/*========================================================================== * * Copyright (C) 1999 Microsoft Corporation. All Rights Reserved. * * File: innerque.h * Content: declaration of the CInnerQueue 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 * 10/28/99 pnewson Bug #113933 debug spew too verbose * implement inner queue pool code * ***************************************************************************/ #ifndef _INNERQUEUE_H_ #define _INNERQUEUE_H_ // The inner queue class is used to queue up a single voice message. // A 'message' in this context means a series of frames that have the // same message number and are part of the same stream of speech. // an enum to specify the allowed states of the frame slots // I appear to have to declare this out here, instead of inside // the class, otherwise the vector declaration gets confused. enum ESlotState { essEmpty = 1, essFull, }; volatile class CInnerQueue { public: // The constructor. bNumSlots must be at least 8, and must be // a power of 2. CInnerQueue(BYTE bNumSlots, WORD wFrameSize, CFramePool* pfpFramePool, DNCRITICAL_SECTION* pcsQueue, BYTE bMsgNum, BYTE bHighWaterMark = 0, WORD wQueueId = 0); HRESULT Init(); // The destructor ~CInnerQueue(); // An enum used to describe the possible queue states. enum EState { empty = 1, // The queue is currently empty, awaiting the first frame // Enqueue allowed, Dequeue not allowed. filling, // The queue is currently filling to the high water mark // Enqueue allowed. Dequeue not allowed. ready, // The queue has filled to the high water mark // Enqueue allowed, Dequeue allowed finished // The queue has emptied. No new frames accepted // Enqueue not allowed, Dequeue not allowed. }; // Get the current state of the queue. EState GetState() { return m_eState; } // Set the current state of the queue. void SetState(EState eState) { m_eState = eState; } // Get the current size of the queue BYTE GetSize() { return m_bQueueSize; } // Get the current high water mark BYTE GetHighWaterMark() { return m_bHighWaterMark; } // Set the current high water mark void SetHighWaterMark(BYTE bHighWaterMark); // Get, set, and increment the filling dequeue count BYTE GetFillingDequeueReqs() { return m_bFillingDequeueReqs; } void SetFillingDequeueReqs(BYTE bFillingDequeueReqs) { m_bFillingDequeueReqs = bFillingDequeueReqs; } void IncFillingDequeueReqs() { m_bFillingDequeueReqs++; } // Get the stats for the current message WORD GetMissingFrames() { return m_wMissingFrames; } WORD GetDuplicateFrames() { return m_wDuplicateFrames; } WORD GetOverflowFrames() { return m_wOverflowFrames; } WORD GetLateFrames() { return m_wLateFrames; } DWORD GetMsgLen() { return m_dwMsgLen; } // More stats stuff void AddToKnownZeroLengthDequeues(WORD w) { m_wKnownZeroLengthDequeues += w; } WORD GetKnownZeroLengthDequeues() { return m_wKnownZeroLengthDequeues; } void IncPossibleZeroLengthDequeues() { m_wPossibleZeroLengthDequeues++; } void SetPossibleZeroLengthDequeues(WORD w) { m_wPossibleZeroLengthDequeues = w; } WORD GetPossibleZeroLengthDequeues() { return m_wPossibleZeroLengthDequeues; } // Add a frame to the Queue void Enqueue(const CFrame& frFrame); // Get a frame from the Queue CFrame* Dequeue(); // reset the queue to its initial empty state void Reset(); // reset all the class' stats void ResetStats(); // get the message number this queue holds BYTE GetMsgNum() { return m_bMsgNum; } void SetMsgNum(BYTE bMsgNum) { m_bMsgNum = bMsgNum; } void SetQueueId(WORD wQueueId) { m_wQueueId = wQueueId; } private: // Has the init function completed successfully? BOOL m_fInited; // The current state of the inner queue. EState m_eState; // The number of frame slots in the queue. must be a power // of two, or else things will get bad if the sequence number // rolls over. BYTE m_bNumSlots; // The number of frames required before the queue moves from // 'filling' to 'ready' state. BYTE m_bHighWaterMark; // The current 'size' of the queue. The size of the queue is // considered to be the number of filled slots, which may not // be the same as the distance between the first filled slot // and the last filled slot. BYTE m_bQueueSize; // The sequence number of the frame at the head of the queue. BYTE m_bHeadSeqNum; // A flag to track the first dequeue action. bool m_fFirstDequeue; // an array of slot states //ESlotState* m_rgeSlotStates; // An array of pointers to frames. This has to be pointers // to frames, because CFrame has no default constructor. CFrame** m_rgpfrSlots; // This is a little stat that will help us to detect // when a short message is getting hung up in a queue // because it's not long enough to trigger the high // water mark. It counts the number of times an outer dequeue // operation has been declined because this inner queue // is in the filling state. This gets reset to 0 when the // high water mark is hit BYTE m_bFillingDequeueReqs; // These vars keep stats on the current message, presumably so // we can intelligently adjust the high water mark // A frame is considered missing if it has not arrived by the time // it is required, but some frames following it have arrived. WORD m_wMissingFrames; // This one is pretty obvious. If we get the same frame twice, it's a duplicate // aarono will bet his car that this can never happen, so if you every see this // variable above one, call him up and make that bet! WORD m_wDuplicateFrames; // Overflow and late frames. If you look at where these are incremented // you'll see that it is pretty much a judgement call if we're throwing // away a frame due to an overflow or it being late, so take them with // a grain of salt. The sum of the two stats is however an accurate count // of how many frames arrived that we chucked. WORD m_wOverflowFrames; WORD m_wLateFrames; // These are used by the outer queue to remember if it // needed a frame from this queue when it's size was zero. WORD m_wPossibleZeroLengthDequeues; WORD m_wKnownZeroLengthDequeues; // This is the number of frames that make up the current message DWORD m_dwMsgLen; // make a dword in case of no voice detection // The Queue ID is just used for debug messages WORD m_wQueueId; // The message number this queue is for BYTE m_bMsgNum; // frame pool stuff CFramePool* m_pfpFramePool; DNCRITICAL_SECTION* m_pcsQueue; }; // Inner queues are requested as needed by the CInputQueue2 class. // This class manages a pool of inner queues so that actual memory // allocations are few and far between. class CInnerQueuePool { private: BYTE m_bNumSlots; WORD m_wFrameSize; CFramePool* m_pfpFramePool; DNCRITICAL_SECTION* m_pcsQueue; std::vector m_vpiqPool; DNCRITICAL_SECTION m_lock; // to exclude Get and Return from each other BOOL m_fCritSecInited; public: CInnerQueuePool( BYTE bNumSlots, WORD wFrameSize, CFramePool* pfpFramePool, DNCRITICAL_SECTION* pcsQueue); ~CInnerQueuePool(); BOOL Init() { if (DNInitializeCriticalSection(&m_lock) ) { m_fCritSecInited = TRUE; return TRUE; } else { return FALSE; } } CInnerQueue* Get( BYTE bHighWaterMark = 0, WORD wQueueId = 0, BYTE bMsgNum = 0); void Return(CInnerQueue* piq); }; #endif // _INNERQUEUE_H_