330 lines
11 KiB
C++
Executable file
330 lines
11 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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#include "socket.h"
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#include "server.h"
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/* Implementation *************************************************************/
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void CSocket::Init ( const quint16 iPortNumber )
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{
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#ifdef _WIN32
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// for the Windows socket usage we have to start it up first
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// TODO check for error and exit application on error
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WSADATA wsa;
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WSAStartup ( MAKEWORD(1, 0), &wsa );
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#endif
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// create the UDP socket
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UdpSocket = socket ( AF_INET, SOCK_DGRAM, 0 );
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// allocate memory for network receive and send buffer in samples
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vecbyRecBuf.Init ( MAX_SIZE_BYTES_NETW_BUF );
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// preinitialize socket in address (only the port number is missing)
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sockaddr_in UdpSocketInAddr;
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UdpSocketInAddr.sin_family = AF_INET;
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UdpSocketInAddr.sin_addr.s_addr = INADDR_ANY;
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// initialize the listening socket
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bool bSuccess;
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if ( bIsClient )
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{
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if ( iPortNumber == 0 )
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{
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// if port number is 0, bind the client to a random available port
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UdpSocketInAddr.sin_port = htons ( 0 );
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bSuccess = ( ::bind ( UdpSocket ,
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(sockaddr*) &UdpSocketInAddr,
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sizeof ( sockaddr_in ) ) == 0 );
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}
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else
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{
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// if the port is not available, try "NUM_SOCKET_PORTS_TO_TRY" times
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// with incremented port numbers
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quint16 iClientPortIncrement = 0;
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bSuccess = false; // initialization for while loop
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while ( !bSuccess && ( iClientPortIncrement <= NUM_SOCKET_PORTS_TO_TRY ) )
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{
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UdpSocketInAddr.sin_port = htons ( iPortNumber + iClientPortIncrement );
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bSuccess = ( ::bind ( UdpSocket ,
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(sockaddr*) &UdpSocketInAddr,
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sizeof ( sockaddr_in ) ) == 0 );
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iClientPortIncrement++;
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}
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}
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}
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else
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{
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// for the server, only try the given port number and do not try out
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// other port numbers to bind since it is important that the server
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// gets the desired port number
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UdpSocketInAddr.sin_port = htons ( iPortNumber );
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bSuccess = ( ::bind ( UdpSocket ,
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(sockaddr*) &UdpSocketInAddr,
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sizeof ( sockaddr_in ) ) == 0 );
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}
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if ( !bSuccess )
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{
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// we cannot bind socket, throw error
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throw CGenErr ( "Cannot bind the socket (maybe "
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"the software is already running).", "Network Error" );
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}
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// Connections -------------------------------------------------------------
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// it is important to do the following connections in this class since we
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// have a thread transition
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// we have different connections for client and server
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if ( bIsClient )
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{
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// client connections:
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QObject::connect ( this, &CSocket::ProtcolMessageReceived,
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pChannel, &CChannel::OnProtcolMessageReceived );
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QObject::connect ( this, &CSocket::ProtcolCLMessageReceived,
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pChannel, &CChannel::OnProtcolCLMessageReceived );
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QObject::connect ( this, static_cast<void (CSocket::*)()> ( &CSocket::NewConnection ),
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pChannel, &CChannel::OnNewConnection );
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}
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else
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{
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// server connections:
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QObject::connect ( this, &CSocket::ProtcolMessageReceived,
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pServer, &CServer::OnProtcolMessageReceived );
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QObject::connect ( this, &CSocket::ProtcolCLMessageReceived,
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pServer, &CServer::OnProtcolCLMessageReceived );
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QObject::connect ( this, static_cast<void (CSocket::*) ( int, CHostAddress )> ( &CSocket::NewConnection ),
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pServer, &CServer::OnNewConnection );
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QObject::connect ( this, &CSocket::ServerFull,
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pServer, &CServer::OnServerFull );
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}
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}
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void CSocket::Close()
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{
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#ifdef _WIN32
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// closesocket will cause recvfrom to return with an error because the
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// socket is closed -> then the thread can safely be shut down
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closesocket ( UdpSocket );
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#elif defined ( __APPLE__ ) || defined ( __MACOSX )
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// on Mac the general close has the same effect as closesocket on Windows
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close ( UdpSocket );
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#else
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// on Linux the shutdown call cancels the recvfrom
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shutdown ( UdpSocket, SHUT_RDWR );
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#endif
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}
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CSocket::~CSocket()
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{
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// cleanup the socket (on Windows the WSA cleanup must also be called)
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#ifdef _WIN32
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closesocket ( UdpSocket );
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WSACleanup();
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#else
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close ( UdpSocket );
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#endif
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}
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void CSocket::SendPacket ( const CVector<uint8_t>& vecbySendBuf,
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const CHostAddress& HostAddr )
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{
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QMutexLocker locker ( &Mutex );
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const int iVecSizeOut = vecbySendBuf.Size();
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if ( iVecSizeOut > 0 )
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{
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// send packet through network (we have to convert the constant unsigned
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// char vector in "const char*", for this we first convert the const
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// uint8_t vector in a read/write uint8_t vector and then do the cast to
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// const char*)
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sockaddr_in UdpSocketOutAddr;
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UdpSocketOutAddr.sin_family = AF_INET;
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UdpSocketOutAddr.sin_port = htons ( HostAddr.iPort );
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UdpSocketOutAddr.sin_addr.s_addr = htonl ( HostAddr.InetAddr.toIPv4Address() );
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sendto ( UdpSocket,
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(const char*) &( (CVector<uint8_t>) vecbySendBuf )[0],
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iVecSizeOut,
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0,
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(sockaddr*) &UdpSocketOutAddr,
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sizeof ( sockaddr_in ) );
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}
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}
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bool CSocket::GetAndResetbJitterBufferOKFlag()
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{
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// check jitter buffer status
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if ( !bJitterBufferOK )
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{
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// reset flag and return "not OK" status
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bJitterBufferOK = true;
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return false;
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}
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// the buffer was OK, we do not have to reset anything and just return the
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// OK status
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return true;
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}
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void CSocket::OnDataReceived()
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{
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/*
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The strategy of this function is that only the "put audio" function is
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called directly (i.e. the high thread priority is used) and all other less
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important things like protocol parsing and acting on protocol messages is
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done in the low priority thread. To get a thread transition, we have to
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use the signal/slot mechanism (i.e. we use messages for that).
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*/
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// read block from network interface and query address of sender
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sockaddr_in SenderAddr;
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#ifdef _WIN32
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int SenderAddrSize = sizeof ( sockaddr_in );
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#else
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socklen_t SenderAddrSize = sizeof ( sockaddr_in );
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#endif
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const long iNumBytesRead = recvfrom ( UdpSocket,
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(char*) &vecbyRecBuf[0],
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MAX_SIZE_BYTES_NETW_BUF,
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0,
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(sockaddr*) &SenderAddr,
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&SenderAddrSize );
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// check if an error occurred or no data could be read
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if ( iNumBytesRead <= 0 )
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{
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return;
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}
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// convert address of client
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RecHostAddr.InetAddr.setAddress ( ntohl ( SenderAddr.sin_addr.s_addr ) );
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RecHostAddr.iPort = ntohs ( SenderAddr.sin_port );
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// check if this is a protocol message
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int iRecCounter;
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int iRecID;
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CVector<uint8_t> vecbyMesBodyData;
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if ( !CProtocol::ParseMessageFrame ( vecbyRecBuf,
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iNumBytesRead,
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vecbyMesBodyData,
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iRecCounter,
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iRecID ) )
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{
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// this is a protocol message, check the type of the message
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if ( CProtocol::IsConnectionLessMessageID ( iRecID ) )
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{
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// TODO a copy of the vector is used -> avoid malloc in real-time routine
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emit ProtcolCLMessageReceived ( iRecID, vecbyMesBodyData, RecHostAddr );
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}
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else
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{
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// TODO a copy of the vector is used -> avoid malloc in real-time routine
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emit ProtcolMessageReceived ( iRecCounter, iRecID, vecbyMesBodyData, RecHostAddr );
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}
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}
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else
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{
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// this is most probably a regular audio packet
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if ( bIsClient )
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{
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// client:
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switch ( pChannel->PutAudioData ( vecbyRecBuf, iNumBytesRead, RecHostAddr ) )
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{
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case PS_AUDIO_ERR:
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case PS_GEN_ERROR:
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bJitterBufferOK = false;
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break;
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case PS_NEW_CONNECTION:
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// inform other objects that new connection was established
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emit NewConnection();
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break;
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case PS_AUDIO_INVALID:
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// inform about received invalid packet by fireing an event
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emit InvalidPacketReceived ( RecHostAddr );
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break;
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default:
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// do nothing
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break;
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}
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}
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else
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{
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// server:
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int iCurChanID;
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if ( pServer->PutAudioData ( vecbyRecBuf, iNumBytesRead, RecHostAddr, iCurChanID ) )
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{
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// we have a new connection, emit a signal
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emit NewConnection ( iCurChanID, RecHostAddr );
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// this was an audio packet, start server if it is in sleep mode
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if ( !pServer->IsRunning() )
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{
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// (note that Qt will delete the event object when done)
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QCoreApplication::postEvent ( pServer,
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new CCustomEvent ( MS_PACKET_RECEIVED, 0, 0 ) );
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}
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}
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// check if no channel is available
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if ( iCurChanID == INVALID_CHANNEL_ID )
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{
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// fire message for the state that no free channel is available
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emit ServerFull ( RecHostAddr );
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}
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}
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}
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}
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