/******************************************************************************\ * Copyright (c) 2004-2009 * * 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., * 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * \******************************************************************************/ #include "client.h" /* Implementation *************************************************************/ CClient::CClient ( const quint16 iPortNumber ) : Channel ( false ), /* we need a client channel -> "false" */ Sound ( AudioCallback, this ), Socket ( &Channel, iPortNumber ), iAudioInFader ( AUD_FADER_IN_MIDDLE ), iReverbLevel ( 0 ), bReverbOnLeftChan ( false ), strIPAddress ( "" ), strName ( "" ), bOpenChatOnNewMessage ( true ), bDoAutoSockBufSize ( true ), iSndCrdPreferredMonoBlSizeIndex ( CSndCrdBufferSizes::GetDefaultIndex() ), iSndCrdMonoBlockSizeSam ( 0 ) { // connection for protocol QObject::connect ( &Channel, SIGNAL ( MessReadyForSending ( CVector ) ), this, SLOT ( OnSendProtMessage ( CVector ) ) ); QObject::connect ( &Channel, SIGNAL ( ReqJittBufSize() ), this, SLOT ( OnReqJittBufSize() ) ); QObject::connect ( &Channel, SIGNAL ( ConClientListMesReceived ( CVector ) ), SIGNAL ( ConClientListMesReceived ( CVector ) ) ); QObject::connect ( &Channel, SIGNAL ( NewConnection() ), this, SLOT ( OnNewConnection() ) ); QObject::connect ( &Channel, SIGNAL ( ChatTextReceived ( QString ) ), this, SIGNAL ( ChatTextReceived ( QString ) ) ); QObject::connect ( &Channel, SIGNAL ( PingReceived ( int ) ), this, SLOT ( OnReceivePingMessage ( int ) ) ); } void CClient::OnSendProtMessage ( CVector vecMessage ) { // convert unsigned uint8_t in char, TODO convert all buffers in uint8_t CVector vecbyDataConv ( vecMessage.Size() ); for ( int i = 0; i < vecMessage.Size(); i++ ) { vecbyDataConv[i] = static_cast ( vecMessage[i] ); } // the protocol queries me to call the function to send the message // send it through the network Socket.SendPacket ( vecbyDataConv, Channel.GetAddress() ); } void CClient::OnReqJittBufSize() { // TODO cant we implement this OnReqJjittBufSize inside the channel object? Channel.CreateJitBufMes ( Channel.GetSockBufSize() ); } void CClient::OnNewConnection() { // a new connection was successfully initiated, send name and request // connected clients list Channel.SetRemoteName ( strName ); // We have to send a connected clients list request since it can happen // that we just had connected to the server and then disconnected but // the server still thinks that we are connected (the server is still // waiting for the channel time-out). If we now connect again, we would // not get the list because the server does not know about a new connection. Channel.CreateReqConnClientsList(); } void CClient::OnReceivePingMessage ( int iMs ) { // calculate difference between received time in ms and current time in ms, // take care of wrap arounds (if wrapping, do not use result) const int iCurDiff = PreciseTime.elapsed() - iMs; if ( iCurDiff >= 0 ) { emit PingTimeReceived ( iCurDiff ); } } bool CClient::SetServerAddr ( QString strNAddr ) { QHostAddress InetAddr; quint16 iNetPort = LLCON_DFAULT_PORT_NUMBER; // parse input address for the type [IP address]:[port number] QString strPort = strNAddr.section ( ":", 1, 1 ); if ( !strPort.isEmpty() ) { // a colon is present in the address string, try to extract port number iNetPort = strPort.toInt(); // extract address port before colon (should be actual internet address) strNAddr = strNAddr.section ( ":", 0, 0 ); } // first try if this is an IP number an can directly applied to QHostAddress if ( !InetAddr.setAddress ( strNAddr ) ) { // it was no vaild IP address, try to get host by name, assuming // that the string contains a valid host name string QHostInfo HostInfo = QHostInfo::fromName ( strNAddr ); if ( HostInfo.error() == QHostInfo::NoError ) { // apply IP address to QT object if ( !HostInfo.addresses().isEmpty() ) { // use the first IP address InetAddr = HostInfo.addresses().first(); } } else { return false; // invalid address } } // apply address (the server port is fixed and always the same) Channel.SetAddress ( CHostAddress ( InetAddr, iNetPort ) ); return true; } void CClient::SetSndCrdPreferredMonoBlSizeIndex ( const int iNewIdx ) { // right now we simply set the internal value if ( ( iNewIdx >= 0 ) && ( CSndCrdBufferSizes::GetNumOfBufferSizes() ) ) { iSndCrdPreferredMonoBlSizeIndex = iNewIdx; } // init with new parameter, if client was running then first // stop it and restart again after new initialization const bool bWasRunning = Sound.IsRunning(); if ( bWasRunning ) { Sound.Stop(); } // init with new block size index parameter Init ( iSndCrdPreferredMonoBlSizeIndex ); if ( bWasRunning ) { Sound.Start(); } // tell the server that audio coding has changed (it // is important to call this function AFTER we have applied // the new setting to the channel!) Channel.CreateNetTranspPropsMessFromCurrentSettings(); } void CClient::Start() { // init object Init ( iSndCrdPreferredMonoBlSizeIndex ); // enable channel Channel.SetEnable ( true ); // start audio interface Sound.Start(); } void CClient::Stop() { // stop audio interface Sound.Stop(); // disable channel Channel.SetEnable ( false ); // reset current signal level and LEDs SignalLevelMeter.Reset(); PostWinMessage ( MS_RESET_ALL, 0 ); } void CClient::AudioCallback ( CVector& psData, void* arg ) { // get the pointer to the object CClient* pMyClientObj = reinterpret_cast ( arg ); // process audio data pMyClientObj->ProcessAudioData ( psData ); } void CClient::Init ( const int iPrefMonoBlockSizeSamIndexAtSndCrdSamRate ) { // translate block size index in actual block size const int iPrefMonoBlockSizeSamAtSndCrdSamRate = CSndCrdBufferSizes:: GetBufferSizeFromIndex ( iPrefMonoBlockSizeSamIndexAtSndCrdSamRate ); // get actual sound card buffer size using preferred size iSndCrdMonoBlockSizeSam = Sound.Init ( iPrefMonoBlockSizeSamAtSndCrdSamRate ); iSndCrdStereoBlockSizeSam = 2 * iSndCrdMonoBlockSizeSam; iMonoBlockSizeSam = iSndCrdMonoBlockSizeSam * SYSTEM_SAMPLE_RATE / SND_CRD_SAMPLE_RATE; iStereoBlockSizeSam = 2 * iMonoBlockSizeSam; // the channel works on the same block size as the sound interface Channel.SetNetwBufSizeOut ( iMonoBlockSizeSam ); vecsAudioSndCrdStereo.Init ( iSndCrdStereoBlockSizeSam ); vecdAudioSndCrdMono.Init ( iSndCrdMonoBlockSizeSam ); vecdAudioSndCrdStereo.Init ( iSndCrdStereoBlockSizeSam ); vecdAudioStereo.Init ( iStereoBlockSizeSam ); // resample objects are always initialized with the input block size // record ResampleObjDown.Init ( iSndCrdMonoBlockSizeSam, SND_CRD_SAMPLE_RATE, SYSTEM_SAMPLE_RATE ); // playback ResampleObjUp.Init ( iMonoBlockSizeSam, SYSTEM_SAMPLE_RATE, SND_CRD_SAMPLE_RATE ); // init network buffers vecsNetwork.Init ( iMonoBlockSizeSam ); vecdNetwData.Init ( iMonoBlockSizeSam ); // init response time evaluation CycleTimeVariance.Init ( LEN_MOV_AV_RESPONSE ); CycleTimeVariance.Reset(); AudioReverb.Clear(); } void CClient::ProcessAudioData ( CVector& vecsStereoSndCrd ) { int i, j; // convert data from short to double for ( i = 0; i < iSndCrdStereoBlockSizeSam; i++ ) { vecdAudioSndCrdStereo[i] = (double) vecsStereoSndCrd[i]; } // resample data for each channel seaparately ResampleObjDown.ResampleStereo ( vecdAudioSndCrdStereo, vecdAudioStereo ); // update stereo signal level meter SignalLevelMeter.Update ( vecdAudioStereo ); // add reverberation effect if activated if ( iReverbLevel != 0 ) { // calculate attenuation amplification factor const double dRevLev = (double) iReverbLevel / AUD_REVERB_MAX / 2; if ( bReverbOnLeftChan ) { for ( i = 0; i < iStereoBlockSizeSam; i += 2 ) { // left channel vecdAudioStereo[i] += dRevLev * AudioReverb.ProcessSample ( vecdAudioStereo[i] ); } } else { for ( i = 1; i < iStereoBlockSizeSam; i += 2 ) { // right channel vecdAudioStereo[i] += dRevLev * AudioReverb.ProcessSample ( vecdAudioStereo[i] ); } } } // mix both signals depending on the fading setting, convert // from double to short if ( iAudioInFader == AUD_FADER_IN_MIDDLE ) { // just mix channels together for ( i = 0, j = 0; i < iMonoBlockSizeSam; i++, j += 2 ) { vecsNetwork[i] = Double2Short ( vecdAudioStereo[j] + vecdAudioStereo[j + 1] ); } } else { const double dAttFact = (double) ( AUD_FADER_IN_MIDDLE - abs ( AUD_FADER_IN_MIDDLE - iAudioInFader ) ) / AUD_FADER_IN_MIDDLE; if ( iAudioInFader > AUD_FADER_IN_MIDDLE ) { for ( i = 0, j = 0; i < iMonoBlockSizeSam; i++, j += 2 ) { // attenuation on right channel vecsNetwork[i] = Double2Short ( vecdAudioStereo[j] + dAttFact * vecdAudioStereo[j + 1] ); } } else { for ( i = 0, j = 0; i < iMonoBlockSizeSam; i++, j += 2 ) { // attenuation on left channel vecsNetwork[i] = Double2Short ( vecdAudioStereo[j + 1] + dAttFact * vecdAudioStereo[j] ); } } } // send it through the network Socket.SendPacket ( Channel.PrepSendPacket ( vecsNetwork ), Channel.GetAddress() ); // receive a new block if ( Channel.GetData ( vecdNetwData ) == GS_BUFFER_OK ) { PostWinMessage ( MS_JIT_BUF_GET, MUL_COL_LED_GREEN ); } else { PostWinMessage ( MS_JIT_BUF_GET, MUL_COL_LED_RED ); } /* // TEST // fid=fopen('v.dat','r');x=fread(fid,'int16');fclose(fid); static FILE* pFileDelay = fopen("v.dat", "wb"); short sData[2]; for (i = 0; i < iMonoBlockSizeSam; i++) { sData[0] = (short) vecdNetwData[i]; fwrite(&sData, size_t(2), size_t(1), pFileDelay); } fflush(pFileDelay); */ // check if channel is connected if ( Channel.IsConnected() ) { // resample data ResampleObjUp.ResampleMono ( vecdNetwData, vecdAudioSndCrdMono ); // convert data from double to short type and copy mono // received data in both sound card channels for ( i = 0, j = 0; i < iSndCrdMonoBlockSizeSam; i++, j += 2 ) { vecsStereoSndCrd[j] = vecsStereoSndCrd[j + 1] = Double2Short ( vecdAudioSndCrdMono[i] ); } } else { // if not connected, clear data vecsStereoSndCrd.Reset ( 0 ); } // update response time measurement and socket buffer size CycleTimeVariance.Update(); UpdateSocketBufferSize(); } void CClient::UpdateSocketBufferSize() { // just update the socket buffer size if auto setting is enabled, otherwise // do nothing if ( bDoAutoSockBufSize ) { // We use the time response measurement for the automatic setting. // Assumptions: // - the network jitter can be neglected compared to the audio // interface jitter // - the audio interface jitter is assumed to be Gaussian // - the buffer size is set to two times the standard deviation of // the audio interface jitter (~95% of the jitter should be fit in the // buffer) // - introduce a hysteresis to avoid switching the buffer sizes all the // time in case the time response measurement is close to a bound // - only use time response measurement results if averaging buffer is // completely filled const double dHysteresis = 0.3; if ( CycleTimeVariance.IsInitialized() ) { // calculate current buffer setting // TODO 2* seems not give optimal results, maybe use 3*? // add .5 to "round up" -> ceil // divide by MIN_SERVER_BLOCK_DURATION_MS because this is the size of // one block in the jitter buffer // TODO use max(audioMs, receivedNetpacketsMs) const double dAudioBufferDurationMs = iMonoBlockSizeSam / SYSTEM_SAMPLE_RATE * 1000; const double dEstCurBufSet = ( dAudioBufferDurationMs + 3 * ( CycleTimeVariance.GetStdDev() + 0.5 ) ) / MIN_SERVER_BLOCK_DURATION_MS; // upper/lower hysteresis decision const int iUpperHystDec = LlconMath().round ( dEstCurBufSet - dHysteresis ); const int iLowerHystDec = LlconMath().round ( dEstCurBufSet + dHysteresis ); // if both decisions are equal than use the result if ( iUpperHystDec == iLowerHystDec ) { // set the socket buffer via the main window thread since somehow // it gives a protocol deadlock if we call the SetSocketBufSize() // function directly PostWinMessage ( MS_SET_JIT_BUF_SIZE, iUpperHystDec ); } else { // we are in the middle of the decision region, use // previous setting for determing the new decision if ( !( ( GetSockBufSize() == iUpperHystDec ) || ( GetSockBufSize() == iLowerHystDec ) ) ) { // The old result is not near the new decision, // use per definition the upper decision. // Set the socket buffer via the main window thread since somehow // it gives a protocol deadlock if we call the SetSocketBufSize() // function directly. PostWinMessage ( MS_SET_JIT_BUF_SIZE, iUpperHystDec ); } } } } }