
This matches what we're already calling the server-side subclasses better, though we'll probably want to find some better names for the client-side classes eventually.
39 lines
1.8 KiB
C++
39 lines
1.8 KiB
C++
#pragma once
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#include <AudioServer/AudioServerEndpoint.h>
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#include <LibIPC/IClientConnection.h>
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class ABuffer;
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class ASBufferQueue;
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class ASMixer;
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class ASClientConnection final : public IClientConnection<AudioServerEndpoint>
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, public AudioServerEndpoint {
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C_OBJECT(ASClientConnection)
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public:
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explicit ASClientConnection(CLocalSocket&, int client_id, ASMixer& mixer);
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~ASClientConnection() override;
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void did_finish_playing_buffer(Badge<ASBufferQueue>, int buffer_id);
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void did_change_muted_state(Badge<ASMixer>, bool muted);
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virtual void die() override;
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static void for_each(Function<void(ASClientConnection&)>);
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private:
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virtual OwnPtr<AudioServer::GreetResponse> handle(const AudioServer::Greet&) override;
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virtual OwnPtr<AudioServer::GetMainMixVolumeResponse> handle(const AudioServer::GetMainMixVolume&) override;
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virtual OwnPtr<AudioServer::SetMainMixVolumeResponse> handle(const AudioServer::SetMainMixVolume&) override;
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virtual OwnPtr<AudioServer::EnqueueBufferResponse> handle(const AudioServer::EnqueueBuffer&) override;
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virtual OwnPtr<AudioServer::GetRemainingSamplesResponse> handle(const AudioServer::GetRemainingSamples&) override;
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virtual OwnPtr<AudioServer::GetPlayedSamplesResponse> handle(const AudioServer::GetPlayedSamples&) override;
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virtual OwnPtr<AudioServer::SetPausedResponse> handle(const AudioServer::SetPaused&) override;
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virtual OwnPtr<AudioServer::ClearBufferResponse> handle(const AudioServer::ClearBuffer&) override;
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virtual OwnPtr<AudioServer::GetPlayingBufferResponse> handle(const AudioServer::GetPlayingBuffer&) override;
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virtual OwnPtr<AudioServer::GetMutedResponse> handle(const AudioServer::GetMuted&) override;
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virtual OwnPtr<AudioServer::SetMutedResponse> handle(const AudioServer::SetMuted&) override;
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ASMixer& m_mixer;
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RefPtr<ASBufferQueue> m_queue;
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};
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