SFML/examples/voip/Server.cpp
2024-04-28 16:36:57 +00:00

204 lines
6.8 KiB
C++

////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Audio.hpp>
#include <SFML/Network.hpp>
#include <iostream>
#include <mutex>
#include <optional>
#include <vector>
#include <cstdint>
#include <cstring>
const std::uint8_t serverAudioData = 1;
const std::uint8_t serverEndOfStream = 2;
////////////////////////////////////////////////////////////
/// Customized sound stream for acquiring audio data
/// from the network
////////////////////////////////////////////////////////////
class NetworkAudioStream : public sf::SoundStream
{
public:
////////////////////////////////////////////////////////////
/// Default constructor
///
////////////////////////////////////////////////////////////
NetworkAudioStream()
{
// Set the sound parameters
initialize(1, 44100, {sf::SoundChannel::Mono});
}
////////////////////////////////////////////////////////////
/// Run the server, stream audio data from the client
///
////////////////////////////////////////////////////////////
void start(unsigned short port)
{
if (!m_hasFinished)
{
// Listen to the given port for incoming connections
if (m_listener.listen(port) != sf::Socket::Status::Done)
return;
std::cout << "Server is listening to port " << port << ", waiting for connections... " << std::endl;
// Wait for a connection
if (m_listener.accept(m_client) != sf::Socket::Status::Done)
return;
std::cout << "Client connected: " << m_client.getRemoteAddress().value() << std::endl;
// Start playback
play();
// Start receiving audio data
receiveLoop();
}
else
{
// Start playback
play();
}
}
private:
////////////////////////////////////////////////////////////
/// /see SoundStream::OnGetData
///
////////////////////////////////////////////////////////////
bool onGetData(sf::SoundStream::Chunk& data) override
{
// We have reached the end of the buffer and all audio data have been played: we can stop playback
if ((m_offset >= m_samples.size()) && m_hasFinished)
return false;
// No new data has arrived since last update: wait until we get some
while ((m_offset >= m_samples.size()) && !m_hasFinished)
sf::sleep(sf::milliseconds(10));
// Copy samples into a local buffer to avoid synchronization problems
// (don't forget that we run in two separate threads)
{
const std::lock_guard lock(m_mutex);
m_tempBuffer.assign(m_samples.begin() + static_cast<std::vector<std::int16_t>::difference_type>(m_offset),
m_samples.end());
}
// Fill audio data to pass to the stream
data.samples = m_tempBuffer.data();
data.sampleCount = m_tempBuffer.size();
// Update the playing offset
m_offset += m_tempBuffer.size();
return true;
}
////////////////////////////////////////////////////////////
/// /see SoundStream::OnSeek
///
////////////////////////////////////////////////////////////
void onSeek(sf::Time timeOffset) override
{
m_offset = static_cast<std::size_t>(timeOffset.asMilliseconds()) * getSampleRate() * getChannelCount() / 1000;
}
////////////////////////////////////////////////////////////
/// Get audio data from the client until playback is stopped
///
////////////////////////////////////////////////////////////
void receiveLoop()
{
while (!m_hasFinished)
{
// Get waiting audio data from the network
sf::Packet packet;
if (m_client.receive(packet) != sf::Socket::Status::Done)
break;
// Extract the message ID
std::uint8_t id = 0;
packet >> id;
if (id == serverAudioData)
{
// Extract audio samples from the packet, and append it to our samples buffer
const std::size_t sampleCount = (packet.getDataSize() - 1) / sizeof(std::int16_t);
// Don't forget that the other thread can access the sample array at any time
// (so we protect any operation on it with the mutex)
{
const std::lock_guard lock(m_mutex);
const auto* begin = static_cast<const char*>(packet.getData()) + 1;
const auto* end = begin + sampleCount * sizeof(std::int16_t);
m_samples.insert(m_samples.end(), begin, end);
}
}
else if (id == serverEndOfStream)
{
// End of stream reached: we stop receiving audio data
std::cout << "Audio data has been 100% received!" << std::endl;
m_hasFinished = true;
}
else
{
// Something's wrong...
std::cout << "Invalid packet received..." << std::endl;
m_hasFinished = true;
}
}
}
////////////////////////////////////////////////////////////
// Member data
////////////////////////////////////////////////////////////
sf::TcpListener m_listener;
sf::TcpSocket m_client;
std::recursive_mutex m_mutex;
std::vector<std::int16_t> m_samples;
std::vector<std::int16_t> m_tempBuffer;
std::size_t m_offset{};
bool m_hasFinished{};
};
////////////////////////////////////////////////////////////
/// 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::Status::Stopped)
{
// Leave some CPU time for other threads
sf::sleep(sf::milliseconds(100));
}
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::Status::Stopped)
{
// Leave some CPU time for other threads
sf::sleep(sf::milliseconds(100));
}
}