I am writing a little application to capture audio data from a wavein
device and broadcast it to the
internet over http protocol. My application is basically divided into two
segments:
Capturing Thread:
-> waveCapture // waveCapture.h (class)
-> mp3Encoding // mp3Encoder.h (class)
Broadcasting Thread:
-> httpServer // httpServer (class)
So in a nutshell, the capturing thread is the "Producer" and the
broadcasting thread is the "Consumer".
In order to link them I need to code a buffer. The producer will put data on
it whereas the consumer will
retrieve data from it.
I would like to post some code about the server (barebones) so I can get to
the main point later on:
unsigned int __stdcall handleClient(void* a)
{
Socket* s = (Socket*) a;
while(1)
{
string r = s->ReceiveLine();
if (r.empty())
break;
s->SendLine("Hello, I am the server!");
break;
}
// Disconnect
s->close();
delete s;
return 0;
}
int main()
{
// Server: set up
SocketServer in(8000,5);
while(1)
{
// Server: wait for incoming connections
Socket* s=in.Accept();
cout << "a client connected..." << endl;
// Server: spawn a new thread to deal with the client
unsigned int ret;
_beginthreadex(0,0,handleClient,s,0,&ret);
}
system("pause");
return EXIT_SUCCESS;
}
As you can see, the server waits for incoming connections and spawns a
thread to deal with a single client each time it connects.
Now, in the handleClient() thread I should retrieve data from the buffer
(being written by the "producer") and send it to the client...
Here comes the pain! Since I have to deal with several connections at the
same time I don't know if they should read from one single buffer or
something else...for instance the producer should write to severl instances
of the buffer...
any idea how I should work this out?
thanks
// all code are in the server
// all locks are omitted
struct Buffer
{ ... };
list<Buffer*> clients;
unsigned int copyBuffer(void*)
{
while (1)
{
// read data from producer
// copy data to every client in the list
}
}
> unsigned int __stdcall handleClient(void* a)
> {
Buffer buf;
registe(buf); // insert buf to the clients list
> Socket* s = (Socket*) a;
> while(1)
> {
> string r = s->ReceiveLine();
> if (r.empty())
> break;
>
> s->SendLine("Hello, I am the server!");
// read buf and send it
> break;
> }
>
> // Disconnect
> s->close();
>
> delete s;
unregiste(buf); // Is the parameter necessary?
> return 0;
> }
>
> int main()
> {
> // Server: set up
> SocketServer in(8000,5);
beginthreadex(0,0,copyBuffer,0,0,0);
>
> while(1)
> {
> // Server: wait for incoming connections
> Socket* s=in.Accept();
> cout << "a client connected..." << endl;
>
> // Server: spawn a new thread to deal with the client
> unsigned int ret;
> _beginthreadex(0,0,handleClient,s,0,&ret);
> }
>
> system("pause");
> return EXIT_SUCCESS;
> }
>
> As you can see, the server waits for incoming connections and spawns a
> thread to deal with a single client each time it connects.
>
> Now, in the handleClient() thread I should retrieve data from the buffer
> (being written by the "producer") and send it to the client...
>
> Here comes the pain! Since I have to deal with several connections at
> the same time I don't know if they should read from one single buffer or
> something else...for instance the producer should write to severl
> instances of the buffer...
>
> any idea how I should work this out?
>
> thanks
--
Yu Han
--- news://freenews.netfront.net/ - complaints: ne...@netfront.net ---
> // all code are in the server
> // all locks are omitted
> struct Buffer
> { ... };
>
> list<Buffer*> clients;
>
> unsigned int copyBuffer(void*)
> {
> while (1)
> {
> // read data from producer
> // copy data to every client in the list
> }
> }
wow that seems a great step into the right direction! Yet, why you think I
should prefer <list> over <vector> ??
Also, I'm in two minds whether I should delete the chunk from the buffer
after reading it or just read it and let the "Producer" overwrite it
eventually. (is this circular buffer?)
so that when a client connects a new buffer is being pushed_back into the
vector...then the producer will write to all the buffers in vector.
I don't know all the things about your application. You should make
decision according to your situation. Then, try, test and tune it.
> Maybe a circular buffer is better, maybe...
Do you think the following could be fine approach?
// declare
typedef unsigned int regkey;
typedef struct {...} buffer;
// global buffer
std::map<regkey, buffer> clients
// a client connect (add consumer)
clients.insert(makepair(regkey, buffer));
// a client disconnect (remove comsumer)
clients.remove(regkey);
// Producer writes to every element in the map(clients)
(...)
thanks
>
> // a client connect (add consumer)
> clients.insert(makepair(regkey, buffer));
>
> // a client disconnect (remove comsumer)
> clients.remove(regkey);
>
> // Producer writes to every element in the map(clients)
> (...)
>
> thanks
--