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| <div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">Chapter 23. Adding new protocols</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="guacamole-ext.html">Prev</a> </td><th width="60%" align="center">Part II. Developer's Guide</th><td width="20%" align="right"> <a accesskey="n" href="custom-auth.html">Next</a></td></tr></table><hr /></div><div xml:lang="en" class="chapter" lang="en"><div class="titlepage"><div><div><h2 class="title"><a id="custom-protocols"></a>Chapter 23. Adding new protocols</h2></div></div></div><div class="toc"><p><strong>Table of Contents</strong></p><dl class="toc"><dt><span class="section"><a href="custom-protocols.html#libguac-client-ball-skeleton">Minimal skeleton client</a></span></dt><dt><span class="section"><a href="custom-protocols.html#libguac-client-ball-display-init">Initializing the remote display</a></span></dt><dt><span class="section"><a href="custom-protocols.html#libguac-client-ball-layer">Adding the ball</a></span></dt><dt><span class="section"><a href="custom-protocols.html#libguac-client-ball-bounce">Making the ball bounce</a></span></dt><dt><span class="section"><a href="custom-protocols.html#libguac-client-ball-pretty">A prettier ball</a></span></dt><dt><span class="section"><a href="custom-protocols.html#libguac-client-ball-time">Handling the passage of time</a></span></dt></dl></div><a id="idm46420844708528" class="indexterm"></a><p>Guacamole's support for multiple remote desktop protocols is provided through plugins |
| which guacd loads dynamically. The Guacamole API has been designed such that protocol |
| support is easy to create, especially when a C library exists providing a basic client |
| implementation.</p><p>In this tutorial, we will implement a simple "client" which renders a bouncing ball using |
| the Guacamole protocol. After completing the tutorial and installing the result, you will be |
| able to add a connection to your Guacamole configuration using the "ball" protocol, and any |
| users using that connection will see a bouncing ball.</p><p>This example client plugin doesn't actually act as a client, but this isn't important. The |
| Guacamole client is really just a remote display, and this client plugin functions as a |
| simple example application which renders to this display, just as Guacamole's own VNC or RDP |
| plugins function as VNC or RDP clients which render to the remote display.</p><p>Each step of this tutorial is intended to exercise a new concept, |
| while also progressing towards the goal of a nifty bouncing ball. At the |
| end of each step, you will have a buildable and working client |
| plugin.</p><p>This tutorial will use the GNU Automake build system, which is the build system used by |
| Guacamole for libguac, guacd, etc. There will be four files involved:</p><div class="variablelist"><dl class="variablelist"><dt><span class="term"><code class="filename">configure.ac</code></span></dt><dd><p>Used by GNU Automake to generate the <code class="filename">configure</code> script |
| which ultimately serves to generate the <code class="filename">Makefile</code> which |
| <span class="command"><strong>make</strong></span> will use when building.</p></dd><dt><span class="term"><code class="filename">Makefile.am</code></span></dt><dd><p>Used by GNU Automake and the <code class="filename">configure</code> script to generate |
| the <code class="filename">Makefile</code> which <span class="command"><strong>make</strong></span> will use when |
| building.</p></dd><dt><span class="term"><code class="filename">src/ball.c</code></span></dt><dd><p>The main body of code defining the bouncing ball "client".</p></dd><dt><span class="term"><code class="filename">src/ball.h</code></span></dt><dd><p>A header file defining the structure representing the state of the bouncing |
| ball (once it becomes necessary to do so).</p></dd></dl></div><p>All source files will be within the <code class="filename">src</code> subdirectory, as is common |
| with C projects, with build files being at the root level directory. The main |
| <code class="filename">src/ball.c</code> and the build-related <code class="filename">configure.ac</code> |
| and <code class="filename">Makefile.am</code> files will be created first, with each successive step |
| building upon those files iteratively, with <code class="filename">src/ball.h</code> being added when |
| it becomes necessary. After each step, you can build/rebuild the plugin by running |
| <span class="command"><strong>make</strong></span>, and then install it (such that guacd can find the plugin) by |
| running <span class="command"><strong>make install</strong></span> and <span class="command"><strong>ldconfig</strong></span> as root:</p><div class="informalexample"><pre class="screen"><code class="prompt">$</code> <strong class="userinput"><code>make</code></strong> |
| <code class="computeroutput"> CC src/ball.lo |
| CCLD libguac-client-ball.la</code> |
| <code class="prompt">#</code> <strong class="userinput"><code>make install</code></strong> |
| <code class="computeroutput">make[1]: Entering directory '/home/user/libguac-client-ball' |
| /usr/bin/mkdir -p '/usr/local/lib' |
| /bin/sh ./libtool --mode=install /usr/bin/install -c libguac-client-ball.la '/usr/local/lib' |
| ... |
| ---------------------------------------------------------------------- |
| Libraries have been installed in: |
| /usr/local/lib |
| |
| If you ever happen to want to link against installed libraries |
| in a given directory, LIBDIR, you must either use libtool, and |
| specify the full pathname of the library, or use the '-LLIBDIR' |
| flag during linking and do at least one of the following: |
| - add LIBDIR to the 'LD_LIBRARY_PATH' environment variable |
| during execution |
| - add LIBDIR to the 'LD_RUN_PATH' environment variable |
| during linking |
| - use the '-Wl,-rpath -Wl,LIBDIR' linker flag |
| - have your system administrator add LIBDIR to '/etc/ld.so.conf' |
| |
| See any operating system documentation about shared libraries for |
| more information, such as the ld(1) and ld.so(8) manual pages. |
| ---------------------------------------------------------------------- |
| make[1]: Nothing to be done for 'install-data-am'. |
| make[1]: Leaving directory '/home/user/libguac-client-ball'</code> |
| <code class="prompt">#</code> <strong class="userinput"><code>ldconfig</code></strong></pre></div><p>Prior to the first time <span class="command"><strong>make</strong></span> is invoked, you will need to run the |
| <code class="filename">configure</code> script, which will first need to be generated using |
| <span class="command"><strong>autoreconf</strong></span>:</p><div class="informalexample"><pre class="screen"><code class="prompt">$</code> <strong class="userinput"><code>autoreconf -fi</code></strong> |
| <code class="computeroutput">libtoolize: putting auxiliary files in '.'. |
| libtoolize: copying file './ltmain.sh' |
| libtoolize: putting macros in AC_CONFIG_MACRO_DIRS, 'm4'. |
| libtoolize: copying file 'm4/libtool.m4' |
| libtoolize: copying file 'm4/ltoptions.m4' |
| libtoolize: copying file 'm4/ltsugar.m4' |
| libtoolize: copying file 'm4/ltversion.m4' |
| libtoolize: copying file 'm4/lt~obsolete.m4' |
| configure.ac:10: installing './compile' |
| configure.ac:4: installing './missing' |
| Makefile.am: installing './depcomp'</code> |
| <code class="prompt">$</code> <strong class="userinput"><code>./configure</code></strong> |
| <code class="computeroutput">checking for a BSD-compatible install... /usr/bin/install -c |
| checking whether build environment is sane... yes |
| ... |
| configure: creating ./config.status |
| config.status: creating Makefile |
| config.status: executing depfiles commands |
| config.status: executing libtool commands</code> |
| <code class="prompt">$</code></pre></div><p>This process is almost identical to that of building guacamole-server from git, as |
| documented in <a class="xref" href="installing-guacamole.html#building-guacamole-server" title="Building guacamole-server">the section called “Building <span class="package">guacamole-server</span>”</a>.</p><div class="important"><h3 class="title">Important</h3><p>The libguac library which is part of guacamole-server is a required dependency of this |
| project. <span class="emphasis"><em>You must first install libguac, guacd, etc. by <a class="link" href="installing-guacamole.html#building-guacamole-server" title="Building guacamole-server">building and installing guacamole-server</a>.</em></span> If guacamole-server |
| has not been installed, and libguac is thus not present, the |
| <code class="filename">configure</code> script will fail with an error indicating that it |
| could not find libguac:</p><div class="informalexample"><pre class="screen"><code class="prompt">$</code> <strong class="userinput"><code>./configure</code></strong> |
| <code class="computeroutput">checking for a BSD-compatible install... /usr/bin/install -c |
| checking whether build environment is sane... yes |
| ... |
| checking for guac_client_stream_png in -lguac... no |
| configure: error: "libguac is required for communication via " |
| "the Guacamole protocol"</code> |
| <code class="prompt">$</code></pre></div><p>You will need to install guacamole-server and then rerun |
| <code class="filename">configure</code>.</p></div><div class="section"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a id="libguac-client-ball-skeleton"></a>Minimal skeleton client</h2></div></div></div><p>Very little needs too be done to implement the most basic client plugin possible. We |
| begin with <code class="filename">src/ball.c</code>, containing the absolute minimum required for |
| a client plugin:</p><div class="informalexample"><a id="ball-01-ball_client.c"></a><pre xml:lang="en" class="programlisting" lang="en">#include <guacamole/client.h> |
| |
| #include <stdlib.h> |
| |
| /* Client plugin arguments (empty) */ |
| const char* TUTORIAL_ARGS[] = { NULL }; |
| |
| int guac_client_init(guac_client* client) { |
| |
| /* This example does not implement any arguments */ |
| client->args = TUTORIAL_ARGS; |
| |
| return 0; |
| |
| }</pre></div><p>Notice the structure of this file. There is exactly one function, |
| <code class="methodname">guac_client_init</code>, which is the entry |
| point for all Guacamole client plugins. Just as a typical C program |
| has a <code class="methodname">main</code> function which is executed when |
| the program is run, a Guacamole client plugin has |
| <code class="methodname">guac_client_init</code> which is called when |
| guacd loads the plugin when a new connection is made and your |
| protocol is selected.</p><p><code class="methodname">guac_client_init</code> receives a single |
| <code class="classname">guac_client</code> which it must initialize. Part of this |
| initialization process involves declaring the list of arguments that joining users can |
| specify. While we won't be using arguments in this tutorial, and thus the arguments |
| assigned above are simply an empty list, a typical client plugin implementation would |
| register arguments which define the remote desktop connection and its behavior. Examples |
| of such parameters can be seen in the connection parameters for the protocols supported |
| by Guacamole out-of-the-box (see <a class="xref" href="configuring-guacamole.html#connection-configuration" title="Configuring connections">the section called “Configuring connections”</a>).</p><p>The <code class="classname">guac_client</code> instance given to |
| <code class="methodname">guac_client_init</code> will be shared by the user that starts the |
| connection, and any users which join the connection via screen sharing. It lives until |
| the connection is explicitly closed, or until all users leave the connection.</p><p>For this project to build with GNU Automake, we a <code class="filename">configure.ac</code> |
| file which describes the name of the project and what it needs configuration-wise. In |
| this case, the project is "libguac-client-ball", and it depends on the "libguac" library |
| used by guacd and all client plugins:</p><div class="informalexample"><a id="ball-01-configure.in"></a><pre xml:lang="en" class="programlisting" lang="en"># Project information |
| AC_PREREQ([2.61]) |
| AC_INIT([libguac-client-ball], [0.1.0]) |
| AM_INIT_AUTOMAKE([-Wall -Werror foreign subdir-objects]) |
| AM_SILENT_RULES([yes]) |
| |
| AC_CONFIG_MACRO_DIRS([m4]) |
| |
| # Check for required build tools |
| AC_PROG_CC |
| AC_PROG_CC_C99 |
| AC_PROG_LIBTOOL |
| |
| # Check for libguac |
| AC_CHECK_LIB([guac], [guac_client_stream_png],, |
| AC_MSG_ERROR("libguac is required for communication via " |
| "the Guacamole protocol")) |
| |
| AC_CONFIG_FILES([Makefile]) |
| AC_OUTPUT</pre></div><p>We also need a <code class="filename">Makefile.am</code>, describing which files should be |
| built and how when building |
| libguac-client-ball:<a id="ball-01-Makefile.am"></a></p><pre xml:lang="en" class="programlisting" lang="en">AUTOMAKE_OPTIONS = foreign |
| |
| ACLOCAL_AMFLAGS = -I m4 |
| AM_CFLAGS = -Werror -Wall -pedantic |
| |
| lib_LTLIBRARIES = libguac-client-ball.la |
| |
| # All source files of libguac-client-ball |
| libguac_client_ball_la_SOURCES = src/ball.c |
| |
| # libtool versioning information |
| libguac_client_ball_la_LDFLAGS = -version-info 0:0:0</pre><p>The GNU Automake files will remain largely unchanged throughout |
| the rest of the tutorial. </p><p>Once you have created all of the above files, you will have a functioning client |
| plugin. It doesn't do anything yet, and any connection will be extremely short-lived |
| (the lack of any data sent by the server will lead to the client disconnecting under the |
| assumption that the connection has stopped responding), but it does technically |
| work.</p></div><div class="section"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a id="libguac-client-ball-display-init"></a>Initializing the remote display</h2></div></div></div><p>Now that we have a basic functioning skeleton, we need to actually do something with |
| the remote display. A good first step would be simply initializing the display - setting |
| the remote display size and providing a basic background.</p><p>In this case, we'll set the display to a nice default of 1024x768, and fill the |
| background with gray. Though the size of the display <span class="emphasis"><em>can</em></span> be chosen |
| based on the size of the user's browser window (which is provided by the user during the |
| <a class="link" href="guacamole-protocol.html#guacamole-protocol-handshake" title="Handshake phase">Guacamole protocol handshake</a>), or even |
| updated when the window size changes (provided by the user via <a class="link" href="protocol-reference.html#size-event-instruction" title="size">"size" |
| instructions</a>), we won't be doing that here for the simplicity's sake:</p><div class="informalexample"><a id="ball-02-ball_client.c"></a><pre xml:lang="en" class="programlisting" lang="en">#include <guacamole/client.h> |
| <span class="emphasis"><em>#include <guacamole/protocol.h> |
| #include <guacamole/socket.h> |
| #include <guacamole/user.h></em></span> |
| |
| #include <stdlib.h> |
| |
| ... |
| |
| <span class="emphasis"><em>int ball_join_handler(guac_user* user, int argc, char** argv) { |
| |
| /* Get client associated with user */ |
| guac_client* client = user->client; |
| |
| /* Get user-specific socket */ |
| guac_socket* socket = user->socket; |
| |
| /* Send the display size */ |
| guac_protocol_send_size(socket, GUAC_DEFAULT_LAYER, 1024, 768); |
| |
| /* Prepare a curve which covers the entire layer */ |
| guac_protocol_send_rect(socket, GUAC_DEFAULT_LAYER, |
| 0, 0, 1024, 768); |
| |
| /* Fill curve with solid color */ |
| guac_protocol_send_cfill(socket, |
| GUAC_COMP_OVER, GUAC_DEFAULT_LAYER, |
| 0x80, 0x80, 0x80, 0xFF); |
| |
| /* Mark end-of-frame */ |
| guac_protocol_send_sync(socket, client->last_sent_timestamp); |
| |
| /* Flush buffer */ |
| guac_socket_flush(socket); |
| |
| /* User successfully initialized */ |
| return 0; |
| |
| }</em></span> |
| |
| int guac_client_init(guac_client* client) { |
| |
| /* This example does not implement any arguments */ |
| client->args = TUTORIAL_ARGS; |
| <span class="emphasis"><em> |
| /* Client-level handlers */ |
| client->join_handler = ball_join_handler; |
| </em></span> |
| return 0; |
| |
| }</pre></div><p>The most important thing to notice here is the new |
| <code class="function">ball_join_handler()</code> function. As it is assigned to |
| <span class="property">join_handler</span> of the <code class="classname">guac_client</code> given to |
| <code class="function">guac_client_init</code>, users which join the connection (including |
| the user that opened the connection in the first place) will be passed to this function. |
| It is the duty of the join handler to initialize the provided |
| <code class="classname">guac_user</code>, taking into account any arguments received from |
| the user during the connection handshake (exposed through <code class="varname">argc</code> and |
| <code class="varname">argv</code> to the join handler). We aren't implementing any arguments, |
| so these values are simply ignored, but we do need to initialize the user with respect |
| to display state. In this case, we:</p><div class="orderedlist"><ol class="orderedlist" type="1"><li class="listitem"><p>Send a <a class="link" href="protocol-reference.html#size-instruction" title="size">"size" instruction</a>, initializing the |
| display size to 1024x768.</p></li><li class="listitem"><p>Draw a 1024x768 gray rectangle over the display using the <a class="link" href="protocol-reference.html#rect-instruction" title="rect">"rect"</a> and <a class="link" href="protocol-reference.html#cfill-instruction" title="cfill">"cfill"</a> instructions.</p></li><li class="listitem"><p>Send a <a class="link" href="protocol-reference.html#server-sync-instruction" title="sync">"sync" instruction</a>, informing the |
| remote display that a frame has been completed.</p></li><li class="listitem"><p>Flush the socket, ensuring that all data written to the socket thus far is |
| immediately sent to the user.</p></li></ol></div><p>At this point, if you build, install, and connect using the plugin, you will see a |
| gray screen. The connection will still be extremely short-lived, however, since the only |
| data ever sent by the plugin is sent when the user first joins. The lack of any data |
| sent by the server over the remaining life of the connection will lead to the client |
| disconnecting under the assumption that the connection has stopped responding. This will |
| be rectified shortly once we add the bouncing ball.</p></div><div class="section"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a id="libguac-client-ball-layer"></a>Adding the ball</h2></div></div></div><p>This tutorial is about making a bouncing ball "client", so naturally we need a ball to |
| bounce. While we could repeatedly draw and erase a ball on the remote display, a more |
| efficient technique would be to leverage Guacamole's layers.</p><p>The remote display has a single root layer, <code class="varname">GUAC_DEFAULT_LAYER</code>, but |
| there can be infinitely many other child layers, which can themselves have child layers, |
| and so on. Each layer can be dynamically repositioned within and relative to another |
| layer. Because the compositing of these layers is handled by the remote display, and is |
| likely hardware-accelerated, this is a much better way to repeatedly reposition |
| something we expect to move a lot.</p><p>Since we're finally adding the ball, and there needs to be some structure which |
| maintains the state of the ball, we must create a header file, |
| <code class="filename">src/ball.h</code>, to define this:</p><div class="informalexample"><pre xml:lang="en" class="programlisting" lang="en">#ifndef BALL_H |
| #define BALL_H |
| |
| #include <guacamole/layer.h> |
| |
| typedef struct ball_client_data { |
| |
| guac_layer* ball; |
| |
| } ball_client_data; |
| |
| #endif</pre></div><p>To make the build system aware of the existence of the new |
| <code class="filename">src/ball.h</code> header file, <code class="filename">Makefile.am</code> must |
| be updated as well:</p><div class="informalexample"><pre xml:lang="en" class="programlisting" lang="en">... |
| |
| # All source files of libguac-client-ball |
| <span class="emphasis"><em>noinst_HEADERS = src/ball.h</em></span> |
| libguac_client_ball_la_SOURCES = src/ball.c |
| |
| ...</pre></div><p>This new structure is intended to house the client-level state of the ball, |
| independent of any users which join or leave the connection. The structure must be |
| allocated when the client begins (within <code class="function">guac_client_init</code>), freed |
| when the client terminates (via a new client free handler), and must contain the layer |
| which represents the ball within the remote display. As this layer is part of the remote |
| display state, it must additionally be initialized when a user joins, in the same way |
| that the display overall was initialized in earlier steps:</p><div class="informalexample"><a id="ball-03-ball_client.c"></a><pre xml:lang="en" class="programlisting" lang="en"><span class="emphasis"><em>#include "ball.h"</em></span> |
| |
| #include <guacamole/client.h> |
| <span class="emphasis"><em>#include <guacamole/layer.h></em></span> |
| #include <guacamole/protocol.h> |
| #include <guacamole/socket.h> |
| #include <guacamole/user.h> |
| |
| #include <stdlib.h> |
| |
| ... |
| |
| int ball_join_handler(guac_user* user, int argc, char** argv) { |
| |
| /* Get client associated with user */ |
| guac_client* client = user->client; |
| <span class="emphasis"><em> |
| /* Get ball layer from client data */ |
| ball_client_data* data = (ball_client_data*) client->data; |
| guac_layer* ball = data->ball; |
| </em></span> |
| ... |
| <span class="emphasis"><em> |
| /* Set up ball layer */ |
| guac_protocol_send_size(socket, ball, 128, 128); |
| |
| /* Prepare a curve which covers the entire layer */ |
| guac_protocol_send_rect(socket, ball, |
| 0, 0, 128, 128); |
| |
| /* Fill curve with solid color */ |
| guac_protocol_send_cfill(socket, |
| GUAC_COMP_OVER, ball, |
| 0x00, 0x80, 0x80, 0xFF); |
| </em></span> |
| /* Mark end-of-frame */ |
| guac_protocol_send_sync(socket, client->last_sent_timestamp); |
| |
| /* Flush buffer */ |
| guac_socket_flush(socket); |
| |
| /* User successfully initialized */ |
| return 0; |
| |
| } |
| |
| <span class="emphasis"><em>int ball_free_handler(guac_client* client) { |
| |
| ball_client_data* data = (ball_client_data*) client->data; |
| |
| /* Free client-level ball layer */ |
| guac_client_free_layer(client, data->ball); |
| |
| /* Free client-specific data */ |
| free(data); |
| |
| /* Data successfully freed */ |
| return 0; |
| |
| }</em></span> |
| |
| int guac_client_init(guac_client* client) { |
| <span class="emphasis"><em> |
| /* Allocate storage for client-specific data */ |
| ball_client_data* data = malloc(sizeof(ball_client_data)); |
| |
| /* Set up client data and handlers */ |
| client->data = data; |
| |
| /* Allocate layer at the client level */ |
| data->ball = guac_client_alloc_layer(client); |
| </em></span> |
| ... |
| |
| /* Client-level handlers */ |
| client->join_handler = ball_join_handler; |
| <span class="emphasis"><em>client->free_handler = ball_free_handler;</em></span> |
| |
| return 0; |
| |
| }</pre></div><p>The allocate/free pattern for the client-specific data and layers should be pretty |
| straightforward - the allocation occurs when the objects (the layer and the structure |
| housing it) are first needed, and the allocated objects are freed once they are no |
| longer needed (when the client terminates) to avoid leaking memory. The initialization |
| of the ball layer using the Guacamole protocol should be familiar as well - it's |
| identical to the way the screen was initialized, and involves the same |
| instructions.</p><p>Beyond layers, Guacamole has the concept of buffers, which are identical in use to |
| layers except they are invisible. Buffers are used to store image data for the sake of |
| caching or drawing operations. We will use them later when we try to make this tutorial |
| prettier. If you build and install the ball client as-is now, you will see a large gray |
| rectangle (the root layer) with a small blue square in the upper left corner (the ball |
| layer).</p></div><div class="section"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a id="libguac-client-ball-bounce"></a>Making the ball bounce</h2></div></div></div><p>To make the ball bounce, we need to track the ball's state, including current position |
| and velocity, as well as a thread which updates the ball's state (and the remote |
| display) as time progresses. The ball state and thread can be stored alongside the ball |
| layer in the existing client-level data structure:</p><div class="informalexample"><a id="ball-04-ball_client.h"></a><pre xml:lang="en" class="programlisting" lang="en">... |
| |
| #include <guacamole/layer.h> |
| |
| <span class="emphasis"><em>#include <pthread.h></em></span> |
| |
| typedef struct ball_client_data { |
| |
| guac_layer* ball; |
| <span class="emphasis"><em> |
| int ball_x; |
| int ball_y; |
| |
| int ball_velocity_x; |
| int ball_velocity_y; |
| |
| pthread_t render_thread; |
| </em></span> |
| } ball_client_data; |
| |
| ...</pre></div><p>The contents of the thread will update these values at a pre-defined rate, changing |
| ball position with respect to velocity, and changing velocity with respect to collisions |
| with the display boundaries:</p><div class="informalexample"><pre xml:lang="en" class="programlisting" lang="en">#include "ball.h" |
| |
| #include <guacamole/client.h> |
| #include <guacamole/layer.h> |
| #include <guacamole/protocol.h> |
| #include <guacamole/socket.h> |
| #include <guacamole/user.h> |
| |
| <span class="emphasis"><em>#include <pthread.h></em></span> |
| #include <stdlib.h> |
| |
| ... |
| |
| <span class="emphasis"><em>void* ball_render_thread(void* arg) { |
| |
| /* Get data */ |
| guac_client* client = (guac_client*) arg; |
| ball_client_data* data = (ball_client_data*) client->data; |
| |
| /* Update ball position as long as client is running */ |
| while (client->state == GUAC_CLIENT_RUNNING) { |
| |
| /* Sleep a bit */ |
| usleep(30000); |
| |
| /* Update position */ |
| data->ball_x += data->ball_velocity_x * 30 / 1000; |
| data->ball_y += data->ball_velocity_y * 30 / 1000; |
| |
| /* Bounce if necessary */ |
| if (data->ball_x < 0) { |
| data->ball_x = -data->ball_x; |
| data->ball_velocity_x = -data->ball_velocity_x; |
| } |
| else if (data->ball_x >= 1024 - 128) { |
| data->ball_x = (2 * (1024 - 128)) - data->ball_x; |
| data->ball_velocity_x = -data->ball_velocity_x; |
| } |
| |
| if (data->ball_y < 0) { |
| data->ball_y = -data->ball_y; |
| data->ball_velocity_y = -data->ball_velocity_y; |
| } |
| else if (data->ball_y >= 768 - 128) { |
| data->ball_y = (2 * (768 - 128)) - data->ball_y; |
| data->ball_velocity_y = -data->ball_velocity_y; |
| } |
| |
| guac_protocol_send_move(client->socket, data->ball, |
| GUAC_DEFAULT_LAYER, data->ball_x, data->ball_y, 0); |
| |
| /* End frame and flush socket */ |
| guac_client_end_frame(client); |
| guac_socket_flush(client->socket); |
| |
| } |
| |
| return NULL; |
| |
| }</em></span> |
| |
| ...</pre></div><p>Just as with the join handler, this thread sends a "sync" instruction to denote the |
| end of each frame, though here this is accomplished with |
| <code class="function">guac_client_end_frame()</code>. This function sends a "sync" |
| containing the current timestamp, and updates the properties of the |
| <code class="classname">guac_client</code> with the last-sent timestamp (the value that our |
| join handler uses to send <span class="emphasis"><em>its</em></span> sync). Note that we don't redraw the |
| whole display with each frame - we simply update the position of the ball layer using a |
| <a class="link" href="protocol-reference.html#move-instruction" title="move">"move" |
| instruction</a>, and rely on the remote display to handle compositing on its |
| own.</p><p>We now need to update <code class="methodname">guac_client_init</code> to actually create |
| this thread, initialize the ball state within the structure, and store the thread for |
| future cleanup when the client terminates:</p><div class="informalexample"><a id="ball-04-ball_client.c"></a><pre xml:lang="en" class="programlisting" lang="en">... |
| |
| int ball_free_handler(guac_client* client) { |
| |
| ball_client_data* data = (ball_client_data*) client->data; |
| <span class="emphasis"><em> |
| /* Wait for render thread to terminate */ |
| pthread_join(data->render_thread, NULL); |
| </em></span> |
| ... |
| |
| } |
| |
| int guac_client_init(guac_client* client) { |
| |
| ... |
| <span class="emphasis"><em> |
| /* Start ball at upper left */ |
| data->ball_x = 0; |
| data->ball_y = 0; |
| |
| /* Move at a reasonable pace to the lower right */ |
| data->ball_velocity_x = 200; /* pixels per second */ |
| data->ball_velocity_y = 200; /* pixels per second */ |
| |
| /* Start render thread */ |
| pthread_create(&data->render_thread, NULL, ball_render_thread, client); |
| </em></span> |
| ... |
| |
| }</pre></div><p>The thread contains a render loop which continually checks the |
| <span class="property">state</span> property of the <code class="classname">guac_client</code>. This |
| property is set to <code class="constant">GUAC_CLIENT_RUNNING</code> when the connection begins, |
| and remains that way for the duration of the connection. When guacd needs to terminate |
| the connection (such as when the last user leaves), the value will change to |
| <code class="constant">GUAC_CLIENT_STOPPING</code>. The free handler we've written can thus |
| rely on <code class="function">pthread_join()</code> to block until the data previously used by |
| the plugin is no longer being used and can safely be freed.</p><p>Once built and installed, our ball client now has a bouncing ball, albeit a very |
| square and plain one. Now that the display is continually updating, and data is being |
| continually received from the server, connected clients will no longer automatically |
| disconnect.</p></div><div class="section"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a id="libguac-client-ball-pretty"></a>A prettier ball</h2></div></div></div><p>Now that we have our ball bouncing, we might as well try to make it actually look like |
| a ball, and try applying some of the fancier graphics features that Guacamole offers. |
| Guacamole provides instructions common to most 2D drawing APIs, including HTML5's canvas |
| and Cairo. This means you can draw arcs, curves, apply fill and stroke, and even use the |
| contents of another layer or buffer as the pattern for a fill or stroke. In complex |
| cases involving many draw operations, it will actually be more efficient to render to a |
| server-side Cairo surface and send only image data to the client, but it's perfect for |
| relatively simple cases like our ball.</p><p>We will try creating a simple gray checkerboard pattern in a buffer, using that for |
| the background instead of the previous gray rectangle, and will modify the ball by |
| replacing the rectangle with an arc, in this case a full circle, complete with stroke |
| (border) and translucent-blue fill:</p><div class="informalexample"><a id="ball-05-ball_client.c"></a><pre xml:lang="en" class="programlisting" lang="en">int ball_join_handler(guac_user* user, int argc, char** argv) { |
| |
| ... |
| <span class="emphasis"><em> |
| /* Create background tile */ |
| guac_layer* texture = guac_client_alloc_buffer(client); |
| |
| guac_protocol_send_rect(socket, texture, 0, 0, 64, 64); |
| guac_protocol_send_cfill(socket, GUAC_COMP_OVER, texture, |
| 0x88, 0x88, 0x88, 0xFF); |
| |
| guac_protocol_send_rect(socket, texture, 0, 0, 32, 32); |
| guac_protocol_send_cfill(socket, GUAC_COMP_OVER, texture, |
| 0xDD, 0xDD, 0xDD, 0xFF); |
| |
| guac_protocol_send_rect(socket, texture, 32, 32, 32, 32); |
| guac_protocol_send_cfill(socket, GUAC_COMP_OVER, texture, |
| 0xDD, 0xDD, 0xDD, 0xFF); |
| </em></span> |
| |
| /* Prepare a curve which covers the entire layer */ |
| guac_protocol_send_rect(socket, GUAC_DEFAULT_LAYER, |
| 0, 0, 1024, 768); |
| |
| /* Fill curve with <span class="emphasis"><em>texture</em></span> */ |
| <span class="emphasis"><em>guac_protocol_send_lfill</em></span>(socket, |
| GUAC_COMP_OVER, GUAC_DEFAULT_LAYER, |
| <span class="emphasis"><em>texture</em></span>); |
| |
| /* Set up ball layer */ |
| guac_protocol_send_size(socket, ball, 128, 128); |
| <span class="emphasis"><em> |
| /* Prepare a circular curve */ |
| guac_protocol_send_arc(socket, data->ball, |
| 64, 64, 62, 0, 6.28, 0); |
| |
| guac_protocol_send_close(socket, data->ball); |
| |
| /* Draw a 4-pixel black border */ |
| guac_protocol_send_cstroke(socket, |
| GUAC_COMP_OVER, data->ball, |
| GUAC_LINE_CAP_ROUND, GUAC_LINE_JOIN_ROUND, 4, |
| 0x00, 0x00, 0x00, 0xFF); |
| |
| /* Fill the circle with color */ |
| guac_protocol_send_cfill(socket, |
| GUAC_COMP_OVER, data->ball, |
| 0x00, 0x80, 0x80, 0x80); |
| |
| /* Free texture (no longer needed) */ |
| guac_client_free_buffer(client, texture); |
| </em></span> |
| /* Mark end-of-frame */ |
| guac_protocol_send_sync(socket, client->last_sent_timestamp); |
| |
| ... |
| |
| }</pre></div><p>Again, because we put the ball in its own layer, we don't have to worry about |
| compositing it ourselves. The remote display will handle this, and will likely do so |
| with hardware acceleration, even though the ball is now translucent. Build and install |
| the ball client after this step, and you will have a rather nice-looking bouncing |
| ball.</p></div><div class="section"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a id="libguac-client-ball-time"></a>Handling the passage of time</h2></div></div></div><p>There are never any guarantees when it comes to timing, threads, and network |
| performance. We cannot necessarily rely on the remote display to handle updates in a |
| timely manner (it may be slow), nor can we rely on the network or server to give |
| priority to communication from guacd. </p><p>The render thread needs to be modified to take this into account, by tracking the |
| actual time spent within each frame, and estimating the amount of time the client spends |
| rendering each frame:</p><div class="informalexample"><pre xml:lang="en" class="programlisting" lang="en">#include "ball.h" |
| |
| #include <guacamole/client.h> |
| #include <guacamole/layer.h> |
| #include <guacamole/protocol.h> |
| #include <guacamole/socket.h> |
| <span class="emphasis"><em>#include <guacamole/timestamp.h></em></span> |
| #include <guacamole/user.h> |
| |
| #include <pthread.h> |
| #include <stdlib.h> |
| |
| ... |
| |
| void* ball_render_thread(void* arg) { |
| |
| ... |
| <span class="emphasis"><em> |
| /* Init time of last frame to current time */ |
| guac_timestamp last_frame = guac_timestamp_current(); |
| </em></span> |
| /* Update ball position as long as client is running */ |
| while (client->state == CLIENT_RUNNING) { |
| <span class="emphasis"><em> |
| /* Default to 30ms frames */ |
| int frame_duration = 30; |
| |
| /* Lengthen frame duration if client is lagging */ |
| int processing_lag = guac_client_get_processing_lag(client); |
| if (processing_lag > frame_duration) |
| frame_duration = processing_lag; |
| |
| /* Sleep for duration of frame, then get timestamp */ |
| usleep(frame_duration); |
| guac_timestamp current = guac_timestamp_current(); |
| |
| /* Calculate change in time */ |
| int delta_t = current - last_frame; |
| </em></span> |
| /* Update position */ |
| data->ball_x += data->ball_velocity_x * <span class="emphasis"><em>delta_t</em></span> / 1000; |
| data->ball_y += data->ball_velocity_y * <span class="emphasis"><em>delta_t</em></span> / 1000; |
| |
| ... |
| <span class="emphasis"><em> |
| /* Update timestamp */ |
| last_frame = current; |
| </em></span> |
| } |
| |
| ... |
| |
| }</pre></div><p>The calculations are pretty simple. Rather than hard-code the duration of each frame, |
| we us a default of 30 milliseconds, lengthening the frame if Guacamole's built-in lag |
| estimation determines that the client is having trouble. The physics portion of the |
| update no longer assumes that the frame will be exactly 30 milliseconds, instead relying |
| on the actual time elapsed since the previous frame.</p><p>At this point, we now have a robust Guacamole client plugin. It handles |
| joining/leaving users correctly, continually updates the remote display state while |
| taking into account variable network/server/client conditions, and cleans up after |
| itself when the connection finally terminates.</p></div></div><div class="navfooter"><hr /><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="guacamole-ext.html">Prev</a> </td><td width="20%" align="center"><a accesskey="u" href="developers-guide.html">Up</a></td><td width="40%" align="right"> <a accesskey="n" href="custom-auth.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">Chapter 22. guacamole-ext </td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top"> Chapter 24. Custom authentication</td></tr></table></div> |
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