ) ),
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this, SLOT ( OnReqServerListQuery ( CHostAddress ) ) );
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this, SLOT ( OnReqServerListQuery ( CHostAddress ) ) );
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// note that this connection must be a queued connection, otherwise the server list ping
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// times are not accurate and the client list may not be retrieved for all servers listed
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// (it seems the sendto() function needs to be called from different threads to fire the
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// packet immediately and do not collect packets before transmitting)
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QObject::connect ( &ConnectDlg, SIGNAL ( CreateCLServerListPingMes ( CHostAddress ) ),
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QObject::connect ( &ConnectDlg, SIGNAL ( CreateCLServerListPingMes ( CHostAddress ) ),
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this, SLOT ( OnCreateCLServerListPingMes ( CHostAddress ) ) );
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this, SLOT ( OnCreateCLServerListPingMes ( CHostAddress ) ), Qt::QueuedConnection );
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QObject::connect ( &ConnectDlg, SIGNAL ( CreateCLServerListReqVerAndOSMes ( CHostAddress ) ),
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QObject::connect ( &ConnectDlg, SIGNAL ( CreateCLServerListReqVerAndOSMes ( CHostAddress ) ),
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this, SLOT ( OnCreateCLServerListReqVerAndOSMes ( CHostAddress ) ) );
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this, SLOT ( OnCreateCLServerListReqVerAndOSMes ( CHostAddress ) ) );
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@ -110,9 +110,9 @@ LED bar: lbr
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// defined port number for client and server
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// defined port number for client and server
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#if ( SYSTEM_FRAME_SIZE_SAMPLES == 64 )
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#if ( SYSTEM_FRAME_SIZE_SAMPLES == 64 )
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# define LLCON_DEFAULT_PORT_NUMBER 22064 // different port number for 64 samples frame size version
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# define LLCON_DEFAULT_PORT_NUMBER 22064 // different port number for 64 samples frame size version
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#else
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#else
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# define LLCON_DEFAULT_PORT_NUMBER 22124
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# define LLCON_DEFAULT_PORT_NUMBER 22124
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#endif
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#endif
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// system sample rate (the sound card and audio coder works on this sample rate)
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// system sample rate (the sound card and audio coder works on this sample rate)
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@ -169,7 +169,7 @@ void CSocket::SendPacket ( const CVector<uint8_t>& vecbySendBuf,
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const int iVecSizeOut = vecbySendBuf.Size();
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const int iVecSizeOut = vecbySendBuf.Size();
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if ( iVecSizeOut != 0 )
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if ( iVecSizeOut > 0 )
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{
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{
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// send packet through network (we have to convert the constant unsigned
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// send packet through network (we have to convert the constant unsigned
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// char vector in "const char*", for this we first convert the const
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// char vector in "const char*", for this we first convert the const
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