230 lines
7 KiB
C++
Executable file
230 lines
7 KiB
C++
Executable file
/******************************************************************************\
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* Copyright (c) 2004-2020
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*
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* Author(s):
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* Volker Fischer
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*
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******************************************************************************
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*
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* This program is free software; you can redistribute it and/or modify it under
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* the terms of the GNU General Public License as published by the Free Software
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* Foundation; either version 2 of the License, or (at your option) any later
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* version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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* FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
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* details.
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*
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* You should have received a copy of the GNU General Public License along with
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* this program; if not, write to the Free Software Foundation, Inc.,
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* 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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\******************************************************************************/
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#pragma once
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#include <QObject>
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#include <QMessageBox>
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#include <QThread>
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#include <QMutex>
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#include <vector>
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#include "global.h"
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#include "protocol.h"
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#include "util.h"
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#ifndef _WIN32
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# include <netinet/in.h>
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# include <sys/socket.h>
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#endif
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// The header files channel.h and server.h require to include this header file
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// so we get a cyclic dependency. To solve this issue, a prototype of the
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// channel class and server class is defined here.
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class CServer; // forward declaration of CServer
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class CChannel; // forward declaration of CChannel
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/* Definitions ****************************************************************/
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// number of ports we try to bind until we give up
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#define NUM_SOCKET_PORTS_TO_TRY 50
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/* Classes ********************************************************************/
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/* Base socket class -------------------------------------------------------- */
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class CSocket : public QObject
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{
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Q_OBJECT
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public:
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CSocket ( CChannel* pNewChannel,
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const quint16 iPortNumber )
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: pChannel ( pNewChannel ),
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bIsClient ( true ),
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bJitterBufferOK ( true ) { Init ( iPortNumber ); }
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CSocket ( CServer* pNServP,
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const quint16 iPortNumber )
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: pServer ( pNServP ),
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bIsClient ( false ),
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bJitterBufferOK ( true ) { Init ( iPortNumber ); }
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virtual ~CSocket();
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void SendPacket ( const CVector<uint8_t>& vecbySendBuf,
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const CHostAddress& HostAddr );
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bool GetAndResetbJitterBufferOKFlag();
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void Close();
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protected:
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void Init ( const quint16 iPortNumber );
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#ifdef _WIN32
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SOCKET UdpSocket;
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#else
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int UdpSocket;
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#endif
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QMutex Mutex;
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CVector<uint8_t> vecbyRecBuf;
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CHostAddress RecHostAddr;
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QHostAddress SenderAddress;
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quint16 SenderPort;
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CChannel* pChannel; // for client
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CServer* pServer; // for server
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bool bIsClient;
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bool bJitterBufferOK;
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public slots:
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void OnDataReceived();
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signals:
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void NewConnection(); // for the client
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void NewConnection ( int iChID,
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CHostAddress RecHostAddr ); // for the server
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void ServerFull ( CHostAddress RecHostAddr );
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void InvalidPacketReceived ( CHostAddress RecHostAddr );
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void ProtcolMessageReceived ( int iRecCounter,
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int iRecID,
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CVector<uint8_t> vecbyMesBodyData,
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CHostAddress HostAdr );
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void ProtcolCLMessageReceived ( int iRecID,
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CVector<uint8_t> vecbyMesBodyData,
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CHostAddress HostAdr );
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};
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/* Socket which runs in a separate high priority thread --------------------- */
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// The receive socket should be put in a high priority thread to ensure the GUI
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// does not effect the stability of the audio stream (e.g. if the GUI is on
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// high load because of a table update, the incoming network packets must still
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// be put in the jitter buffer with highest priority).
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class CHighPrioSocket : public QObject
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{
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Q_OBJECT
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public:
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CHighPrioSocket ( CChannel* pNewChannel,
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const quint16 iPortNumber )
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: Socket ( pNewChannel, iPortNumber ) { Init(); }
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CHighPrioSocket ( CServer* pNewServer,
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const quint16 iPortNumber )
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: Socket ( pNewServer, iPortNumber ) { Init(); }
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virtual ~CHighPrioSocket()
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{
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NetworkWorkerThread.Stop();
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}
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void Start()
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{
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// starts the high priority socket receive thread (with using blocking
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// socket request call)
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NetworkWorkerThread.start ( QThread::TimeCriticalPriority );
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}
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void SendPacket ( const CVector<uint8_t>& vecbySendBuf,
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const CHostAddress& HostAddr )
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{
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Socket.SendPacket ( vecbySendBuf, HostAddr );
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}
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bool GetAndResetbJitterBufferOKFlag()
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{
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return Socket.GetAndResetbJitterBufferOKFlag();
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}
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protected:
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class CSocketThread : public QThread
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{
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public:
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CSocketThread ( CSocket* pNewSocket = nullptr, QObject* parent = nullptr ) :
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QThread ( parent ), pSocket ( pNewSocket ), bRun ( true ) {}
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void Stop()
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{
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// disable run flag so that the thread loop can be exit
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bRun = false;
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// to leave blocking wait for receive
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pSocket->Close();
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// give thread some time to terminate
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wait ( 5000 );
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}
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void SetSocket ( CSocket* pNewSocket ) { pSocket = pNewSocket; }
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protected:
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void run() {
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// make sure the socket pointer is initialized (should be always the
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// case)
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if ( pSocket != nullptr )
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{
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while ( bRun )
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{
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// this function is a blocking function (waiting for network
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// packets to be received and processed)
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pSocket->OnDataReceived();
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}
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}
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}
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CSocket* pSocket;
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bool bRun;
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};
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void Init()
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{
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// Creation of the new socket thread which has to have the highest
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// possible thread priority to make sure the jitter buffer is reliably
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// filled with the network audio packets and does not get interrupted
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// by other GUI threads. The following code is based on:
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// http://qt-project.org/wiki/Threads_Events_QObjects
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Socket.moveToThread ( &NetworkWorkerThread );
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NetworkWorkerThread.SetSocket ( &Socket );
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// connect the "InvalidPacketReceived" signal
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QObject::connect ( &Socket,
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SIGNAL ( InvalidPacketReceived ( CHostAddress ) ),
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SIGNAL ( InvalidPacketReceived ( CHostAddress ) ) );
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}
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CSocketThread NetworkWorkerThread;
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CSocket Socket;
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signals:
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void InvalidPacketReceived ( CHostAddress RecHostAddr );
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};
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