You should understand the following important concepts about libjingle:
libjingle uses the sigslot library to facilitate communication between objects. sigslot is a generic framework that enables you to connect a calling member to a receiving function in any class (including the same class) very simply. The way it works is this:
sigslot::has_slots<>
.You can connect as many signals as you like to a common slot. libjingle sometimes assigns multiple signals to a single slot in order to consolidate its message handling. Conversely, several objects declare a signal object in order to broadcast commonly needed messages from a single point (for example, alerts sent when a connection state changes). sigslot
takes care of disconnecting callbacks and dereferencing when objects are destroyed.
The following code demonstrates using sigslot:
// Class that sends the notification. class Sender { // The signal declaration. // The '2' in the name indicates the number of parameters. Parameter types // are declared in the template parameter list. sigslot::signal2<string message, std::time_t time> SignalDanger; // When anyone calls Panic(), we will send the SignalDanger signal. void Panic(){ SignalDanger("Help!", std::time(0)); } // Listening class. It must inherit sigslot. class Receiver : public sigslot::has_slots<>{ // Receiver registers to get SignalDanger signals. // When SignalDanger is sent, it is caught by OnDanger(). // Second parameter gives address of the listener function class definition. // First parameter points to instance of this class to receive notifications. Receiver(Sender sender){ sender->SignalDanger.connect(this, &Receiver.OnDanger); } // When anyone calls Panic(), Receiver::OnDanger gets the message. // Notice that the number and type of parameters match // those in Sender::SignalDanger, and that it doesn't return a value. void OnDanger(string message, std::time_t time){ if(message == "Help!") { // Call the police ... } } ... }
Many classes in the code send signals to notify listeners of important events. For example, Call::SignalSessionState sends notifications when you send or receive a connection attempt. Your application must connect to these signals and act appropriately.
The general convention in libjingle code is to prefix the name of a signal with Signal: e.g., SignalStateChange, SignalSessionState, SignalSessionCreate. Listener methods intended to connect to signals are typically prefixed with On, e.g., OnPortDestroyed(), OnOutgoingMessage(), OnSendPacket().
See the sigslot documentation for more details.
libjingle supports multithreading in order to improve the performance of your application. libjingle components use one or two globally available threads:
Additionally, libjingle now provides a base class called SignalThread. Extend this class to enable an object that exists on its own thread, and which can be instantiated, started, and left alone to complete and delete itself when done. See signalthread.h/.cc for more information.
Note: Although libjingle supports multiple threads, only certain methods support thread safety by verifying the calling thread, and very few methods do any locking. The following snippet demonstrates how a method verifies which thread it is being called on:
// Check that we're being called from the channel (e.g., worker) thread. ASSERT(talk_base::Thread::Current() == channel_thread_); channel_thread_->Clear(this);
libjingle wraps all threads, the signaling thread, the worker thread, and any other threads, with the talk_base::Thread object (or a derived object). All Thread objects are managed by ThreadManager, which retrieves them on request. SessionManager calls ThreadManager::CurrentThread to provide it with a signaling thread (and a worker thread, if none is provided) when it is instantiated; XmppPump uses the current thread for its signaling thread. Therefore, you must create a Thread object (or derived object) for the signaling thread and push it into ThreadManager's thread pool before creating a SessionManager object, or before expecting the XmppPump to start working. (See Signing In to a Serverfor example code.) There are two ways to create a Thread:
Threads provide a conduit for messages between (or within) objects. For instance, SocketManager sends a message to itself on another thread to destroy a socket, or toSessionManager when connection candidates have been generated. The Thread object inherits MessageQueue, and together they expose Send, Post, and other methods for sending messages synchronously and asynchronously. An object that will receive messages sent using MessageQueue must inherit and implement MessageHandler.MessageHandler defines the OnMessage method, which is called with the MessageQueue messages.
You can send messages to any object that inherits talk_base::MessageHandler
over any thread. However, if sending a message to perform a resource-intensive thread, you should send the message over the worker thread. You can get a handle to the worker thread by calling SessionManager::worker_thread(). You can get a handle to the signaling thread by calling SessionManager::signaling_thread().
An object has several ways to access a specific thread: it can request and store a thread pointer as an input parameter; it can assume that the current thread when it is created (accessed by ThreadManager::CurrentThread in its constructor) is a particular thread and cache a member pointer to it; it can call SessionManger::signal_thread() orSessionManager::worker_thread() to retrieve threads. All three techniques are used in libjingle.
Because an object can be called on any thread, an object may need to verify which thread a method is being called from. To do this, call Thread::Current (which retrieves the current thread) and compare that value against a known thread--this can be one of the threads exposed by SessionManager, or the object can store a pointer to its initial thread in the constructor. Here is a more extended example of calling a method in the same object on another thread.
// Note that worker_thread_ is not initialized until someone // calls PseudoTcpChannel::Connect // Also note that this method *is* thread-safe. bool PseudoTcpChannel::Connect(const std::string& channel_name) { ASSERT(signal_thread_->IsCurrent()); CritScope lock(&cs_); if (channel_) return false; ASSERT(session_ != NULL); worker_thread_ = session_->session_manager()->worker_thread(); ... } void PseudoTcpChannel::SomeFunction(){ ... // Post a message to yourself over the worker thread. worker_thread_->Post(this, MSG_PING); // <- Goes in here.... ... } // Handle queued requests. void PseudoTcpChannel::OnMessage(Message *pmsg) { if (pmsg->message_id == MSG_SORT) OnSort(); else if (pmsg->message_id == MSG_PING) // -> And comes out here! // Check that we're in the worker thread before proceding. ASSERT(worker_thread_->IsCurrent()); OnPing(); else if (pmsg->message_id == MSG_ALLOCATE) OnAllocate(); else assert(false); }
libjingle has some naming conventions that it is useful to be aware of:
libjingle supports two types of SSL:
To use SSL, you must perform the following steps:
A libjingle peer-to-peer connection actually consists of two channels:
The session negotiation channel is established first, as the computers negotiate the details of the data channel; after the data connection is made, most activity occurs on the data channel, except for the occasional requests for a codec change, a new file request, a redirect request, or a termination request.
The following diagram shows these two pathways. In the diagram, two alternate data paths are shown, although only one data pathway will be active in a connection. This is because the data pathway can be either a direct connection (92% of connection attempts can take place directly) or through a relay server (8% of connection attempts require an intermediary relay server). A third data pathway, not shown, is a direct connection from computer to computer when there is no intermediary firewall.