Do not offset the time attempting to fix client latency.
Client should handle it by itself.
This remove entirely the delay introduced by the server.
This avoids surely possible time drifts in the client.
The server just sends it's concept of time without trying to force any
delay. Only one end should handle this delay in an attempt to
synchronize audio and video instead that doing it in both ends.
Signed-off-by: Frediano Ziglio <freddy77@gmail.com>
Store pointers to surface object in "surfaces" and allows to
have different surfaces with same ID in memory.
The surface was keep "busy" if there was pending drawing around.
Consider the following case:
1- receive drawing command
2- queue command on DCCs
3- destroy surface
4- send draw
Previously at point 4) you would have to use a surface from
"surfaces" which was destroyed, that is we would have to maintain
the pointer (and canvas) to the surface until reference counter
was 0.
However consider this case:
1- receive drawing command
2- queue command on DCCs
3- destroy surface
4- create surface
5- send draw
What would happen in point 4) ?
We could not change the surface as it will be used by point 5).
To avoid this the code attempts to wait the commands to release the
surface. However this can be an issue, you can't force the clients
to receive pending data if network is slow.
So this patch change this allowing to create surfaces while the old
version will still be used.
This is also more clean from the reference pointer prospective,
as the reference is increased for a specific surface.
Note that now instead of checking for canvas to not be NULL a
simple check for surface pointer is enough.
Signed-off-by: Frediano Ziglio <freddy77@gmail.com>
Acked-by: Victor Toso <victortoso@redhat.com>
Mostly left on dcc-send.cpp.
Other minor too.
The change in BitmapData seems odd but the id for cached image
was not used so the only information left was the surface.
Signed-off-by: Frediano Ziglio <freddy77@gmail.com>
Acked-by: Victor Toso <victortoso@redhat.com>
As we use reference counting is more direct to use direct pointers.
Also this will allow to have a surface in a "released state"
reducing the complexity of code destroying a surface.
Signed-off-by: Frediano Ziglio <fziglio@redhat.com>
Acked-by: Victor Toso <victortoso@redhat.com>
Found with performance-move-const-arg
Allows better optimization as the compiler does not have to deal with an
rvalue reference. Especially in C++17 where std::move can prevent copy
elision.
Signed-off-by: Rosen Penev <rosenp@gmail.com>
Acked-by: Frediano Ziglio <freddy77@gmail.com>
Found with modernize-use-nullptr
NULL in C++ is 0 whereas it is a void pointer in C. Avoids implicit
conversions.
Signed-off-by: Rosen Penev <rosenp@gmail.com>
Acked-by: Frediano Ziglio <freddy77@gmail.com>
Reduces usage of manual reference counting.
Avoids usage of new and use instead red::make_shared to both
create and own pipe items.
Use move semantic to reduce useless copies.
Signed-off-by: Frediano Ziglio <freddy77@gmail.com>
Acked-by: Julien Ropé <jrope@gmail.com>
Most of the times each class has an associated constant so
allows to be able to define the constant at declaration time.
Signed-off-by: Frediano Ziglio <freddy77@gmail.com>
Acked-by: Julien Ropé <jrope@gmail.com>
This allows to:
- reuse reference counting;
- avoid having to manually call g_free to release item memory;
- assure item is initialized;
- avoids some manual casts.
It will also allows to use smart pointers.
Signed-off-by: Frediano Ziglio <freddy77@gmail.com>
Acked-by: Julien Ropé <jrope@gmail.com>
We don't use anymore GObject parameters so avoid having to
register enum values to GType system to use them.
We just need to get the nick value of the enum values for
debug purposes.
Signed-off-by: Frediano Ziglio <fziglio@redhat.com>
The patch seems pretty huge but mainly are mechanical steps:
- remove GObject declarations
- do not inherit from GObject
- add SPICE_CXX_GLIB_ALLOCATOR to avoid using C++ allocators
- CLASS_init and CLASS_constructor code goes into C++ constructor
- CLASS_dispose and CLASS_finalize code goes into C++ destructor
- g_object_new is replaced by new operator
- class members goes into virtual methods
- class parameters became argument to constructor
- use push-visibility.h and pop-visibility.h to limit visibility
- temporary use XXX_CAST for old GObject casts, they will
be replaced
- g_object_get is replaced by accessors
Signed-off-by: Frediano Ziglio <fziglio@redhat.com>
The messages coming are from the client so it's a better place
to be in RedChannelClient instead of RedChannel.
Signed-off-by: Frediano Ziglio <fziglio@redhat.com>
Make all RedChannelClient hierarchy a C++ class.
This allows to use virtual methods.
Added a normal contructor instead or properties and g_object_new.
As we remove GObject conversion macros I added a macro XXX_CAST
to create a function to replace the old macro.
They will be removed when more type safety is introduced.
There's a new SPICE_CXX_GLIB_ALLOCATOR macro in red-common.h.
This macro, added to a class define the class allocator allowing
to use, in this case, GLib for allocation. This to avoid C++ library
dependency and to initialize all structure to 0 (not all fields
are manually initialized, will be improved with more encapsulation).
Currently the methods are mainly public, access will be modified
when more encapsulation (all functions in method) are done.
Some classes are now defined in the header, C++ uses access to
limit accessibility but for efficiency and type safety/inline and
other features require types to be defined in the headers.
Some fields were moved from XxxPrivate structure to class, C++
has accessibility.
Many destructors are defined as protected to forbid the use of
stack, this as these objects uses internal reference counting
to have normal pointers. Maybe in the future pointers like
std::shared_ptr could be used instead.
Reference counting is now implemented very easily using atomic
operations.
Signed-off-by: Frediano Ziglio <fziglio@redhat.com>