#include "ASClientConnection.h" #include "ASMixer.h" #include #include #include #include #include #include #include #include #include static HashMap> s_connections; ASClientConnection::ASClientConnection(CLocalSocket& client_socket, int client_id, ASMixer& mixer) : ConnectionNG(*this, client_socket, client_id) , m_mixer(mixer) { s_connections.set(client_id, *this); } ASClientConnection::~ASClientConnection() { } void ASClientConnection::die() { s_connections.remove(client_id()); } void ASClientConnection::did_finish_playing_buffer(Badge, int buffer_id) { (void)buffer_id; //post_message(AudioClient::FinishedPlayingBuffer(buffer_id)); } OwnPtr ASClientConnection::handle(const AudioServer::Greet& message) { set_client_pid(message.client_pid()); return make(getpid(), client_id()); } OwnPtr ASClientConnection::handle(const AudioServer::GetMainMixVolume&) { return make(m_mixer.main_volume()); } OwnPtr ASClientConnection::handle(const AudioServer::SetMainMixVolume& message) { m_mixer.set_main_volume(message.volume()); return make(); } OwnPtr ASClientConnection::handle(const AudioServer::EnqueueBuffer& message) { auto shared_buffer = SharedBuffer::create_from_shared_buffer_id(message.buffer_id()); if (!shared_buffer) { // FIXME: The shared buffer should have been retrieved for us already. // We don't want to do IPC error checking at this layer. ASSERT_NOT_REACHED(); } if (!m_queue) m_queue = m_mixer.create_queue(*this); if (m_queue->is_full()) return make(false); m_queue->enqueue(ABuffer::create_with_shared_buffer(*shared_buffer)); return make(true); }