255 lines
11 KiB
C++
255 lines
11 KiB
C++
#pragma once
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#include "sad_DetectedServer.hpp"
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#include "spit_object.hpp"
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#include "spit_player.hpp"
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#include "spit_processor.hpp"
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#include "spit_socket.hpp"
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#include "spit_type.hpp"
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#include "spit_message.hpp"
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#include "spit_repo.hpp"
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#include <memory>
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#include <vector>
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#include <functional>
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using namespace std;
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namespace spit {
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class SClient : ISadClient {
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public:
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/** Maximal length of a SPITMessage*/
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static const int MAXSPITMESSAGEBYTECOUNT = 512;
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using Callbacks = SProcessor::Callbacks;
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using ProjUpdate = SProcessor::ProjUpdate;
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using ServerEvent = SProcessor::ServerEvent;
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using ObjectEvent = SProcessor::ObjectEvent;
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using Connection = SProcessor::Connection;
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//------ PlayerType ------
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public:
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/** continous main player, time value can be used like a timecode.<br>The time value is the position in server's project.<br>A server should use only one main player.*/
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static constexpr char PLAYERTYPE_MAIN = 0x02;
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/** continous player. This player plays SPIT objects sometime during the project.*/
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static constexpr char PLAYERTYPE_CONTINOUS = 0x01;
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/** diescrete player. This player is used to transmit single discrete values.*/
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static constexpr char PLAYERTYPE_DISCRETE = 0x00;
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//------ Value Flag ------
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//------ used by sendRemoteObject
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public:
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/**Set the given value directly*/
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static constexpr char VALUEFLAG_DIRECT = 0x00;
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/**Increase the existing value by the given value.<br>This is usefull e.g. when instead of a fader a endless wheel is used*/
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static constexpr char VALUEFLAG_INCREASE = 0x01;
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/**Decrease the existing value by the given value.<br>This is usefull e.g. when instead of a fader a endless wheel is used*/
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static constexpr char VALUEFLAG_DECREASE = 0x02;
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static constexpr int MAX_OVERTAKING_SPIT_MESSAGES = 10;
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//----- SClient -----
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public:
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SClient(string name, string projName, ISocket &socket, Callbacks calls);
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virtual ~SClient();
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private:
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Callbacks mCallbacks;
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fos::TaskT<SClient &> *mThreadReceive{};
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fos::TaskT<SClient &> *mThreadProcess{};
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bool mStopReceiveMessages{};
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Connection mConnectionStatus{Connection::None};
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bool mDisconnectedByServer{}; // flag true = when server disconnects
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string mID;
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string mName;
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string mProjName;
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string mComputerName;
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SProcessor mProcessor;
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string mClientProjectName;
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uint8_t mMessageNumberSend{1};
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int mMessageNumberReceived{-1}; // set to -1 because the first received message will set the number (1..255)
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vector<unique_ptr<Message>> mOvertakingMessages;
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// Server's info filled by parseConnectAnswer
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string mServerID{};
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string mServerName{};
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string mServerComputerName{};
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int mServerStepTime{-1};
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public:
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/** The ID of the client.<br>Every client instance should set an unique id*/
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string getID() { return mID; }
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/** The name of the client, should be set by the user app*/
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string getName() { return mName; }
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//----- Computer Params -----
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/** The name of the client's host computer*/
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string getComputerName() { return mComputerName; }
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void setClientProjectName(string clientProjectName) { mClientProjectName = clientProjectName; }
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string getClientProjectName() { return mClientProjectName; }
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// connected Server Infos
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/** The ID of the connected SPITServer*/
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string getServerID() { return mServerID; }
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/** The host computername of the connected SPITServer*/
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string getServerComputerName() { return mServerComputerName; }
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/** The name of the connected SPITServer*/
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string getServerName() { return mServerName; }
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/** Expected Refreah Rate of the connectd SPITServer.<br>
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* When the server plays objects, it will do so at discrete time steps.<br>
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* Play events will take place in these time steps..
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*/
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int getServerStepTime() { return mServerStepTime; }
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/** Should be called when the client wants to close his project*/
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void clientProjectClose();
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/**
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* Should be called whenever the client has a project loaded
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*/
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void clientProjectLoaded();
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void setActionSPITType(string spitypeID, bool actionAssigned);
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void setActionSPITObject(string objectID, bool actionAssigned);
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//--------------- SPITMessage ---------------
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private:
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bool startReceiveSPITMessages();
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void stopReceiveSPITMessages();
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static void receiveSpitMessage(SClient &rM);
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static void processSpitMessage(SClient &rM);
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// Reconnect to the server when connection is lost see eventConnectionStatus and eventServerDetected
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bool _doReconnect{}; // true = on eventServerDetected connect to the server identified by mServerID
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public:
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int sendMessage(Message::OPPart & spitMessageOPPart);
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//--------------- ServerAutoDetection SAD ---------------
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public:
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/** Starts the autodetection of SPITServers in the local network. If a connection is tried, the autodetection should be stopped before.*/
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void startServerAutoDetect();
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/** Stops the autodetection of SPITServers in the local network*/
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void stopServerAutoDetect();
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/** Called every time a new SPITServer is detetced in the local network */
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void eventServerDetected(SadDetectedServer &server);
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/** Called every time a prior detected SPITServer is is no longer found.*/
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void eventServerLost(SadDetectedServer &server);
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void eventServerChanged(SadDetectedServer &server);
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//--------------- Connection ---------------
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public:
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/**
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* Tries a connection to the SPITServer
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* @param p_ServerIP ip address of the SPITServer
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* @param p_ServerPort port of the SPITServer
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* @param p_ClientIP IP of the client
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* @param p_ClientPort if "0" any free port will be used
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* @param p_LoginName maybe some SPITServer need a login - liveSHOWsoftware will not.
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* @param p_LoginPassword maybe some SPITServer need a login - liveSHOWsoftware will not
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* @return true = the connection try is ok, SPITServer will answer with COnnectAnswer and an eventConnectionStatus will occur.<br>
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* false = something is going wrong. (client could not bind)
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*/
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bool connect(string serverIP, string serverPort, string clientIP, string clientPort, string loginName = "", string loginPassword = "");
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/**
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* Terminates the connection to the SPITServer.
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*/
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void disconnect();
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private:
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void disconnectInternal(Connection cause);
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void resetMessageNumberReceived();
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void parseMessage(unique_ptr<Message> message);
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void checkParseMessage(unique_ptr<Message> message);
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void addOvertakingMessage(unique_ptr<Message> message);
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void parseConnectAnswer(Message::ConnectAnswer &message);
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void parseDisconnect(Message::Disconnect &message);
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void parseWatchdog(Message::Watchdog &message);
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void parseWatchdogAnswer(Message::WatchdogAnswer &message);
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public:
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/** Used internally*/
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void sendWatchdog();
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/** Used internally. When the connection to the SPITServer is lost an eventConnectionStatus will occur*/
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void eventWatchdogLost();
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//--------------- SPIT Project ---------------
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/** Returns the SPITServer's project ID - may be the same as the project's name*/
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string getServerProjectID();
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/** Returns the SPITServer's project name*/
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string getServerProjectName();
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/** Returns frame rate per second. This is the time resolution in which the server transmits time data. The unit of time data is always frames.*/
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int getServerFramesPerSecond();
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public:
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static void sendProject(SClient *p_PtrSClient);
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// --------------- SPIT Types ---------------
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public:
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/**
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* Creates a fixed SPITType for application actions that are always present and project independent.<br>
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* Fixed SPIT types cannot be changed or deleted by the server.<br>
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* These SPITTypes will be automatically added to the SPITType-List and sended to the server.
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* @param p_ID an unique of the SPITType, these are always the same per client approach. Different client approaches should use different ids.
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* @param p_GroupName a name which groups the actions/SPITTypes
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* @param p_Name the name of the Action/SPITType
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* @param p_DefaultDelay maybe there is an default delay until the action starts, this is only used for graphical representations, 0 is allowd
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* @param p_DefaultDuration maybe the action has a default duration, this is only used for graphical representations, 0 is allowd
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* @return the pointer to the new SPITType.
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*/
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SType *createTypeFixed(string iD, string groupName, string name, uint64_t defaultDelay, uint64_t defaultDuration);
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/**
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* Creates a SPITType for application actions.<br>
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* These SPITTypes will be automatically added to the SPITType-List and sended to the server.
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* @param p_ID an unique of the SPITType, these are always the same per client approach. Different client approaches should use different ids.
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* @param p_GroupName a name which groups the actions/SPITTypes
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* @param p_Name the name of the Action/SPITType
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* @param p_DefaultDelay maybe there is an default delay until the action starts, this is only used for graphical representations, 0 is allowd
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* @param p_DefaultDuration maybe the action has a default duration, this is only used for graphical representations, 0 is allowd
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* @param p_Fixed true = the server is not allowed to change this SPITType, false = the server may change or delete this SPITType
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* @param p_ProjectIndepended true = the SPITType belongs to a specific project, false = the SpitType always exists for every project
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* @return the pointer to the new SPITType.
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*/
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SType *createType(string iD, string groupName, string name, uint64_t defaultDelay, uint64_t defaultDuration, bool fixed, bool projectIndepended);
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private:
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// receive SPIT-Types
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void parseReportType(Message::ReportType &message);
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int sendTypeInternal(SType &spitType);
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public:
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bool changeType(SType *spitType) { return mProcessor.changeType(spitType); }
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int removeType(string spitypeID) { return mProcessor.removeType(spitypeID); }
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public:
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//--------------- SPIT Objects ---------------
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private:
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int sendObjectInternal(SObject *sObject);
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public:
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/**
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* When the client changes a SPITObject (normally the client should not do this), then it should send the changes to the SPITServer.<br>
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* The SPITServer may discard the changes and an eventSPITObject occurs.<br>
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* @param spitObject the pointer to the changed SPITObject.
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* @return 0 = sended, -1 = not sended
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*/
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bool changeSPITObject(SObject *spitObject);
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public:
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//--------- Remote ----------
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void sendRemoteObject(string objectID, int valuePpm = 0, char valueFlag = 0x00);
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private:
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static void processSocketTask(SClient &instance);
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fos::TaskT<SClient &> *sThread{};
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bool mAbortSearch{};
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bool sAnswered{};
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static fos::Semaphore sStartSad;
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ISocket &mSocket;
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void answerWatchdog() {
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sAnswered = true;
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}
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};
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} |