/******************************************************************************\ * 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 "server.h" // CHighPrecisionTimer implementation ****************************************** 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 != 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 // llcon 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++; } } // CServer implementation ****************************************************** CServer::CServer ( const QString& strLoggingFileName, const quint16 iPortNumber, const QString& strHTMLStatusFileName, const QString& strHistoryFileName, const QString& strServerNameForHTMLStatusFile ) : Socket ( this, iPortNumber ), bWriteStatusHTMLFile ( false ) { int i; // create CELT encoder/decoder for each channel (must be done before // enabling the channels) for ( i = 0; i < USED_NUM_CHANNELS; i++ ) { // init audio endocder/decoder (mono) CeltMode[i] = celt_mode_create ( SYSTEM_SAMPLE_RATE, 1, SYSTEM_FRAME_SIZE_SAMPLES, NULL ); CeltEncoder[i] = celt_encoder_create ( CeltMode[i] ); CeltDecoder[i] = celt_decoder_create ( CeltMode[i] ); #ifdef USE_LOW_COMPLEXITY_CELT_ENC // set encoder low complexity celt_encoder_ctl(CeltEncoder[i], CELT_SET_COMPLEXITY_REQUEST, celt_int32_t ( 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"; vecsSendData.Init ( SYSTEM_FRAME_SIZE_SAMPLES ); // init moving average buffer for response time evaluation CycleTimeVariance.Init ( SYSTEM_FRAME_SIZE_SAMPLES, SYSTEM_SAMPLE_RATE, TIME_MOV_AV_RESPONSE ); // 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 < USED_NUM_CHANNELS; i++ ) { vecChannels[i].SetEnable ( true ); } // connections ------------------------------------------------------------- // connect timer timeout signal QObject::connect ( &HighPrecisionTimer, SIGNAL ( timeout() ), this, SLOT ( OnTimer() ) ); // 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 ) ) ); // 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() ) ); // 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() ) ); // channel name has changed QObject::connect ( &vecChannels[0], SIGNAL ( NameHasChanged() ), this, SLOT ( OnNameHasChangedCh0() ) ); QObject::connect ( &vecChannels[1], SIGNAL ( NameHasChanged() ), this, SLOT ( OnNameHasChangedCh1() ) ); QObject::connect ( &vecChannels[2], SIGNAL ( NameHasChanged() ), this, SLOT ( OnNameHasChangedCh2() ) ); QObject::connect ( &vecChannels[3], SIGNAL ( NameHasChanged() ), this, SLOT ( OnNameHasChangedCh3() ) ); QObject::connect ( &vecChannels[4], SIGNAL ( NameHasChanged() ), this, SLOT ( OnNameHasChangedCh4() ) ); QObject::connect ( &vecChannels[5], SIGNAL ( NameHasChanged() ), this, SLOT ( OnNameHasChangedCh5() ) ); QObject::connect ( &vecChannels[6], SIGNAL ( NameHasChanged() ), this, SLOT ( OnNameHasChangedCh6() ) ); QObject::connect ( &vecChannels[7], SIGNAL ( NameHasChanged() ), this, SLOT ( OnNameHasChangedCh7() ) ); QObject::connect ( &vecChannels[8], SIGNAL ( NameHasChanged() ), this, SLOT ( OnNameHasChangedCh8() ) ); QObject::connect ( &vecChannels[9], SIGNAL ( NameHasChanged() ), this, SLOT ( OnNameHasChangedCh9() ) ); // 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 ) ) ); // ping message received QObject::connect ( &vecChannels[0], SIGNAL ( PingReceived ( int ) ), this, SLOT ( OnPingReceivedCh0 ( int ) ) ); QObject::connect ( &vecChannels[1], SIGNAL ( PingReceived ( int ) ), this, SLOT ( OnPingReceivedCh1 ( int ) ) ); QObject::connect ( &vecChannels[2], SIGNAL ( PingReceived ( int ) ), this, SLOT ( OnPingReceivedCh2 ( int ) ) ); QObject::connect ( &vecChannels[3], SIGNAL ( PingReceived ( int ) ), this, SLOT ( OnPingReceivedCh3 ( int ) ) ); QObject::connect ( &vecChannels[4], SIGNAL ( PingReceived ( int ) ), this, SLOT ( OnPingReceivedCh4 ( int ) ) ); QObject::connect ( &vecChannels[5], SIGNAL ( PingReceived ( int ) ), this, SLOT ( OnPingReceivedCh5 ( int ) ) ); QObject::connect ( &vecChannels[6], SIGNAL ( PingReceived ( int ) ), this, SLOT ( OnPingReceivedCh6 ( int ) ) ); QObject::connect ( &vecChannels[7], SIGNAL ( PingReceived ( int ) ), this, SLOT ( OnPingReceivedCh7 ( int ) ) ); QObject::connect ( &vecChannels[8], SIGNAL ( PingReceived ( int ) ), this, SLOT ( OnPingReceivedCh8 ( int ) ) ); QObject::connect ( &vecChannels[9], SIGNAL ( PingReceived ( int ) ), this, SLOT ( OnPingReceivedCh9 ( 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::Start() { // only start if not already running if ( !IsRunning() ) { // start timer HighPrecisionTimer.start(); // init time for response time evaluation CycleTimeVariance.Reset(); } } void CServer::Stop() { // stop timer HighPrecisionTimer.stop(); // logging (add "server stopped" logging entry) Logging.AddServerStopped(); } void CServer::OnTimer() { int i, j; CVector vecChanID; CVector > vecvecdGains; CVector > vecvecsData; // Get data from all connected clients ------------------------------------- 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 vecChanID.Init ( 0 ); for ( i = 0; i < USED_NUM_CHANNELS; i++ ) { if ( vecChannels[i].IsConnected() ) { // add ID and data vecChanID.Add ( i ); } } // process connected channels const int iNumCurConnChan = vecChanID.Size(); // init temporary vectors vecvecdGains.Init ( iNumCurConnChan ); vecvecsData.Init ( iNumCurConnChan ); for ( i = 0; i < iNumCurConnChan; i++ ) { // get actual ID of current channel const int iCurChanID = vecChanID[i]; // init vectors storing information of all channels vecvecdGains[i].Init ( iNumCurConnChan ); vecvecsData[i].Init ( SYSTEM_FRAME_SIZE_SAMPLES ); // get gains of all connected channels for ( j = 0; j < iNumCurConnChan; j++ ) { // The second index of "vecvecdGains" does not represent // the channel ID! Therefore we have to use "vecChanID" to // query the IDs of the currently connected channels vecvecdGains[i][j] = vecChannels[iCurChanID].GetGain( vecChanID[j] ); } // get current number of CELT coded bytes const int iCeltNumCodedBytes = vecChannels[iCurChanID].GetNetwFrameSize(); // init temporal data vector and clear input buffers CVector vecbyData ( iCeltNumCodedBytes ); // get data const EGetDataStat eGetStat = vecChannels[iCurChanID].GetData ( vecbyData ); // 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 ) { celt_decode ( CeltDecoder[iCurChanID], &vecbyData[0], iCeltNumCodedBytes, &vecvecsData[i][0] ); } else { // lost packet celt_decode ( CeltDecoder[iCurChanID], NULL, 0, &vecvecsData[i][0] ); } // send message for get status (for GUI) if ( eGetStat == GS_BUFFER_OK ) { PostWinMessage ( MS_JIT_BUF_GET, MUL_COL_LED_GREEN, iCurChanID ); } else { PostWinMessage ( MS_JIT_BUF_GET, MUL_COL_LED_RED, iCurChanID ); } } // 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 ------------------------------------------------------------ const int iNumClients = vecChanID.Size(); // 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 = vecChanID[i]; // generate a sparate mix for each channel // actual processing of audio data -> mix vecsSendData = ProcessData ( vecvecsData, vecvecdGains[i] ); // get current number of CELT coded bytes const int iCeltNumCodedBytes = vecChannels[iCurChanID].GetNetwFrameSize(); // CELT encoding CVector vecCeltData ( iCeltNumCodedBytes ); celt_encode ( CeltEncoder[iCurChanID], &vecsSendData[0], NULL, &vecCeltData[0], iCeltNumCodedBytes ); // send separate mix to current clients Socket.SendPacket ( vecChannels[iCurChanID].PrepSendPacket ( vecCeltData ), vecChannels[iCurChanID].GetAddress() ); } } 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(); } // update response time measurement CycleTimeVariance.Update(); } CVector CServer::ProcessData ( CVector >& vecvecsData, CVector& vecdGains ) { int i; // init return vector with zeros since we mix all channels on that vector // TODO speed optimization: avoid using the zero vector, use the first valid // data vector for initialization instead (take care of gain of this data, too!) CVector vecsOutData ( SYSTEM_FRAME_SIZE_SAMPLES, 0 ); const int iNumClients = vecvecsData.Size(); // mix all audio data from all clients together for ( int j = 0; j < iNumClients; j++ ) { // if channel gain is 1, avoid multiplication for speed optimization if ( vecdGains[j] == static_cast ( 1.0 ) ) { for ( i = 0; i < SYSTEM_FRAME_SIZE_SAMPLES; i++ ) { vecsOutData[i] = Double2Short ( vecsOutData[i] + vecvecsData[j][i] ); } } else { for ( i = 0; i < SYSTEM_FRAME_SIZE_SAMPLES; i++ ) { vecsOutData[i] = Double2Short ( vecsOutData[i] + vecvecsData[j][i] * vecdGains[j] ); } } } return vecsOutData; } CVector CServer::CreateChannelList() { CVector vecChanInfo ( 0 ); // look for free channels for ( int i = 0; i < USED_NUM_CHANNELS; i++ ) { if ( vecChannels[i].IsConnected() ) { // append channel ID, IP address and channel name to storing vectors vecChanInfo.Add ( CChannelShortInfo ( i, // ID vecChannels[i].GetAddress().InetAddr.toIPv4Address(), // IP address vecChannels[i].GetName() /* name */ ) ); } } 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 < USED_NUM_CHANNELS; i++ ) { if ( vecChannels[i].IsConnected() ) { // send message 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" 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().GetIpAddressStringNoLastByte(); } // 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 < USED_NUM_CHANNELS; i++ ) { if ( vecChannels[i].IsConnected() ) { // send message vecChannels[i].CreateChatTextMes ( strActualMessageText ); } } } int CServer::GetFreeChan() { // look for a free channel for ( int i = 0; i < USED_NUM_CHANNELS; i++ ) { if ( !vecChannels[i].IsConnected() ) { return i; } } // no free channel found, return invalid ID return INVALID_CHANNEL_ID; } int CServer::CheckAddr ( const CHostAddress& Addr ) { CHostAddress InetAddr; // check for all possible channels if IP is already in use for ( int i = 0; i < USED_NUM_CHANNELS; i++ ) { if ( vecChannels[i].IsConnected() ) { if ( vecChannels[i].GetAddress ( InetAddr ) ) { // IP found, return channel number if ( InetAddr == Addr ) { 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 bAudioOK = false; bool bNewChannelReserved = false; Mutex.lock(); { bool bChanOK = true; // Get channel ID ------------------------------------------------------ // check address int iCurChanID = CheckAddr ( HostAdr ); if ( iCurChanID == INVALID_CHANNEL_ID ) { // 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 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 < USED_NUM_CHANNELS; 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 // TODO problem: if channel is not officially connected, we cannot send messages } } // Put received data in jitter buffer ---------------------------------- if ( bChanOK ) { // put packet in socket buffer switch ( vecChannels[iCurChanID].PutData ( vecbyRecBuf, iNumBytesRead ) ) { case PS_AUDIO_OK: PostWinMessage ( MS_JIT_BUF_PUT, MUL_COL_LED_GREEN, iCurChanID ); bAudioOK = true; // in case we have an audio packet, return true break; case PS_AUDIO_ERR: PostWinMessage ( MS_JIT_BUF_PUT, MUL_COL_LED_RED, iCurChanID ); bAudioOK = true; // in case we have an audio packet, return true break; case PS_PROT_ERR: PostWinMessage ( MS_JIT_BUF_PUT, MUL_COL_LED_YELLOW, iCurChanID ); break; } } // act on new channel connection if ( bNewChannelReserved ) { // 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].CreateReqChanNameMes(); // COMPATIBILITY ISSUE // since old versions of the llcon software did not implement the channel name // request message, we have to explicitely send the channel list here CreateAndSendChanListForAllConChannels(); } } Mutex.unlock(); return bAudioOK; } void CServer::GetConCliParam ( CVector& vecHostAddresses, CVector& vecsName, CVector& veciJitBufNumFrames, CVector& veciNetwFrameSizeFact ) { CHostAddress InetAddr; // init return values vecHostAddresses.Init ( USED_NUM_CHANNELS ); vecsName.Init ( USED_NUM_CHANNELS ); veciJitBufNumFrames.Init ( USED_NUM_CHANNELS ); veciNetwFrameSizeFact.Init ( USED_NUM_CHANNELS ); // check all possible channels for ( int i = 0; i < USED_NUM_CHANNELS; 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() { // create channel list CVector vecChanInfo ( CreateChannelList() ); // prepare file and stream QFile serverFileListFile ( strServerHTMLFileListName ); if ( !serverFileListFile.open ( QIODevice::WriteOnly | QIODevice::Text ) ) { return; } QTextStream streamFileOut ( &serverFileListFile ); streamFileOut << strServerNameWithPort << endl << "
    " << endl; // get the number of connected clients int iNumConnClients = 0; for ( int i = 0; i < USED_NUM_CHANNELS; i++ ) { if ( vecChannels[i].IsConnected() ) { iNumConnClients++; } } // depending on number of connected clients write list if ( iNumConnClients == 0 ) { // no clients are connected -> empty server streamFileOut << " No client connected" << endl; } else { // write entry for each connected client for ( int i = 0; i < USED_NUM_CHANNELS; 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().GetIpAddressStringNoLastByte(); } streamFileOut << "
  • " << strCurChanName << "
  • " << endl; } } } // finish list streamFileOut << "
" << endl; } bool CServer::GetTimingStdDev ( double& dCurTiStdDev ) { dCurTiStdDev = 0.0; // init return value // only return value if server is active and the actual measurement is // updated if ( IsRunning() ) { // return the standard deviation dCurTiStdDev = CycleTimeVariance.GetStdDev(); return true; } else { return false; } } void CServer::customEvent ( QEvent* Event ) { if ( Event->type() == QEvent::User + 11 ) { const int iMessType = ( ( CLlconEvent* ) Event )->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; } } }