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Replace hardcoded values with centralized config constants for better maintainability and flexibility. This includes sleep durations, buffer sizes, thresholds, and various audio processing parameters. The changes affect multiple components including buffer pools, latency monitoring, IPC, and audio processing. This refactoring makes it easier to adjust parameters without modifying individual files. Key changes: - Replace hardcoded sleep durations with config values - Centralize buffer sizes and pool configurations - Move thresholds and limits to config - Update audio quality presets to use config values
213 lines
5.5 KiB
Go
213 lines
5.5 KiB
Go
package audio
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import (
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"sync"
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"sync/atomic"
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)
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type AudioBufferPool struct {
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// Atomic fields MUST be first for ARM32 alignment (int64 fields need 8-byte alignment)
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currentSize int64 // Current pool size (atomic)
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hitCount int64 // Pool hit counter (atomic)
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missCount int64 // Pool miss counter (atomic)
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// Other fields
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pool sync.Pool
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bufferSize int
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maxPoolSize int
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mutex sync.RWMutex
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// Memory optimization fields
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preallocated []*[]byte // Pre-allocated buffers for immediate use
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preallocSize int // Number of pre-allocated buffers
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}
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func NewAudioBufferPool(bufferSize int) *AudioBufferPool {
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// Pre-allocate 20% of max pool size for immediate availability
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preallocSize := GetConfig().PreallocPercentage
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preallocated := make([]*[]byte, 0, preallocSize)
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// Pre-allocate buffers to reduce initial allocation overhead
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for i := 0; i < preallocSize; i++ {
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buf := make([]byte, 0, bufferSize)
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preallocated = append(preallocated, &buf)
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}
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return &AudioBufferPool{
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bufferSize: bufferSize,
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maxPoolSize: GetConfig().MaxPoolSize, // Limit pool size to prevent excessive memory usage
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preallocated: preallocated,
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preallocSize: preallocSize,
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pool: sync.Pool{
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New: func() interface{} {
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return make([]byte, 0, bufferSize)
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},
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},
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}
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}
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func (p *AudioBufferPool) Get() []byte {
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// First try pre-allocated buffers for fastest access
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p.mutex.Lock()
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if len(p.preallocated) > 0 {
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buf := p.preallocated[len(p.preallocated)-1]
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p.preallocated = p.preallocated[:len(p.preallocated)-1]
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p.mutex.Unlock()
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atomic.AddInt64(&p.hitCount, 1)
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return (*buf)[:0] // Reset length but keep capacity
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}
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p.mutex.Unlock()
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// Try sync.Pool next
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if buf := p.pool.Get(); buf != nil {
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bufPtr := buf.(*[]byte)
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// Update pool size counter when retrieving from pool
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p.mutex.Lock()
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if p.currentSize > 0 {
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p.currentSize--
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}
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p.mutex.Unlock()
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atomic.AddInt64(&p.hitCount, 1)
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return (*bufPtr)[:0] // Reset length but keep capacity
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}
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// Last resort: allocate new buffer
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atomic.AddInt64(&p.missCount, 1)
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return make([]byte, 0, p.bufferSize)
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}
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func (p *AudioBufferPool) Put(buf []byte) {
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if cap(buf) < p.bufferSize {
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return // Buffer too small, don't pool it
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}
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// Reset buffer for reuse
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resetBuf := buf[:0]
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// First try to return to pre-allocated pool for fastest reuse
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p.mutex.Lock()
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if len(p.preallocated) < p.preallocSize {
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p.preallocated = append(p.preallocated, &resetBuf)
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p.mutex.Unlock()
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return
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}
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p.mutex.Unlock()
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// Check sync.Pool size limit to prevent excessive memory usage
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p.mutex.RLock()
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currentSize := p.currentSize
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p.mutex.RUnlock()
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if currentSize >= int64(p.maxPoolSize) {
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return // Pool is full, let GC handle this buffer
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}
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// Return to sync.Pool
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p.pool.Put(&resetBuf)
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// Update pool size counter
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p.mutex.Lock()
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p.currentSize++
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p.mutex.Unlock()
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}
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var (
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audioFramePool = NewAudioBufferPool(GetConfig().AudioFramePoolSize)
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audioControlPool = NewAudioBufferPool(GetConfig().OutputHeaderSize)
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)
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func GetAudioFrameBuffer() []byte {
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return audioFramePool.Get()
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}
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func PutAudioFrameBuffer(buf []byte) {
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audioFramePool.Put(buf)
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}
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func GetAudioControlBuffer() []byte {
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return audioControlPool.Get()
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}
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func PutAudioControlBuffer(buf []byte) {
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audioControlPool.Put(buf)
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}
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// GetPoolStats returns detailed statistics about this buffer pool
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func (p *AudioBufferPool) GetPoolStats() AudioBufferPoolDetailedStats {
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p.mutex.RLock()
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preallocatedCount := len(p.preallocated)
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currentSize := p.currentSize
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p.mutex.RUnlock()
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hitCount := atomic.LoadInt64(&p.hitCount)
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missCount := atomic.LoadInt64(&p.missCount)
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totalRequests := hitCount + missCount
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var hitRate float64
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if totalRequests > 0 {
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hitRate = float64(hitCount) / float64(totalRequests) * GetConfig().PercentageMultiplier
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}
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return AudioBufferPoolDetailedStats{
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BufferSize: p.bufferSize,
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MaxPoolSize: p.maxPoolSize,
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CurrentPoolSize: currentSize,
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PreallocatedCount: int64(preallocatedCount),
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PreallocatedMax: int64(p.preallocSize),
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HitCount: hitCount,
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MissCount: missCount,
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HitRate: hitRate,
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}
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}
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// AudioBufferPoolDetailedStats provides detailed pool statistics
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type AudioBufferPoolDetailedStats struct {
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BufferSize int
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MaxPoolSize int
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CurrentPoolSize int64
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PreallocatedCount int64
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PreallocatedMax int64
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HitCount int64
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MissCount int64
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HitRate float64 // Percentage
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}
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// GetAudioBufferPoolStats returns statistics about the audio buffer pools
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type AudioBufferPoolStats struct {
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FramePoolSize int64
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FramePoolMax int
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ControlPoolSize int64
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ControlPoolMax int
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// Enhanced statistics
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FramePoolHitRate float64
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ControlPoolHitRate float64
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FramePoolDetails AudioBufferPoolDetailedStats
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ControlPoolDetails AudioBufferPoolDetailedStats
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}
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func GetAudioBufferPoolStats() AudioBufferPoolStats {
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audioFramePool.mutex.RLock()
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frameSize := audioFramePool.currentSize
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frameMax := audioFramePool.maxPoolSize
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audioFramePool.mutex.RUnlock()
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audioControlPool.mutex.RLock()
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controlSize := audioControlPool.currentSize
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controlMax := audioControlPool.maxPoolSize
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audioControlPool.mutex.RUnlock()
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// Get detailed statistics
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frameDetails := audioFramePool.GetPoolStats()
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controlDetails := audioControlPool.GetPoolStats()
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return AudioBufferPoolStats{
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FramePoolSize: frameSize,
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FramePoolMax: frameMax,
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ControlPoolSize: controlSize,
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ControlPoolMax: controlMax,
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FramePoolHitRate: frameDetails.HitRate,
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ControlPoolHitRate: controlDetails.HitRate,
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FramePoolDetails: frameDetails,
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ControlPoolDetails: controlDetails,
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}
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}
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