mirror of
https://github.com/SFML/SFML.git
synced 2024-11-25 21:01:05 +08:00
9280771665
Updated the API documentation of the whole network module The system headers are no longer included by the sfml-network public headers git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1475 4e206d99-4929-0410-ac5d-dfc041789085
200 lines
6.6 KiB
C++
200 lines
6.6 KiB
C++
|
|
////////////////////////////////////////////////////////////
|
|
// Headers
|
|
////////////////////////////////////////////////////////////
|
|
#include <SFML/Audio.hpp>
|
|
#include <SFML/Network.hpp>
|
|
#include <iomanip>
|
|
#include <iostream>
|
|
|
|
|
|
const sf::Uint8 audioData = 1;
|
|
const sf::Uint8 endOfStream = 2;
|
|
|
|
|
|
////////////////////////////////////////////////////////////
|
|
/// Customized sound stream for acquiring audio data
|
|
/// from the network
|
|
////////////////////////////////////////////////////////////
|
|
class NetworkAudioStream : public sf::SoundStream
|
|
{
|
|
public :
|
|
|
|
////////////////////////////////////////////////////////////
|
|
/// Default constructor
|
|
///
|
|
////////////////////////////////////////////////////////////
|
|
NetworkAudioStream() :
|
|
myOffset (0),
|
|
myHasFinished(false)
|
|
{
|
|
// Set the sound parameters
|
|
Initialize(1, 44100);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////
|
|
/// Run the server, stream audio data from the client
|
|
///
|
|
////////////////////////////////////////////////////////////
|
|
void Start(unsigned short port)
|
|
{
|
|
if (!myHasFinished)
|
|
{
|
|
// Listen to the given port for incoming connections
|
|
if (myListener.Listen(port) != sf::Socket::Done)
|
|
return;
|
|
std::cout << "Server is listening to port " << port << ", waiting for connections... " << std::endl;
|
|
|
|
// Wait for a connection
|
|
if (myListener.Accept(myClient) != sf::Socket::Done)
|
|
return;
|
|
std::cout << "Client connected: " << myClient.GetRemoteAddress() << std::endl;
|
|
|
|
// Start playback
|
|
Play();
|
|
|
|
// Start receiving audio data
|
|
ReceiveLoop();
|
|
}
|
|
else
|
|
{
|
|
// Start playback
|
|
Play();
|
|
}
|
|
}
|
|
|
|
private :
|
|
|
|
////////////////////////////////////////////////////////////
|
|
/// /see SoundStream::OnGetData
|
|
///
|
|
////////////////////////////////////////////////////////////
|
|
virtual bool OnGetData(sf::SoundStream::Chunk& data)
|
|
{
|
|
// We have reached the end of the buffer and all audio data have been played : we can stop playback
|
|
if ((myOffset >= mySamples.size()) && myHasFinished)
|
|
return false;
|
|
|
|
// No new data has arrived since last update : wait until we get some
|
|
while ((myOffset >= mySamples.size()) && !myHasFinished)
|
|
sf::Sleep(0.01f);
|
|
|
|
// Copy samples into a local buffer to avoid synchronization problems
|
|
// (don't forget that we run in two separate threads)
|
|
{
|
|
sf::Lock lock(myMutex);
|
|
myTempBuffer.assign(mySamples.begin() + myOffset, mySamples.end());
|
|
}
|
|
|
|
// Fill audio data to pass to the stream
|
|
data.Samples = &myTempBuffer[0];
|
|
data.NbSamples = myTempBuffer.size();
|
|
|
|
// Update the playing offset
|
|
myOffset += myTempBuffer.size();
|
|
|
|
return true;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////
|
|
/// /see SoundStream::OnSeek
|
|
///
|
|
////////////////////////////////////////////////////////////
|
|
virtual void OnSeek(float timeOffset)
|
|
{
|
|
myOffset = static_cast<std::size_t>(timeOffset * GetSampleRate() * GetChannelsCount());
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////
|
|
/// Get audio data from the client until playback is stopped
|
|
///
|
|
////////////////////////////////////////////////////////////
|
|
void ReceiveLoop()
|
|
{
|
|
while (!myHasFinished)
|
|
{
|
|
// Get waiting audio data from the network
|
|
sf::Packet packet;
|
|
if (myClient.Receive(packet) != sf::Socket::Done)
|
|
break;
|
|
|
|
// Extract the message ID
|
|
sf::Uint8 id;
|
|
packet >> id;
|
|
|
|
if (id == audioData)
|
|
{
|
|
// Extract audio samples from the packet, and append it to our samples buffer
|
|
const sf::Int16* samples = reinterpret_cast<const sf::Int16*>(packet.GetData() + 1);
|
|
std::size_t nbSamples = (packet.GetDataSize() - 1) / sizeof(sf::Int16);
|
|
|
|
// Don't forget that the other thread can access the samples array at any time
|
|
// (so we protect any operation on it with the mutex)
|
|
{
|
|
sf::Lock lock(myMutex);
|
|
std::copy(samples, samples + nbSamples, std::back_inserter(mySamples));
|
|
}
|
|
}
|
|
else if (id == endOfStream)
|
|
{
|
|
// End of stream reached : we stop receiving audio data
|
|
std::cout << "Audio data has been 100% received!" << std::endl;
|
|
myHasFinished = true;
|
|
}
|
|
else
|
|
{
|
|
// Something's wrong...
|
|
std::cout << "Invalid packet received..." << std::endl;
|
|
myHasFinished = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////
|
|
// Member data
|
|
////////////////////////////////////////////////////////////
|
|
sf::TcpListener myListener;
|
|
sf::TcpSocket myClient;
|
|
sf::Mutex myMutex;
|
|
std::vector<sf::Int16> mySamples;
|
|
std::vector<sf::Int16> myTempBuffer;
|
|
std::size_t myOffset;
|
|
bool myHasFinished;
|
|
};
|
|
|
|
|
|
////////////////////////////////////////////////////////////
|
|
/// Launch a server and wait for incoming audio data from
|
|
/// a connected client
|
|
///
|
|
////////////////////////////////////////////////////////////
|
|
void DoServer(unsigned short port)
|
|
{
|
|
// Build an audio stream to play sound data as it is received through the network
|
|
NetworkAudioStream audioStream;
|
|
audioStream.Start(port);
|
|
|
|
// Loop until the sound playback is finished
|
|
while (audioStream.GetStatus() != sf::SoundStream::Stopped)
|
|
{
|
|
// Leave some CPU time for other threads
|
|
sf::Sleep(0.1f);
|
|
}
|
|
|
|
std::cin.ignore(10000, '\n');
|
|
|
|
// Wait until the user presses 'enter' key
|
|
std::cout << "Press enter to replay the sound..." << std::endl;
|
|
std::cin.ignore(10000, '\n');
|
|
|
|
// 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() != sf::SoundStream::Stopped)
|
|
{
|
|
// Leave some CPU time for other threads
|
|
sf::Sleep(0.1f);
|
|
}
|
|
}
|