jamulus/src/server.cpp

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/******************************************************************************\
* Copyright (c) 2004-2020
*
* 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.,
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*
\******************************************************************************/
#include "server.h"
// CHighPrecisionTimer implementation ******************************************
#ifdef _WIN32
CHighPrecisionTimer::CHighPrecisionTimer ( const bool bNewUseDoubleSystemFrameSize ) :
bUseDoubleSystemFrameSize ( bNewUseDoubleSystemFrameSize )
{
// add some error checking, the high precision timer implementation only
// supports 64 and 128 samples frame size at 48 kHz sampling rate
#if ( SYSTEM_FRAME_SIZE_SAMPLES != 64 ) && ( DOUBLE_SYSTEM_FRAME_SIZE_SAMPLES != 128 )
# error "Only system frame size of 64 and 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 for 128
// samples frame size and 1 ms resolution for 64 samples frame size.
// Then we 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 with 2 ms timer resolution:
// actual intervals: 0.0 2.666 5.333 8.0
// quantized to 2 ms: 0 2 6 8 (0)
// for 64 sample frame size at 48 kHz sampling rate with 1 ms timer resolution:
// actual intervals: 0.0 1.333 2.666 4.0
// quantized to 2 ms: 0 1 3 4 (0)
veciTimeOutIntervals[0] = 0;
veciTimeOutIntervals[1] = 1;
veciTimeOutIntervals[2] = 0;
// connect timer timeout signal
QObject::connect ( &Timer, &QTimer::timeout,
this, &CHighPrecisionTimer::OnTimer );
}
void CHighPrecisionTimer::Start()
{
// reset position pointer and counter
iCurPosInVector = 0;
iIntervalCounter = 0;
if ( bUseDoubleSystemFrameSize )
{
// start internal timer with 2 ms resolution for 128 samples frame size
Timer.start ( 2 );
}
else
{
// start internal timer with 1 ms resolution for 64 samples frame size
Timer.start ( 1 );
}
}
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 ( const bool bUseDoubleSystemFrameSize ) :
bRun ( false )
{
// calculate delay in ns
uint64_t iNsDelay;
if ( bUseDoubleSystemFrameSize )
{
iNsDelay = ( (uint64_t) DOUBLE_SYSTEM_FRAME_SIZE_SAMPLES * 1000000000 ) /
(uint64_t) SYSTEM_SAMPLE_RATE_HZ; // in ns
}
else
{
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 int iMaxDaysHistory,
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 QString& strRecordingDirName,
const bool bNCentServPingServerInList,
const bool bNDisconnectAllClientsOnQuit,
const bool bNUseDoubleSystemFrameSize,
const ELicenceType eNLicenceType ) :
vecWindowPosMain (), // empty array
bUseDoubleSystemFrameSize ( bNUseDoubleSystemFrameSize ),
iMaxNumChannels ( iNewMaxNumChan ),
Socket ( this, iPortNumber ),
Logging ( iMaxDaysHistory ),
iFrameCount ( 0 ),
bWriteStatusHTMLFile ( false ),
HighPrecisionTimer ( bNUseDoubleSystemFrameSize ),
ServerListManager ( iPortNumber,
strCentralServer,
strServerInfo,
iNewMaxNumChan,
bNCentServPingServerInList,
&ConnLessProtocol ),
bAutoRunMinimized ( false ),
eLicenceType ( eNLicenceType ),
bDisconnectAllClientsOnQuit ( bNDisconnectAllClientsOnQuit ),
pSignalHandler ( CSignalHandler::getSingletonP() )
{
int iOpusError;
int i;
// create OPUS 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 OPUS -----------------------------------------------------------
OpusMode[i] = opus_custom_mode_create ( SYSTEM_SAMPLE_RATE_HZ,
DOUBLE_SYSTEM_FRAME_SIZE_SAMPLES,
&iOpusError );
Opus64Mode[i] = opus_custom_mode_create ( SYSTEM_SAMPLE_RATE_HZ,
SYSTEM_FRAME_SIZE_SAMPLES,
&iOpusError );
// init audio encoders and decoders
OpusEncoderMono[i] = opus_custom_encoder_create ( OpusMode[i], 1, &iOpusError ); // mono encoder legacy
OpusDecoderMono[i] = opus_custom_decoder_create ( OpusMode[i], 1, &iOpusError ); // mono decoder legacy
OpusEncoderStereo[i] = opus_custom_encoder_create ( OpusMode[i], 2, &iOpusError ); // stereo encoder legacy
OpusDecoderStereo[i] = opus_custom_decoder_create ( OpusMode[i], 2, &iOpusError ); // stereo decoder legacy
Opus64EncoderMono[i] = opus_custom_encoder_create ( Opus64Mode[i], 1, &iOpusError ); // mono encoder OPUS64
Opus64DecoderMono[i] = opus_custom_decoder_create ( Opus64Mode[i], 1, &iOpusError ); // mono decoder OPUS64
Opus64EncoderStereo[i] = opus_custom_encoder_create ( Opus64Mode[i], 2, &iOpusError ); // stereo encoder OPUS64
Opus64DecoderStereo[i] = opus_custom_decoder_create ( Opus64Mode[i], 2, &iOpusError ); // stereo decoder OPUS64
// we require a constant bit rate
opus_custom_encoder_ctl ( OpusEncoderMono[i], OPUS_SET_VBR ( 0 ) );
opus_custom_encoder_ctl ( OpusEncoderStereo[i], OPUS_SET_VBR ( 0 ) );
opus_custom_encoder_ctl ( Opus64EncoderMono[i], OPUS_SET_VBR ( 0 ) );
opus_custom_encoder_ctl ( Opus64EncoderStereo[i], OPUS_SET_VBR ( 0 ) );
// for 64 samples frame size we have to adjust the PLC behavior to avoid loud artifacts
opus_custom_encoder_ctl ( Opus64EncoderMono[i], OPUS_SET_PACKET_LOSS_PERC ( 35 ) );
opus_custom_encoder_ctl ( Opus64EncoderStereo[i], OPUS_SET_PACKET_LOSS_PERC ( 35 ) );
// we want as low delay as possible
opus_custom_encoder_ctl ( OpusEncoderMono[i], OPUS_SET_APPLICATION ( OPUS_APPLICATION_RESTRICTED_LOWDELAY ) );
opus_custom_encoder_ctl ( OpusEncoderStereo[i], OPUS_SET_APPLICATION ( OPUS_APPLICATION_RESTRICTED_LOWDELAY ) );
opus_custom_encoder_ctl ( Opus64EncoderMono[i], OPUS_SET_APPLICATION ( OPUS_APPLICATION_RESTRICTED_LOWDELAY ) );
opus_custom_encoder_ctl ( Opus64EncoderStereo[i], OPUS_SET_APPLICATION ( OPUS_APPLICATION_RESTRICTED_LOWDELAY ) );
// set encoder low complexity for legacy 128 samples frame size
opus_custom_encoder_ctl ( OpusEncoderMono[i], OPUS_SET_COMPLEXITY ( 1 ) );
opus_custom_encoder_ctl ( OpusEncoderStereo[i], OPUS_SET_COMPLEXITY ( 1 ) );
// init double-to-normal frame size conversion buffers -----------------
// use worst case memory initialization to avoid allocating memory in
// the time-critical thread
DoubleFrameSizeConvBufIn[i].Init ( 2 /* stereo */ * DOUBLE_SYSTEM_FRAME_SIZE_SAMPLES /* worst case buffer size */ );
DoubleFrameSizeConvBufOut[i].Init ( 2 /* stereo */ * DOUBLE_SYSTEM_FRAME_SIZE_SAMPLES /* worst case buffer size */ );
}
// 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";
// set the server frame size
if ( bUseDoubleSystemFrameSize )
{
iServerFrameSizeSamples = DOUBLE_SYSTEM_FRAME_SIZE_SAMPLES;
}
else
{
iServerFrameSizeSamples = SYSTEM_FRAME_SIZE_SAMPLES;
}
// 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:
// allocate worst case memory for the temporary vectors
vecChanIDsCurConChan.Init ( iMaxNumChannels );
vecvecdGains.Init ( iMaxNumChannels );
vecvecdPannings.Init ( iMaxNumChannels );
vecvecsData.Init ( iMaxNumChannels );
vecvecsSendData.Init ( iMaxNumChannels );
vecvecbyCodedData.Init ( iMaxNumChannels );
vecNumAudioChannels.Init ( iMaxNumChannels );
vecNumFrameSizeConvBlocks.Init ( iMaxNumChannels );
vecUseDoubleSysFraSizeConvBuf.Init ( iMaxNumChannels );
vecAudioComprType.Init ( iMaxNumChannels );
for ( i = 0; i < iMaxNumChannels; i++ )
{
// init vectors storing information of all channels
vecvecdGains[i].Init ( iMaxNumChannels );
vecvecdPannings[i].Init ( iMaxNumChannels );
// we always use stereo audio buffers (which is the worst case)
vecvecsData[i].Init ( 2 /* stereo */ * DOUBLE_SYSTEM_FRAME_SIZE_SAMPLES /* worst case buffer size */ );
// (note that we only allocate iMaxNumChannels buffers for the send
// and coded data because of the OMP implementation)
vecvecsSendData[i].Init ( 2 /* stereo */ * DOUBLE_SYSTEM_FRAME_SIZE_SAMPLES /* worst case buffer size */ );
// allocate worst case memory for the coded data
vecvecbyCodedData[i].Init ( MAX_SIZE_BYTES_NETW_BUF );
}
// allocate worst case memory for the channel levels
vecChannelLevels.Init ( iMaxNumChannels );
// 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, substitute 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<int> ( iPortNumber ) ) );
}
// manage welcome message: if the welcome message is a valid link to a local
// file, the content of that file is used as the welcome message (#361)
strWelcomeMessage = strNewWelcomeMessage; // first copy text, may be overwritten
if ( QFileInfo ( strNewWelcomeMessage ).exists() )
{
QFile file ( strNewWelcomeMessage );
if ( file.open ( QIODevice::ReadOnly | QIODevice::Text ) )
{
// use entire file content for the welcome message
strWelcomeMessage = file.readAll();
}
}
// restrict welcome message to maximum allowed length
strWelcomeMessage = strWelcomeMessage.left ( MAX_LEN_CHAT_TEXT );
// enable jam recording (if requested) - kicks off the thread (note
// that jam recorder needs the frame size which is given to the jam
// recorder in the SetRecordingDir() function)
SetRecordingDir ( strRecordingDirName );
// 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, &CHighPrecisionTimer::timeout,
this, &CServer::OnTimer );
QObject::connect ( &ConnLessProtocol, &CProtocol::CLMessReadyForSending,
this, &CServer::OnSendCLProtMessage );
QObject::connect ( &ConnLessProtocol, &CProtocol::CLPingReceived,
this, &CServer::OnCLPingReceived );
QObject::connect ( &ConnLessProtocol, &CProtocol::CLPingWithNumClientsReceived,
this, &CServer::OnCLPingWithNumClientsReceived );
QObject::connect ( &ConnLessProtocol, &CProtocol::CLRegisterServerReceived,
this, &CServer::OnCLRegisterServerReceived );
QObject::connect ( &ConnLessProtocol, &CProtocol::CLUnregisterServerReceived,
this, &CServer::OnCLUnregisterServerReceived );
QObject::connect ( &ConnLessProtocol, &CProtocol::CLReqServerList,
this, &CServer::OnCLReqServerList );
QObject::connect ( &ConnLessProtocol, &CProtocol::CLRegisterServerResp,
this, &CServer::OnCLRegisterServerResp );
QObject::connect ( &ConnLessProtocol, &CProtocol::CLSendEmptyMes,
this, &CServer::OnCLSendEmptyMes );
QObject::connect ( &ConnLessProtocol, &CProtocol::CLDisconnection,
this, &CServer::OnCLDisconnection );
QObject::connect ( &ConnLessProtocol, &CProtocol::CLReqVersionAndOS,
this, &CServer::OnCLReqVersionAndOS );
QObject::connect ( &ConnLessProtocol, &CProtocol::CLReqConnClientsList,
this, &CServer::OnCLReqConnClientsList );
QObject::connect ( &ServerListManager, &CServerListManager::SvrRegStatusChanged,
this, &CServer::SvrRegStatusChanged );
QObject::connect ( &JamController, &recorder::CJamController::RestartRecorder,
this, &CServer::RestartRecorder );
QObject::connect ( &JamController, &recorder::CJamController::StopRecorder,
this, &CServer::StopRecorder );
QObject::connect ( &JamController, &recorder::CJamController::RecordingSessionStarted,
this, &CServer::RecordingSessionStarted );
QObject::connect ( &JamController, &recorder::CJamController::EndRecorderThread,
this, &CServer::EndRecorderThread );
QObject::connect ( this, &CServer::Stopped,
&JamController, &recorder::CJamController::Stopped );
QObject::connect ( this, &CServer::ClientDisconnected,
&JamController, &recorder::CJamController::ClientDisconnected );
qRegisterMetaType<CVector<int16_t>> ( "CVector<int16_t>" );
QObject::connect ( this, &CServer::AudioFrame,
&JamController, &recorder::CJamController::AudioFrame );
QObject::connect ( QCoreApplication::instance(), &QCoreApplication::aboutToQuit,
this, &CServer::OnAboutToQuit );
QObject::connect ( pSignalHandler, &CSignalHandler::HandledSignal,
this, &CServer::OnHandledSignal );
connectChannelSignalsToServerSlots<MAX_NUM_CHANNELS>();
// start the socket (it is important to start the socket after all
// initializations and connections)
Socket.Start();
}
template<unsigned int slotId>
inline void CServer::connectChannelSignalsToServerSlots()
{
int iCurChanID = slotId - 1;
void ( CServer::* pOnSendProtMessCh )( CVector<uint8_t> ) =
&CServerSlots<slotId>::OnSendProtMessCh;
void ( CServer::* pOnReqConnClientsListCh )() =
&CServerSlots<slotId>::OnReqConnClientsListCh;
void ( CServer::* pOnChatTextReceivedCh )( QString ) =
&CServerSlots<slotId>::OnChatTextReceivedCh;
void ( CServer::* pOnMuteStateHasChangedCh )( int, bool ) =
&CServerSlots<slotId>::OnMuteStateHasChangedCh;
void ( CServer::* pOnServerAutoSockBufSizeChangeCh )( int ) =
&CServerSlots<slotId>::OnServerAutoSockBufSizeChangeCh;
// send message
QObject::connect ( &vecChannels[iCurChanID], &CChannel::MessReadyForSending,
this, pOnSendProtMessCh );
// request connected clients list
QObject::connect ( &vecChannels[iCurChanID], &CChannel::ReqConnClientsList,
this, pOnReqConnClientsListCh );
// channel info has changed
QObject::connect ( &vecChannels[iCurChanID], &CChannel::ChanInfoHasChanged,
this, &CServer::CreateAndSendChanListForAllConChannels );
// chat text received
QObject::connect ( &vecChannels[iCurChanID], &CChannel::ChatTextReceived,
this, pOnChatTextReceivedCh );
// other mute state has changed
QObject::connect ( &vecChannels[iCurChanID], &CChannel::MuteStateHasChanged,
this, pOnMuteStateHasChangedCh );
// auto socket buffer size change
QObject::connect ( &vecChannels[iCurChanID], &CChannel::ServerAutoSockBufSizeChange,
this, pOnServerAutoSockBufSizeChangeCh );
connectChannelSignalsToServerSlots<slotId - 1>();
}
template<>
inline void CServer::connectChannelSignalsToServerSlots<0>() {}
void CServer::CreateAndSendJitBufMessage ( const int iCurChanID,
const int iNNumFra )
{
vecChannels[iCurChanID].CreateJitBufMes ( iNNumFra );
}
CServer::~CServer()
{
for ( int i = 0; i < iMaxNumChannels; i++ )
{
// free audio encoders and decoders
opus_custom_encoder_destroy ( OpusEncoderMono[i] );
opus_custom_decoder_destroy ( OpusDecoderMono[i] );
opus_custom_encoder_destroy ( OpusEncoderStereo[i] );
opus_custom_decoder_destroy ( OpusDecoderStereo[i] );
opus_custom_encoder_destroy ( Opus64EncoderMono[i] );
opus_custom_decoder_destroy ( Opus64DecoderMono[i] );
opus_custom_encoder_destroy ( Opus64EncoderStereo[i] );
opus_custom_decoder_destroy ( Opus64DecoderStereo[i] );
// free audio modes
opus_custom_mode_destroy ( OpusMode[i] );
opus_custom_mode_destroy ( Opus64Mode[i] );
}
}
void CServer::SendProtMessage ( int iChID, CVector<uint8_t> 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,
CHostAddress RecHostAddr )
{
// inform the client about its own ID at the server (note that this
// must be the first message to be sent for a new connection)
vecChannels[iChID].CreateClientIDMes ( 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();
// 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 (implicitly).
//
// 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[iChID].CreateReqChanInfoMes();
// send welcome message (if enabled)
if ( !strWelcomeMessage.isEmpty() )
{
// create formatted server welcome message and send it just to
// the client which just connected to the server
const QString strWelcomeMessageFormated =
"<b>Server Welcome Message:</b> " + strWelcomeMessage;
vecChannels[iChID].CreateChatTextMes ( strWelcomeMessageFormated );
}
// send licence request message (if enabled)
if ( eLicenceType != LT_NO_LICENCE )
{
vecChannels[iChID].CreateLicReqMes ( eLicenceType );
}
// send version info (for, e.g., feature activation in the client)
vecChannels[iChID].CreateVersionAndOSMes();
// send recording state message on connection
vecChannels[iChID].CreateRecorderStateMes ( JamController.GetRecorderState() );
// reset the conversion buffers
DoubleFrameSizeConvBufIn[iChID].Reset();
DoubleFrameSizeConvBufOut[iChID].Reset();
// logging of new connected channel
Logging.AddNewConnection ( RecHostAddr.InetAddr );
}
void CServer::OnServerFull ( CHostAddress RecHostAddr )
{
// inform the calling client that no channel is free
ConnLessProtocol.CreateCLServerFullMes ( RecHostAddr );
}
void CServer::OnSendCLProtMessage ( CHostAddress InetAddr,
CVector<uint8_t> vecMessage )
{
// the protocol queries me to call the function to send the message
// send it through the network
Socket.SendPacket ( vecMessage, InetAddr );
}
void CServer::OnProtcolCLMessageReceived ( int iRecID,
CVector<uint8_t> vecbyMesBodyData,
CHostAddress RecHostAddr )
{
// connection less messages are always processed
ConnLessProtocol.ParseConnectionLessMessageBody ( vecbyMesBodyData,
iRecID,
RecHostAddr );
}
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::OnAboutToQuit()
{
// if enabled, disconnect all clients on quit
if ( bDisconnectAllClientsOnQuit )
{
Mutex.lock();
{
for ( int i = 0; i < iMaxNumChannels; i++ )
{
if ( vecChannels[i].IsConnected() )
{
ConnLessProtocol.CreateCLDisconnection ( vecChannels[i].GetAddress() );
}
}
}
Mutex.unlock(); // release mutex
}
Stop();
// if server was registered at the central server, unregister on shutdown
if ( GetServerListEnabled() )
{
UnregisterSlaveServer();
}
}
void CServer::OnHandledSignal ( int sigNum )
{
// show the signal number on the command line (note that this does not work for the Windows command line)
// TODO we should use the ConsoleWriterFactory() instead of qDebug()
qDebug() << "OnHandledSignal: " << sigNum;
#ifdef _WIN32
// Windows does not actually get OnHandledSignal triggered
QCoreApplication::instance()->exit();
Q_UNUSED ( sigNum )
#else
switch ( sigNum )
{
case SIGUSR1:
RequestNewRecording();
break;
case SIGUSR2:
SetEnableRecording ( !JamController.GetRecordingEnabled() );
break;
case SIGINT:
case SIGTERM:
// This should trigger OnAboutToQuit
QCoreApplication::instance()->exit();
break;
default:
break;
}
#endif
}
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()
{
/*
static CTimingMeas JitterMeas ( 1000, "test2.dat" ); JitterMeas.Measure(); // TEST do a timer jitter measurement
*/
// Get data from all connected clients -------------------------------------
// some inits
int iUnused;
int iNumClients = 0; // init connected client counter
bool bChannelIsNowDisconnected = false;
bool bUpdateChannelLevels = false;
bool bSendChannelLevels = 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 ( int 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 ( int i = 0; i < iNumClients; i++ )
{
int iClientFrameSizeSamples = 0; // initialize to avoid a compiler warning
OpusCustomDecoder* CurOpusDecoder;
unsigned char* pCurCodedData;
// get actual ID of current channel
const int iCurChanID = vecChanIDsCurConChan[i];
// get and store number of audio channels and compression type
vecNumAudioChannels[i] = vecChannels[iCurChanID].GetNumAudioChannels();
vecAudioComprType[i] = vecChannels[iCurChanID].GetAudioCompressionType();
// get info about required frame size conversion properties
vecUseDoubleSysFraSizeConvBuf[i] = ( !bUseDoubleSystemFrameSize && ( vecAudioComprType[i] == CT_OPUS ) );
if ( bUseDoubleSystemFrameSize && ( vecAudioComprType[i] == CT_OPUS64 ) )
{
vecNumFrameSizeConvBlocks[i] = 2;
}
else
{
vecNumFrameSizeConvBlocks[i] = 1;
}
// update conversion buffer size (nothing will happen if the size stays the same)
if ( vecUseDoubleSysFraSizeConvBuf[i] )
{
DoubleFrameSizeConvBufIn[iCurChanID].SetBufferSize ( DOUBLE_SYSTEM_FRAME_SIZE_SAMPLES * vecNumAudioChannels[i] );
DoubleFrameSizeConvBufOut[iCurChanID].SetBufferSize ( DOUBLE_SYSTEM_FRAME_SIZE_SAMPLES * vecNumAudioChannels[i] );
}
// select the opus decoder and raw audio frame length
if ( vecAudioComprType[i] == CT_OPUS )
{
iClientFrameSizeSamples = DOUBLE_SYSTEM_FRAME_SIZE_SAMPLES;
if ( vecNumAudioChannels[i] == 1 )
{
CurOpusDecoder = OpusDecoderMono[iCurChanID];
}
else
{
CurOpusDecoder = OpusDecoderStereo[iCurChanID];
}
}
else if ( vecAudioComprType[i] == CT_OPUS64 )
{
iClientFrameSizeSamples = SYSTEM_FRAME_SIZE_SAMPLES;
if ( vecNumAudioChannels[i] == 1 )
{
CurOpusDecoder = Opus64DecoderMono[iCurChanID];
}
else
{
CurOpusDecoder = Opus64DecoderStereo[iCurChanID];
}
}
else
{
CurOpusDecoder = nullptr;
}
// get gains of all connected channels
for ( int 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] );
// consider audio fade-in
vecvecdGains[i][j] *= vecChannels[vecChanIDsCurConChan[j]].GetFadeInGain();
// panning
vecvecdPannings[i][j] = vecChannels[iCurChanID].GetPan ( vecChanIDsCurConChan[j] );
}
// flag for updating channel levels (if at least one clients wants it)
if ( vecChannels[iCurChanID].ChannelLevelsRequired() )
{
bUpdateChannelLevels = true;
}
// If the server frame size is smaller than the received OPUS frame size, we need a conversion
// buffer which stores the large buffer.
// Note that we have a shortcut here. If the conversion buffer is not needed, the boolean flag
// is false and the Get() function is not called at all. Therefore if the buffer is not needed
// we do not spend any time in the function but go directly inside the if condition.
if ( ( vecUseDoubleSysFraSizeConvBuf[i] == 0 ) ||
!DoubleFrameSizeConvBufIn[iCurChanID].Get ( vecvecsData[i], SYSTEM_FRAME_SIZE_SAMPLES * vecNumAudioChannels[i] ) )
{
// get current number of OPUS coded bytes
const int iCeltNumCodedBytes = vecChannels[iCurChanID].GetNetwFrameSize();
for ( int iB = 0; iB < vecNumFrameSizeConvBlocks[i]; iB++ )
{
// get data
const EGetDataStat eGetStat = vecChannels[iCurChanID].GetData ( vecvecbyCodedData[i], iCeltNumCodedBytes );
// if channel was just disconnected, set flag that connected
// client list is sent to all other clients
// and emit the client disconnected signal
if ( eGetStat == GS_CHAN_NOW_DISCONNECTED )
{
if ( JamController.GetRecordingEnabled() )
{
emit ClientDisconnected ( iCurChanID ); // TODO do this outside the mutex lock?
}
bChannelIsNowDisconnected = true;
}
// get pointer to coded data
if ( eGetStat == GS_BUFFER_OK )
{
pCurCodedData = &vecvecbyCodedData[i][0];
}
else
{
// for lost packets use null pointer as coded input data
pCurCodedData = nullptr;
}
// OPUS decode received data stream
if ( CurOpusDecoder != nullptr )
{
iUnused = opus_custom_decode ( CurOpusDecoder,
pCurCodedData,
iCeltNumCodedBytes,
&vecvecsData[i][iB * SYSTEM_FRAME_SIZE_SAMPLES * vecNumAudioChannels[i]],
iClientFrameSizeSamples );
}
}
// a new large frame is ready, if the conversion buffer is required, put it in the buffer
// and read out the small frame size immediately for further processing
if ( vecUseDoubleSysFraSizeConvBuf[i] != 0 )
{
DoubleFrameSizeConvBufIn[iCurChanID].PutAll ( vecvecsData[i] );
DoubleFrameSizeConvBufIn[iCurChanID].Get ( vecvecsData[i], SYSTEM_FRAME_SIZE_SAMPLES * vecNumAudioChannels[i] );
}
}
}
// 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 )
{
// calculate levels for all connected clients
if ( bUpdateChannelLevels )
{
bSendChannelLevels = CreateLevelsForAllConChannels ( iNumClients,
vecNumAudioChannels,
vecvecsData,
vecChannelLevels );
}
#ifdef USE_OMP
// TODO This does not work as expected, the CPU is at high levels even if not much work is to be done. So we
// have an issue using OMP in the OnTimer() function. Even if #pragma omp parallel for is used on a trivial
// for loop for testing, still the CPU usage goes to very high values -> What is the cause of this issue?
// NOTE Most probably it is the overhead of threads creation/destruction which causes this effect.
// See https://software.intel.com/content/www/us/en/develop/articles/performance-obstacles-for-threading-how-do-they-affect-openmp-code.html
// "[...] overhead numbers are high enough that it doesnt make sense to thread that code. In those cases, were better off leaving the code in its original serial form."
# pragma omp parallel for
#endif
for ( int i = 0; i < iNumClients; i++ )
{
int iClientFrameSizeSamples = 0; // initialize to avoid a compiler warning
OpusCustomEncoder* CurOpusEncoder;
// get actual ID of current channel
const int iCurChanID = vecChanIDsCurConChan[i];
// get number of audio channels of current channel
const int iCurNumAudChan = vecNumAudioChannels[i];
// export the audio data for recording purpose
if ( JamController.GetRecordingEnabled() )
{
emit AudioFrame ( iCurChanID,
vecChannels[iCurChanID].GetName(),
vecChannels[iCurChanID].GetAddress(),
iCurNumAudChan,
vecvecsData[i] );
}
// generate a separate mix for each channel
// actual processing of audio data -> mix
ProcessData ( vecvecsData,
vecvecdGains[i],
vecvecdPannings[i],
vecNumAudioChannels,
vecvecsSendData[i],
iCurNumAudChan,
iNumClients );
// get current number of CELT coded bytes
const int iCeltNumCodedBytes = vecChannels[iCurChanID].GetNetwFrameSize();
// select the opus encoder and raw audio frame length
if ( vecAudioComprType[i] == CT_OPUS )
{
iClientFrameSizeSamples = DOUBLE_SYSTEM_FRAME_SIZE_SAMPLES;
if ( vecNumAudioChannels[i] == 1 )
{
CurOpusEncoder = OpusEncoderMono[iCurChanID];
}
else
{
CurOpusEncoder = OpusEncoderStereo[iCurChanID];
}
}
else if ( vecAudioComprType[i] == CT_OPUS64 )
{
iClientFrameSizeSamples = SYSTEM_FRAME_SIZE_SAMPLES;
if ( vecNumAudioChannels[i] == 1 )
{
CurOpusEncoder = Opus64EncoderMono[iCurChanID];
}
else
{
CurOpusEncoder = Opus64EncoderStereo[iCurChanID];
}
}
else
{
CurOpusEncoder = nullptr;
}
// If the server frame size is smaller than the received OPUS frame size, we need a conversion
// buffer which stores the large buffer.
// Note that we have a shortcut here. If the conversion buffer is not needed, the boolean flag
// is false and the Get() function is not called at all. Therefore if the buffer is not needed
// we do not spend any time in the function but go directly inside the if condition.
if ( ( vecUseDoubleSysFraSizeConvBuf[i] == 0 ) ||
DoubleFrameSizeConvBufOut[iCurChanID].Put ( vecvecsSendData[i], SYSTEM_FRAME_SIZE_SAMPLES * vecNumAudioChannels[i] ) )
{
if ( vecUseDoubleSysFraSizeConvBuf[i] != 0 )
{
// get the large frame from the conversion buffer
DoubleFrameSizeConvBufOut[iCurChanID].GetAll ( vecvecsSendData[i], DOUBLE_SYSTEM_FRAME_SIZE_SAMPLES * vecNumAudioChannels[i] );
}
for ( int iB = 0; iB < vecNumFrameSizeConvBlocks[i]; iB++ )
{
// OPUS encoding
if ( CurOpusEncoder != nullptr )
{
// 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 ( CurOpusEncoder,
OPUS_SET_BITRATE ( CalcBitRateBitsPerSecFromCodedBytes ( iCeltNumCodedBytes, iClientFrameSizeSamples ) ) );
iUnused = opus_custom_encode ( CurOpusEncoder,
&vecvecsSendData[i][iB * SYSTEM_FRAME_SIZE_SAMPLES * vecNumAudioChannels[i]],
iClientFrameSizeSamples,
&vecvecbyCodedData[i][0],
iCeltNumCodedBytes );
}
// send separate mix to current clients
vecChannels[iCurChanID].PrepAndSendPacket ( &Socket,
vecvecbyCodedData[i],
iCeltNumCodedBytes );
}
// update socket buffer size
vecChannels[iCurChanID].UpdateSocketBufferSize();
// send channel levels
if ( bSendChannelLevels && vecChannels[iCurChanID].ChannelLevelsRequired() )
{
ConnLessProtocol.CreateCLChannelLevelListMes ( vecChannels[iCurChanID].GetAddress(),
vecChannelLevels,
iNumClients );
}
}
}
}
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();
}
Q_UNUSED ( iUnused )
}
/// @brief Mix all audio data from all clients together.
void CServer::ProcessData ( const CVector<CVector<int16_t> >& vecvecsData,
const CVector<double>& vecdGains,
const CVector<double>& vecdPannings,
const CVector<int>& vecNumAudioChannels,
CVector<int16_t>& 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<int16_t>& vecsData = vecvecsData[j];
const double dGain = vecdGains[j];
// if channel gain is 1, avoid multiplication for speed optimization
if ( dGain == static_cast<double> ( 1.0 ) )
{
if ( vecNumAudioChannels[j] == 1 )
{
// mono
for ( i = 0; i < iServerFrameSizeSamples; i++ )
{
vecsOutData[i] = Double2Short (
static_cast<double> ( vecsOutData[i] ) + vecsData[i] );
}
}
else
{
// stereo: apply stereo-to-mono attenuation
for ( i = 0, k = 0; i < iServerFrameSizeSamples; i++, k += 2 )
{
vecsOutData[i] =
Double2Short ( vecsOutData[i] +
( static_cast<double> ( vecsData[k] ) + vecsData[k + 1] ) / 2 );
}
}
}
else
{
if ( vecNumAudioChannels[j] == 1 )
{
// mono
for ( i = 0; i < iServerFrameSizeSamples; i++ )
{
vecsOutData[i] = Double2Short (
vecsOutData[i] + vecsData[i] * dGain );
}
}
else
{
// stereo: apply stereo-to-mono attenuation
for ( i = 0, k = 0; i < iServerFrameSizeSamples; i++, k += 2 )
{
vecsOutData[i] =
Double2Short ( vecsOutData[i] + dGain *
( static_cast<double> ( 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/pan of the current client
const CVector<int16_t>& vecsData = vecvecsData[j];
const double dGain = vecdGains[j];
const double dPan = vecdPannings[j];
// calculate combined gain/pan for each stereo channel where we define
// the panning that center equals full gain for both channels
const double dGainL = MathUtils::GetLeftPan ( dPan, false ) * dGain;
const double dGainR = MathUtils::GetRightPan ( dPan, false ) * dGain;
// if channel gain is 1, avoid multiplication for speed optimization
if ( ( dGainL == static_cast<double> ( 1.0 ) ) && ( dGainR == static_cast<double> ( 1.0 ) ) )
{
if ( vecNumAudioChannels[j] == 1 )
{
// mono: copy same mono data in both out stereo audio channels
for ( i = 0, k = 0; i < iServerFrameSizeSamples; i++, k += 2 )
{
// left channel
vecsOutData[k] = Double2Short (
static_cast<double> ( vecsOutData[k] ) + vecsData[i] );
// right channel
vecsOutData[k + 1] = Double2Short (
static_cast<double> ( vecsOutData[k + 1] ) + vecsData[i] );
}
}
else
{
// stereo
for ( i = 0; i < ( 2 * iServerFrameSizeSamples ); i++ )
{
vecsOutData[i] = Double2Short (
static_cast<double> ( 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 < iServerFrameSizeSamples; i++, k += 2 )
{
// left/right channel
vecsOutData[k] = Double2Short ( vecsOutData[k] + vecsData[i] * dGainL );
vecsOutData[k + 1] = Double2Short ( vecsOutData[k + 1] + vecsData[i] * dGainR );
}
}
else
{
// stereo
for ( i = 0; i < ( 2 * iServerFrameSizeSamples ); i += 2 )
{
// left/right channel
vecsOutData[i] = Double2Short ( vecsOutData[i] + vecsData[i] * dGainL );
vecsOutData[i + 1] = Double2Short ( vecsOutData[i + 1] + vecsData[i + 1] * dGainR );
}
}
}
}
}
}
CVector<CChannelInfo> CServer::CreateChannelList()
{
CVector<CChannelInfo> 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
QHostAddress ( QHostAddress::Null ).toIPv4Address(), // use invalid IP address (for privacy reason, #316)
vecChannels[i].GetChanInfo() ) );
}
}
return vecChanInfo;
}
void CServer::CreateAndSendChanListForAllConChannels()
{
// create channel list
CVector<CChannelInfo> vecChanInfo ( CreateChannelList() );
// now send connected channels list to all connected clients
for ( int i = 0; i < iMaxNumChannels; 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<CChannelInfo> 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();
// 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 =
"<font color=""" + sCurColor + """>(" +
QTime::currentTime().toString ( "hh:mm:ss AP" ) + ") <b>" +
ChanName.toHtmlEscaped() +
"</b></font> " + 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 );
}
}
}
void CServer::CreateAndSendRecorderStateForAllConChannels()
{
// get recorder state
ERecorderState eRecorderState = JamController.GetRecorderState();
// now send recorder state to all connected clients
for ( int i = 0; i < iMaxNumChannels; i++ )
{
if ( vecChannels[i].IsConnected() )
{
// send message
vecChannels[i].CreateRecorderStateMes ( eRecorderState );
}
}
}
void CServer::CreateOtherMuteStateChanged ( const int iCurChanID,
const int iOtherChanID,
const bool bIsMuted )
{
if ( vecChannels[iOtherChanID].IsConnected() )
{
// send message
vecChannels[iOtherChanID].CreateMuteStateHasChangedMes ( iCurChanID, bIsMuted );
}
}
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;
}
void CServer::OnProtcolMessageReceived ( int iRecCounter,
int iRecID,
CVector<uint8_t> vecbyMesBodyData,
CHostAddress RecHostAddr )
{
Mutex.lock();
{
// find the channel with the received address
const int iCurChanID = FindChannel ( RecHostAddr );
// if the channel exists, apply the protocol message to the channel
if ( iCurChanID != INVALID_CHANNEL_ID )
{
vecChannels[iCurChanID].PutProtcolData ( iRecCounter,
iRecID,
vecbyMesBodyData,
RecHostAddr );
}
}
Mutex.unlock();
}
bool CServer::PutAudioData ( const CVector<uint8_t>& vecbyRecBuf,
const int iNumBytesRead,
const CHostAddress& HostAdr,
int& iCurChanID )
{
bool bNewConnection = false; // init return value
bool bChanOK = true; // init with ok, might be overwritten
Mutex.lock();
{
// Get channel ID ------------------------------------------------------
// check address
iCurChanID = FindChannel ( 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 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, 1.0 );
// other channels (we do not distinguish the case if
// i == iCurChanID for simplicity)
vecChannels[i].SetGain ( iCurChanID, 1.0 );
}
}
else
{
// no free channel available
bChanOK = false;
}
}
// Put received audio data in jitter buffer ----------------------------
if ( bChanOK )
{
// put packet in socket buffer
if ( vecChannels[iCurChanID].PutAudioData ( vecbyRecBuf,
iNumBytesRead,
HostAdr ) == PS_NEW_CONNECTION )
{
// in case we have a new connection return this information
bNewConnection = true;
}
}
}
Mutex.unlock();
// return the state if a new connection was happening
return bNewConnection;
}
void CServer::GetConCliParam ( CVector<CHostAddress>& vecHostAddresses,
CVector<QString>& vecsName,
CVector<int>& veciJitBufNumFrames,
CVector<int>& 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::SetEnableRecording ( bool bNewEnableRecording )
{
JamController.SetEnableRecording ( bNewEnableRecording, IsRunning() );
// the recording state may have changed, send recording state message
CreateAndSendRecorderStateForAllConChannels();
}
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.toHtmlEscaped() << endl << "<ul>" << 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() )
{
streamFileOut << " <li>" << vecChannels[i].GetName().toHtmlEscaped() << "</li>" << endl;
}
}
}
// finish list
streamFileOut << "</ul>" << 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;
}
}
}
/// @brief Compute frame peak level for each client
bool CServer::CreateLevelsForAllConChannels ( const int iNumClients,
const CVector<int>& vecNumAudioChannels,
const CVector<CVector<int16_t> > vecvecsData,
CVector<uint16_t>& vecLevelsOut )
{
bool bLevelsWereUpdated = false;
// low frequency updates
if ( iFrameCount > CHANNEL_LEVEL_UPDATE_INTERVAL )
{
iFrameCount = 0;
bLevelsWereUpdated = true;
for ( int j = 0; j < iNumClients; j++ )
{
// update and get signal level for meter in dB for each channel
const double dCurSigLevelForMeterdB = vecChannels[vecChanIDsCurConChan[j]].
UpdateAndGetLevelForMeterdB ( vecvecsData[j],
iServerFrameSizeSamples,
vecNumAudioChannels[j] > 1 );
// map value to integer for transmission via the protocol (4 bit available)
vecLevelsOut[j] = static_cast<uint16_t> ( ceil ( dCurSigLevelForMeterdB ) );
}
}
// increment the frame counter needed for low frequency update trigger
iFrameCount++;
if ( bUseDoubleSystemFrameSize )
{
// additional increment needed for double frame size to get to the same time interval
iFrameCount++;
}
return bLevelsWereUpdated;
}