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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.

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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

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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

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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
14 changes: 11 additions & 3 deletions src/channel.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -716,12 +716,20 @@ int CChannel::GetUploadRateKbps()
{
const int iAudioSizeOut = iNetwFrameSizeFact * iAudioFrameSizeSamples;

// we assume that the UDP packet which is transported via IP has an
// additional header size of ("Network Music Performance (NMP) in narrow
// band networks; Carot, Kraemer, Schuller; 2006")
// The 77-byte per-packet overhead below (28 + 26 + 23) models a PPPoE-over-ATM DSL
// access path, following ("Network Music Performance (NMP) in narrow band networks;
// Carot, Kraemer, Schuller; 2006"):
// 8 (UDP) + 20 (IP without optional fields) = 28 bytes
// 2 (PPP) + 6 (PPPoE) + 18 (MAC) = 26 bytes
// 5 (RFC1483B) + 8 (AAL) + 10 (ATM) = 23 bytes
// A packet capture on a real internet path measures 46 bytes over IPv4/Ethernet

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Experimental data should not inform code comments.

// (20 IP + 8 UDP + 14 Ethernet, no PPPoE, no ATM, no VLAN) and 66 over IPv6, so this
// constant is 31 bytes too large for IPv4 and 20 bytes too small for the IPv6 header
// it never accounts for. The figure a client can actually justify is 28 (IPv4) or
// 48 (IPv6) at L3/L4, since the access encapsulation is invisible to the endpoint.
// As it stands the returned rate overstates real IPv4/Ethernet cost by roughly 15% to
// 50%, worst at the lowest bit-rate settings. FIXME: the constant should reflect a
// measurable path, but the "right" figure is a design decision (which layer to bill).
return ( iNetwFrameSize * iNetwFrameSizeFact + 28 + 26 + 23 /* header */ ) * 8 /* bits per byte */ * SYSTEM_SAMPLE_RATE_HZ / iAudioSizeOut / 1000;
}

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18 changes: 14 additions & 4 deletions src/client.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -999,17 +999,27 @@ 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.

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

if ( iActiveChannels != 0 )
{
qInfo() << "> Server restarted?";
ClearClientChannels();
}

// allocate and map client-side channel 0
int iChanID = FindClientChannel ( iServerChanID, true ); // should always return channel 0
// In normal operation this returns channel 0. It is NOT guaranteed: FindClientChannel

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More negatives.

// returns INVALID_INDEX ( -1 ) for any iServerChanID >= MAX_NUM_CHANNELS ( 150 ), and a
// server-sent CLIENT_ID is only length-checked ( EvaluateClientIDMes, protocol.cpp ), never
// range-checked, so a malicious or buggy server can deliver an id of 150..255. The result is
// used below without a guard; with the headless mute-me-in-personal-mix flag set it reaches
// SetRemoteChanGain, which dereferences &clientChannels[-1]. FIXME: reject iServerChanID
// outside [0, MAX_NUM_CHANNELS) here or in EvaluateClientIDMes before this line.
int iChanID = FindClientChannel ( iServerChanID, true );

// for headless mode we support to mute our own signal in the personal mix
// (note that the check for headless is done in the main.cpp and must not
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32 changes: 24 additions & 8 deletions src/server.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -165,10 +165,17 @@ CServer::CServer ( const int iNewMaxNumChan,
iServerFrameSizeSamples = SYSTEM_FRAME_SIZE_SAMPLES;
}

// To avoid audio clitches, in the entire realtime timer audio processing
// routine including the ProcessData no memory must be allocated. Since we
// do not know the required sizes for the vectors, we allocate memory for
// the worst case here:
// To avoid audio glitches, the realtime timer audio routine ( OnTimer ->
// ProcessData ) should allocate no memory. The worst-case vectors below are
// pre-sized here for that reason. Note that the goal is not currently met: the

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Again, do not say what is not, only what is.

If there is something that needs fixing, raise an issue or PR.

// send path still allocates once per outgoing audio packet. CSocket::SendPacket
// takes its argument as a const CVector, and the ( CVector<uint8_t> ) cast that
// strips the const deep-copies the whole datagram -- one malloc, one memmove, one
// free for every packet sent, on this same timer thread ( attribute by stack, not
// by thread name: OnTimer runs on the Qt event-loop thread via a queued connection ).
// CNetBufWithStats::Init also allocates on this path. FIXME: remove these before
// relying on the no-allocation guarantee. Since we do not know the required sizes
// for the vectors, we allocate memory for the worst case here:

// allocate worst case memory for the temporary vectors
vecChanIDsCurConChan.Init ( iMaxNumChannels );
Expand Down Expand Up @@ -662,7 +669,11 @@ 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

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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 +955,14 @@ 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

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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
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