SFML/DSFML/samples/dsfml/voip/server.d

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module server;
import util;
class NetworkAudioStream : SoundStream
{
public:
static this()
{
s_sync = new Object();
}
// Default constructor
this()
{
myListener = new SocketTCP();
myClient = new SocketTCP();
// Set the sound parameters
super(1, 44100);
}
// Destructor
~this()
{
// Close the sockets
delete myClient;
delete myListener;
}
// Run the server, stream audio data from the client
void start(int Port)
{
if (!myHasFinished)
{
// Listen to the given port for incoming connections
if (!myListener.listen(Port))
return;
Cout("Listening").newline;
myListener.accept(myClient);
Cout("New Client").newline;
// Start playback
play();
// Start receiving audio data
receiveLoop();
}
else
{
// Start playback
play();
}
}
protected:
override bool onStart()
{
// Reset the playing offset
myOffset = 0;
return true;
}
override bool onGetData(out short[] data)
{
// We have reached the end of the buffer and all audio data have been played : we can stop playback
if ((myOffset == mySamples.length) && myHasFinished)
return false;
// No new data has arrived since last update : wait until we get some
while (myOffset == mySamples.length && !myHasFinished)
sleep(0.01f);
synchronized(s_sync)
{
myTempBuffer = mySamples[myOffset..mySamples.length];
// Update the playing offset
myOffset += myTempBuffer.length;
}
data = myTempBuffer;
return true;
}
private:
void receiveLoop()
{
while (!myHasFinished)
{
// Get waiting audio data from the network
Packet PacketIn = new Packet();
if (myClient.receive(PacketIn) != SocketStatus.DONE)
break;
// Extract the message ID
ubyte Id;
PacketIn.get(Id);
if (Id == AudioData)
{
// Extract audio samples from the packet, and append it to our samples buffer
synchronized(s_sync)
{
byte* temp = PacketIn.getData().ptr;
temp++;
mySamples ~= (cast(short*)temp)[0..(PacketIn.getDataSize - byte.sizeof ) / short.sizeof];
}
}
else if (Id == EndOfStream)
{
// End of stream reached : we stop receiving audio data
myHasFinished = true;
}
else
{
// Something's wrong...
myHasFinished = true;
}
}
}
SocketTCP myListener;
SocketTCP myClient;
short[] mySamples;
short[] myTempBuffer;
size_t myOffset;
bool myHasFinished;
static Object s_sync;
};
// Launch a server and wait for incoming audio data from
// a connected client
void runServer(int Port)
{
// Build an audio stream to play sound data as it is received through the network
NetworkAudioStream audioStream = new NetworkAudioStream;
audioStream.start(Port);
// Loop until the sound playback is finished
while (audioStream.getStatus() != SoundStatus.STOPPED)
{
// Leave some CPU time for other threads
sleep(0.1f);
}
Cout("Enter to replay").newline;
Cin.get();
// Replay the sound (just to make sure replaying the received data is OK)
audioStream.play();
// Loop until the sound playback is finished
while (audioStream.getStatus() != SoundStatus.STOPPED)
{
// Leave some CPU time for other threads
sleep(0.1f);
}
}