You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
303 lines
12 KiB
303 lines
12 KiB
/*==========================================================================
|
|
*
|
|
* Copyright (C) 1999 Microsoft Corporation. All Rights Reserved.
|
|
*
|
|
* File: inqueue2.h
|
|
* Content: Definition of the CInputQueue2 class
|
|
*
|
|
* History:
|
|
* Date By Reason
|
|
* ==== == ======
|
|
* 07/16/99 pnewson Created
|
|
* 07/27/99 pnewson Overhauled to support new message numbering method
|
|
* 08/03/99 pnewson General clean up
|
|
* 08/24/99 rodtoll Fixed for release builds -- removed m_wQueueId from debug block
|
|
* 01/31/2000 pnewson replace SAssert with DNASSERT
|
|
* 03/26/2000 rodtoll Modified queue to be more FPM friendly
|
|
* 03/29/2000 rodtoll Bug #30753 - Added volatile to the class definition
|
|
* 07/09/2000 rodtoll Added signature bytes
|
|
*
|
|
***************************************************************************/
|
|
|
|
#ifndef _INPUTQUEUE2_H_
|
|
#define _INPUTQUEUE2_H_
|
|
|
|
class CFrame;
|
|
class CFramePool;
|
|
class CInnerQueue;
|
|
class CInnerQueuePool;
|
|
|
|
typedef struct _QUEUE_PARAMS
|
|
{
|
|
WORD wFrameSize;
|
|
BYTE bInnerQueueSize;
|
|
BYTE bMaxHighWaterMark;
|
|
int iQuality;
|
|
int iHops;
|
|
int iAggr;
|
|
BYTE bInitHighWaterMark;
|
|
WORD wQueueId;
|
|
WORD wMSPerFrame;
|
|
CFramePool* pFramePool;
|
|
} QUEUE_PARAMS, *PQUEUE_PARAMS;
|
|
|
|
typedef struct _QUEUE_STATISTICS
|
|
{
|
|
DWORD dwTotalFrames;
|
|
DWORD dwTotalMessages;
|
|
DWORD dwTotalBadMessages;
|
|
DWORD dwDiscardedFrames;
|
|
DWORD dwDuplicateFrames;
|
|
DWORD dwLostFrames;
|
|
DWORD dwLateFrames;
|
|
DWORD dwOverflowFrames;
|
|
} QUEUE_STATISTICS, *PQUEUE_STATISTICS;
|
|
|
|
// This class manages a queue of frames. It is designed
|
|
// to allow a client class to remove frames from the queue
|
|
// at regular intervals, and to hide any out of order
|
|
// frame reception, or dropped frames from the caller.
|
|
// If for whatever reason there is no frame available
|
|
// to give a client, this class will still provide a
|
|
// frame marked as silent. This allows the client to
|
|
// simply call the dequeue function once per period, and
|
|
// consume the data at the agreed rate. So for example,
|
|
// the client to this class could be a thread which
|
|
// is consuming input data and passing it to DirectSound
|
|
// for playback. It can simply get a frame every 1/10 of
|
|
// a second (or however long a frame is), and play it.
|
|
//
|
|
// This is the second generation of input queue. It
|
|
// manages a set of inner queues, each of which is used
|
|
// for a "message". The stream of speech is divided into
|
|
// a series of messages, using silence as the divider.
|
|
// This class will not function well if the audio stream
|
|
// is not divided into separate messages.
|
|
//
|
|
#define VSIG_INPUTQUEUE2 'QNIV'
|
|
#define VSIG_INPUTQUEUE2_FREE 'QNI_'
|
|
//
|
|
volatile class CInputQueue2
|
|
{
|
|
private:
|
|
DWORD m_dwSignature; // Debug signature
|
|
|
|
// A list of pointers to InnerQueue objects. This is where
|
|
// the frames get stored. InnerQueues are retrieved from
|
|
// a pool of InnerQueues and added to this list as new
|
|
// messages arrive. When a message is finished, the InnerQueue
|
|
// is removed from this list and returned to the pool.
|
|
std::list<CInnerQueue*> m_lpiqInnerQueues;
|
|
|
|
// The queue will not enqueue any input frames until at least
|
|
// one dequeue has been requested. This will function as an interlock
|
|
// to ensure that the queue does not fill with data until the
|
|
// consumer thread is ready to take it.
|
|
BOOL m_fFirstDequeue;
|
|
|
|
// This flag remembers if it's the first time a frame
|
|
// has been accepted for enqueue. We need this so we
|
|
// know what the first message number is.
|
|
BOOL m_fFirstEnqueue;
|
|
|
|
// The message number currently at the head of the queue
|
|
BYTE m_bCurMsgNum;
|
|
|
|
// A critical section used to exclude the enqueue, dequeue and reset
|
|
// functions from one another. Also passed to the frame class so
|
|
// Return calls can be synchronized. These two classes need to share
|
|
// a critical section because the CFramePool class updates the
|
|
// CFrame pointers in the inner queues when a frame is returned to
|
|
// the frame pool.
|
|
DNCRITICAL_SECTION m_csQueue;
|
|
|
|
// a vector of the quality ratings of each high water mark
|
|
std::vector<double> m_vdQualityRatings;
|
|
|
|
// A vector that contains the factored optimum quality for
|
|
// each high water mark. As the high water mark gets larger
|
|
// we become more tolerant of lost packets. While you may
|
|
// want to have a 0.5% late packet rate at 0.1 or 0.2 second
|
|
// long queues, you probably don't want to strive for that
|
|
// when the queue size reaches 2 seconds!
|
|
std::vector<double> m_vdFactoredOptQuals;
|
|
|
|
// the quality parameters
|
|
|
|
// Quality is measured by a floating point number.
|
|
// This number represents the ratio of "bad stuff" that occurs
|
|
// relative to the amount of "stuff" going on.
|
|
//
|
|
// In intuitive terms, if one of the last 100 frames was bad
|
|
// (bad meaning late) the quality rating would be 0.01. (Note
|
|
// that we don't count lost frames against the queue, since
|
|
// increasing the queue size won't do anything to help lost
|
|
// frames.)
|
|
//
|
|
// However, the measurement isn't quite that simple, because we
|
|
// bias it towards the more recent frames. That's what the frame
|
|
// strength parameter is for. It represents the "weight" given to
|
|
// the most recent frames. A frame strength of 0.01 would mean that
|
|
// the most recent frame counts for 1% of the quality of the queue,
|
|
// either good or bad.
|
|
//
|
|
// Note that when we want to compare the "distance" between two
|
|
// quality ratings, we'll use the inverse of the value, not the value
|
|
// itself. That should match our perception of quality a bit
|
|
// more (kind of like our hearing).
|
|
//
|
|
// For example, the perceived difference in quality between 0.01
|
|
// and 0.02 is about 2 - twice as many errors occur on 0.02 than
|
|
// 0.01 so the "distance" between 0.01 and 0.02 should be calculated
|
|
// like 0.02/0.01 = 2. And the distance between 0.02 and 0.04 should
|
|
// be calculated like 0.04/0.02 = 2. So the 'point' 0.04 is the same
|
|
// 'distance' from 0.02 as the 'point' 0.01.
|
|
//
|
|
// Note the wording is weird - bad (low) quality has a higher numerical
|
|
// value, oh well
|
|
//
|
|
// The threshold value is the distance the quality value must wander
|
|
// from the optimum in order to warrant considering a change of
|
|
// high water mark. For example, a value of 2 would mean that
|
|
// for an optimum value of 0.02, the value would have to wander to
|
|
// 0.01 or 0.04 before we'd consider a change. This is currently set
|
|
// very low so the algorithm will quickly hunt out the best watermarks.
|
|
double m_dOptimumQuality;
|
|
double m_dQualityThreshold;
|
|
double m_dFrameStrength;
|
|
|
|
// the number of milliseconds in a frame. This is used to normalize
|
|
// the frame strength to time, so a particular input aggressiveness
|
|
// will provide the same results regardless of the current frame size.
|
|
WORD m_wMSPerFrame;
|
|
|
|
// We are interfacing to the outside world via
|
|
// two parameters, Quality and Aggressiveness.
|
|
// these members are integers in the range
|
|
// defined by the constants above, and are used
|
|
// to set the double values above appropriately.
|
|
// We need to provide the hop count for reasons
|
|
// discussed in the SetQuality() function.
|
|
int m_iQuality;
|
|
int m_iHops;
|
|
int m_iAggr;
|
|
|
|
// the current high water mark
|
|
BYTE m_bCurHighWaterMark;
|
|
|
|
// the cap on the high water mark
|
|
BYTE m_bMaxHighWaterMark;
|
|
|
|
// the initial high water mark on a new or reset queue
|
|
BYTE m_bInitHighWaterMark;
|
|
|
|
// Some statistics to track.
|
|
DWORD m_dwTotalFrames;
|
|
DWORD m_dwTotalMessages;
|
|
DWORD m_dwTotalBadMessages;
|
|
DWORD m_dwDiscardedFrames;
|
|
DWORD m_dwDuplicateFrames;
|
|
DWORD m_dwLostFrames;
|
|
DWORD m_dwLateFrames;
|
|
DWORD m_dwOverflowFrames;
|
|
DWORD m_dwQueueErrors;
|
|
|
|
// An abritrary queue ID, provided to the constructor,
|
|
// used to identify which queue an instrumentation message
|
|
// is coming from. It serves no other purpose, and can be
|
|
// ignored except for debug purposes.
|
|
WORD m_wQueueId;
|
|
|
|
// the frame pool to manage the frames so we don't have to
|
|
// allocate a huge number of them when only a few are
|
|
// actually in use.
|
|
CFramePool* m_pFramePool;
|
|
|
|
// the inner queue pool to manage innner queues. Same idea
|
|
// as the frame pool
|
|
CInnerQueuePool* m_pInnerQueuePool;
|
|
|
|
public:
|
|
|
|
// The constructor.
|
|
CInputQueue2();
|
|
|
|
HRESULT Initialize( PQUEUE_PARAMS pQueueParams );
|
|
void DeInitialize();
|
|
|
|
void GetStatistics( PQUEUE_STATISTICS pStats ) const;
|
|
|
|
// The destructor. Release all the resources we acquired in the
|
|
// constructor
|
|
~CInputQueue2();
|
|
|
|
// This function clears all buffers and resets the other class
|
|
// information to an initial state. DO NOT CALL THIS FUNCTION
|
|
// IF THE QUEUE IS IN USE! i.e. do not call it if you have
|
|
// not called Return() on every frame that you have
|
|
// taken from this queue.
|
|
void Reset();
|
|
|
|
// Call this function to add a frame to the queue. I
|
|
// considered returning a reference to a frame which
|
|
// the caller could then stuff, but because the frames
|
|
// will not always arrive in order, that would mean I would have
|
|
// to copy the frame sometimes anyway. So, for simplicity, the
|
|
// caller has allocated a frame, which it passes a reference
|
|
// to, and this function will copy that frame into the
|
|
// appropriate place in the queue, according to its
|
|
// message number and sequence number.
|
|
void Enqueue(const CFrame& fr);
|
|
|
|
// This function retrieves the next frame from the head of
|
|
// the queue. For speed, it does not copy the data out of the
|
|
// buffer, but instead returns a pointer to the actual
|
|
// frame from the queue. Of course, there is the danger
|
|
// that the CInputQueue2 object which returns a reference to the
|
|
// frame may try to reuse that frame before the caller is
|
|
// finished with it. The CFrame's lock and unlock member functions
|
|
// are used to ensure this does not happen. When the caller
|
|
// is finished with the CFrame object, it should call vUnlock()
|
|
// on it. If the caller doesn't unlock the frame, bad things
|
|
// will happen when the input queue tries lock it again when
|
|
// it wants to reuse that frame. In any case, the caller
|
|
// should always unlock the returned frame before it attempts
|
|
// to dequeue another frame.
|
|
CFrame* Dequeue();
|
|
|
|
// get and set the quality parameters
|
|
int GetQuality() const { return m_iQuality; }
|
|
void SetQuality(int iQuality, int iHops = 1);
|
|
int GetAggr() const { return m_iAggr; }
|
|
void SetAggr(int iAggr);
|
|
|
|
// get and set the default high watermark
|
|
BYTE GetInitHighWaterMark() const { return m_bInitHighWaterMark; }
|
|
void SetInitHighWaterMark(BYTE bInitHighWaterMark) { m_bInitHighWaterMark = bInitHighWaterMark; }
|
|
|
|
// get stats
|
|
DWORD GetDiscardedFrames() const { return m_dwDiscardedFrames; }
|
|
DWORD GetDuplicateFrames() const { return m_dwDuplicateFrames; }
|
|
DWORD GetLateFrames() const { return m_dwLateFrames; }
|
|
DWORD GetLostFrames() const { return m_dwLostFrames; }
|
|
DWORD GetOverflowFrames() const { return m_dwOverflowFrames; }
|
|
DWORD GetQueueErrors() const { return m_dwQueueErrors; }
|
|
DWORD GetTotalBadMessages() const { return m_dwTotalBadMessages; }
|
|
DWORD GetTotalFrames() const { return m_dwTotalFrames; }
|
|
DWORD GetTotalMessages() const { return m_dwTotalMessages; }
|
|
BYTE GetHighWaterMark() const { return m_bCurHighWaterMark; }
|
|
|
|
private:
|
|
// a function to collect the stats from an input queue after a
|
|
// message is complete, and perform the queue adaptation
|
|
void HarvestStats(CInnerQueue* piq);
|
|
|
|
// a function which looks at a finished inner queue and decides
|
|
// if the message was 'good' or 'bad'.
|
|
double AdjustQuality(const CInnerQueue* piq, double dCurQuality) const;
|
|
|
|
// set a new high water mark
|
|
void SetNewHighWaterMark(BYTE bNewHighWaterMark);
|
|
};
|
|
|
|
#endif
|