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https://github.com/RGBCube/serenity
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This avoids getting into the awkward situation where the socket is still part-owned by main() in multi-instance service. Also it just reads nicer.
73 lines
3.5 KiB
C++
73 lines
3.5 KiB
C++
/*
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* Copyright (c) 2018-2020, Andreas Kling <kling@serenityos.org>
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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*
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* 1. Redistributions of source code must retain the above copyright notice, this
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* list of conditions and the following disclaimer.
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*
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* 2. Redistributions in binary form must reproduce the above copyright notice,
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* this list of conditions and the following disclaimer in the documentation
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* and/or other materials provided with the distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
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* FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
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* DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
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* SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
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* CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
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* OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#pragma once
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#include <AK/HashMap.h>
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#include <AudioServer/AudioServerEndpoint.h>
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#include <LibIPC/ClientConnection.h>
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namespace Audio {
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class Buffer;
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}
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namespace AudioServer {
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class BufferQueue;
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class Mixer;
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class ClientConnection final : public IPC::ClientConnection<AudioServerEndpoint>
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, public AudioServerEndpoint {
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C_OBJECT(ClientConnection)
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public:
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explicit ClientConnection(NonnullRefPtr<Core::LocalSocket>, int client_id, Mixer& mixer);
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~ClientConnection() override;
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void did_finish_playing_buffer(Badge<BufferQueue>, int buffer_id);
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void did_change_muted_state(Badge<Mixer>, bool muted);
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virtual void die() override;
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static void for_each(Function<void(ClientConnection&)>);
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private:
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virtual OwnPtr<Messages::AudioServer::GreetResponse> handle(const Messages::AudioServer::Greet&) override;
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virtual OwnPtr<Messages::AudioServer::GetMainMixVolumeResponse> handle(const Messages::AudioServer::GetMainMixVolume&) override;
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virtual OwnPtr<Messages::AudioServer::SetMainMixVolumeResponse> handle(const Messages::AudioServer::SetMainMixVolume&) override;
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virtual OwnPtr<Messages::AudioServer::EnqueueBufferResponse> handle(const Messages::AudioServer::EnqueueBuffer&) override;
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virtual OwnPtr<Messages::AudioServer::GetRemainingSamplesResponse> handle(const Messages::AudioServer::GetRemainingSamples&) override;
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virtual OwnPtr<Messages::AudioServer::GetPlayedSamplesResponse> handle(const Messages::AudioServer::GetPlayedSamples&) override;
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virtual OwnPtr<Messages::AudioServer::SetPausedResponse> handle(const Messages::AudioServer::SetPaused&) override;
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virtual OwnPtr<Messages::AudioServer::ClearBufferResponse> handle(const Messages::AudioServer::ClearBuffer&) override;
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virtual OwnPtr<Messages::AudioServer::GetPlayingBufferResponse> handle(const Messages::AudioServer::GetPlayingBuffer&) override;
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virtual OwnPtr<Messages::AudioServer::GetMutedResponse> handle(const Messages::AudioServer::GetMuted&) override;
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virtual OwnPtr<Messages::AudioServer::SetMutedResponse> handle(const Messages::AudioServer::SetMuted&) override;
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Mixer& m_mixer;
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RefPtr<BufferQueue> m_queue;
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};
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}
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