/******************************************************************************\ * Copyright (c) 2004-2014 * * 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 "server.h" // CHighPrecisionTimer implementation ****************************************** #ifdef _WIN32 CHighPrecisionTimer::CHighPrecisionTimer() { // add some error checking, the high precision timer implementation only // supports 128 samples frame size at 48 kHz sampling rate #if ( SYSTEM_FRAME_SIZE_SAMPLES != 128 ) # error "Only system frame size of 128 samples is supported by this module" #endif #if ( SYSTEM_SAMPLE_RATE_HZ != 48000 ) # error "Only a system sample rate of 48 kHz is supported by this module" #endif // Since QT only supports a minimum timer resolution of 1 ms but for our // server we require a timer interval of 2.333 ms for 128 samples // frame size at 48 kHz sampling rate. // To support this interval, we use a timer with 2 ms // resolution and fire the actual frame timer if the error to the actual // required interval is minimum. veciTimeOutIntervals.Init ( 3 ); // for 128 sample frame size at 48 kHz sampling rate: // actual intervals: 0.0 2.666 5.333 8.0 // quantized to 2 ms: 0 2 6 8 (0) veciTimeOutIntervals[0] = 0; veciTimeOutIntervals[1] = 1; veciTimeOutIntervals[2] = 0; // connect timer timeout signal QObject::connect ( &Timer, SIGNAL ( timeout() ), this, SLOT ( OnTimer() ) ); } void CHighPrecisionTimer::Start() { // reset position pointer and counter iCurPosInVector = 0; iIntervalCounter = 0; // start internal timer with 2 ms resolution Timer.start ( 2 ); } void CHighPrecisionTimer::Stop() { // stop timer Timer.stop(); } void CHighPrecisionTimer::OnTimer() { // check if maximum number of high precision timer intervals are // finished if ( veciTimeOutIntervals[iCurPosInVector] == iIntervalCounter ) { // reset interval counter iIntervalCounter = 0; // go to next position in vector, take care of wrap around iCurPosInVector++; if ( iCurPosInVector == veciTimeOutIntervals.Size() ) { iCurPosInVector = 0; } // minimum time error to actual required timer interval is reached, // emit signal for server emit timeout(); } else { // next high precision timer interval iIntervalCounter++; } } #else // Mac and Linux CHighPrecisionTimer::CHighPrecisionTimer() : bRun ( false ) { // calculate delay in ns const uint64_t iNsDelay = ( (uint64_t) SYSTEM_FRAME_SIZE_SAMPLES * 1000000000 ) / (uint64_t) SYSTEM_SAMPLE_RATE_HZ; // in ns #if defined ( __APPLE__ ) || defined ( __MACOSX ) // calculate delay in mach absolute time struct mach_timebase_info timeBaseInfo; mach_timebase_info ( &timeBaseInfo ); Delay = ( iNsDelay * (uint64_t) timeBaseInfo.denom ) / (uint64_t) timeBaseInfo.numer; #else // set delay Delay = iNsDelay; #endif } void CHighPrecisionTimer::Start() { // only start if not already running if ( !bRun ) { // set run flag bRun = true; // set initial end time #if defined ( __APPLE__ ) || defined ( __MACOSX ) NextEnd = mach_absolute_time() + Delay; #else clock_gettime ( CLOCK_MONOTONIC, &NextEnd ); NextEnd.tv_nsec += Delay; if ( NextEnd.tv_nsec >= 1000000000L ) { NextEnd.tv_sec++; NextEnd.tv_nsec -= 1000000000L; } #endif // start thread QThread::start ( QThread::TimeCriticalPriority ); } } void CHighPrecisionTimer::Stop() { // set flag so that thread can leave the main loop bRun = false; // give thread some time to terminate wait ( 5000 ); } void CHighPrecisionTimer::run() { // loop until the thread shall be terminated while ( bRun ) { // call processing routine by fireing signal // TODO by emit a signal we leave the high priority thread -> maybe use some // other connection type to have something like a true callback, e.g. // "Qt::DirectConnection" -> Can this work? emit timeout(); // now wait until the next buffer shall be processed (we // use the "increment method" to make sure we do not introduce // a timing drift) #if defined ( __APPLE__ ) || defined ( __MACOSX ) mach_wait_until ( NextEnd ); NextEnd += Delay; #else clock_nanosleep ( CLOCK_MONOTONIC, TIMER_ABSTIME, &NextEnd, NULL ); NextEnd.tv_nsec += Delay; if ( NextEnd.tv_nsec >= 1000000000L ) { NextEnd.tv_sec++; NextEnd.tv_nsec -= 1000000000L; } #endif } } #endif // CServer implementation ****************************************************** CServer::CServer ( const int iNewMaxNumChan, const QString& strLoggingFileName, const quint16 iPortNumber, const QString& strHTMLStatusFileName, const QString& strHistoryFileName, const QString& strServerNameForHTMLStatusFile, const QString& strCentralServer, const QString& strServerInfo, const QString& strNewWelcomeMessage, const bool bNCentServPingServerInList ) : iMaxNumChannels ( iNewMaxNumChan ), Socket ( this, iPortNumber ), bWriteStatusHTMLFile ( false ), ServerListManager ( iPortNumber, strCentralServer, strServerInfo, iNewMaxNumChan, bNCentServPingServerInList, &ConnLessProtocol ), bAutoRunMinimized ( false ), strWelcomeMessage ( strNewWelcomeMessage ) { int iOpusError; int i; // create CELT encoder/decoder for each channel (must be done before // enabling the channels), create a mono and stereo encoder/decoder // for each channel for ( i = 0; i < iMaxNumChannels; i++ ) { // init audio endocder/decoder (mono) CeltModeMono[i] = cc6_celt_mode_create ( SYSTEM_SAMPLE_RATE_HZ, 1, SYSTEM_FRAME_SIZE_SAMPLES, NULL ); CeltEncoderMono[i] = cc6_celt_encoder_create ( CeltModeMono[i] ); CeltDecoderMono[i] = cc6_celt_decoder_create ( CeltModeMono[i] ); #ifdef USE_LOW_COMPLEXITY_CELT_ENC // set encoder low complexity cc6_celt_encoder_ctl ( CeltEncoderMono[i], cc6_CELT_SET_COMPLEXITY ( 1 ) ); #endif OpusMode[i] = opus_custom_mode_create ( SYSTEM_SAMPLE_RATE_HZ, SYSTEM_FRAME_SIZE_SAMPLES, &iOpusError ); OpusEncoderMono[i] = opus_custom_encoder_create ( OpusMode[i], 1, &iOpusError ); OpusDecoderMono[i] = opus_custom_decoder_create ( OpusMode[i], 1, &iOpusError ); // we require a constant bit rate opus_custom_encoder_ctl ( OpusEncoderMono[i], OPUS_SET_VBR ( 0 ) ); // we want as low delay as possible opus_custom_encoder_ctl ( OpusEncoderMono[i], OPUS_SET_APPLICATION ( OPUS_APPLICATION_RESTRICTED_LOWDELAY ) ); #ifdef USE_LOW_COMPLEXITY_CELT_ENC // set encoder low complexity opus_custom_encoder_ctl ( OpusEncoderMono[i], OPUS_SET_COMPLEXITY ( 1 ) ); #endif // init audio endocder/decoder (stereo) CeltModeStereo[i] = cc6_celt_mode_create ( SYSTEM_SAMPLE_RATE_HZ, 2, SYSTEM_FRAME_SIZE_SAMPLES, NULL ); CeltEncoderStereo[i] = cc6_celt_encoder_create ( CeltModeStereo[i] ); CeltDecoderStereo[i] = cc6_celt_decoder_create ( CeltModeStereo[i] ); #ifdef USE_LOW_COMPLEXITY_CELT_ENC // set encoder low complexity cc6_celt_encoder_ctl ( CeltEncoderStereo[i], cc6_CELT_SET_COMPLEXITY ( 1 ) ); #endif OpusEncoderStereo[i] = opus_custom_encoder_create ( OpusMode[i], 2, &iOpusError ); OpusDecoderStereo[i] = opus_custom_decoder_create ( OpusMode[i], 2, &iOpusError ); // we require a constant bit rate opus_custom_encoder_ctl ( OpusEncoderStereo[i], OPUS_SET_VBR ( 0 ) ); // we want as low delay as possible opus_custom_encoder_ctl ( OpusEncoderStereo[i], OPUS_SET_APPLICATION ( OPUS_APPLICATION_RESTRICTED_LOWDELAY ) ); #ifdef USE_LOW_COMPLEXITY_CELT_ENC // set encoder low complexity opus_custom_encoder_ctl ( OpusEncoderStereo[i], OPUS_SET_COMPLEXITY ( 1 ) ); #endif } // define colors for chat window identifiers vstrChatColors.Init ( 6 ); vstrChatColors[0] = "mediumblue"; vstrChatColors[1] = "red"; vstrChatColors[2] = "darkorchid"; vstrChatColors[3] = "green"; vstrChatColors[4] = "maroon"; vstrChatColors[5] = "coral"; // To avoid audio clitches, in the entire realtime timer audio processing // routine including the ProcessData no memory must be allocated. Since we // do not know the required sizes for the vectors, we allocate memory for // the worst case here: // we always use stereo audio buffers (which is the worst case) vecsSendData.Init ( 2 * SYSTEM_FRAME_SIZE_SAMPLES ); // allocate worst case memory for the temporary vectors vecChanIDsCurConChan.Init ( iMaxNumChannels ); vecvecdGains.Init ( iMaxNumChannels ); vecvecsData.Init ( iMaxNumChannels ); vecNumAudioChannels.Init ( iMaxNumChannels ); for ( i = 0; i < iMaxNumChannels; i++ ) { // init vectors storing information of all channels vecvecdGains[i].Init ( iMaxNumChannels ); // we always use stereo audio buffers (see "vecsSendData") vecvecsData[i].Init ( 2 * SYSTEM_FRAME_SIZE_SAMPLES ); } // allocate worst case memory for the coded data vecbyCodedData.Init ( MAX_SIZE_BYTES_NETW_BUF ); // enable history graph (if requested) if ( !strHistoryFileName.isEmpty() ) { Logging.EnableHistory ( strHistoryFileName ); } // enable logging (if requested) if ( !strLoggingFileName.isEmpty() ) { // in case the history is enabled and a logging file name is // given, parse the logging file for old entries which are then // added in the history on software startup if ( !strHistoryFileName.isEmpty() ) { Logging.ParseLogFile ( strLoggingFileName ); } Logging.Start ( strLoggingFileName ); } // HTML status file writing if ( !strHTMLStatusFileName.isEmpty() ) { QString strCurServerNameForHTMLStatusFile = strServerNameForHTMLStatusFile; // if server name is empty, substitude a default name if ( strCurServerNameForHTMLStatusFile.isEmpty() ) { strCurServerNameForHTMLStatusFile = "[server address]"; } // (the static cast to integer of the port number is required so that it // works correctly under Linux) StartStatusHTMLFileWriting ( strHTMLStatusFileName, strCurServerNameForHTMLStatusFile + ":" + QString().number( static_cast ( iPortNumber ) ) ); } // enable all channels (for the server all channel must be enabled the // entire life time of the software) for ( i = 0; i < iMaxNumChannels; i++ ) { vecChannels[i].SetEnable ( true ); } // Connections ------------------------------------------------------------- // connect timer timeout signal QObject::connect ( &HighPrecisionTimer, SIGNAL ( timeout() ), this, SLOT ( OnTimer() ) ); QObject::connect ( &ConnLessProtocol, SIGNAL ( CLMessReadyForSending ( CHostAddress, CVector ) ), this, SLOT ( OnSendCLProtMessage ( CHostAddress, CVector ) ) ); QObject::connect ( &ConnLessProtocol, SIGNAL ( CLPingReceived ( CHostAddress, int ) ), this, SLOT ( OnCLPingReceived ( CHostAddress, int ) ) ); QObject::connect ( &ConnLessProtocol, SIGNAL ( CLPingWithNumClientsReceived ( CHostAddress, int, int ) ), this, SLOT ( OnCLPingWithNumClientsReceived ( CHostAddress, int, int ) ) ); QObject::connect ( &ConnLessProtocol, SIGNAL ( CLRegisterServerReceived ( CHostAddress, CServerCoreInfo ) ), this, SLOT ( OnCLRegisterServerReceived ( CHostAddress, CServerCoreInfo ) ) ); QObject::connect ( &ConnLessProtocol, SIGNAL ( CLUnregisterServerReceived ( CHostAddress ) ), this, SLOT ( OnCLUnregisterServerReceived ( CHostAddress ) ) ); QObject::connect ( &ConnLessProtocol, SIGNAL ( CLReqServerList ( CHostAddress ) ), this, SLOT ( OnCLReqServerList ( CHostAddress ) ) ); QObject::connect ( &ConnLessProtocol, SIGNAL ( CLSendEmptyMes ( CHostAddress ) ), this, SLOT ( OnCLSendEmptyMes ( CHostAddress ) ) ); QObject::connect ( &ConnLessProtocol, SIGNAL ( CLDisconnection ( CHostAddress ) ), this, SLOT ( OnCLDisconnection ( CHostAddress ) ) ); // CODE TAG: MAX_NUM_CHANNELS_TAG // make sure we have MAX_NUM_CHANNELS connections!!! // send message QObject::connect ( &vecChannels[0], SIGNAL ( MessReadyForSending ( CVector ) ), this, SLOT ( OnSendProtMessCh0 ( CVector ) ) ); QObject::connect ( &vecChannels[1], SIGNAL ( MessReadyForSending ( CVector ) ), this, SLOT ( OnSendProtMessCh1 ( CVector ) ) ); QObject::connect ( &vecChannels[2], SIGNAL ( MessReadyForSending ( CVector ) ), this, SLOT ( OnSendProtMessCh2 ( CVector ) ) ); QObject::connect ( &vecChannels[3], SIGNAL ( MessReadyForSending ( CVector ) ), this, SLOT ( OnSendProtMessCh3 ( CVector ) ) ); QObject::connect ( &vecChannels[4], SIGNAL ( MessReadyForSending ( CVector ) ), this, SLOT ( OnSendProtMessCh4 ( CVector ) ) ); QObject::connect ( &vecChannels[5], SIGNAL ( MessReadyForSending ( CVector ) ), this, SLOT ( OnSendProtMessCh5 ( CVector ) ) ); QObject::connect ( &vecChannels[6], SIGNAL ( MessReadyForSending ( CVector ) ), this, SLOT ( OnSendProtMessCh6 ( CVector ) ) ); QObject::connect ( &vecChannels[7], SIGNAL ( MessReadyForSending ( CVector ) ), this, SLOT ( OnSendProtMessCh7 ( CVector ) ) ); QObject::connect ( &vecChannels[8], SIGNAL ( MessReadyForSending ( CVector ) ), this, SLOT ( OnSendProtMessCh8 ( CVector ) ) ); QObject::connect ( &vecChannels[9], SIGNAL ( MessReadyForSending ( CVector ) ), this, SLOT ( OnSendProtMessCh9 ( CVector ) ) ); QObject::connect ( &vecChannels[10], SIGNAL ( MessReadyForSending ( CVector ) ), this, SLOT ( OnSendProtMessCh10 ( CVector ) ) ); QObject::connect ( &vecChannels[11], SIGNAL ( MessReadyForSending ( CVector ) ), this, SLOT ( OnSendProtMessCh11 ( CVector ) ) ); QObject::connect ( &vecChannels[12], SIGNAL ( MessReadyForSending ( CVector ) ), this, SLOT ( OnSendProtMessCh12 ( CVector ) ) ); QObject::connect ( &vecChannels[13], SIGNAL ( MessReadyForSending ( CVector ) ), this, SLOT ( OnSendProtMessCh13 ( CVector ) ) ); QObject::connect ( &vecChannels[14], SIGNAL ( MessReadyForSending ( CVector ) ), this, SLOT ( OnSendProtMessCh14 ( CVector ) ) ); QObject::connect ( &vecChannels[15], SIGNAL ( MessReadyForSending ( CVector ) ), this, SLOT ( OnSendProtMessCh15 ( CVector ) ) ); QObject::connect ( &vecChannels[16], SIGNAL ( MessReadyForSending ( CVector ) ), this, SLOT ( OnSendProtMessCh16 ( CVector ) ) ); QObject::connect ( &vecChannels[17], SIGNAL ( MessReadyForSending ( CVector ) ), this, SLOT ( OnSendProtMessCh17 ( CVector ) ) ); QObject::connect ( &vecChannels[18], SIGNAL ( MessReadyForSending ( CVector ) ), this, SLOT ( OnSendProtMessCh18 ( CVector ) ) ); QObject::connect ( &vecChannels[19], SIGNAL ( MessReadyForSending ( CVector ) ), this, SLOT ( OnSendProtMessCh19 ( CVector ) ) ); // a connection less protocol message was detected QObject::connect ( &vecChannels[0], SIGNAL ( DetectedCLMessage ( CVector, int ) ), this, SLOT ( OnDetCLMessCh0 ( CVector, int ) ) ); QObject::connect ( &vecChannels[1], SIGNAL ( DetectedCLMessage ( CVector, int ) ), this, SLOT ( OnDetCLMessCh1 ( CVector, int ) ) ); QObject::connect ( &vecChannels[2], SIGNAL ( DetectedCLMessage ( CVector, int ) ), this, SLOT ( OnDetCLMessCh2 ( CVector, int ) ) ); QObject::connect ( &vecChannels[3], SIGNAL ( DetectedCLMessage ( CVector, int ) ), this, SLOT ( OnDetCLMessCh3 ( CVector, int ) ) ); QObject::connect ( &vecChannels[4], SIGNAL ( DetectedCLMessage ( CVector, int ) ), this, SLOT ( OnDetCLMessCh4 ( CVector, int ) ) ); QObject::connect ( &vecChannels[5], SIGNAL ( DetectedCLMessage ( CVector, int ) ), this, SLOT ( OnDetCLMessCh5 ( CVector, int ) ) ); QObject::connect ( &vecChannels[6], SIGNAL ( DetectedCLMessage ( CVector, int ) ), this, SLOT ( OnDetCLMessCh6 ( CVector, int ) ) ); QObject::connect ( &vecChannels[7], SIGNAL ( DetectedCLMessage ( CVector, int ) ), this, SLOT ( OnDetCLMessCh7 ( CVector, int ) ) ); QObject::connect ( &vecChannels[8], SIGNAL ( DetectedCLMessage ( CVector, int ) ), this, SLOT ( OnDetCLMessCh8 ( CVector, int ) ) ); QObject::connect ( &vecChannels[9], SIGNAL ( DetectedCLMessage ( CVector, int ) ), this, SLOT ( OnDetCLMessCh9 ( CVector, int ) ) ); QObject::connect ( &vecChannels[10], SIGNAL ( DetectedCLMessage ( CVector, int ) ), this, SLOT ( OnDetCLMessCh10 ( CVector, int ) ) ); QObject::connect ( &vecChannels[11], SIGNAL ( DetectedCLMessage ( CVector, int ) ), this, SLOT ( OnDetCLMessCh11 ( CVector, int ) ) ); QObject::connect ( &vecChannels[12], SIGNAL ( DetectedCLMessage ( CVector, int ) ), this, SLOT ( OnDetCLMessCh12 ( CVector, int ) ) ); QObject::connect ( &vecChannels[13], SIGNAL ( DetectedCLMessage ( CVector, int ) ), this, SLOT ( OnDetCLMessCh13 ( CVector, int ) ) ); QObject::connect ( &vecChannels[14], SIGNAL ( DetectedCLMessage ( CVector, int ) ), this, SLOT ( OnDetCLMessCh14 ( CVector, int ) ) ); QObject::connect ( &vecChannels[15], SIGNAL ( DetectedCLMessage ( CVector, int ) ), this, SLOT ( OnDetCLMessCh15 ( CVector, int ) ) ); QObject::connect ( &vecChannels[16], SIGNAL ( DetectedCLMessage ( CVector, int ) ), this, SLOT ( OnDetCLMessCh16 ( CVector, int ) ) ); QObject::connect ( &vecChannels[17], SIGNAL ( DetectedCLMessage ( CVector, int ) ), this, SLOT ( OnDetCLMessCh17 ( CVector, int ) ) ); QObject::connect ( &vecChannels[18], SIGNAL ( DetectedCLMessage ( CVector, int ) ), this, SLOT ( OnDetCLMessCh18 ( CVector, int ) ) ); QObject::connect ( &vecChannels[19], SIGNAL ( DetectedCLMessage ( CVector, int ) ), this, SLOT ( OnDetCLMessCh19 ( CVector, int ) ) ); // request jitter buffer size QObject::connect ( &vecChannels[0], SIGNAL ( NewConnection() ), this, SLOT ( OnNewConnectionCh0() ) ); QObject::connect ( &vecChannels[1], SIGNAL ( NewConnection() ), this, SLOT ( OnNewConnectionCh1() ) ); QObject::connect ( &vecChannels[2], SIGNAL ( NewConnection() ), this, SLOT ( OnNewConnectionCh2() ) ); QObject::connect ( &vecChannels[3], SIGNAL ( NewConnection() ), this, SLOT ( OnNewConnectionCh3() ) ); QObject::connect ( &vecChannels[4], SIGNAL ( NewConnection() ), this, SLOT ( OnNewConnectionCh4() ) ); QObject::connect ( &vecChannels[5], SIGNAL ( NewConnection() ), this, SLOT ( OnNewConnectionCh5() ) ); QObject::connect ( &vecChannels[6], SIGNAL ( NewConnection() ), this, SLOT ( OnNewConnectionCh6() ) ); QObject::connect ( &vecChannels[7], SIGNAL ( NewConnection() ), this, SLOT ( OnNewConnectionCh7() ) ); QObject::connect ( &vecChannels[8], SIGNAL ( NewConnection() ), this, SLOT ( OnNewConnectionCh8() ) ); QObject::connect ( &vecChannels[9], SIGNAL ( NewConnection() ), this, SLOT ( OnNewConnectionCh9() ) ); QObject::connect ( &vecChannels[10], SIGNAL ( NewConnection() ), this, SLOT ( OnNewConnectionCh10() ) ); QObject::connect ( &vecChannels[11], SIGNAL ( NewConnection() ), this, SLOT ( OnNewConnectionCh11() ) ); QObject::connect ( &vecChannels[12], SIGNAL ( NewConnection() ), this, SLOT ( OnNewConnectionCh12() ) ); QObject::connect ( &vecChannels[13], SIGNAL ( NewConnection() ), this, SLOT ( OnNewConnectionCh13() ) ); QObject::connect ( &vecChannels[14], SIGNAL ( NewConnection() ), this, SLOT ( OnNewConnectionCh14() ) ); QObject::connect ( &vecChannels[15], SIGNAL ( NewConnection() ), this, SLOT ( OnNewConnectionCh15() ) ); QObject::connect ( &vecChannels[16], SIGNAL ( NewConnection() ), this, SLOT ( OnNewConnectionCh16() ) ); QObject::connect ( &vecChannels[17], SIGNAL ( NewConnection() ), this, SLOT ( OnNewConnectionCh17() ) ); QObject::connect ( &vecChannels[18], SIGNAL ( NewConnection() ), this, SLOT ( OnNewConnectionCh18() ) ); QObject::connect ( &vecChannels[19], SIGNAL ( NewConnection() ), this, SLOT ( OnNewConnectionCh19() ) ); // request connected clients list QObject::connect ( &vecChannels[0], SIGNAL ( ReqConnClientsList() ), this, SLOT ( OnReqConnClientsListCh0() ) ); QObject::connect ( &vecChannels[1], SIGNAL ( ReqConnClientsList() ), this, SLOT ( OnReqConnClientsListCh1() ) ); QObject::connect ( &vecChannels[2], SIGNAL ( ReqConnClientsList() ), this, SLOT ( OnReqConnClientsListCh2() ) ); QObject::connect ( &vecChannels[3], SIGNAL ( ReqConnClientsList() ), this, SLOT ( OnReqConnClientsListCh3() ) ); QObject::connect ( &vecChannels[4], SIGNAL ( ReqConnClientsList() ), this, SLOT ( OnReqConnClientsListCh4() ) ); QObject::connect ( &vecChannels[5], SIGNAL ( ReqConnClientsList() ), this, SLOT ( OnReqConnClientsListCh5() ) ); QObject::connect ( &vecChannels[6], SIGNAL ( ReqConnClientsList() ), this, SLOT ( OnReqConnClientsListCh6() ) ); QObject::connect ( &vecChannels[7], SIGNAL ( ReqConnClientsList() ), this, SLOT ( OnReqConnClientsListCh7() ) ); QObject::connect ( &vecChannels[8], SIGNAL ( ReqConnClientsList() ), this, SLOT ( OnReqConnClientsListCh8() ) ); QObject::connect ( &vecChannels[9], SIGNAL ( ReqConnClientsList() ), this, SLOT ( OnReqConnClientsListCh9() ) ); QObject::connect ( &vecChannels[10], SIGNAL ( ReqConnClientsList() ), this, SLOT ( OnReqConnClientsListCh10() ) ); QObject::connect ( &vecChannels[11], SIGNAL ( ReqConnClientsList() ), this, SLOT ( OnReqConnClientsListCh11() ) ); QObject::connect ( &vecChannels[12], SIGNAL ( ReqConnClientsList() ), this, SLOT ( OnReqConnClientsListCh12() ) ); QObject::connect ( &vecChannels[13], SIGNAL ( ReqConnClientsList() ), this, SLOT ( OnReqConnClientsListCh13() ) ); QObject::connect ( &vecChannels[14], SIGNAL ( ReqConnClientsList() ), this, SLOT ( OnReqConnClientsListCh14() ) ); QObject::connect ( &vecChannels[15], SIGNAL ( ReqConnClientsList() ), this, SLOT ( OnReqConnClientsListCh15() ) ); QObject::connect ( &vecChannels[16], SIGNAL ( ReqConnClientsList() ), this, SLOT ( OnReqConnClientsListCh16() ) ); QObject::connect ( &vecChannels[17], SIGNAL ( ReqConnClientsList() ), this, SLOT ( OnReqConnClientsListCh17() ) ); QObject::connect ( &vecChannels[18], SIGNAL ( ReqConnClientsList() ), this, SLOT ( OnReqConnClientsListCh18() ) ); QObject::connect ( &vecChannels[19], SIGNAL ( ReqConnClientsList() ), this, SLOT ( OnReqConnClientsListCh19() ) ); // channel info has changed QObject::connect ( &vecChannels[0], SIGNAL ( ChanInfoHasChanged() ), this, SLOT ( OnChanInfoHasChangedCh0() ) ); QObject::connect ( &vecChannels[1], SIGNAL ( ChanInfoHasChanged() ), this, SLOT ( OnChanInfoHasChangedCh1() ) ); QObject::connect ( &vecChannels[2], SIGNAL ( ChanInfoHasChanged() ), this, SLOT ( OnChanInfoHasChangedCh2() ) ); QObject::connect ( &vecChannels[3], SIGNAL ( ChanInfoHasChanged() ), this, SLOT ( OnChanInfoHasChangedCh3() ) ); QObject::connect ( &vecChannels[4], SIGNAL ( ChanInfoHasChanged() ), this, SLOT ( OnChanInfoHasChangedCh4() ) ); QObject::connect ( &vecChannels[5], SIGNAL ( ChanInfoHasChanged() ), this, SLOT ( OnChanInfoHasChangedCh5() ) ); QObject::connect ( &vecChannels[6], SIGNAL ( ChanInfoHasChanged() ), this, SLOT ( OnChanInfoHasChangedCh6() ) ); QObject::connect ( &vecChannels[7], SIGNAL ( ChanInfoHasChanged() ), this, SLOT ( OnChanInfoHasChangedCh7() ) ); QObject::connect ( &vecChannels[8], SIGNAL ( ChanInfoHasChanged() ), this, SLOT ( OnChanInfoHasChangedCh8() ) ); QObject::connect ( &vecChannels[9], SIGNAL ( ChanInfoHasChanged() ), this, SLOT ( OnChanInfoHasChangedCh9() ) ); QObject::connect ( &vecChannels[10], SIGNAL ( ChanInfoHasChanged() ), this, SLOT ( OnChanInfoHasChangedCh10() ) ); QObject::connect ( &vecChannels[11], SIGNAL ( ChanInfoHasChanged() ), this, SLOT ( OnChanInfoHasChangedCh11() ) ); QObject::connect ( &vecChannels[12], SIGNAL ( ChanInfoHasChanged() ), this, SLOT ( OnChanInfoHasChangedCh12() ) ); QObject::connect ( &vecChannels[13], SIGNAL ( ChanInfoHasChanged() ), this, SLOT ( OnChanInfoHasChangedCh13() ) ); QObject::connect ( &vecChannels[14], SIGNAL ( ChanInfoHasChanged() ), this, SLOT ( OnChanInfoHasChangedCh14() ) ); QObject::connect ( &vecChannels[15], SIGNAL ( ChanInfoHasChanged() ), this, SLOT ( OnChanInfoHasChangedCh15() ) ); QObject::connect ( &vecChannels[16], SIGNAL ( ChanInfoHasChanged() ), this, SLOT ( OnChanInfoHasChangedCh16() ) ); QObject::connect ( &vecChannels[17], SIGNAL ( ChanInfoHasChanged() ), this, SLOT ( OnChanInfoHasChangedCh17() ) ); QObject::connect ( &vecChannels[18], SIGNAL ( ChanInfoHasChanged() ), this, SLOT ( OnChanInfoHasChangedCh18() ) ); QObject::connect ( &vecChannels[19], SIGNAL ( ChanInfoHasChanged() ), this, SLOT ( OnChanInfoHasChangedCh19() ) ); // chat text received QObject::connect ( &vecChannels[0], SIGNAL ( ChatTextReceived ( QString ) ), this, SLOT ( OnChatTextReceivedCh0 ( QString ) ) ); QObject::connect ( &vecChannels[1], SIGNAL ( ChatTextReceived ( QString ) ), this, SLOT ( OnChatTextReceivedCh1 ( QString ) ) ); QObject::connect ( &vecChannels[2], SIGNAL ( ChatTextReceived ( QString ) ), this, SLOT ( OnChatTextReceivedCh2 ( QString ) ) ); QObject::connect ( &vecChannels[3], SIGNAL ( ChatTextReceived ( QString ) ), this, SLOT ( OnChatTextReceivedCh3 ( QString ) ) ); QObject::connect ( &vecChannels[4], SIGNAL ( ChatTextReceived ( QString ) ), this, SLOT ( OnChatTextReceivedCh4 ( QString ) ) ); QObject::connect ( &vecChannels[5], SIGNAL ( ChatTextReceived ( QString ) ), this, SLOT ( OnChatTextReceivedCh5 ( QString ) ) ); QObject::connect ( &vecChannels[6], SIGNAL ( ChatTextReceived ( QString ) ), this, SLOT ( OnChatTextReceivedCh6 ( QString ) ) ); QObject::connect ( &vecChannels[7], SIGNAL ( ChatTextReceived ( QString ) ), this, SLOT ( OnChatTextReceivedCh7 ( QString ) ) ); QObject::connect ( &vecChannels[8], SIGNAL ( ChatTextReceived ( QString ) ), this, SLOT ( OnChatTextReceivedCh8 ( QString ) ) ); QObject::connect ( &vecChannels[9], SIGNAL ( ChatTextReceived ( QString ) ), this, SLOT ( OnChatTextReceivedCh9 ( QString ) ) ); QObject::connect ( &vecChannels[10], SIGNAL ( ChatTextReceived ( QString ) ), this, SLOT ( OnChatTextReceivedCh10 ( QString ) ) ); QObject::connect ( &vecChannels[11], SIGNAL ( ChatTextReceived ( QString ) ), this, SLOT ( OnChatTextReceivedCh11 ( QString ) ) ); QObject::connect ( &vecChannels[12], SIGNAL ( ChatTextReceived ( QString ) ), this, SLOT ( OnChatTextReceivedCh12 ( QString ) ) ); QObject::connect ( &vecChannels[13], SIGNAL ( ChatTextReceived ( QString ) ), this, SLOT ( OnChatTextReceivedCh13 ( QString ) ) ); QObject::connect ( &vecChannels[14], SIGNAL ( ChatTextReceived ( QString ) ), this, SLOT ( OnChatTextReceivedCh14 ( QString ) ) ); QObject::connect ( &vecChannels[15], SIGNAL ( ChatTextReceived ( QString ) ), this, SLOT ( OnChatTextReceivedCh15 ( QString ) ) ); QObject::connect ( &vecChannels[16], SIGNAL ( ChatTextReceived ( QString ) ), this, SLOT ( OnChatTextReceivedCh16 ( QString ) ) ); QObject::connect ( &vecChannels[17], SIGNAL ( ChatTextReceived ( QString ) ), this, SLOT ( OnChatTextReceivedCh17 ( QString ) ) ); QObject::connect ( &vecChannels[18], SIGNAL ( ChatTextReceived ( QString ) ), this, SLOT ( OnChatTextReceivedCh18 ( QString ) ) ); QObject::connect ( &vecChannels[19], SIGNAL ( ChatTextReceived ( QString ) ), this, SLOT ( OnChatTextReceivedCh19 ( QString ) ) ); // auto socket buffer size change QObject::connect ( &vecChannels[0], SIGNAL ( ServerAutoSockBufSizeChange ( int ) ), this, SLOT ( OnServerAutoSockBufSizeChangeCh0 ( int ) ) ); QObject::connect ( &vecChannels[1], SIGNAL ( ServerAutoSockBufSizeChange ( int ) ), this, SLOT ( OnServerAutoSockBufSizeChangeCh1 ( int ) ) ); QObject::connect ( &vecChannels[2], SIGNAL ( ServerAutoSockBufSizeChange ( int ) ), this, SLOT ( OnServerAutoSockBufSizeChangeCh2 ( int ) ) ); QObject::connect ( &vecChannels[3], SIGNAL ( ServerAutoSockBufSizeChange ( int ) ), this, SLOT ( OnServerAutoSockBufSizeChangeCh3 ( int ) ) ); QObject::connect ( &vecChannels[4], SIGNAL ( ServerAutoSockBufSizeChange ( int ) ), this, SLOT ( OnServerAutoSockBufSizeChangeCh4 ( int ) ) ); QObject::connect ( &vecChannels[5], SIGNAL ( ServerAutoSockBufSizeChange ( int ) ), this, SLOT ( OnServerAutoSockBufSizeChangeCh5 ( int ) ) ); QObject::connect ( &vecChannels[6], SIGNAL ( ServerAutoSockBufSizeChange ( int ) ), this, SLOT ( OnServerAutoSockBufSizeChangeCh6 ( int ) ) ); QObject::connect ( &vecChannels[7], SIGNAL ( ServerAutoSockBufSizeChange ( int ) ), this, SLOT ( OnServerAutoSockBufSizeChangeCh7 ( int ) ) ); QObject::connect ( &vecChannels[8], SIGNAL ( ServerAutoSockBufSizeChange ( int ) ), this, SLOT ( OnServerAutoSockBufSizeChangeCh8 ( int ) ) ); QObject::connect ( &vecChannels[9], SIGNAL ( ServerAutoSockBufSizeChange ( int ) ), this, SLOT ( OnServerAutoSockBufSizeChangeCh9 ( int ) ) ); QObject::connect ( &vecChannels[10], SIGNAL ( ServerAutoSockBufSizeChange ( int ) ), this, SLOT ( OnServerAutoSockBufSizeChangeCh10 ( int ) ) ); QObject::connect ( &vecChannels[11], SIGNAL ( ServerAutoSockBufSizeChange ( int ) ), this, SLOT ( OnServerAutoSockBufSizeChangeCh11 ( int ) ) ); QObject::connect ( &vecChannels[12], SIGNAL ( ServerAutoSockBufSizeChange ( int ) ), this, SLOT ( OnServerAutoSockBufSizeChangeCh12 ( int ) ) ); QObject::connect ( &vecChannels[13], SIGNAL ( ServerAutoSockBufSizeChange ( int ) ), this, SLOT ( OnServerAutoSockBufSizeChangeCh13 ( int ) ) ); QObject::connect ( &vecChannels[14], SIGNAL ( ServerAutoSockBufSizeChange ( int ) ), this, SLOT ( OnServerAutoSockBufSizeChangeCh14 ( int ) ) ); QObject::connect ( &vecChannels[15], SIGNAL ( ServerAutoSockBufSizeChange ( int ) ), this, SLOT ( OnServerAutoSockBufSizeChangeCh15 ( int ) ) ); QObject::connect ( &vecChannels[16], SIGNAL ( ServerAutoSockBufSizeChange ( int ) ), this, SLOT ( OnServerAutoSockBufSizeChangeCh16 ( int ) ) ); QObject::connect ( &vecChannels[17], SIGNAL ( ServerAutoSockBufSizeChange ( int ) ), this, SLOT ( OnServerAutoSockBufSizeChangeCh17 ( int ) ) ); QObject::connect ( &vecChannels[18], SIGNAL ( ServerAutoSockBufSizeChange ( int ) ), this, SLOT ( OnServerAutoSockBufSizeChangeCh18 ( int ) ) ); QObject::connect ( &vecChannels[19], SIGNAL ( ServerAutoSockBufSizeChange ( int ) ), this, SLOT ( OnServerAutoSockBufSizeChangeCh19 ( int ) ) ); } void CServer::OnSendProtMessage ( int iChID, CVector vecMessage ) { // the protocol queries me to call the function to send the message // send it through the network Socket.SendPacket ( vecMessage, vecChannels[iChID].GetAddress() ); } void CServer::OnNewConnection ( int iChID ) { // on a new connection we query the network transport properties for the // audio packets (to use the correct network block size and audio // compression properties, etc.) vecChannels[iChID].CreateReqNetwTranspPropsMes(); // this is a new connection, query the jitter buffer size we shall use // for this client (note that at the same time on a new connection the // client sends the jitter buffer size by default but maybe we have // reached a state where this did not happen because of network trouble, // client or server thinks that the connection was still active, etc.) vecChannels[iChID].CreateReqJitBufMes(); } void CServer::OnSendCLProtMessage ( CHostAddress InetAddr, CVector vecMessage ) { // the protocol queries me to call the function to send the message // send it through the network Socket.SendPacket ( vecMessage, InetAddr ); } void CServer::OnDetCLMess ( const CVector& vecbyMesBodyData, const int iRecID, const CHostAddress& InetAddr ) { // this is a special case: we received a connection less message but we are // in a connection ConnLessProtocol.ParseConnectionLessMessageBody ( vecbyMesBodyData, iRecID, InetAddr ); } void CServer::OnCLDisconnection ( CHostAddress InetAddr ) { // check if the given address is actually a client which is connected to // this server, if yes, disconnect it const int iCurChanID = FindChannel ( InetAddr ); if ( iCurChanID != INVALID_CHANNEL_ID ) { vecChannels[iCurChanID].Disconnect(); } } void CServer::Start() { // only start if not already running if ( !IsRunning() ) { // start timer HighPrecisionTimer.Start(); // emit start signal emit Started(); } } void CServer::Stop() { // Under Mac we have the problem that the timer shutdown might // take some time and therefore we get a lot of "server stopped" // entries in the log. The following condition shall prevent this. // For the other OSs this should not hurt either. if ( IsRunning() ) { // stop timer HighPrecisionTimer.Stop(); // logging (add "server stopped" logging entry) Logging.AddServerStopped(); // emit stopped signal emit Stopped(); } } void CServer::OnTimer() { int i, j; // Get data from all connected clients ------------------------------------- // some inits int iNumClients = 0; // init connected client counter bool bChannelIsNowDisconnected = false; // Make put and get calls thread safe. Do not forget to unlock mutex // afterwards! Mutex.lock(); { // first, get number and IDs of connected channels for ( i = 0; i < iMaxNumChannels; i++ ) { if ( vecChannels[i].IsConnected() ) { // add ID and increment counter (note that the vector length is // according to the worst case scenario, if the number of // connected clients is less, only a subset of elements of this // vector are actually used and the others are dummy elements) vecChanIDsCurConChan[iNumClients] = i; iNumClients++; } } // process connected channels for ( i = 0; i < iNumClients; i++ ) { // get actual ID of current channel const int iCurChanID = vecChanIDsCurConChan[i]; // get and store number of audio channels const int iCurNumAudChan = vecChannels[iCurChanID].GetNumAudioChannels(); vecNumAudioChannels[i] = iCurNumAudChan; // get gains of all connected channels for ( j = 0; j < iNumClients; j++ ) { // The second index of "vecvecdGains" does not represent // the channel ID! Therefore we have to use // "vecChanIDsCurConChan" to query the IDs of the currently // connected channels vecvecdGains[i][j] = vecChannels[iCurChanID].GetGain( vecChanIDsCurConChan[j] ); } // get current number of CELT coded bytes const int iCeltNumCodedBytes = vecChannels[iCurChanID].GetNetwFrameSize(); // get data const EGetDataStat eGetStat = vecChannels[iCurChanID].GetData ( vecbyCodedData, iCeltNumCodedBytes ); // if channel was just disconnected, set flag that connected // client list is sent to all other clients if ( eGetStat == GS_CHAN_NOW_DISCONNECTED ) { bChannelIsNowDisconnected = true; } // CELT decode received data stream if ( eGetStat == GS_BUFFER_OK ) { if ( iCurNumAudChan == 1 ) { // mono if ( vecChannels[iCurChanID].GetAudioCompressionType() == CT_CELT ) { cc6_celt_decode ( CeltDecoderMono[iCurChanID], &vecbyCodedData[0], iCeltNumCodedBytes, &vecvecsData[i][0] ); } else { opus_custom_decode ( OpusDecoderMono[iCurChanID], &vecbyCodedData[0], iCeltNumCodedBytes, &vecvecsData[i][0], SYSTEM_FRAME_SIZE_SAMPLES ); } } else { // stereo if ( vecChannels[iCurChanID].GetAudioCompressionType() == CT_CELT ) { cc6_celt_decode ( CeltDecoderStereo[iCurChanID], &vecbyCodedData[0], iCeltNumCodedBytes, &vecvecsData[i][0] ); } else { opus_custom_decode ( OpusDecoderStereo[iCurChanID], &vecbyCodedData[0], iCeltNumCodedBytes, &vecvecsData[i][0], SYSTEM_FRAME_SIZE_SAMPLES ); } } } else { // lost packet if ( iCurNumAudChan == 1 ) { // mono if ( vecChannels[iCurChanID].GetAudioCompressionType() == CT_CELT ) { cc6_celt_decode ( CeltDecoderMono[iCurChanID], NULL, 0, &vecvecsData[i][0] ); } else { opus_custom_decode ( OpusDecoderMono[iCurChanID], NULL, iCeltNumCodedBytes, &vecvecsData[i][0], SYSTEM_FRAME_SIZE_SAMPLES ); } } else { // stereo if ( vecChannels[iCurChanID].GetAudioCompressionType() == CT_CELT ) { cc6_celt_decode ( CeltDecoderStereo[iCurChanID], NULL, 0, &vecvecsData[i][0] ); } else { opus_custom_decode ( OpusDecoderStereo[iCurChanID], NULL, iCeltNumCodedBytes, &vecvecsData[i][0], SYSTEM_FRAME_SIZE_SAMPLES ); } } } } // a channel is now disconnected, take action on it if ( bChannelIsNowDisconnected ) { // update channel list for all currently connected clients CreateAndSendChanListForAllConChannels(); } } Mutex.unlock(); // release mutex // Process data ------------------------------------------------------------ // Check if at least one client is connected. If not, stop server until // one client is connected. if ( iNumClients != 0 ) { for ( int i = 0; i < iNumClients; i++ ) { // get actual ID of current channel const int iCurChanID = vecChanIDsCurConChan[i]; // get number of audio channels of current channel const int iCurNumAudChan = vecNumAudioChannels[i]; // generate a sparate mix for each channel // actual processing of audio data -> mix ProcessData ( vecvecsData, vecvecdGains[i], vecNumAudioChannels, vecsSendData, iCurNumAudChan, iNumClients ); // get current number of CELT coded bytes const int iCeltNumCodedBytes = vecChannels[iCurChanID].GetNetwFrameSize(); // OPUS/CELT encoding if ( vecChannels[iCurChanID].GetNumAudioChannels() == 1 ) { // mono: if ( vecChannels[iCurChanID].GetAudioCompressionType() == CT_CELT ) { cc6_celt_encode ( CeltEncoderMono[iCurChanID], &vecsSendData[0], NULL, &vecbyCodedData[0], iCeltNumCodedBytes ); } else { // TODO find a better place than this: the setting does not change all the time // so for speed optimization it would be better to set it only if the network // frame size is changed opus_custom_encoder_ctl ( OpusEncoderMono[iCurChanID], OPUS_SET_BITRATE ( CalcBitRateBitsPerSecFromCodedBytes ( iCeltNumCodedBytes ) ) ); opus_custom_encode ( OpusEncoderMono[iCurChanID], &vecsSendData[0], SYSTEM_FRAME_SIZE_SAMPLES, &vecbyCodedData[0], iCeltNumCodedBytes ); } } else { // stereo: if ( vecChannels[iCurChanID].GetAudioCompressionType() == CT_CELT ) { cc6_celt_encode ( CeltEncoderStereo[iCurChanID], &vecsSendData[0], NULL, &vecbyCodedData[0], iCeltNumCodedBytes ); } else { // TODO find a better place than this: the setting does not change all the time // so for speed optimization it would be better to set it only if the network // frame size is changed opus_custom_encoder_ctl ( OpusEncoderStereo[iCurChanID], OPUS_SET_BITRATE ( CalcBitRateBitsPerSecFromCodedBytes ( iCeltNumCodedBytes ) ) ); opus_custom_encode ( OpusEncoderStereo[iCurChanID], &vecsSendData[0], SYSTEM_FRAME_SIZE_SAMPLES, &vecbyCodedData[0], iCeltNumCodedBytes ); } } // send separate mix to current clients vecChannels[iCurChanID].PrepAndSendPacket ( &Socket, vecbyCodedData, iCeltNumCodedBytes ); // update socket buffer size vecChannels[iCurChanID].UpdateSocketBufferSize(); } } else { // Disable server if no clients are connected. In this case the server // does not consume any significant CPU when no client is connected. Stop(); } } /// @brief Mix all audio data from all clients together. void CServer::ProcessData ( const CVector >& vecvecsData, const CVector& vecdGains, const CVector& vecNumAudioChannels, CVector& vecsOutData, const int iCurNumAudChan, const int iNumClients ) { int i, j, k; // init return vector with zeros since we mix all channels on that vector vecsOutData.Reset ( 0 ); // distinguish between stereo and mono mode if ( iCurNumAudChan == 1 ) { // Mono target channel ------------------------------------------------- for ( j = 0; j < iNumClients; j++ ) { // get a reference to the audio data and gain of the current client const CVector& vecsData = vecvecsData[j]; const double dGain = vecdGains[j]; // if channel gain is 1, avoid multiplication for speed optimization if ( dGain == static_cast ( 1.0 ) ) { if ( vecNumAudioChannels[j] == 1 ) { // mono for ( i = 0; i < SYSTEM_FRAME_SIZE_SAMPLES; i++ ) { vecsOutData[i] = Double2Short ( static_cast ( vecsOutData[i] ) + vecsData[i] ); } } else { // stereo: apply stereo-to-mono attenuation for ( i = 0, k = 0; i < SYSTEM_FRAME_SIZE_SAMPLES; i++, k += 2 ) { vecsOutData[i] = Double2Short ( vecsOutData[i] + ( static_cast ( vecsData[k] ) + vecsData[k + 1] ) / 2 ); } } } else { if ( vecNumAudioChannels[j] == 1 ) { // mono for ( i = 0; i < SYSTEM_FRAME_SIZE_SAMPLES; i++ ) { vecsOutData[i] = Double2Short ( vecsOutData[i] + vecsData[i] * dGain ); } } else { // stereo: apply stereo-to-mono attenuation for ( i = 0, k = 0; i < SYSTEM_FRAME_SIZE_SAMPLES; i++, k += 2 ) { vecsOutData[i] = Double2Short ( vecsOutData[i] + dGain * ( static_cast ( vecsData[k] ) + vecsData[k + 1] ) / 2 ); } } } } } else { // Stereo target channel ----------------------------------------------- for ( j = 0; j < iNumClients; j++ ) { // get a reference to the audio data and gain of the current client const CVector& vecsData = vecvecsData[j]; const double dGain = vecdGains[j]; // if channel gain is 1, avoid multiplication for speed optimization if ( dGain == static_cast ( 1.0 ) ) { if ( vecNumAudioChannels[j] == 1 ) { // mono: copy same mono data in both out stereo audio channels for ( i = 0, k = 0; i < SYSTEM_FRAME_SIZE_SAMPLES; i++, k += 2 ) { // left channel vecsOutData[k] = Double2Short ( static_cast ( vecsOutData[k] ) + vecsData[i] ); // right channel vecsOutData[k + 1] = Double2Short ( static_cast ( vecsOutData[k + 1] ) + vecsData[i] ); } } else { // stereo for ( i = 0; i < ( 2 * SYSTEM_FRAME_SIZE_SAMPLES ); i++ ) { vecsOutData[i] = Double2Short ( static_cast ( vecsOutData[i] ) + vecsData[i] ); } } } else { if ( vecNumAudioChannels[j] == 1 ) { // mono: copy same mono data in both out stereo audio channels for ( i = 0, k = 0; i < SYSTEM_FRAME_SIZE_SAMPLES; i++, k += 2 ) { // left channel vecsOutData[k] = Double2Short ( vecsOutData[k] + vecsData[i] * dGain ); // right channel vecsOutData[k + 1] = Double2Short ( vecsOutData[k + 1] + vecsData[i] * dGain ); } } else { // stereo for ( i = 0; i < ( 2 * SYSTEM_FRAME_SIZE_SAMPLES ); i++ ) { vecsOutData[i] = Double2Short ( vecsOutData[i] + vecsData[i] * dGain ); } } } } } } CVector CServer::CreateChannelList() { CVector vecChanInfo ( 0 ); // look for free channels for ( int i = 0; i < iMaxNumChannels; i++ ) { if ( vecChannels[i].IsConnected() ) { // append channel ID, IP address and channel name to storing vectors vecChanInfo.Add ( CChannelInfo ( i, // ID vecChannels[i].GetAddress().InetAddr.toIPv4Address(), // IP address vecChannels[i].GetChanInfo() ) ); } } return vecChanInfo; } void CServer::CreateAndSendChanListForAllConChannels() { // create channel list CVector vecChanInfo ( CreateChannelList() ); // now send connected channels list to all connected clients for ( int i = 0; i < iMaxNumChannels; i++ ) { if ( vecChannels[i].IsConnected() ) { // send message // #### COMPATIBILITY OLD VERSION, TO BE REMOVED #### vecChannels[i].CreateConClientListNameMes ( vecChanInfo ); vecChannels[i].CreateConClientListMes ( vecChanInfo ); } } // create status HTML file if enabled if ( bWriteStatusHTMLFile ) { WriteHTMLChannelList(); } } void CServer::CreateAndSendChanListForThisChan ( const int iCurChanID ) { // create channel list CVector vecChanInfo ( CreateChannelList() ); // now send connected channels list to the channel with the ID "iCurChanID" // #### COMPATIBILITY OLD VERSION, TO BE REMOVED #### vecChannels[iCurChanID].CreateConClientListNameMes ( vecChanInfo ); vecChannels[iCurChanID].CreateConClientListMes ( vecChanInfo ); } void CServer::CreateAndSendChatTextForAllConChannels ( const int iCurChanID, const QString& strChatText ) { // Create message which is sent to all connected clients ------------------- // get client name, if name is empty, use IP address instead QString ChanName = vecChannels[iCurChanID].GetName(); if ( ChanName.isEmpty() ) { // convert IP address to text and show it ChanName = vecChannels[iCurChanID].GetAddress(). toString ( CHostAddress::SM_IP_NO_LAST_BYTE ); } // add time and name of the client at the beginning of the message text and // use different colors QString sCurColor = vstrChatColors[iCurChanID % vstrChatColors.Size()]; const QString strActualMessageText = "(" + QTime::currentTime().toString ( "hh:mm:ss AP" ) + ") " + ChanName + " " + strChatText; // Send chat text to all connected clients --------------------------------- for ( int i = 0; i < iMaxNumChannels; i++ ) { if ( vecChannels[i].IsConnected() ) { // send message vecChannels[i].CreateChatTextMes ( strActualMessageText ); } } } int CServer::GetFreeChan() { // look for a free channel for ( int i = 0; i < iMaxNumChannels; i++ ) { if ( !vecChannels[i].IsConnected() ) { return i; } } // no free channel found, return invalid ID return INVALID_CHANNEL_ID; } int CServer::GetNumberOfConnectedClients() { int iNumConnClients = 0; // check all possible channels for connection status for ( int i = 0; i < iMaxNumChannels; i++ ) { if ( vecChannels[i].IsConnected() ) { // this channel is connected, increment counter iNumConnClients++; } } return iNumConnClients; } int CServer::FindChannel ( const CHostAddress& CheckAddr ) { CHostAddress InetAddr; // check for all possible channels if IP is already in use for ( int i = 0; i < iMaxNumChannels; i++ ) { // the "GetAddress" gives a valid address and returns true if the // channel is connected if ( vecChannels[i].GetAddress ( InetAddr ) ) { // IP found, return channel number if ( InetAddr == CheckAddr ) { return i; } } } // IP not found, return invalid ID return INVALID_CHANNEL_ID; } bool CServer::PutData ( const CVector& vecbyRecBuf, const int iNumBytesRead, const CHostAddress& HostAdr ) { bool bChanOK = true; // init with ok, might be overwritten bool bNewChannelReserved = false; bool bIsNotEvaluatedProtocolMessage = false; Mutex.lock(); { // Get channel ID ------------------------------------------------------ // check address int iCurChanID = FindChannel ( HostAdr ); if ( iCurChanID == INVALID_CHANNEL_ID ) { // this is a new client, we then first check if this is a connection // less message before we create a new official channel if ( ConnLessProtocol.ParseConnectionLessMessageWithFrame ( vecbyRecBuf, iNumBytesRead, HostAdr ) ) { // a new client is calling, look for free channel iCurChanID = GetFreeChan(); if ( iCurChanID != INVALID_CHANNEL_ID ) { // initialize current channel by storing the calling host // address vecChannels[iCurChanID].SetAddress ( HostAdr ); // reset channel info vecChannels[iCurChanID].ResetInfo(); // reset the channel gains of current channel, at the same // time reset gains of this channel ID for all other channels for ( int i = 0; i < iMaxNumChannels; i++ ) { vecChannels[iCurChanID].SetGain ( i, (double) 1.0 ); // other channels (we do not distinguish the case if // i == iCurChanID for simplicity) vecChannels[i].SetGain ( iCurChanID, (double) 1.0 ); } // set flag for new reserved channel bNewChannelReserved = true; } else { // no free channel available bChanOK = false; // create and send "server full" message ConnLessProtocol.CreateCLServerFullMes ( HostAdr ); } } else { // this was a connection less protocol message, return according // state bChanOK = false; } } // Put received data in jitter buffer ---------------------------------- if ( bChanOK ) { // put packet in socket buffer if ( vecChannels[iCurChanID].PutData ( vecbyRecBuf, iNumBytesRead ) == PS_PROT_OK_MESS_NOT_EVALUATED ) { // set flag bIsNotEvaluatedProtocolMessage = true; } } // act on new channel connection if ( bNewChannelReserved && ( !bIsNotEvaluatedProtocolMessage ) ) { // logging of new connected channel Logging.AddNewConnection ( HostAdr.InetAddr ); // A new client connected to the server, the channel list // at all clients have to be updated. This is done by sending // a channel name request to the client which causes a channel // name message to be transmitted to the server. If the server // receives this message, the channel list will be automatically // updated (implicitely). // To make sure the protocol message is transmitted, the channel // first has to be marked as connected. // // Usually it is not required to send the channel list to the // client currently connecting since it automatically requests // the channel list on a new connection (as a result, he will // usually get the list twice which has no impact on functionality // but will only increase the network load a tiny little bit). But // in case the client thinks he is still connected but the server // was restartet, it is important that we send the channel list // at this place. vecChannels[iCurChanID].ResetTimeOutCounter(); vecChannels[iCurChanID].CreateReqChanInfoMes(); // COMPATIBILITY ISSUE // since old versions of the software did not implement the channel name // request message, we have to explicitely send the channel list here CreateAndSendChanListForAllConChannels(); // send welcome message (if enabled) if ( !strWelcomeMessage.isEmpty() ) { // create formated server welcome message and send it just to // the client which just connected to the server const QString strWelcomeMessageFormated = "Server Welcome Message: " + strWelcomeMessage; vecChannels[iCurChanID].CreateChatTextMes ( strWelcomeMessageFormated ); } } } Mutex.unlock(); // we do not want the server to be started on a protocol message but only on // an audio packet -> consider "bIsNotEvaluatedProtocolMessage", too return bChanOK && ( !bIsNotEvaluatedProtocolMessage ); } void CServer::GetConCliParam ( CVector& vecHostAddresses, CVector& vecsName, CVector& veciJitBufNumFrames, CVector& veciNetwFrameSizeFact ) { CHostAddress InetAddr; // init return values vecHostAddresses.Init ( iMaxNumChannels ); vecsName.Init ( iMaxNumChannels ); veciJitBufNumFrames.Init ( iMaxNumChannels ); veciNetwFrameSizeFact.Init ( iMaxNumChannels ); // check all possible channels for ( int i = 0; i < iMaxNumChannels; i++ ) { if ( vecChannels[i].GetAddress ( InetAddr ) ) { // get requested data vecHostAddresses[i] = InetAddr; vecsName[i] = vecChannels[i].GetName(); veciJitBufNumFrames[i] = vecChannels[i].GetSockBufNumFrames(); veciNetwFrameSizeFact[i] = vecChannels[i].GetNetwFrameSizeFact(); } } } void CServer::StartStatusHTMLFileWriting ( const QString& strNewFileName, const QString& strNewServerNameWithPort ) { // set important parameters strServerHTMLFileListName = strNewFileName; strServerNameWithPort = strNewServerNameWithPort; // set flag bWriteStatusHTMLFile = true; // write initial file WriteHTMLChannelList(); } void CServer::WriteHTMLChannelList() { // prepare file and stream QFile serverFileListFile ( strServerHTMLFileListName ); if ( !serverFileListFile.open ( QIODevice::WriteOnly | QIODevice::Text ) ) { return; } QTextStream streamFileOut ( &serverFileListFile ); streamFileOut << strServerNameWithPort << endl << "
    " << endl; // depending on number of connected clients write list if ( GetNumberOfConnectedClients() == 0 ) { // no clients are connected -> empty server streamFileOut << " No client connected" << endl; } else { // write entry for each connected client for ( int i = 0; i < iMaxNumChannels; i++ ) { if ( vecChannels[i].IsConnected() ) { QString strCurChanName = vecChannels[i].GetName(); // if text is empty, show IP address instead if ( strCurChanName.isEmpty() ) { // convert IP address to text and show it, remove last // digits strCurChanName = vecChannels[i].GetAddress(). toString ( CHostAddress::SM_IP_NO_LAST_BYTE ); } streamFileOut << "
  • " << strCurChanName << "
  • " << endl; } } } // finish list streamFileOut << "
" << endl; } void CServer::customEvent ( QEvent* pEvent ) { if ( pEvent->type() == QEvent::User + 11 ) { const int iMessType = ( (CCustomEvent*) pEvent )->iMessType; switch ( iMessType ) { case MS_PACKET_RECEIVED: // wake up the server if a packet was received // if the server is still running, the call to Start() will have // no effect Start(); break; } } }