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The idea here is to keep a small number of sample buffers queued in the AudioServer so we don't get caught without something to play.
42 lines
1.5 KiB
C++
42 lines
1.5 KiB
C++
#include <LibAudio/ABuffer.h>
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#include <LibAudio/AClientConnection.h>
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#include <SharedBuffer.h>
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AClientConnection::AClientConnection()
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: Connection("/tmp/asportal")
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{
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}
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void AClientConnection::handshake()
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{
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ASAPI_ClientMessage request;
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request.type = ASAPI_ClientMessage::Type::Greeting;
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request.greeting.client_pid = getpid();
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auto response = sync_request(request, ASAPI_ServerMessage::Type::Greeting);
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set_server_pid(response.greeting.server_pid);
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set_my_client_id(response.greeting.your_client_id);
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}
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void AClientConnection::play(const ABuffer& buffer, bool block)
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{
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const_cast<ABuffer&>(buffer).shared_buffer().share_with(server_pid());
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ASAPI_ClientMessage request;
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request.type = ASAPI_ClientMessage::Type::PlayBuffer;
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request.play_buffer.buffer_id = buffer.shared_buffer_id();
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sync_request(request, block ? ASAPI_ServerMessage::Type::FinishedPlayingBuffer : ASAPI_ServerMessage::Type::PlayingBuffer);
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}
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void AClientConnection::enqueue(const ABuffer& buffer)
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{
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for (;;) {
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const_cast<ABuffer&>(buffer).shared_buffer().share_with(server_pid());
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ASAPI_ClientMessage request;
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request.type = ASAPI_ClientMessage::Type::EnqueueBuffer;
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request.play_buffer.buffer_id = buffer.shared_buffer_id();
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auto response = sync_request(request, ASAPI_ServerMessage::Type::EnqueueBufferResponse);
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if (response.success)
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break;
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dbg() << "EnqueueBuffer failed, retrying...";
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sleep(1);
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}
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}
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