view src/media.c @ 12360:3153661f4d5c

[gaim-migrate @ 14664] Faceprint is concerned about 2 things: 1)some of the random colors are very close together. as best we can tell, there are two ways to fix this 1a) for each proposed color, iterate the entire list of selected colors, looking to ensure that it is not too close to any of them. this is an O(n^2) operation, with n >= 220 (the current number of colors we look for) 1b) iterate the entire set of possible colors, skipping ahead by some guess (rather than iterating by 1). this is an O(n^3) operation, where n is 65535/(whatever we skip ahead by). This is not only a more expensive operation, but because of the nature of the color list, it is not _necessarily_ going to yield more predictable results, skipping ahead 5 (or any other number) does not necessarily guarantee that you've skipped 5 very similar colors. 2) as you can see, either solution to #1 is potentially a resource hog. #1a is a random delay, #1b is inherently expensive. How often #1a will exceed the bound #1b, if ever, is unknown. rather than doing either of these, we settled on a middle course: a .h file has been created containing a set of colors. currently the set we were previously hard coded to. Gaim will search that list for usable colors and start randomly looking only if that list does not contain sufficient usable colors. ideally this list would be generated to have colors that are known to be a "safe" distance appart, that is colors that you can tell appart. and Ideally it would have a (small) multiple of the number of colors we are searching for. This should ensure that IF we go to randomly searching, we need do so only for a few colors. Right now I have no good way to generate a "safe" list of colors though. committer: Tailor Script <tailor@pidgin.im>
author Luke Schierer <lschiere@pidgin.im>
date Mon, 05 Dec 2005 21:46:47 +0000
parents 31b91bfab029
children b81a7d1422d8
line wrap: on
line source

/**
 * @file media.c Voice and Video API
 * @ingroup core
 *
 * gaim
 *
 * Gaim is the legal property of its developers, whose names are too numerous
 * to list here.  Please refer to the COPYRIGHT file distributed with this
 * source distribution.
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
 */

#include "internal.h"

#ifdef HAVE_VV

#include "media.h"
#include "mediastream.h"
#ifdef HAVE_ILBC
#include "msilbcdec.h"
#endif


/* msrtpsend.o and msrtprecv.o aren't used within the core, so
 * the linker chooses not to link them. I want plugins to be able
 * to depend on them, so I reference symbols from them here. */
static void * dummy1 = ms_rtp_send_new;
static void * dummy2 = ms_rtp_recv_new;

struct _GaimVoiceChat {
	GaimConnection *gc;
	char *name;

	GaimMediaState state;

	void *proto_data;
	void *ui_data;

	MSFilter *speaker;
	MSFilter *microphone;
	MSSync   *timer;
};

static GaimMediaUiOps *media_ui_ops = NULL;

void gaim_media_init()
{
	ms_init();
#ifdef HAVE_ILBC
	ms_ilbc_codec_init();
#endif
	ms_speex_codec_init();
	ortp_init();
}

GaimVoiceChat *gaim_voice_chat_new(GaimConnection *gc, const char *name)
{
	GaimVoiceChat *vc = g_new0(GaimVoiceChat, 1);
	SndCard *card;
	
	vc->gc = gc;
	vc->name = g_strdup(name);
	
	card = snd_card_manager_get_card(snd_card_manager,0);
	vc->speaker = snd_card_create_write_filter(card);
	vc->microphone = snd_card_create_read_filter(card);
	vc->timer = ms_timer_new();
	ms_sync_attach(vc->timer, vc->microphone);
	if (media_ui_ops)
		media_ui_ops->new_voice_chat(vc);
	return vc;
}



void gaim_voice_chat_destroy(GaimVoiceChat *vc)
{
	if (media_ui_ops)
		media_ui_ops->destroy(vc);
	g_free(vc);
}

const char *gaim_voice_chat_get_name(GaimVoiceChat *vc)
{
	return vc->name;
}

void gaim_voice_chat_set_name(GaimVoiceChat *vc, const char *name)
{
	g_free(vc->name);
	vc->name = g_strdup(name);
}

GaimConnection *gaim_voice_chat_get_connection(GaimVoiceChat *vc)
{
	return vc->gc;
}

void *gaim_voice_chat_get_ui_data(GaimVoiceChat *vc)
{
	return vc->ui_data;
}

void gaim_voice_chat_set_ui_data(GaimVoiceChat *vc, void *data)
{
	vc->ui_data = data;
}

void *gaim_voice_chat_get_proto_data(GaimVoiceChat *vc)
{
	return vc->proto_data;
}

void gaim_voice_chat_set_proto_data(GaimVoiceChat *vc, void *data)
{
	vc->proto_data = data;
}

void gaim_media_set_ui_ops(GaimMediaUiOps *ops)
{
	media_ui_ops = ops;
}

GaimMediaUiOps *gaim_media_get_ui_ops(void)
{
	return media_ui_ops;
}


GaimMediaState gaim_voice_chat_get_state(GaimVoiceChat *vc)
{
	return vc->state;
}

void gaim_voice_chat_accept(GaimVoiceChat *vc)
{
	GaimConnection *gc = gaim_voice_chat_get_connection(vc);
	GaimPluginProtocolInfo *prpl_info = NULL;

	prpl_info = GAIM_PLUGIN_PROTOCOL_INFO(gc->prpl);
	
	if (!prpl_info->media_prpl_ops || !prpl_info->media_prpl_ops->accept)
		return;
	prpl_info->media_prpl_ops->accept(vc);
}

void gaim_voice_chat_reject(GaimVoiceChat *vc)
{
	GaimConnection *gc = gaim_voice_chat_get_connection(vc);
	GaimPluginProtocolInfo *prpl_info = NULL;
	
	prpl_info = GAIM_PLUGIN_PROTOCOL_INFO(gc->prpl);
	
	if (!prpl_info->media_prpl_ops || !prpl_info->media_prpl_ops->reject)
		return;
	prpl_info->media_prpl_ops->reject(vc);
}


void gaim_voice_chat_terminate(GaimVoiceChat *vc)
{
	GaimConnection *gc = gaim_voice_chat_get_connection(vc);
	GaimPluginProtocolInfo *prpl_info = NULL;
	
	prpl_info = GAIM_PLUGIN_PROTOCOL_INFO(gc->prpl);
	
	if (!prpl_info->media_prpl_ops || !prpl_info->media_prpl_ops->terminate)
		return;
	prpl_info->media_prpl_ops->terminate(vc);
}


void gaim_voice_chat_set_state(GaimVoiceChat *vc, GaimMediaState state)
{
	vc->state = state;
	printf("State: %d\n",state);
	if (media_ui_ops)
		media_ui_ops->state_change(vc, state);
}

void gaim_voice_chat_get_filters(GaimVoiceChat *vc, MSFilter **microphone, MSFilter **speaker)
{
	if (microphone) *microphone = vc->microphone;
	if (speaker) *speaker = vc->speaker;
}

MSSync *gaim_voice_chat_get_timer(GaimVoiceChat *vc)
{
	return vc->timer;
}

void gaim_voice_chat_start_streams(GaimVoiceChat *vc)
{
	GaimConnection *gc = gaim_voice_chat_get_connection(vc);
	GaimPluginProtocolInfo *prpl_info = NULL;
	
	prpl_info = GAIM_PLUGIN_PROTOCOL_INFO(gc->prpl);
	
	if (prpl_info->media_prpl_ops && prpl_info->media_prpl_ops->init_filters)
		prpl_info->media_prpl_ops->init_filters(vc);
	
	ms_start(vc->timer);
}

#endif  /* HAVE_VV */