整体上对最简单RtspServer的介绍
int main()
{
TaskScheduler* scheduler;
UsageEnvironment* env ;
RTSPServer* rtspServer;
ServerMediaSession* sms;
//创建任务调用器
scheduler = BasicTaskScheduler::createNew();
//创建交互环境
env = BasicUsageEnvironment::createNew(*scheduler);
//创建RTSP服务器
rtspServer = RTSPServer::createNew(*env,554); //使用554端口
if(rtspServer == NULL)
{
rtspServer = RTSPServer::createNew(*env,8554); //554端口被占用,就使用8554端口
}
//打印服务器地址
*env << "Play streams from this server using the URL\n\t"
<< rtspServer->rtspURLPrefix() << "<filename>.\n";
//创建session
sms = createNewSMS(*env, "test.mpg");
rtspServer->addServerMediaSession(sms);
//添加其它文件对应的session...
//进行事件循环
env->taskScheduler().doEventLoop(); // does not return
return 0;
}
介绍一下用到的四个类:
1、UsageEnvironment
UsageEnvironment 代表了整个系统运行的环境,它提供了错误记录和错误报告的功能,无论哪一个类要输出错误,就需要保存UsageEnvironment 的指针.
2、TaskScheduler
TaskScheduler 则提供了任务调度功能.整个程序的运行发动机就是它,它调度任务,执行任务(任务就是一个函数).TaskScheduler 由于在全局中只有一个,所以保存在了UsageEnvironment 中.而所有的类又都保存了UsageEnvironment 的指针,所以谁想把自己的任务加入调度中,那是很容易的.
3、RTSPServer
livemedia库中的RTSPServer类(继承自基类Medium)用于构建一个RTSP服务器,该类同时在其内部定义了一个RTSPClientSession类,用于处理单独的客户会话。
4、ServerMediaSession
livemedia库中的ServerMediaSession类(继承自基类Medium)用来处理会话中描述,它包含多个(音频或视频)的子会话描述(ServerMediaSubsession)。
任务循环体介绍
函数 env->taskScheduler().doEventLoop()中,看名字很明显是一个消息循坏,执行到里面后不停地转圈,生命不息,转圈不止。
函数原型
void BasicTaskScheduler0::doEventLoop(char* watchVariable) {
// Repeatedly loop, handling readble sockets and timed events:
while (1) {
if (watchVariable != NULL && *watchVariable != 0) break;
SingleStep();
}
}
现在我们的疑问是SingleStep();到底干了什么?
void BasicTaskScheduler::SingleStep(unsigned maxDelayTime)
{
fd_set readSet = fReadSet; // make a copy for this select() call
fd_set writeSet = fWriteSet; // ditto
fd_set exceptionSet = fExceptionSet; // ditto
//设置select时间
DelayInterval const& timeToDelay = fDelayQueue.timeToNextAlarm();
struct timeval tv_timeToDelay;
tv_timeToDelay.tv_sec = timeToDelay.seconds();
tv_timeToDelay.tv_usec = timeToDelay.useconds();
// Very large "tv_sec" values cause select() to fail.
// Don't make it any larger than 1 million seconds (11.5 days)
const long MAX_TV_SEC = MILLION;
if (tv_timeToDelay.tv_sec > MAX_TV_SEC) {
tv_timeToDelay.tv_sec = MAX_TV_SEC;
}
// Also check our "maxDelayTime" parameter (if it's > 0):
if (maxDelayTime > 0 &&
(tv_timeToDelay.tv_sec > (long)maxDelayTime/MILLION ||
(tv_timeToDelay.tv_sec == (long)maxDelayTime/MILLION &&
tv_timeToDelay.tv_usec > (long)maxDelayTime%MILLION))) {
tv_timeToDelay.tv_sec = maxDelayTime/MILLION;
tv_timeToDelay.tv_usec = maxDelayTime%MILLION;
}
//执行socket 的select 操作,以确定哪些socket 任务(handler)需要执行。
int selectResult = select(fMaxNumSockets, &readSet, &writeSet, &exceptionSet, &tv_timeToDelay);
if (selectResult < 0) {
#if defined(__WIN32__) || defined(_WIN32)
int err = WSAGetLastError();
// For some unknown reason, select() in Windoze sometimes fails with WSAEINVAL if
// it was called with no entries set in "readSet". If this happens, ignore it:
if (err == WSAEINVAL && readSet.fd_count == 0) {
err = EINTR;
// To stop this from happening again, create a dummy socket:
int dummySocketNum = socket(AF_INET, SOCK_DGRAM, 0);
FD_SET((unsigned)dummySocketNum, &fReadSet);
}
if (err != EINTR) {
#else
if (errno != EINTR && errno != EAGAIN) {
#endif
// Unexpected error - treat this as fatal:
#if !defined(_WIN32_WCE)
perror("BasicTaskScheduler::SingleStep(): select() fails");
#endif
internalError();
}
}
// Call the handler function for one readable socket:
HandlerIterator iter(*fHandlers);
HandlerDescriptor* handler;
// To ensure forward progress through the handlers, begin past the last
// socket number that we handled: //找到上次执行的SocketNum
if (fLastHandledSocketNum >= 0) {
while ((handler = iter.next()) != NULL) {
if (handler->socketNum == fLastHandledSocketNum) break;
}
if (handler == NULL) {
fLastHandledSocketNum = -1;
iter.reset(); // start from the beginning instead
}
} //从找到的 handler 开始,找一个可以执行的 handler,不论其状态是可读,可写,还是出错,执行之。
while ((handler = iter.next()) != NULL) {
int sock = handler->socketNum; // alias
int resultConditionSet = 0;
if (FD_ISSET(sock, &readSet) && FD_ISSET(sock, &fReadSet)/*sanity check*/) resultConditionSet |= SOCKET_READABLE;
if (FD_ISSET(sock, &writeSet) && FD_ISSET(sock, &fWriteSet)/*sanity check*/) resultConditionSet |= SOCKET_WRITABLE;
if (FD_ISSET(sock, &exceptionSet) && FD_ISSET(sock, &fExceptionSet)/*sanity check*/) resultConditionSet |= SOCKET_EXCEPTION;
if ((resultConditionSet&handler->conditionSet) != 0 && handler->handlerProc != NULL) {
fLastHandledSocketNum = sock;
// Note: we set "fLastHandledSocketNum" before calling the handler,
// in case the handler calls "doEventLoop()" reentrantly.
(*handler->handlerProc)(handler->clientData, resultConditionSet);
break;
}
}
//如果寻找完了依然没有执行任何 handle ,则从头再找。
if (handler == NULL && fLastHandledSocketNum >= 0) {
// We didn't call a handler, but we didn't get to check all of them,
// so try again from the beginning:
iter.reset();
while ((handler = iter.next()) != NULL) {
int sock = handler->socketNum; // alias
int resultConditionSet = 0;
if (FD_ISSET(sock, &readSet) && FD_ISSET(sock, &fReadSet)/*sanity check*/) resultConditionSet |= SOCKET_READABLE;
if (FD_ISSET(sock, &writeSet) && FD_ISSET(sock, &fWriteSet)/*sanity check*/) resultConditionSet |= SOCKET_WRITABLE;
if (FD_ISSET(sock, &exceptionSet) && FD_ISSET(sock, &fExceptionSet)/*sanity check*/) resultConditionSet |= SOCKET_EXCEPTION;
if ((resultConditionSet&handler->conditionSet) != 0 && handler->handlerProc != NULL) {
fLastHandledSocketNum = sock;
// Note: we set "fLastHandledSocketNum" before calling the handler,
// in case the handler calls "doEventLoop()" reentrantly.
(*handler->handlerProc)(handler->clientData, resultConditionSet);
break;
}
}
if (handler == NULL) fLastHandledSocketNum = -1;//because we didn't call a handler
}
// Also handle any newly-triggered event (Note that we do this *after* calling a socket handler,
// in case the triggered event handler modifies The set of readable sockets.) //响应事件
if (fTriggersAwaitingHandling != 0) {
if (fTriggersAwaitingHandling == fLastUsedTriggerMask) {
// Common-case optimization for a single event trigger:
fTriggersAwaitingHandling = 0;
if (fTriggeredEventHandlers[fLastUsedTriggerNum] != NULL) { // 执行一个事件处理函数
(*fTriggeredEventHandlers[fLastUsedTriggerNum])(fTriggeredEventClientDatas[fLastUsedTriggerNum]);
}
} else {
// Look for an event trigger that needs handling (making sure that we make forward progress through all possible triggers): //寻找一个执行的事件
unsigned i = fLastUsedTriggerNum;
EventTriggerId mask = fLastUsedTriggerMask;
do {
i = (i+1)%MAX_NUM_EVENT_TRIGGERS;
mask >>= 1;
if (mask == 0) mask = 0x80000000;
if ((fTriggersAwaitingHandling&mask) != 0) {
fTriggersAwaitingHandling &=~ mask;
if (fTriggeredEventHandlers[i] != NULL) { //执行一个事件处理函数
(*fTriggeredEventHandlers[i])(fTriggeredEventClientDatas[i]);
}
fLastUsedTriggerMask = mask;
fLastUsedTriggerNum = i;
break;
}
} while (i != fLastUsedTriggerNum);
}
}
//执行一个最迫切的延迟任务。
// Also handle any delayed event that may have come due.
fDelayQueue.handleAlarm();
}
由上面代码可知,SingleStep()执行以下四步:
1为所有需要操作的socket 执行select 。
2找出第一个应执行的socket 任务(handler) 并执行之。
3找到第一个应响应的事件,并执行之。
4找到第一个应执行的延迟任务并执行之。