コード例 #1
0
ファイル: PairingHandler.cpp プロジェクト: imclab/hifi
void PairingHandler::sendPairRequest() {    
    // grab the node socket from the NodeList singleton
    UDPSocket *nodeSocket = NodeList::getInstance()->getNodeSocket();
    
    // prepare the pairing request packet
    
    // use the getLocalAddress helper to get this client's listening address
    int localAddress = getLocalAddress();
    
    char pairPacket[24] = {};
    sprintf(pairPacket, "Find %d.%d.%d.%d:%hu",
            localAddress & 0xFF,
            (localAddress >> 8) & 0xFF,
            (localAddress >> 16) & 0xFF,
            (localAddress >> 24) & 0xFF,
            NodeList::getInstance()->getSocketListenPort());
    
    qDebug("Sending pair packet: %s\n", pairPacket);
    
    sockaddr_in pairingServerSocket;
    
    pairingServerSocket.sin_family = AF_INET;
    
    // lookup the pairing server IP by the hostname
    struct hostent* hostInfo = gethostbyname(PAIRING_SERVER_HOSTNAME);
    memcpy(&pairingServerSocket.sin_addr, hostInfo->h_addr_list[0], hostInfo->h_length);
    pairingServerSocket.sin_port = htons(PAIRING_SERVER_PORT);
    
    // send the pair request to the pairing server
    nodeSocket->send((sockaddr*) &pairingServerSocket, pairPacket, strlen(pairPacket));
}
コード例 #2
0
ファイル: testsend.cpp プロジェクト: robertosfield/osgaudio
int main(int argc,char **argv) {
  ALvoid *data;
  ALsizei bits,freq,size;
  ALenum format;
  ALboolean success;
  // Default packet size (in bytes)
  // Note that this doesn't necessarily have to have anything to do with the
  // buffer size of the receiver. Just set it to something appropriate
  // (depending on the connection), and the receiver will take care of the
  // playing the sound correctly...
  unsigned int packetsize=10000;
  const char defaultfile[]="bee.wav";
  const char *filename;

  if(argc>1)
    filename=argv[1];
  else
    filename=defaultfile;
  if(argc>2)
    packetsize=atoi(argv[2]);

  try {
    success=alutLoadWAV(filename,&data,&format,&size,&bits,&freq);
    std::cerr << "Bits:  " << bits << " Freq: " << freq << std::endl;

    if(success==AL_FALSE) {
      std::cerr << "Error loading " << filename << "\n";
      exit(1);
    }

    UDPSocket socket;
    socket.setPeer(InetHostAddress("127.0.0.1"),33333);

    int totalsent=0;
    while(totalsent<size) {
      // Send data in packets with a 60 ms delay between packets
      if((totalsent+packetsize)>size)
	      packetsize=size-totalsent;
      totalsent+=socket.send((char *)data+totalsent,packetsize);
      ost::Thread::sleep(60);
    }

    free(data);
  } catch(...) {
    std::cerr << "Error caught!\n";
  }

  return 0;
}
コード例 #3
0
	Ping( bool is_server ) :
		socket( ios, is_server ? Address(ios,SERVER_ADDR) : Address() )
	{
		if (is_server)
		{
			socket.addPacketListener( this );
			for (;;)
				ios.poll();
		}
		else
		{
			char msg[128] = "Hello";
			socket.send( Address(ios,SERVER_ADDR), msg, strlen(msg)+1 );
		}
	}
コード例 #4
0
ファイル: PacketSender.cpp プロジェクト: heracek/hifi
bool PacketSender::process() {
    uint64_t USECS_PER_SECOND = 1000 * 1000;
    uint64_t SEND_INTERVAL_USECS = (_packetsPerSecond == 0) ? USECS_PER_SECOND : (USECS_PER_SECOND / _packetsPerSecond);

    // keep track of our process call times, so we have a reliable account of how often our caller calls us
    uint64_t now = usecTimestampNow();
    uint64_t elapsedSinceLastCall = now - _lastProcessCallTime;
    _lastProcessCallTime = now;
    _averageProcessCallTime.updateAverage(elapsedSinceLastCall);

    if (_packets.size() == 0) {
        if (isThreaded()) {
            usleep(SEND_INTERVAL_USECS);
        } else {
            return isStillRunning();  // in non-threaded mode, if there's nothing to do, just return, keep running till they terminate us
        }
    }

    int packetsPerCall = _packets.size(); // in threaded mode, we just empty this!
    int packetsThisCall = 0;

    // if we're in non-threaded mode, then we actually need to determine how many packets to send per call to process
    // based on how often we get called... We do this by keeping a running average of our call times, and we determine
    // how many packets to send per call
    if (!isThreaded()) {
        int averageCallTime;
        const int TRUST_AVERAGE_AFTER = AVERAGE_CALL_TIME_SAMPLES * 2;
        if (_usecsPerProcessCallHint == 0 || _averageProcessCallTime.getSampleCount() > TRUST_AVERAGE_AFTER) {
            averageCallTime = _averageProcessCallTime.getAverage();
        } else {
            averageCallTime = _usecsPerProcessCallHint;
        }

        // we can determine how many packets we need to send per call to achieve our desired
        // packets per second send rate.
        int callsPerSecond = USECS_PER_SECOND / averageCallTime;
        packetsPerCall = ceil(_packetsPerSecond / callsPerSecond);

        // send at least one packet per call, if we have it
        if (packetsPerCall < 1) {
            packetsPerCall = 1;
        }
    }

    int packetsLeft = _packets.size();
    bool keepGoing = packetsLeft > 0;
    while (keepGoing) {

        NetworkPacket& packet = _packets.front();

        // send the packet through the NodeList...
        UDPSocket* nodeSocket = NodeList::getInstance()->getNodeSocket();

        nodeSocket->send(&packet.getAddress(), packet.getData(), packet.getLength());
        packetsThisCall++;

        if (_notify) {
            _notify->packetSentNotification(packet.getLength());
        }

        lock();
        _packets.erase(_packets.begin());
        unlock();

        packetsLeft = _packets.size();

        // in threaded mode, we go till we're empty
        if (isThreaded()) {
            keepGoing = packetsLeft > 0;

            // dynamically sleep until we need to fire off the next set of voxels we only sleep in threaded mode
            if (keepGoing) {
                uint64_t elapsed = now - _lastSendTime;
                int usecToSleep =  std::max(SEND_INTERVAL_USECS, SEND_INTERVAL_USECS - elapsed);

                // we only sleep in non-threaded mode
                if (usecToSleep > 0) {
                    usleep(usecToSleep);
                }
            }

        } else {
            // in non-threaded mode, we send as many packets as we need per expected call to process()
            keepGoing = (packetsThisCall < packetsPerCall) && (packetsLeft > 0);
        }

        _lastSendTime = now;
    }

    return isStillRunning();  // keep running till they terminate us
}
コード例 #5
0
ファイル: udpclient.cpp プロジェクト: BlackLight/uSock
main()  {
	UDPSocket s;
	s.send("test","localhost",9999);
	s.close();
}