Skip to content
Closed
27 changes: 21 additions & 6 deletions src/buffer.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -164,8 +164,16 @@ bool CNetBuf::Put ( const CVector<uint8_t>& vecbyData, int iInSize )
return false;
}

// to get the number of input blocks we assume that the number of bytes for
// the sequence number is much smaller than the number of coded audio bytes
// This divide is exact if and only if iNumBlocks * iNumBytesSeqNum < iBlockSize,
// since the actual input is iNumBlocks * ( iBlockSize + iNumBytesSeqNum ) bytes. The
// sequence number merely being "much smaller" than the coded audio is not the
// condition: at iNumBlocks == iBlockSize the count comes out one too high whatever
// the ratio is. The bound is not enforced here but by the properties validator in
// protocol.cpp, EvaluateNetwTranspPropsMes, which rejects a base network packet size
// below CELT_MINIMUM_NUM_BYTES (10) and a block size factor outside
// { FRAME_SIZE_FACTOR_PREFERRED, _DEFAULT, _SAFE }. With iNumBytesSeqNum == 1 and
// iBlockSize == iBaseNetworkPacketSize - 1 (channel.cpp), the worst reachable case is
// a factor of 4 against a block size of 9.

Copy link
Copy Markdown
Collaborator

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

The above is far too verbose for anyone to read it clearly. Two lines looks like a good length. Ten lines isn't.

It needs to be short and to the point:

Intent:
Purpose of this section, including what the result is used for.

Inputs:

  • iInSize: where this comes from and what it means
  • iBlockSize: ...
  • ...

Method:
Explanation of why this method works. But only if it's not transparently obvious.

const int iNumBlocks = /* floor */ ( iInSize / iBlockSize );

// copy new data in internal buffer
Expand All @@ -190,16 +198,23 @@ bool CNetBuf::Put ( const CVector<uint8_t>& vecbyData, int iInSize )
iSeqNumDiff -= 256;
}

// The 1-byte sequence number wraps around at a count of 256. So, if a packet is delayed
// further than this we cannot detect it. But it does not matter since such a packet is
// more than 100 ms delayed so we have a bad network situation anyway. Therefore we
// The 1-byte sequence number is folded into a signed difference above, so a
// delayed packet is mistaken for an early one once it is more than 128 counts
// late, not 256. At the fastest possible frame rate that is still 171 ms
// (64-sample frames, 750 counts/s) and at the default frame size 341 ms
// (128-sample frames, 375 counts/s), so such a packet is long useless either
// way and we have a bad network situation anyway. Therefore we

Copy link
Copy Markdown
Collaborator

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

This doesn't add anything at all.

// assume that the sequence number difference between the received and local counter is
// correct. The idea of the following code is that we always move our "buffer window" so
// that the received packet fits into the buffer. By doing this we are robust against
// sample rate offsets between client/server or buffer glitches in the audio driver since
// we adjust the window. The downside is that we never throw away single packets which arrive
// too late so we throw away valid packets when we move the "buffer window" to the delayed
// packet and then back to the correct place when the next normal packet is received. But
// packet and then back to the correct place when the next normal packet is received.
// Note that this is not the only way a valid block is lost: a block can also be

Copy link
Copy Markdown
Collaborator

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

This addition is not in context and doesn't belong here.

// overwritten in its slot before it is played out. That second channel is the only
// one that exists at a buffer length of 1, while the window move dominates from a
// buffer length of 3 upwards. But
// tests showed that the new buffer strategy does not perform worse than the old jitter
// buffer which did not use any sequence number at all.
if ( iSeqNumDiff < 0 )
Expand Down
9 changes: 6 additions & 3 deletions src/client.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -999,9 +999,12 @@ void CClient::OnControllerInMuteMyself ( bool bMute )

void CClient::OnClientIDReceived ( int iServerChanID )
{
// if we have just connected to a running server, iActiveChannels will be 0
// if iActiveChannels is not 0, the server must have been restarted on the fly
// in that case, channels might have changed, so clear our list to get it afresh.
// If we have just connected to a running server, iActiveChannels will be 0.
// If it is not 0, the server has begun a NEW connection for us while this client kept
// running. A restart is only one way that happens: the server also drops a channel whose
// receive timeout expires ( CON_TIME_OUT_SEC_MAX, channel.h ) and treats the next packet
// from the same peer as a new connection, so a traffic gap of longer than that is enough.
// Either way the channel list we hold may be stale, so clear it and get it afresh.

Copy link
Copy Markdown
Collaborator

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Too much waffle. The original got the point across succinctly.

if ( iActiveChannels != 0 )
{
qInfo() << "> Server restarted?";
Expand Down
17 changes: 13 additions & 4 deletions src/server.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -662,7 +662,11 @@ void CServer::OnTimer()
bool bUseMT = false;
int iNumBlocks = 0; // init number of blocks for multithreading
int iMTBlockSize = 0; // init block size for multithreading
bChannelIsNowDisconnected = false; // note that the flag must be a member function since QtConcurrent::run can only take 5 params
// The flag is a member variable, not a local. Nothing in the threading forces that: the

Copy link
Copy Markdown
Collaborator

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Too much waffle again. Say what is and why. Not what is not and why not.

// decode workers below are dispatched through CThreadPool::enqueue ( threadpool.h ), which is
// variadic and takes any number of arguments. The five-argument cap this note used to cite is
// Qt5 QtConcurrent::run's, and that path is no longer used here.
bChannelIsNowDisconnected = false;

{
// Make put and get calls thread safe.
Expand Down Expand Up @@ -944,9 +948,14 @@ void CServer::DecodeReceiveData ( const int iChanCnt, const int iNumClients )

FreeChannel ( iCurChanID ); // note that the channel is now not in use

// note that no mutex is needed for this shared resource since it is a
// std::atomic write (not a read-modify-write operation) and also each
// thread can only set it to true and never to false
// Note that no mutex is needed for this shared resource: the store is a
// std::atomic write, not a read-modify-write operation. It is NOT true that

Copy link
Copy Markdown
Collaborator

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Again, saying what is not, is not helpful, just token-spend.

// a thread can only ever set this to true: OnTimer clears it to false once
// per tick, and in the default configuration ( multithreading off ) the
// decode runs inline, so the same thread writes both values. What makes the
// access safe is the ordering -- the clear is sequenced before any decode
// work is handed to the thread pool, and the flag is read back only after
// every future has been waited on.
bChannelIsNowDisconnected = true;

// since the channel is no longer in use, we should return
Expand Down