11/2/2007 EECS150 Lab Lecture #10 1
Basic i50Phone
EECS150 Fall 2007 - Lab Lecture #10Allen Lee
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Example
M S 10
MyTeamUsrName1
UsrName2UsrName3
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Example
M S 10
MyTeamUsrName1
UsrName2UsrName3
Dialing User: UsrName2 Cancel(B)
UsrName4
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Example
M S 10
MyTeamUsrName1
UsrName2UsrName3
Dialing User: UsrName2 Cancel(B)
UsrName4
User Unavailable
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Example
M S 10
MyTeamUsrName1
UsrName2UsrName3
Dialing User: UsrName2 Cancel(B)
UsrName4
User UnavailableDialing User: UsrName3 Cancel(B)
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Example
M S 10
MyTeamUsrName1
UsrName2UsrName3
Dialing User: UsrName2 Cancel(B)
UsrName4
User UnavailableDialing User: UsrName3 Cancel(B)Connection Established
UsrName3
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Example
M S 10
MyTeam
UsrName2UsrName3
Dialing User: UsrName2 Cancel(B)
UsrName4
User UnavailableDialing User: UsrName3 Cancel(B)Connection Established
UsrName3
Connection Terminated
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Example
M S 10
MyTeam
UsrName2UsrName3
Dialing User: UsrName2 Cancel(B)
UsrName4
User UnavailableDialing User: UsrName3 Cancel(B)Connection EstablishedConnection Terminated
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Example
M S 10
MyTeam
UsrName2UsrName3UsrName4
User UnavailableDialing User: UsrName3 Cancel(B)Connection EstablishedConnection TerminatedCall From: UsrName4 Acc(A)/Rej(B)
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Example
M S 10
MyTeam
UsrName2UsrName3UsrName4
Dialing User: UsrName3 Cancel(B)Connection EstablishedConnection TerminatedCall From: UsrName4 Acc(A)/Rej(B)Connection Established
UsrName4
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Overview
Introduction to Checkpoint 4 Adding to Checkpoint 1 Adding to Checkpoint 2 Communications protocol Advice Extra Credit
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Checkpoint 4 = Everything in this circle
Checkpoint 4 (Communications and Registry)
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Checkpoint 4 Additions
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Adding to Checkpoint 1 Audio Buffer
Previously stored all audio data into one huge FIFO and local playback.
Must now support sending and receiving audio data from transceiver.
AC97 Controller Remains the same
Volume and Mute signals now come from user input module in CP2.
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Old Audio Buffer
Data output from FIFO goes back to Audio controller:
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New Audio Buffer
Must now support sending and receiving from wireless transceiver:
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Adding to Checkpoint 2 User Input Parser
Keep track of a cursor position (0 through 7) for each of the top two regions.
Only allow the cursor of a particular region to change when the focus is on that region.
When the cursor is on a valid user in the Channel region, and “A” is pressed:
Change the focus to the console. Send a call request, and wait for a response.
Press “B” to cancel the request and change focus to Channel region.
Ignore incoming calls while requesting a call. When a connection established or refused, change
focus to Channel region.
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Adding to Checkpoint 2 User Input Parser (cont’d)
When the cursor is on a valid user in the “Connection” region, and “B” is pressed:
Send a disconnect signal Focus remains in “Connection” region
When there is an incoming call and you are not requesting a call:
Change focus to console Press “A” to accept, or “B” to reject
In either case, return focus to “Channel”
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Adding to Checkpoint 2 Video Display
Support a registry that stores up to 8 users in the channel and 8 connected users.
New users may arrive in the Channel at any time. Support disconnecting from a connected user. Don’t worry about supporting more than 8 users. Remove users that timeout (more on this later).
Store and display appropriate console messages (use RAM for this).
Console must display up to 8 lines of 32 characters each.
Once console fills up, each new message should push the oldest one out.
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Announcements
Checkpoint 3 is due in two weeks Week of 11/12
Checkpoint 4 is due in four weeks Week of 11/26
Checkpoint 4 design reviews next week.
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Announcements
Each group should have been assigned a channel during lab last week.
Don’t continuously spam your channel. Another group is sharing your channel. Guaranteed your channel during your lab
section. Channel assignments will be posted
this weekend.
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Announcements
Clarification for Checkpoint 3 BigOut and BigIn should be 328 bits
(41-bytes), not 320 bits (40-bytes). An updated version of the checkpoint
has been uploaded.
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Announcements
Midterms have been graded Pick them up after lab lecture.
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Communications Module
Responsibilities Announce presence every 250 ms. Initiate a call with another station. Acknowledge a call request. Reject a call request. Receive audio data.
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Packet Format
The 41-byte payload from Checkpoint 3 belongs to the “application layer” 1-byte header 40-byte payload
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Packet Format
Header (8-bits)
Type Payload (320-bits)
8’h0 Announce {256’h0, UserName}
8’h1 Init Call {256’h0, UserName}
8’h2 Accept Call {256’h0, UserName}
8’h3 Reject Call {256’h0, UserName}
8’h4 Ack Init {256’h0, UserName}
8’h5 Data Audio Data
8’h6 Ready 320’hX
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Packet Types Announce
Broadcast (0xFF) an announcement packet containing your user name every 250 ms.
Init Call You want to initiate a call request to
someone specific. Ack Init
Acknowledge that you received an init call request, but neither accept nor reject.
Accept Call Accept a call request
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Packet Types
Reject Call Reject a call request
Data Payload contains audio data
Ready Acknowledge an accept call. Used to keep an active connection
alive when no data is being sent.
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Communications Behavior Sit idle and receive packets by default. Send an Announce packet every 250 ms. If received packet is an Announce packet,
notify Video Display. If you initiate a call request, send an Init Call
packet and wait for acknowledgement. Keep exchanging Init Call/Ack Init until one of the
following happens Connection times out. Accept Call packet is received, establish chat. Reject Call packet is received, return to idle state. You press Cancel.
No need to send Announce packets during Init Call/Ack Init exchange
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Communications Behavior During a call, perform the following:
Receive audio data and Ready packets. Reset timeout counter.
Send audio data whenever it is ready. Receive Announce packets and notify Video Display. Optionally send Ready packets to keep the
connection alive in the absence of audio data. Return to idle receive state if:
Neither audio data nor Ready is received in 1 second.
You manually disconnect the call. No need to send Announce packets during a
call.
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Caller Receiver Caller UI Receiver UI
ANNOUNCE . Populate Caller in Channel User List
ANNOUNCEPopulate Receiver in
Channel User List
ANNOUNCE .Persist Caller in
Channel User List
. .Persist Receiver inChannel User List
. .
. .
INIT_CALL . Dialing User Receiver Incoming Call Caller
ACK_INIT
INIT_CALL
. ACK_INIT
. .
. .
Communications Behavior
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Communications Behavior. ACCEPT_CALL
Connection EstablishedPopulate Receiver in
Call User List
READYConnection Established
Populate Caller inCall User List
DATA
DATA
DATA
DATA
No Response
DATA .
.
DATA .
. Possible Timeout
DATA . Connection Timed Out
(Disconnect) .
. . Depends on direction
. . of lost packets
. .
. .
. . Possible Timeout
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Tips, Hints, & Common Pitfalls
Start early If you’re already done with CP3, start
designing now! We are not providing skeleton Verilog
files Run the TA solution to see what
the final result should look like.
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Tips, Hints, & Common Pitfalls Split up the checkpoint to work in parallel with
your partner: User input parser can be fully tested independently
without Video Display or Communications. Video Display can be fully tested with a simple user
input parser and no Communications. Communications module can be fully tested in
ModelSim without the user input parser or video display.
Do not combine until you’ve verified each part works independently.
It can take up to 50 minutes to push to board after combining!
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Tips, Hints, & Common Pitfalls Reset is unreliable if N64 controller
is unplugged (unknown button status is returned).
Even if N64 controller is plugged in, the user input parser may still enter an unpredictable state upon Reset.
Output the current state of the parser somewhere and keep resetting until it enters the correct state.
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Requirements
Support persistent two-way communication between two stations. Need not be compatible with TA solution Single bit file
Latency between speaking into microphone and hearing on remote station must be less than 1 second.
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Extra Credit Maximum 20% Some Ideas (Exact % TBD):
Text messaging Talk with more than 1 person simultaneously Audio effects (e.g. reverberations) Using the console region for a shared game (e.g.
Pong, Tetris, Guitar Hero) Send video Record and playback a long conversation using
SDRAM Ring tones
Open-ended! Come up with something special, cool, clever, unique, and/or challenging.
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Stay Tuned…
The spec has not been finalized yet. It should be up by later tonight.
There is enough information in these lecture slides to get you started.
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Questions?