Example #1
0
/*********************
return NULL on error
*********************/
static char * __copy_group(const char * src_table, const char * src_file, const char * dst_table, const char * dst_file, const char * group_name, va_list ap)
{
	const config_t * src_config = NULL;
	const config_t * dst_config = NULL;
	config_setting_t * src_setting = NULL;
	config_setting_t * dst_setting = NULL;
	char * path;
	char * full_path;
	char * new_group_name = NULL;
	const char * group_name_used = NULL;

	path = get_path(ap);
	full_path = add_entry_to_path(path, (char *)group_name);
	if(full_path == NULL) {
		return NULL;
	}

	SDL_LockMutex(entry_mutex);
	src_config = get_config(src_table,src_file);
	if(src_config==NULL) {
		SDL_UnlockMutex(entry_mutex);
		free(path);
		free(full_path);
		return NULL;
	}

	src_setting = config_lookup (src_config, full_path);
	if( src_setting == NULL ) {
		SDL_UnlockMutex(entry_mutex);
		free(path);
		free(full_path);
		return NULL;
	}

	dst_config = get_config(dst_table,dst_file);
	if(dst_config==NULL) {
		SDL_UnlockMutex(entry_mutex);
		free(path);
		free(full_path);
		return NULL;
	}

	dst_setting = config_lookup(dst_config, full_path);
	free(full_path);
	/* if the setting does not exist, create it */
	if( dst_setting == NULL ) {
		group_name_used = group_name;
	}
	/* else find a new name for it */
	else {
		new_group_name =  __get_unused_group_on_path(dst_table, dst_file, path);
		group_name_used = new_group_name;
	}

	if( path != NULL ) {
		dst_setting = config_lookup(dst_config, path);
	} else {
		dst_setting = config_root_setting(dst_config);
	}
	dst_setting = config_setting_add(dst_setting,group_name_used,CONFIG_TYPE_GROUP);

	free(path);

	if(!entry_copy_config(src_setting,dst_setting)) {
		SDL_UnlockMutex(entry_mutex);
		return NULL;
	}

	SDL_UnlockMutex(entry_mutex);
	if(new_group_name != NULL ) {
		return new_group_name;
	}

	return strdup(group_name);

}
int queue_picture(VideoState *is, AVFrame *pFrame, double pts) {

  VideoPicture *vp;
  AVPicture pict;

  /* wait until we have space for a new pic */
  SDL_LockMutex(is->pictq_mutex);
  while(is->pictq_size >= VIDEO_PICTURE_QUEUE_SIZE &&
	!is->quit) {
    SDL_CondWait(is->pictq_cond, is->pictq_mutex);
  }
  SDL_UnlockMutex(is->pictq_mutex);

  if(is->quit)
    return -1;

  // windex is set to 0 initially
  vp = &is->pictq[is->pictq_windex];

  /* allocate or resize the buffer! */
//  if(!vp->bmp ||
    if(!vp->m_pFrame ||
     vp->width != is->video_st->codec->width ||
     vp->height != is->video_st->codec->height) {
    SDL_Event event;

    vp->allocated = 0;
    /* we have to do it in the main thread */
    event.type = FF_ALLOC_EVENT;
    event.user.data1 = is;
    SDL_PushEvent(&event);

    /* wait until we have a picture allocated */
    SDL_LockMutex(is->pictq_mutex);
    while(!vp->allocated && !is->quit) {
      SDL_CondWait(is->pictq_cond, is->pictq_mutex);
    }
    SDL_UnlockMutex(is->pictq_mutex);
    if(is->quit) {
      return -1;
    }
  }
  /* We have a place to put our picture on the queue */
  /* If we are skipping a frame, do we set this to null 
     but still return vp->allocated = 1? */


//  if(vp->bmp) {
    if(vp->m_pFrame){

//    SDL_LockYUVOverlay(vp->bmp);
    
    /* point pict at the queue */

//    pict.data[0] = vp->bmp->pixels[0];
//    pict.data[1] = vp->bmp->pixels[2];
//    pict.data[2] = vp->bmp->pixels[1];
//    
//    pict.linesize[0] = vp->bmp->pitches[0];
//    pict.linesize[1] = vp->bmp->pitches[2];
//    pict.linesize[2] = vp->bmp->pitches[1];
    
    // Convert the image into YUV format that SDL uses
//    sws_scale
//    (
//        is->sws_ctx,
//        (uint8_t const * const *)pFrame->data,
//        pFrame->linesize,
//        0, 
//        is->video_st->codec->height, 
//        pict.data, 
//        pict.linesize
//    );
    
//    SDL_UnlockYUVOverlay(vp->bmp);
        sws_scale(is->sws_ctx, (const uint8_t* const*)pFrame->data, pFrame->linesize, 0, is->video_st->codec->height,
                  m_pFrameYUV->data, m_pFrameYUV->linesize);
        SDL_Rect        rect;
        rect.x = 0;
        rect.y = 0;
        rect.w = is->video_st->codec->width;
        rect.h = is->video_st->codec->height;
        SDL_UpdateYUVTexture(m_pSdlTexture, &rect,
                             m_pFrameYUV->data[0], m_pFrameYUV->linesize[0],
                             m_pFrameYUV->data[1], m_pFrameYUV->linesize[1],
                             m_pFrameYUV->data[2], m_pFrameYUV->linesize[2]);
        
    vp->pts = pts;

    /* now we inform our display thread that we have a pic ready */
    if(++is->pictq_windex == VIDEO_PICTURE_QUEUE_SIZE) {
      is->pictq_windex = 0;
    }
    SDL_LockMutex(is->pictq_mutex);
    is->pictq_size++;
    SDL_UnlockMutex(is->pictq_mutex);
  }
  return 0;
}
Example #3
0
void ClientConnection::send_entity(Uint32 eid, const Entity *ent)
{
	DataEntity dent = {
			eid, ent->world->difference(ent->get_x(), get_x()) * 64 + ent->get_offset_x(),
			ent->world->difference(ent->get_y(), get_y()) * 64 + ent->get_offset_y(),
			ent->get_z() + ent->get_offset_z(),
			ent->get_w(),
			ent->get_h(),
			ent->get_tex(),
			false
	};

	// Check if the entity exists allready
	typeof(client_entities.begin()) it = client_entities.find(eid);

	if (it != client_entities.end())
	{
		DataEntity &itde = it->second;

		// Check bounds
		if ((dent.x + dent.w < -1024 || dent.x > 1024 || dent.y + dent.h < -1024
				|| dent.y > 1024)
				&& (itde.x + itde.w < -1024 || itde.x > 1024
						|| itde.y + itde.h < -1024 || itde.y > 1024))
			return;
		// FIXME: If the entity moves across a corner, it will never be sent

		// If it exists send only modifications
		bool move = itde.x != dent.x || itde.y != dent.y || itde.z != dent.z;
		bool resize = itde.w != dent.w || itde.h != dent.h;
		bool change_tex = itde.tex != dent.tex;

		itde = dent;

		if (!move && !resize && !change_tex)
			return; // Nothing has changed, send nothing

		if (move && !resize && !change_tex)
		{
			// Only move the entity
			static const int len = 9;
			DataPacket packet =
			{ len, new char[len] };

			packet.data[0] = 'M';
			SDLNet_Write16(dent.id, packet.data + 1);
			SDLNet_Write16(dent.x, packet.data + 3);
			SDLNet_Write16(dent.y, packet.data + 5);
			SDLNet_Write16(dent.z, packet.data + 7);

			SDL_LockMutex(send_mutex);
			data_to_send.push_back(packet);
			SDL_UnlockMutex(send_mutex);
			return;
		}

		if (!move && (resize || change_tex))
		{
			// Only send width height and texture
			static const int len = 9;
			DataPacket packet =
			{ len, new char[len] };

			packet.data[0] = 'i';
			SDLNet_Write16(dent.id, packet.data + 1);
			SDLNet_Write16(dent.w, packet.data + 3);
			SDLNet_Write16(dent.h, packet.data + 5);
			SDLNet_Write16(dent.tex, packet.data + 7);

			SDL_LockMutex(send_mutex);
			data_to_send.push_back(packet);
			SDL_UnlockMutex(send_mutex);
			return;
		}

		{
			// Otherwise send everything
			static const int len = 15;
			DataPacket packet =
			{ len, new char[len] };

			packet.data[0] = 'a';
			SDLNet_Write16(dent.id, packet.data + 1);
			SDLNet_Write16(dent.x, packet.data + 3);
			SDLNet_Write16(dent.y, packet.data + 5);
			SDLNet_Write16(dent.z, packet.data + 7);
			SDLNet_Write16(dent.w, packet.data + 9);
			SDLNet_Write16(dent.h, packet.data + 11);
			SDLNet_Write16(dent.tex, packet.data + 13);

			SDL_LockMutex(send_mutex);
			data_to_send.push_back(packet);
			SDL_UnlockMutex(send_mutex);
		}
	}
	else
	{
		// If it's new, send it as a new entity
		// Check bounds
		if (dent.x + dent.w < -1024 || dent.x > 1024 || dent.y + dent.h < -1024 || dent.y > 1024)
			return;

		// Store it
		client_entities[eid] = dent;

		static const int len = 15;
		DataPacket packet =
		{ len, new char[len] };

		packet.data[0] = 'a';
		SDLNet_Write16(dent.id, packet.data + 1);
		SDLNet_Write16(dent.x, packet.data + 3);
		SDLNet_Write16(dent.y, packet.data + 5);
		SDLNet_Write16(dent.z, packet.data + 7);
		SDLNet_Write16(dent.w, packet.data + 9);
		SDLNet_Write16(dent.h, packet.data + 11);
		SDLNet_Write16(dent.tex, packet.data + 13);

		SDL_LockMutex(send_mutex);
		data_to_send.push_back(packet);
		SDL_UnlockMutex(send_mutex);
	}
}
Example #4
0
	~ScopedMutex() { 
		SDL_UnlockMutex(mutex_);
	}
Example #5
0
uint64_t CRtpByteStreamBase::rtp_ts_to_msec (uint32_t rtp_ts,
					     uint64_t uts,
					     uint64_t &wrap_offset)
{
  uint64_t timetick;
  uint64_t adjusted_rtp_ts;
  uint64_t adjusted_wc_rtp_ts;
  bool have_wrap = false;
  uint32_t this_mask, last_mask;

  last_mask = m_last_rtp_ts & (1U << 31);
  this_mask = rtp_ts & (1U << 31);
  
  if (last_mask != this_mask) {
    if (this_mask == 0) {
      wrap_offset += (TO_U64(1) << 32);
      have_wrap = true;
      rtp_message(LOG_DEBUG, "%s - have wrap %x new %x", m_name, 
		  m_last_rtp_ts, rtp_ts);
    } else {
      // need to do something here
    }
  }

  if (m_stream_ondemand) {
    adjusted_rtp_ts = wrap_offset;
    adjusted_rtp_ts += rtp_ts;
    adjusted_wc_rtp_ts = m_base_rtp_ts;

    if (adjusted_wc_rtp_ts > adjusted_rtp_ts) {
      timetick = adjusted_wc_rtp_ts - adjusted_rtp_ts;
      timetick *= TO_U64(1000);
      timetick /= m_timescale;
      if (timetick > m_play_start_time) {
	timetick = 0;
      } else {
	timetick = m_play_start_time - timetick;
      }
    } else {
      timetick = adjusted_rtp_ts - adjusted_wc_rtp_ts;
      timetick *= TO_U64(1000);
      timetick /= m_timescale;
      timetick += m_play_start_time;
    }
  } else {
    // We've got a broadcast scenario here...
    if (m_have_first_pak_ts == false) {
      // We haven't processed the first packet yet - we record
      // the data here.
      m_first_pak_rtp_ts = rtp_ts;
      m_first_pak_ts = uts;
      m_have_first_pak_ts = true;
      rtp_message(LOG_DEBUG, "%s first pak ts %u "U64, 
		  m_name, m_first_pak_rtp_ts, m_first_pak_ts);
      // if we have received RTCP, set the wallclock offset, which
      // triggers the synchronization effort.
      if (m_rtcp_received) {
	// calculate other stuff
	//rtp_message(LOG_DEBUG, "%s rtp_ts_to_msec calling wallclock", m_name);
	set_wallclock_offset(m_rtcp_ts, m_rtcp_rtp_ts);
      }
    }
    SDL_LockMutex(m_rtp_packet_mutex);
    // fairly simple calculation to calculate the timestamp
    // based on this rtp timestamp, the first pak rtp timestamp and
    // the first packet timestamp.
    int32_t adder;
    int64_t ts_adder;
    if (have_wrap) {
      adder = rtp_ts - m_first_pak_rtp_ts;
      // adjust once an hour, to keep errors low
      // we'll adjust the timestamp and rtp timestamp
      ts_adder = (int64_t)adder;
      ts_adder *= TO_D64(1000);
      ts_adder /= (int64_t)m_timescale;
      m_first_pak_ts += ts_adder;
      m_first_pak_rtp_ts = rtp_ts;
#ifdef DEBUG_RTP_BCAST
      rtp_message(LOG_DEBUG, "%s adjust for wrap - first pak ts is now "U64" rtp %u", 
		  m_name, m_first_pak_ts, m_first_pak_rtp_ts);
#endif
    }

    // adder could be negative here, based on the RTCP we receive
    adder = rtp_ts - m_first_pak_rtp_ts;
    ts_adder = (int64_t)adder;
    ts_adder *= TO_D64(1000);
    ts_adder /= (int64_t)m_timescale;
    timetick = m_first_pak_ts;
    timetick += ts_adder;
    SDL_UnlockMutex(m_rtp_packet_mutex);

#ifdef DEBUG_RTP_BCAST
    rtp_message(LOG_DEBUG, "%s ts %x base %x "U64" tp "U64" adder %d "D64,
		m_name, rtp_ts, m_first_pak_rtp_ts, m_first_pak_ts, 
		timetick, adder, ts_adder);
#endif
  }
#ifdef DEBUG_RTP_TS
  rtp_message(LOG_DEBUG,"%s time "U64" %u", m_name, timetick, rtp_ts);
#endif
  // record time
  m_last_rtp_ts = rtp_ts;
  m_last_realtime = timetick;
  return (timetick);
}
Example #6
0
/*
* Sys_Mutex_Unlock
*/
void Sys_Mutex_Unlock( qmutex_t *mutex )
{
	SDL_UnlockMutex(mutex->m);
}
Example #7
0
void Graph::startTick()
{
	SDL_LockMutex(mutex);
	data.push_back(std::vector<ParamState>(dim));
	SDL_UnlockMutex(mutex);
}
Example #8
0
void Graphics::Update()
{
    SDL_UnlockMutex(Graphics::ThreadData.graphMutex);
}
Example #9
0
File: mt.c Project: yoanlcq/FATE
void fe_mt_mutex_unlock(fe_mt_mutex *mutex) {
    SDL_UnlockMutex(*mutex);
}
Example #10
0
// called by the runner when a job completes
void AsyncJobQueue::Finish(Job *job, const uint8_t threadIdx)
{
	SDL_LockMutex(m_finishedLock[threadIdx]);
	m_finished[threadIdx].push_back(job);
	SDL_UnlockMutex(m_finishedLock[threadIdx]);
}
Example #11
0
static int reader_thread_loop(void *dummy)
{
    static uint8_t *readbuf = NULL;
    static int readbuf_size = 256;
    int readbuf_len = 0;
    int header_len = 0;
    int cmd_len = -1;

    if (!readbuf) {
        readbuf = emalloc(readbuf_size);
    }

    while (!abort_thread) {
        int toread;

        /* First, try to read a command length sequence */
        if (readbuf_len < 2) {
            /* Three-byte length? */
            if (readbuf_len > 0 && (readbuf[0] & 0x80)) {
                toread = 3 - readbuf_len;
            } else {
                toread = 2 - readbuf_len;
            }
        } else if (readbuf_len == 2 && (readbuf[0] & 0x80)) {
            toread = 1;
        } else {
            /* If we have a finished header, get the packet size from it. */
            if (readbuf_len <= 3) {
                uint8_t *p = readbuf;

                header_len = (*p & 0x80) ? 3 : 2;
                cmd_len = 0;

                if (header_len == 3) {
                    cmd_len += ((int) (*p++) & 0x7f) << 16;
                }

                cmd_len += ((int) (*p++)) << 8;
                cmd_len += ((int) (*p++));
            }

            toread = cmd_len + header_len - readbuf_len;

            if (readbuf_len + toread > readbuf_size) {
                uint8_t *tmp = readbuf;

                readbuf_size = readbuf_len + toread;
                readbuf = emalloc(readbuf_size);
                memcpy(readbuf, tmp, readbuf_len);
                efree(tmp);
            }
        }

        size_t amt;
        bool success = socket_read(csocket.sc, (void *) (readbuf + readbuf_len),
                toread, &amt);
        if (!success) {
            break;
        }

        readbuf_len += amt;
        network_graph_update(NETWORK_GRAPH_TYPE_GAME, NETWORK_GRAPH_TRAFFIC_RX,
                amt);

        /* Finished with a command? */
        if (readbuf_len == cmd_len + header_len && !abort_thread) {
            command_buffer *buf = command_buffer_new(readbuf_len - header_len,
                    readbuf + header_len);

            SDL_LockMutex(input_buffer_mutex);
            command_buffer_enqueue(buf, &input_queue_start, &input_queue_end);
            SDL_CondSignal(input_buffer_cond);
            SDL_UnlockMutex(input_buffer_mutex);

            cmd_len = -1;
            header_len = 0;
            readbuf_len = 0;
        }
    }

    client_socket_close(&csocket);

    if (readbuf != NULL) {
        efree(readbuf);
        readbuf = NULL;
    }

    return -1;
}
Example #12
0
/*
==================
Sys_LeaveCriticalSection
==================
*/
void Sys_LeaveCriticalSection(int index) {
	assert(index >= 0 && index < MAX_CRITICAL_SECTIONS);

	if (SDL_UnlockMutex(mutex[index]) != 0)
		common->Error("ERROR: SDL_UnlockMutex failed\n");
}
Example #13
0
/*
 * The bulk of the Sound_NewSample() work is done here...
 *  Ask the specified decoder to handle the data in (rw), and if
 *  so, construct the Sound_Sample. Otherwise, try to wind (rw)'s stream
 *  back to where it was, and return false.
 */
static int init_sample(const Sound_DecoderFunctions *funcs,
                        Sound_Sample *sample, const char *ext,
                        Sound_AudioInfo *_desired)
{
    Sound_SampleInternal *internal = (Sound_SampleInternal *) sample->opaque;
    Sound_AudioInfo desired;
    int pos = SDL_RWtell(internal->rw);

        /* fill in the funcs for this decoder... */
    sample->decoder = &funcs->info;
    internal->funcs = funcs;
    if (!funcs->open(sample, ext))
    {
        SDL_RWseek(internal->rw, pos, SEEK_SET);  /* set for next try... */
        return(0);
    } /* if */

    /* success; we've got a decoder! */

    /* Now we need to set up the conversion buffer... */

    memcpy(&desired, (_desired != NULL) ? _desired : &sample->actual,
            sizeof (Sound_AudioInfo));

    if (desired.format == 0)
        desired.format = sample->actual.format;
    if (desired.channels == 0)
        desired.channels = sample->actual.channels;
    if (desired.rate == 0)
        desired.rate = sample->actual.rate;

    if (Sound_BuildAudioCVT(&internal->sdlcvt,
                            sample->actual.format,
                            sample->actual.channels,
                            sample->actual.rate,
                            desired.format,
                            desired.channels,
                            desired.rate,
                            sample->buffer_size) == -1)
    {
        __Sound_SetError(SDL_GetError());
        funcs->close(sample);
        SDL_RWseek(internal->rw, pos, SEEK_SET);  /* set for next try... */
        return(0);
    } /* if */

    if (internal->sdlcvt.len_mult > 1)
    {
        void *rc = realloc(sample->buffer,
                           sample->buffer_size * internal->sdlcvt.len_mult);
        if (rc == NULL)
        {
            funcs->close(sample);
            SDL_RWseek(internal->rw, pos, SEEK_SET);  /* set for next try... */
            return(0);
        } /* if */

        sample->buffer = rc;
    } /* if */

        /* these pointers are all one and the same. */
    memcpy(&sample->desired, &desired, sizeof (Sound_AudioInfo));
    internal->sdlcvt.buf = internal->buffer = sample->buffer;
    internal->buffer_size = sample->buffer_size / internal->sdlcvt.len_mult;
    internal->sdlcvt.len = internal->buffer_size;

    /* Prepend our new Sound_Sample to the sample_list... */
    SDL_LockMutex(samplelist_mutex);
    internal->next = sample_list;
    if (sample_list != NULL)
        ((Sound_SampleInternal *) sample_list->opaque)->prev = sample;
    sample_list = sample;
    SDL_UnlockMutex(samplelist_mutex);

    SNDDBG(("New sample DESIRED format: %s format, %d rate, %d channels.\n",
            fmt_to_str(sample->desired.format),
            sample->desired.rate,
            sample->desired.channels));

    SNDDBG(("New sample ACTUAL format: %s format, %d rate, %d channels.\n",
            fmt_to_str(sample->actual.format),
            sample->actual.rate,
            sample->actual.channels));

    SNDDBG(("On-the-fly conversion: %s.\n",
            internal->sdlcvt.needed ? "ENABLED" : "DISABLED"));

    return(1);
} /* init_sample */
Example #14
0
// For performance, we're using multiple threads so that the game state can
// be updating in the background while openGL renders.
// The general plan is:
// 1. Vsync happens.  Everything begins.
// 2. Renderthread activates.  (The update thread is currently blocked.)
// 3. Renderthread dumps everything into opengl, via RenderAllEntities.  (And
//    any other similar calls, such as calls to IMGUI)  Updatethread is
//    still blocked.  When this is complete, OpenGL now has its own copy of
//    everything, and we can safely change world state data.
// 4. Renderthread signals updatethread to wake up.
// 5a.Renderthread calls gl_flush, (via Renderer.advanceframe) and waits for
//    everything render.  Once complete, it goes to sleep and waits for the
//    next vsync event.
// 5b.Updatethread goes and updates the game state and gets us all ready for
//    next frame.  Once complete, it also goes to sleep and waits for the next
//    vsync event.
void Game::Run() {
  // Start the update thread:
  UpdateThreadData rt_data(&game_exiting_, &world_, &state_machine_, &renderer_,
                           &input_, &audio_engine_, &sync_);

  input_.AdvanceFrame(&renderer_.window_size());
  state_machine_.AdvanceFrame(16);

  SDL_Thread* update_thread =
      SDL_CreateThread(UpdateThread, "Zooshi Update Thread", &rt_data);
  if (!update_thread) {
    LogError("Error creating update thread.");
    assert(false);
  }

#if DISPLAY_FRAMERATE_HISTOGRAM
  for (int i = 0; i < kHistogramSize; i++) {
    histogram[i] = 0;
  }
  last_printout = 0;
#endif  // DISPLAY_FRAMERATE_HISTOGRAM

  // variables used for regulating our framerate:
  // Total size of our history, in frames:
  const int kHistorySize = 60 * 5;
  // Max number of frames we can have dropped in our history, before we
  // switch to queue-stuffing mode, and ignore vsync pauses.
  const int kMaxDroppedFrames = 3;
  // Variable
  bool missed_frame_history[kHistorySize];
  for (int i = 0; i < kHistorySize; i++) {
    missed_frame_history[i] = false;
  }
  int history_index = 0;
  int total_dropped_frames = 0;

  global_vsync_context = &sync_;
#ifdef __ANDROID__
  fplbase::RegisterVsyncCallback(HandleVsync);
#else
  // We don't need this on android because we'll just get vsync events directly.
  SDL_Thread* vsync_simulator_thread = SDL_CreateThread(
      VsyncSimulatorThread, "Zooshi Simulated Vsync Thread", nullptr);
  if (!vsync_simulator_thread) {
    LogError("Error creating vsync simulator thread.");
    assert(false);
  }
#endif  // __ANDROID__
  int last_frame_id = 0;

  // We basically own the lock all the time, except when we're waiting
  // for a vsync event.
  SDL_LockMutex(sync_.renderthread_mutex_);
  while (!game_exiting_) {
#ifdef __ANDROID__
    int current_frame_id = fplbase::GetVsyncFrameId();
#else
    int current_frame_id = 0;
#endif  // __ANDROID__
    // Update our framerate history:
    // The oldest value falls off and is replaced with the most recent frame.
    // Also, we update our counts.
    if (missed_frame_history[history_index]) {
      total_dropped_frames--;
    }
    // We count it as a dropped frame if more than one vsync event passed since
    // we started rendering it.  The check is implemented via equality
    // comparisons because current_frame_id will eventually wrap.)
    missed_frame_history[history_index] =
        (current_frame_id != last_frame_id + 1) &&
        (current_frame_id != last_frame_id);
    if (missed_frame_history[history_index]) {
      total_dropped_frames++;
    }
    history_index = (history_index + 1) % kHistorySize;
    last_frame_id = current_frame_id;

    // -------------------------------------------
    // Steps 1, 2.
    // Wait for start of frame.  (triggered at vsync start on android.)
    // For performance, we only wait if we're not dropping frames.  Otherwise,
    // we just keep rendering as fast as we can and stuff the render queue.
    if (total_dropped_frames <= kMaxDroppedFrames) {
      SDL_CondWait(sync_.start_render_cv_, sync_.renderthread_mutex_);
    }

    // Grab the lock to make sure the game isn't still updating.
    SDL_LockMutex(sync_.gameupdate_mutex_);

    SystraceBegin("RenderFrame");

    // Input update must happen from the render thread.
    // From the SDL documentation on SDL_PollEvent(),
    // https://wiki.libsdl.org/SDL_PollEvent):
    // "As this function implicitly calls SDL_PumpEvents(), you can only call
    // this function in the thread that set the video mode."
    SystraceBegin("Input::AdvanceFrame()");
    input_.AdvanceFrame(&renderer_.window_size());
    game_exiting_ |= input_.exit_requested();
    SystraceEnd();

    // Milliseconds elapsed since last update.
    rt_data.frame_start = CurrentWorldTimeSubFrame(input_);

    // -------------------------------------------
    // Step 3.
    // Render everything.
    // -------------------------------------------
    SystraceBegin("StateMachine::Render()");

    fplbase::RenderTarget::ScreenRenderTarget(renderer_).SetAsRenderTarget();
    renderer_.ClearDepthBuffer();
    renderer_.SetCulling(fplbase::Renderer::kCullBack);

    state_machine_.Render(&renderer_);
    SystraceEnd();

    SDL_UnlockMutex(sync_.gameupdate_mutex_);

    SystraceBegin("StateMachine::HandleUI()");
    state_machine_.HandleUI(&renderer_);
    SystraceEnd();

    // -------------------------------------------
    // Step 4.
    // Signal the update thread that it is safe to start messing with
    // data, now that we've already handed it all off to openGL.
    // -------------------------------------------
    SDL_CondBroadcast(sync_.start_update_cv_);

    // -------------------------------------------
    // Step 5a.
    // Start openGL actually rendering.  AdvanceFrame will (among other things)
    // trigger a gl_flush.  This thread will block until it is completed,
    // but that's ok because the update thread is humming in the background
    // preparing the worlds tate for next frame.
    // -------------------------------------------
    SystraceBegin("AdvanceFrame");
    renderer_.AdvanceFrame(input_.minimized(), input_.Time());
    SystraceEnd();  // AdvanceFrame

    SystraceEnd();  // RenderFrame

    gpg_manager_.Update();

    // Process input device messages since the last game loop.
    // Update render window size.
    if (input_.GetButton(fplbase::FPLK_BACKQUOTE).went_down()) {
      ToggleRelativeMouseMode();
    }

    int new_time = CurrentWorldTimeSubFrame(input_);
    int frame_time = new_time - rt_data.frame_start;
#if DISPLAY_FRAMERATE_HISTOGRAM
    UpdateProfiling(frame_time);
#endif  // DISPLAY_FRAMERATE_HISTOGRAM

    SystraceCounter("FrameTime", frame_time);
  }
  SDL_UnlockMutex(sync_.renderthread_mutex_);
// Clean up asynchronous callbacks to prevent crashing on garbage data.
#ifdef __ANDROID__
  fplbase::RegisterVsyncCallback(nullptr);
#endif  // __ANDROID__
  input_.AddAppEventCallback(nullptr);
}
static int drain_output_buffer_l(JNIEnv *env, IJKFF_Pipenode *node, int64_t timeUs, int *dequeue_count)
{
    IJKFF_Pipenode_Opaque *opaque   = node->opaque;
    int                    ret      = 0;
    SDL_AMediaCodecBufferInfo bufferInfo;
    ssize_t                   output_buffer_index = 0;

    if (dequeue_count)
        *dequeue_count = 0;

    if (JNI_OK != SDL_JNI_SetupThreadEnv(&env)) {
        ALOGE("%s:create: SetupThreadEnv failed\n", __func__);
        return -1;
    }

    output_buffer_index = SDL_AMediaCodec_dequeueOutputBuffer(opaque->acodec, &bufferInfo, timeUs);
    if (output_buffer_index == AMEDIACODEC__INFO_OUTPUT_BUFFERS_CHANGED) {
        ALOGI("AMEDIACODEC__INFO_OUTPUT_BUFFERS_CHANGED\n");
        // continue;
    } else if (output_buffer_index == AMEDIACODEC__INFO_OUTPUT_FORMAT_CHANGED) {
        ALOGI("AMEDIACODEC__INFO_OUTPUT_FORMAT_CHANGED\n");
        SDL_AMediaFormat_deleteP(&opaque->output_aformat);
        opaque->output_aformat = SDL_AMediaCodec_getOutputFormat(opaque->acodec);
        if (opaque->output_aformat) {
            int width        = 0;
            int height       = 0;
            int color_format = 0;
            int stride       = 0;
            int slice_height = 0;
            int crop_left    = 0;
            int crop_top     = 0;
            int crop_right   = 0;
            int crop_bottom  = 0;

            SDL_AMediaFormat_getInt32(opaque->output_aformat, "width",          &width);
            SDL_AMediaFormat_getInt32(opaque->output_aformat, "height",         &height);
            SDL_AMediaFormat_getInt32(opaque->output_aformat, "color-format",   &color_format);

            SDL_AMediaFormat_getInt32(opaque->output_aformat, "stride",         &stride);
            SDL_AMediaFormat_getInt32(opaque->output_aformat, "slice-height",   &slice_height);
            SDL_AMediaFormat_getInt32(opaque->output_aformat, "crop-left",      &crop_left);
            SDL_AMediaFormat_getInt32(opaque->output_aformat, "crop-top",       &crop_top);
            SDL_AMediaFormat_getInt32(opaque->output_aformat, "crop-right",     &crop_right);
            SDL_AMediaFormat_getInt32(opaque->output_aformat, "crop-bottom",    &crop_bottom);

            // TI decoder could crash after reconfigure
            // ffp_notify_msg3(ffp, FFP_MSG_VIDEO_SIZE_CHANGED, width, height);
            // opaque->frame_width  = width;
            // opaque->frame_height = height;
            ALOGI(
                "AMEDIACODEC__INFO_OUTPUT_FORMAT_CHANGED\n"
                "    width-height: (%d x %d)\n"
                "    color-format: (%s: 0x%x)\n"
                "    stride:       (%d)\n"
                "    slice-height: (%d)\n"
                "    crop:         (%d, %d, %d, %d)\n"
                ,
                width, height,
                SDL_AMediaCodec_getColorFormatName(color_format), color_format,
                stride,
                slice_height,
                crop_left, crop_top, crop_right, crop_bottom);
        }
        // continue;
    } else if (output_buffer_index == AMEDIACODEC__INFO_TRY_AGAIN_LATER) {
        AMCTRACE("AMEDIACODEC__INFO_TRY_AGAIN_LATER\n");
        // continue;
    } else if (output_buffer_index < 0) {
        // enqueue packet as a fake picture
        PacketQueue *fake_q = &opaque->fake_pictq;
        SDL_LockMutex(fake_q->mutex);
        if (!fake_q->abort_request && fake_q->nb_packets <= 0) {
            SDL_CondWaitTimeout(fake_q->cond, fake_q->mutex, 1000);
        }
        SDL_UnlockMutex(fake_q->mutex);

        if (fake_q->abort_request) {
            ret = -1;
            goto fail;
        } else {
            AVPacket pkt;
            if (ffp_packet_queue_get(&opaque->fake_pictq, &pkt, 1, &opaque->fake_pictq_serial) < 0) {
                ret = -1;
                goto fail;
            } else {
                if (!ffp_is_flush_packet(&pkt)) {
                    if (dequeue_count)
                        ++*dequeue_count;

                    ret = amc_queue_picture_fake(node, &pkt);
                    av_free_packet(&pkt);
                }
                ret = 0;
                goto fail;
            }
        }
    } else if (output_buffer_index >= 0) {
        if (dequeue_count)
            ++*dequeue_count;

        if (opaque->n_buf_out) {
            AMC_Buf_Out *buf_out;

            if (opaque->off_buf_out < opaque->n_buf_out) {
                // ALOGD("filling buffer... %d", opaque->off_buf_out);
                buf_out = &opaque->amc_buf_out[opaque->off_buf_out++];
                buf_out->port = output_buffer_index;
                buf_out->info = bufferInfo;
                buf_out->pts = pts_from_buffer_info(node, &bufferInfo);
                sort_amc_buf_out(opaque->amc_buf_out, opaque->off_buf_out);
            } else {
                double pts;

                pts = pts_from_buffer_info(node, &bufferInfo);
                if (opaque->last_queued_pts != AV_NOPTS_VALUE &&
                    pts < opaque->last_queued_pts) {
                    // ALOGE("early picture, drop!");
                    SDL_AMediaCodec_releaseOutputBuffer(opaque->acodec, output_buffer_index, false);
                    goto done;
                }
                /* already sorted */
                buf_out = &opaque->amc_buf_out[opaque->off_buf_out - 1];
                /* new picture is the most aged, send now */
                if (pts < buf_out->pts) {
                    ret = amc_queue_picture_buffer(node, output_buffer_index, &bufferInfo);
                    opaque->last_queued_pts = pts;
                    // ALOGD("pts = %f", pts);
                } else {
                    int i;

                    /* find one to send */
                    for (i = opaque->off_buf_out - 1; i >= 0; i--) {
                        buf_out = &opaque->amc_buf_out[i];
                        if (pts > buf_out->pts) {
                            ret = amc_queue_picture_buffer(node, buf_out->port, &buf_out->info);
                            opaque->last_queued_pts = buf_out->pts;
                            // ALOGD("pts = %f", buf_out->pts);
                            /* replace for sort later */
                            buf_out->port = output_buffer_index;
                            buf_out->info = bufferInfo;
                            buf_out->pts = pts_from_buffer_info(node, &bufferInfo);
                            sort_amc_buf_out(opaque->amc_buf_out, opaque->n_buf_out);
                            break;
                        }
                    }
                    /* need to discard current buffer */
                    if (i < 0) {
                        // ALOGE("buffer too small, drop picture!");
                        SDL_AMediaCodec_releaseOutputBuffer(opaque->acodec, output_buffer_index, false);
                        goto done;
                    }
                }
            }
        } else {
            ret = amc_queue_picture_buffer(node, output_buffer_index, &bufferInfo);
        }
    }

done:
    ret = 0;
fail:
    return ret;
}
static int aout_thread_n(JNIEnv *env, SDL_Aout *aout)
{
    SDL_Aout_Opaque *opaque = aout->opaque;
    SDL_Android_AudioTrack *atrack = opaque->atrack;
    SDL_AudioCallback audio_cblk = opaque->spec.callback;
    void *userdata = opaque->spec.userdata;
    uint8_t *buffer = opaque->buffer;
    int copy_size = 256;

    assert(atrack);
    assert(buffer);

    SDL_SetThreadPriority(SDL_THREAD_PRIORITY_HIGH);

    if (!opaque->abort_request && !opaque->pause_on)
        SDL_Android_AudioTrack_play(env, atrack);

    while (!opaque->abort_request) {
        SDL_LockMutex(opaque->wakeup_mutex);
        if (!opaque->abort_request && opaque->pause_on) {
            SDL_Android_AudioTrack_pause(env, atrack);
            while (!opaque->abort_request && opaque->pause_on) {
                SDL_CondWaitTimeout(opaque->wakeup_cond, opaque->wakeup_mutex, 1000);
            }
            if (!opaque->abort_request && !opaque->pause_on)
                SDL_Android_AudioTrack_play(env, atrack);
        }
        if (opaque->need_flush) {
            opaque->need_flush = 0;
            SDL_Android_AudioTrack_flush(env, atrack);
        }
        if (opaque->need_set_volume) {
            opaque->need_set_volume = 0;
            SDL_Android_AudioTrack_set_volume(env, atrack, opaque->left_volume, opaque->right_volume);
        }
        if (opaque->speed_changed) {
            opaque->speed_changed = 0;
            if (AirStash_GetSystemAndroidApiLevel(env) >= 23) {
                SDL_Android_AudioTrack_setSpeed(env, atrack, opaque->speed);
            }
        }
        SDL_UnlockMutex(opaque->wakeup_mutex);

        audio_cblk(userdata, buffer, copy_size);
        if (opaque->need_flush) {
            SDL_Android_AudioTrack_flush(env, atrack);
            opaque->need_flush = false;
        }

        if (opaque->need_flush) {
            opaque->need_flush = 0;
            SDL_Android_AudioTrack_flush(env, atrack);
        } else {
            int written = SDL_Android_AudioTrack_write(env, atrack, buffer, copy_size);
            if (written != copy_size) {
                ALOGW("AudioTrack: not all data copied %d/%d", (int)written, (int)copy_size);
            }
        }

        // TODO: 1 if callback return -1 or 0
    }

    SDL_Android_AudioTrack_free(env, atrack);
    return 0;
}
static int func_run_sync(IJKFF_Pipenode *node)
{
    JNIEnv                *env      = NULL;
    IJKFF_Pipenode_Opaque *opaque   = node->opaque;
    FFPlayer              *ffp      = opaque->ffp;
    VideoState            *is       = ffp->is;
    Decoder               *d        = &is->viddec;
    PacketQueue           *q        = d->queue;
    int                    ret      = 0;
    int                    dequeue_count = 0;

    if (!opaque->acodec) {
        return ffp_video_thread(ffp);
    }

    if (JNI_OK != SDL_JNI_SetupThreadEnv(&env)) {
        ALOGE("%s: SetupThreadEnv failed\n", __func__);
        return -1;
    }

    opaque->frame_width  = opaque->avctx->width;
    opaque->frame_height = opaque->avctx->height;

    opaque->enqueue_thread = SDL_CreateThreadEx(&opaque->_enqueue_thread, enqueue_thread_func, node, "amediacodec_input_thread");
    if (!opaque->enqueue_thread) {
        ALOGE("%s: SDL_CreateThreadEx failed\n", __func__);
        ret = -1;
        goto fail;
    }

    while (!q->abort_request) {
        int64_t timeUs = opaque->acodec_first_dequeue_output_request ? 0 : AMC_OUTPUT_TIMEOUT_US;
        ret = drain_output_buffer(env, node, timeUs, &dequeue_count);
        if (opaque->acodec_first_dequeue_output_request) {
            SDL_LockMutex(opaque->acodec_first_dequeue_output_mutex);
            opaque->acodec_first_dequeue_output_request = false;
            SDL_CondSignal(opaque->acodec_first_dequeue_output_cond);
            SDL_UnlockMutex(opaque->acodec_first_dequeue_output_mutex);
        }
        if (ret != 0) {
            ret = -1;
            goto fail;
        }
    }

fail:
    ffp_packet_queue_abort(&opaque->fake_pictq);
    if (opaque->n_buf_out) {
        int i;

        if (opaque->acodec) {
            for (i = 0; i < opaque->n_buf_out; i++) {
                if (opaque->amc_buf_out[i].pts != AV_NOPTS_VALUE)
                    SDL_AMediaCodec_releaseOutputBuffer(opaque->acodec, opaque->amc_buf_out[i].port, false);
            }
        }
        free(opaque->amc_buf_out);
        opaque->n_buf_out = 0;
        opaque->amc_buf_out = NULL;
        opaque->off_buf_out = 0;
        opaque->last_queued_pts = AV_NOPTS_VALUE;
    }
    if (opaque->acodec)
        SDL_AMediaCodec_stop(opaque->acodec);
    SDL_WaitThread(opaque->enqueue_thread, NULL);
    ALOGI("MediaCodec: %s: exit: %d", __func__, ret);
    return ret;
#if 0
fallback_to_ffplay:
    ALOGW("fallback to ffplay decoder\n");
    return ffp_video_thread(opaque->ffp);
#endif
}
Example #18
0
bool ZCore::CheckRegistration()
{
	static SDL_mutex *check_mutex = SDL_CreateMutex();
	FILE *fp;
	int ret;
	char buf_enc[16];
	char buf_key[16];

#ifdef DISABLE_REGCHECK
	printf("<<<< ---------------------------------------------------------------- >>>>\n");
	printf("<<<<                  REGISTRATION CHECKING DISABLED                  >>>>\n");
	printf("<<<< ---------------------------------------------------------------- >>>>\n");
	is_registered = true;
	return is_registered;
#endif

	//clients and servers on different threads may use this function
	SDL_LockMutex(check_mutex);

	fp = fopen("registration.zkey", "r");

	if(!fp)
	{
		printf(">>>> ---------------------------------------------------------------- <<<<\n");
		printf(">>>>                  no registration key file found                  <<<<\n");
		printf(">>>> please visit www.nighsoft.com on how to register your zod engine <<<<\n");
		printf(">>>> ---------------------------------------------------------------- <<<<\n");

		SDL_UnlockMutex(check_mutex);

		return false;
	}

	ret = fread(buf_enc, 1, 16, fp);

	if(ret == 16)
	{
		char buf_mac[16];

		//clear
		memset(buf_mac, 0, 16);

		//get our mac
		SocketHandler::GetMAC(buf_mac);

		//key stored reg key
		zencrypt.AES_Decrypt(buf_enc,16,buf_key);

		//check key
		is_registered = true;
		for(int i=0;i<16;i++)
			if(buf_mac[i] != buf_key[i])
			{
				printf(">>>> ---------------------------------------------------------------- <<<<\n");
				printf(">>>>                     registration key invalid                     <<<<\n");
				printf(">>>> please visit www.nighsoft.com on how to register your zod engine <<<<\n");
				printf(">>>> ---------------------------------------------------------------- <<<<\n");

				is_registered = false;
				break;
			}
	}
	else
	{
		printf(">>>> ---------------------------------------------------------------- <<<<\n");
		printf(">>>>            registration key file unreadable or corrupt           <<<<\n");
		printf(">>>> please visit www.nighsoft.com on how to register your zod engine <<<<\n");
		printf(">>>> ---------------------------------------------------------------- <<<<\n");
	}

	fclose(fp);

	SDL_UnlockMutex(check_mutex);

	return is_registered;
}
Example #19
0
void
vsMutex::Unlock()
{
	SDL_UnlockMutex(m_mutex);
}
void SDL_VoutAndroid_invalidateAllBuffers(SDL_Vout *vout)
{
    SDL_LockMutex(vout->mutex);
    SDL_VoutAndroid_invalidateAllBuffers_l(vout);
    SDL_UnlockMutex(vout->mutex);
}
Example #21
0
/**
**  Callback for when music has finished
**  Note: we are in the sdl audio thread
*/
static void MusicFinishedCallback()
{
	SDL_LockMutex(MusicFinishedMutex);
	MusicFinished = true;
	SDL_UnlockMutex(MusicFinishedMutex);
}
void SDL_VoutAndroid_SetNativeWindow(SDL_Vout *vout, ANativeWindow *native_window)
{
    SDL_LockMutex(vout->mutex);
    SDL_VoutAndroid_SetNativeWindow_l(vout, native_window);
    SDL_UnlockMutex(vout->mutex);
}
Example #23
0
void CRtpByteStreamBase::set_wallclock_offset (uint64_t wclock, 
					       uint32_t rtp_ts) 
{
  int32_t rtp_ts_diff;
  int64_t wclock_diff;
  uint64_t wclock_calc;
  bool set = true;
  bool had_recvd_rtcp;
  if (m_rtcp_received == 1 /*&&
			     m_stream_ondemand == 0*/) {
    rtp_ts_diff = rtp_ts;
    rtp_ts_diff -= m_rtcp_rtp_ts;
    wclock_diff = (int64_t)rtp_ts_diff;
    wclock_diff *= TO_D64(1000);
    wclock_diff /= (int64_t)m_timescale;
    wclock_calc = m_rtcp_ts;
    wclock_calc += wclock_diff;
    set = false;
    if (wclock_calc != wclock) {
#ifdef DEBUG_RTP_WCLOCK
      rtp_message(LOG_DEBUG, 
		  "%s - set wallclock - wclock should be "U64" is "U64, 
		m_name, wclock_calc, wclock);
#endif
      // don't change wclock offset if it's > 100 msec - otherwise, 
      // it's annoying noise
      int64_t diff = wclock_calc - wclock;
      if (abs(diff) > 2 && abs(diff) < 100) {
	set = false;
	//	rtp_message(LOG_DEBUG, "not changing");
	// we'll allow a msec drift here or there to allow for rounding - 
	// we want this to change every so often
      }
    }
    
  }
  had_recvd_rtcp = m_rtcp_received;
  m_rtcp_received = true;
  SDL_LockMutex(m_rtp_packet_mutex);
  if (set) {
    m_rtcp_ts = wclock;
    m_rtcp_rtp_ts = rtp_ts;
  }
  if (m_have_first_pak_ts) {
    // we only want positives here
    int32_t diff;
    diff = rtp_ts - m_first_pak_rtp_ts;
    int32_t compare = 3600 * m_timescale;
#ifdef DEBUG_RTP_WCLOCK
    rtp_message(LOG_DEBUG, "%s - 1st rtp ts %u rtp %u %u", 
		m_name, m_first_pak_rtp_ts, rtp_ts, diff);
    rtp_message(LOG_DEBUG, "%s - 1st ts "U64, m_name, m_first_pak_ts);
#endif
    if (diff > compare) {
      // adjust once an hour, to keep errors low
      // we'll adjust the timestamp and rtp timestamp
      int64_t ts_diff;
      ts_diff = (int64_t)diff;
      ts_diff *= TO_U64(1000);
      ts_diff /= (int64_t)m_timescale;
      m_first_pak_ts += ts_diff;
      m_first_pak_rtp_ts += diff;
#ifdef DEBUG_RTP_WCLOCK
      rtp_message(LOG_DEBUG, "CHANGE %s - first pak ts is now "U64" rtp %u", 
		  m_name, m_first_pak_ts, m_first_pak_rtp_ts);
#endif
    }
    // We've received an RTCP - see if we need to syncronize
    // the video streams.
    if (m_psptr != NULL) {
      rtcp_sync_t sync;
      sync.first_pak_ts = m_first_pak_ts;
      sync.first_pak_rtp_ts = m_first_pak_rtp_ts;
      sync.rtcp_ts = m_rtcp_ts;
      sync.rtcp_rtp_ts = m_rtcp_rtp_ts;
      sync.timescale = m_timescale;
      m_psptr->synchronize_rtp_bytestreams(&sync);
    } else {
      // if this is our first rtcp, try to synchronize
      if (!had_recvd_rtcp) synchronize(NULL);
    }
  }

  SDL_UnlockMutex(m_rtp_packet_mutex);
}
void SDL_VoutAndroid_setAMediaCodec(SDL_Vout *vout, SDL_AMediaCodec *acodec)
{
    SDL_LockMutex(vout->mutex);
    SDL_VoutAndroid_setAMediaCodec_l(vout, acodec);
    SDL_UnlockMutex(vout->mutex);
}
Example #25
0
void wzMutexUnlock(WZ_MUTEX *mutex)
{
	SDL_UnlockMutex((SDL_mutex *)mutex);
}
Example #26
0
SDL_TimerID
SDL_AddTimer(Uint32 interval, SDL_TimerCallback callback, void *param)
{
    SDL_TimerData *data = &SDL_timer_data;
    SDL_Timer *timer;
    SDL_TimerMap *entry;

    SDL_AtomicLock(&data->lock);
    if (!SDL_AtomicGet(&data->active)) {
        if (SDL_TimerInit() < 0) {
            SDL_AtomicUnlock(&data->lock);
            return 0;
        }
    }

    timer = data->freelist;
    if (timer) {
        data->freelist = timer->next;
    }
    SDL_AtomicUnlock(&data->lock);

    if (timer) {
        SDL_RemoveTimer(timer->timerID);
    } else {
        timer = (SDL_Timer *)SDL_malloc(sizeof(*timer));
        if (!timer) {
            SDL_OutOfMemory();
            return 0;
        }
    }
    timer->timerID = SDL_AtomicIncRef(&data->nextID);
    timer->callback = callback;
    timer->param = param;
    timer->interval = interval;
    timer->scheduled = SDL_GetTicks() + interval;
    SDL_AtomicSet(&timer->canceled, 0);

    entry = (SDL_TimerMap *)SDL_malloc(sizeof(*entry));
    if (!entry) {
        SDL_free(timer);
        SDL_OutOfMemory();
        return 0;
    }
    entry->timer = timer;
    entry->timerID = timer->timerID;

    SDL_LockMutex(data->timermap_lock);
    entry->next = data->timermap;
    data->timermap = entry;
    SDL_UnlockMutex(data->timermap_lock);

    /* Add the timer to the pending list for the timer thread */
    SDL_AtomicLock(&data->lock);
    timer->next = data->pending;
    data->pending = timer;
    SDL_AtomicUnlock(&data->lock);

    /* Wake up the timer thread if necessary */
    SDL_SemPost(data->sem);

    return entry->timerID;
}
Example #27
0
File: net.cpp Project: ufoai/ufoai
/**
 * @sa Qcommon_Frame
 */
void NET_Wait (int timeout)
{
	struct timeval tv;
	int ready;

	fd_set read_fds_out;
	fd_set write_fds_out;

	memcpy(&read_fds_out, &read_fds, sizeof(read_fds_out));
	memcpy(&write_fds_out, &write_fds, sizeof(write_fds_out));

	/* select() won't notice that loopback streams are ready, so we'll
	 * eliminate the delay directly */
	if (loopback_ready)
		timeout = 0;

	tv.tv_sec = timeout / 1000;
	tv.tv_usec = 1000 * (timeout % 1000);
#ifdef _WIN32
	if (read_fds_out.fd_count == 0) {
		Sys_Sleep(timeout);
		ready = 0;
	} else
#endif
		ready = select(maxfd, &read_fds_out, &write_fds_out, nullptr, &tv);

	if (ready == -1) {
		Com_Printf("select failed: %s\n", netStringError(netError));
		return;
	}

	if (ready == 0 && !loopback_ready)
		return;

	if (server_socket != INVALID_SOCKET && FD_ISSET(server_socket, &read_fds_out)) {
		const SOCKET client_socket = accept(server_socket, nullptr, 0);
		if (client_socket == INVALID_SOCKET) {
			if (errno != EAGAIN)
				Com_Printf("accept on socket %d failed: %s\n", server_socket, netStringError(netError));
		} else
			do_accept(client_socket);
	}

	for (int i = 0; i < MAX_STREAMS; i++) {
		struct net_stream* s = streams[i];

		if (!s)
			continue;

		if (s->loopback) {
			/* If the peer is gone and the buffer is empty, close the stream */
			if (!s->loopback_peer && NET_StreamGetLength(s) == 0) {
				NET_StreamClose(s);
			}
			/* Note that s is potentially invalid after the callback returns - we'll close dead streams on the next pass */
			else if (s->ready && s->func) {
				s->func(s);
			}

			continue;
		}

		if (s->socket == INVALID_SOCKET)
			continue;

		if (FD_ISSET(s->socket, &write_fds_out)) {
			if (dbuffer_len(s->outbound) == 0) {
				FD_CLR(s->socket, &write_fds);

				/* Finished streams are closed when their outbound queues empty */
				if (s->finished)
					NET_StreamClose(s);

				continue;
			}

			char buf[4096];
			int len;
			{
				const ScopedMutex scopedMutex(netMutex);
				len = s->outbound->get(buf, sizeof(buf));
				len = send(s->socket, buf, len, 0);

				s->outbound->remove(len);
			}

			if (len < 0) {
				Com_Printf("write on socket %d failed: %s\n", s->socket, netStringError(netError));
				NET_StreamClose(s);
				continue;
			}

			Com_DPrintf(DEBUG_SERVER, "wrote %d bytes to stream %d (%s)\n", len, i, NET_StreamPeerToName(s, buf, sizeof(buf), true));
		}

		if (FD_ISSET(s->socket, &read_fds_out)) {
			char buf[4096];
			const int len = recv(s->socket, buf, sizeof(buf), 0);
			if (len <= 0) {
				if (len == -1)
					Com_Printf("read on socket %d failed: %s\n", s->socket, netStringError(netError));
				NET_StreamClose(s);
				continue;
			} else {
				if (s->inbound) {
					SDL_LockMutex(netMutex);
					s->inbound->add(buf, len);
					SDL_UnlockMutex(netMutex);

					Com_DPrintf(DEBUG_SERVER, "read %d bytes from stream %d (%s)\n", len, i, NET_StreamPeerToName(s, buf, sizeof(buf), true));

					/* Note that s is potentially invalid after the callback returns */
					if (s->func)
						s->func(s);

					continue;
				}
			}
		}
	}

	for (int i = 0; i < MAX_DATAGRAM_SOCKETS; i++) {
		struct datagram_socket* s = datagram_sockets[i];

		if (!s)
			continue;

		if (FD_ISSET(s->socket, &write_fds_out)) {
			if (s->queue) {
				struct datagram* dgram = s->queue;
				const int len = sendto(s->socket, dgram->msg, dgram->len, 0, (struct sockaddr* )dgram->addr, s->addrlen);
				if (len == -1)
					Com_Printf("sendto on socket %d failed: %s\n", s->socket, netStringError(netError));
				/* Regardless of whether it worked, we don't retry datagrams */
				s->queue = dgram->next;
				Mem_Free(dgram->msg);
				Mem_Free(dgram->addr);
				Mem_Free(dgram);
				if (!s->queue)
					s->queue_tail = &s->queue;
			} else {
				FD_CLR(s->socket, &write_fds);
			}
		}

		if (FD_ISSET(s->socket, &read_fds_out)) {
			char buf[256];
			char addrbuf[256];
			socklen_t addrlen = sizeof(addrbuf);
			const int len = recvfrom(s->socket, buf, sizeof(buf), 0, (struct sockaddr* )addrbuf, &addrlen);
			if (len == -1)
				Com_Printf("recvfrom on socket %d failed: %s\n", s->socket, netStringError(netError));
			else
				s->func(s, buf, len, (struct sockaddr* )addrbuf);
		}
	}

	loopback_ready = false;
}
static int feed_input_buffer(JNIEnv *env, IJKFF_Pipenode *node, int64_t timeUs, int *enqueue_count)
{
    IJKFF_Pipenode_Opaque *opaque   = node->opaque;
    FFPlayer              *ffp      = opaque->ffp;
    IJKFF_Pipeline        *pipeline = opaque->pipeline;
    VideoState            *is       = ffp->is;
    Decoder               *d        = &is->viddec;
    PacketQueue           *q        = d->queue;
    sdl_amedia_status_t    amc_ret  = 0;
    int                    ret      = 0;
    ssize_t  input_buffer_index = 0;
    uint8_t* input_buffer_ptr   = NULL;
    size_t   input_buffer_size  = 0;
    size_t   copy_size          = 0;
    int64_t  time_stamp         = 0;

    if (enqueue_count)
        *enqueue_count = 0;

    if (d->queue->abort_request) {
        ret = 0;
        goto fail;
    }

    if (!d->packet_pending || d->queue->serial != d->pkt_serial) {
#if AMC_USE_AVBITSTREAM_FILTER
#else
        H264ConvertState convert_state = {0, 0};
#endif
        AVPacket pkt;
        do {
            if (d->queue->nb_packets == 0)
                SDL_CondSignal(d->empty_queue_cond);
            if (ffp_packet_queue_get_or_buffering(ffp, d->queue, &pkt, &d->pkt_serial, &d->finished) < 0) {
                ret = -1;
                goto fail;
            }
            if (ffp_is_flush_packet(&pkt) || opaque->acodec_flush_request) {
                // request flush before lock, or never get mutex
                opaque->acodec_flush_request = true;
                SDL_LockMutex(opaque->acodec_mutex);
                if (SDL_AMediaCodec_isStarted(opaque->acodec)) {
                    if (opaque->input_packet_count > 0) {
                        // flush empty queue cause error on OMX.SEC.AVC.Decoder (Nexus S)
                        SDL_AMediaCodec_flush(opaque->acodec);
                        opaque->input_packet_count = 0;
                    }
                    // If codec is configured in synchronous mode, codec will resume automatically
                    // SDL_AMediaCodec_start(opaque->acodec);
                }
                opaque->acodec_flush_request = false;
                SDL_CondSignal(opaque->acodec_cond);
                SDL_UnlockMutex(opaque->acodec_mutex);
                d->finished = 0;
                d->next_pts = d->start_pts;
                d->next_pts_tb = d->start_pts_tb;
            }
        } while (ffp_is_flush_packet(&pkt) || d->queue->serial != d->pkt_serial);
        av_free_packet(&d->pkt);
        d->pkt_temp = d->pkt = pkt;
        d->packet_pending = 1;
#if AMC_USE_AVBITSTREAM_FILTER
        // d->pkt_temp->data could be allocated by av_bitstream_filter_filter
        if (d->bfsc_ret > 0) {
            if (d->bfsc_data)
                av_freep(&d->bfsc_data);
            d->bfsc_ret = 0;
        }
        d->bfsc_ret =
            av_bitstream_filter_filter(opaque->bsfc, opaque->avctx, NULL, &d->pkt_temp.data, &d->pkt_temp.size,
                                       d->pkt.data, d->pkt.size, d->pkt.flags & AV_PKT_FLAG_KEY);
        if (d->bfsc_ret > 0) {
            d->bfsc_data = d->pkt_temp.data;
        } else if (d->bfsc_ret < 0) {
            ALOGE("%s: av_bitstream_filter_filter failed\n", __func__);
            ret = -1;
            goto fail;
        }

        if (d->pkt_temp.size == d->pkt.size + opaque->avctx->extradata_size) {
            d->pkt_temp.data += opaque->avctx->extradata_size;
            d->pkt_temp.size  = d->pkt.size;
        }

        AMCTRACE("bsfc->filter(%d): %p[%d] -> %p[%d]", d->bfsc_ret, d->pkt.data, (int)d->pkt.size, d->pkt_temp.data, (int)d->pkt_temp.size);
#else
#if 0
        AMCTRACE("raw [%d][%d] %02x%02x%02x%02x%02x%02x%02x%02x", (int)d->pkt_temp.size,
            (int)opaque->nal_size,
            d->pkt_temp.data[0],
            d->pkt_temp.data[1],
            d->pkt_temp.data[2],
            d->pkt_temp.data[3],
            d->pkt_temp.data[4],
            d->pkt_temp.data[5],
            d->pkt_temp.data[6],
            d->pkt_temp.data[7]);
#endif
        convert_h264_to_annexb(d->pkt_temp.data, d->pkt_temp.size, opaque->nal_size, &convert_state);
        int64_t time_stamp = d->pkt_temp.pts;
        if (!time_stamp && d->pkt_temp.dts)
            time_stamp = d->pkt_temp.dts;
        if (time_stamp > 0) {
            time_stamp = av_rescale_q(time_stamp, is->video_st->time_base, AV_TIME_BASE_Q);
        } else {
            time_stamp = 0;
        }
#if 0
        AMCTRACE("input[%d][%d][%lld,%lld (%d, %d) -> %lld] %02x%02x%02x%02x%02x%02x%02x%02x", (int)d->pkt_temp.size,
            (int)opaque->nal_size,
            (int64_t)d->pkt_temp.pts,
            (int64_t)d->pkt_temp.dts,
            (int)is->video_st->time_base.num,
            (int)is->video_st->time_base.den,
            (int64_t)time_stamp,
            d->pkt_temp.data[0],
            d->pkt_temp.data[1],
            d->pkt_temp.data[2],
            d->pkt_temp.data[3],
            d->pkt_temp.data[4],
            d->pkt_temp.data[5],
            d->pkt_temp.data[6],
            d->pkt_temp.data[7]);
#endif
#endif
    }

    if (d->pkt_temp.data) {
        // reconfigure surface if surface changed
        // NULL surface cause no display
        if (ffpipeline_is_surface_need_reconfigure(pipeline)) {
            // request reconfigure before lock, or never get mutex
            opaque->acodec_reconfigure_request = true;
            SDL_LockMutex(opaque->acodec_mutex);
            ret = reconfigure_codec_l(env, node);
            opaque->acodec_reconfigure_request = false;
            SDL_CondSignal(opaque->acodec_cond);
            SDL_UnlockMutex(opaque->acodec_mutex);
            if (ret != 0) {
                ALOGE("%s: reconfigure_codec failed\n", __func__);
                ret = 0;
                goto fail;
            }

            SDL_LockMutex(opaque->acodec_first_dequeue_output_mutex);
            while (!q->abort_request &&
                !opaque->acodec_reconfigure_request &&
                !opaque->acodec_flush_request &&
                opaque->acodec_first_dequeue_output_request) {
                SDL_CondWaitTimeout(opaque->acodec_first_dequeue_output_cond, opaque->acodec_first_dequeue_output_mutex, 1000);
            }
            SDL_UnlockMutex(opaque->acodec_first_dequeue_output_mutex);

            if (q->abort_request || opaque->acodec_reconfigure_request || opaque->acodec_flush_request) {
                ret = 0;
                goto fail;
            }
        }

        // no need to decode without surface
        if (!opaque->jsurface) {
            ret = amc_decode_picture_fake(node, 1000);
            goto fail;
        }

        input_buffer_index = SDL_AMediaCodec_dequeueInputBuffer(opaque->acodec, timeUs);
        if (input_buffer_index < 0) {
            if (SDL_AMediaCodec_isInputBuffersValid(opaque->acodec)) {
                // timeout
                ret = 0;
                goto fail;
            } else {
                // exception
                ret = amc_decode_picture_fake(node, 1000);
                goto fail;
            }
        } else {
            // remove all fake pictures
            if (opaque->fake_pictq.nb_packets > 0)
                ffp_packet_queue_flush(&opaque->fake_pictq);
        }

        input_buffer_ptr = SDL_AMediaCodec_getInputBuffer(opaque->acodec, input_buffer_index, &input_buffer_size);
        if (!input_buffer_ptr) {
            ALOGE("%s: SDL_AMediaCodec_getInputBuffer failed\n", __func__);
            ret = -1;
            goto fail;
        }

        copy_size = FFMIN(input_buffer_size, d->pkt_temp.size);
        memcpy(input_buffer_ptr, d->pkt_temp.data, copy_size);

        time_stamp = d->pkt_temp.pts;
        if (!time_stamp && d->pkt_temp.dts)
            time_stamp = d->pkt_temp.dts;
        if (time_stamp > 0) {
            time_stamp = av_rescale_q(time_stamp, is->video_st->time_base, AV_TIME_BASE_Q);
        } else {
            time_stamp = 0;
        }
        // ALOGE("queueInputBuffer, %lld\n", time_stamp);
        amc_ret = SDL_AMediaCodec_queueInputBuffer(opaque->acodec, input_buffer_index, 0, copy_size, time_stamp, 0);
        if (amc_ret != SDL_AMEDIA_OK) {
            ALOGE("%s: SDL_AMediaCodec_getInputBuffer failed\n", __func__);
            ret = -1;
            goto fail;
        }
        // ALOGE("%s: queue %d/%d", __func__, (int)copy_size, (int)input_buffer_size);
        opaque->input_packet_count++;
        if (enqueue_count)
            ++*enqueue_count;
    }

    if (input_buffer_size < 0) {
        d->packet_pending = 0;
    } else {
        d->pkt_temp.dts =
        d->pkt_temp.pts = AV_NOPTS_VALUE;
        if (d->pkt_temp.data) {
            d->pkt_temp.data += copy_size;
            d->pkt_temp.size -= copy_size;
            if (d->pkt_temp.size <= 0)
                d->packet_pending = 0;
        } else {
            // FIXME: detect if decode finished
            // if (!got_frame) {
                d->packet_pending = 0;
                d->finished = d->pkt_serial;
            // }
        }
    }
// add by WilliamShi
ffp->ab_tm = d->pkt_temp.ab_timestamp;
fail:
    return ret;
}
Example #29
0
void video_refresh_timer(void *userdata) {

  VideoState *is = (VideoState *)userdata;
  VideoPicture *vp;
  double actual_delay, delay, sync_threshold, ref_clock, diff;
  
  if(is->video_st) {
    if(is->pictq_size == 0) {
      schedule_refresh(is, 1);
    } else {
      vp = &is->pictq[is->pictq_rindex];

      is->video_current_pts = vp->pts;
      is->video_current_pts_time = av_gettime();

      delay = vp->pts - is->frame_last_pts; /* the pts from last time */
      if(delay <= 0 || delay >= 1.0) {
	/* if incorrect delay, use previous one */
	delay = is->frame_last_delay;
      }
      /* save for next time */
      is->frame_last_delay = delay;
      is->frame_last_pts = vp->pts;

      /* update delay to sync to audio if not master source */
      if(is->av_sync_type != AV_SYNC_VIDEO_MASTER) {
	ref_clock = get_master_clock(is);
	diff = vp->pts - ref_clock;
	
	/* Skip or repeat the frame. Take delay into account
	   FFPlay still doesn't "know if this is the best guess." */
	sync_threshold = (delay > AV_SYNC_THRESHOLD) ? delay : AV_SYNC_THRESHOLD;
	if(fabs(diff) < AV_NOSYNC_THRESHOLD) {
	  if(diff <= -sync_threshold) {
	    delay = 0;
	  } else if(diff >= sync_threshold) {
	    delay = 2 * delay;
	  }
	}
      }

      is->frame_timer += delay;
      /* computer the REAL delay */
      actual_delay = is->frame_timer - (av_gettime() / 1000000.0);
      if(actual_delay < 0.010) {
	/* Really it should skip the picture instead */
	actual_delay = 0.010;
      }
      schedule_refresh(is, (int)(actual_delay * 1000 + 0.5));

      /* show the picture! */
      video_display(is);
      
      /* update queue for next picture! */
      if(++is->pictq_rindex == VIDEO_PICTURE_QUEUE_SIZE) {
	is->pictq_rindex = 0;
      }
      SDL_LockMutex(is->pictq_mutex);
      is->pictq_size--;
      SDL_CondSignal(is->pictq_cond);
      SDL_UnlockMutex(is->pictq_mutex);
    }
  } else {
    schedule_refresh(is, 100);
  }
}
Example #30
0
static void PlayGame()
{
    Uint8 *keystate;
    int quit = 0;
    int turn;
    int prev_ticks = 0, cur_ticks = 0; /* for keeping track of timing */
    int awaiting_respawn = 0;

    /* framerate counter variables */
    int start_time, end_time;
    int frames_drawn = 0;

    /* respawn timer */
    int respawn_timer = -1;
	
    prev_ticks = SDL_GetTicks();
	
    start_time = time(NULL);

    /* Reset the score counters. */
    player.score = 0;
    opponent.score = 0;

    /* Start sound playback. */
    StartAudio();
    StartMusic();

    /* Start the music update thread. */
    music_update_thread = SDL_CreateThread(UpdateMusicThread, NULL);
    if (music_update_thread == NULL) {
	printf("Unable to start music update thread.\n");
    }

    /* Start the game! */
    while ((quit == 0) && network_ok) {

	/* Determine how many milliseconds have passed since
	   the last frame, and update our motion scaling. */
	prev_ticks = cur_ticks;
	cur_ticks = SDL_GetTicks();
	time_scale = (double)(cur_ticks-prev_ticks)/30.0;
				
	/* Update SDL's internal input state information. */
	SDL_PumpEvents();
		
	/* Grab a snapshot of the keyboard. */
	keystate = SDL_GetKeyState(NULL);

	/* Lock the mutex so we can access the player's data. */
	SDL_LockMutex(player_mutex);
		
	/* If this is a network game, take note of variables
	   set by the network thread. These are handled differently
	   for a scripted opponent. */
	if (opponent_type == OPP_NETWORK) {

	    /* Has the opponent respawned? */
	    if (network_opponent_respawn) {
		printf("Remote player has respawned.\n");
		opponent.shields = 100;
		network_opponent_respawn = 0;
		awaiting_respawn = 0;
	    }
		
	    /* Has the local player been hit? */
	    if (local_player_hit) {
		local_player_hit--;
		player.shields -= PHASER_DAMAGE;
		ShowPhaserHit(&player);
				/* No need to check for death, the
				   other computer will tell us. */
	    }
		}

	/* Update phasers. */
	player.firing -= time_scale;
	if (player.firing < 0) player.firing = 0;
	opponent.firing -= time_scale;
	if (opponent.firing < 0) opponent.firing = 0;
	ChargePhasers(&player);

	/* If the local player is destroyed, the respawn timer will
	   start counting. During this time the controls are disabled
	   and explosion sequence occurs. */
	if (respawn_timer >= 0) {
	    respawn_timer++;

	    if (respawn_timer >= ((double)RESPAWN_TIME / time_scale)) {
		respawn_timer = -1;
		InitPlayer(&player);

				/* Set the local_player_respawn flag so the
				   network thread will notify the opponent
				   of the respawn. */
		local_player_respawn = 1;

		SetStatusMessage("GOOD LUCK, WARRIOR!");
	    }
	}

	/* Respond to input and network events, but not if we're in a respawn. */
	if (respawn_timer == -1) {
	    if (keystate[SDLK_q] || keystate[SDLK_ESCAPE]) quit = 1;
			
	    /* Left and right arrow keys control turning. */
	    turn = 0;
	    if (keystate[SDLK_LEFT]) turn += 10;
	    if (keystate[SDLK_RIGHT]) turn -= 10;
			
	    /* Forward and back arrow keys activate thrusters. */
	    player.accel = 0;
	    if (keystate[SDLK_UP]) player.accel = PLAYER_FORWARD_THRUST;
	    if (keystate[SDLK_DOWN]) player.accel = PLAYER_REVERSE_THRUST;
			
	    /* Spacebar fires phasers. */
	    if (keystate[SDLK_SPACE]) {

		if (CanPlayerFire(&player)) {

		    FirePhasers(&player);

		    /* If it's a hit, either notify the opponent
		       or exact the damage. Create a satisfying particle
		       burst. */
		    if (!awaiting_respawn &&
			CheckPhaserHit(&player,&opponent)) {

			ShowPhaserHit(&opponent);
			DamageOpponent();

			/* If that killed the opponent, set the
			   "awaiting respawn" state, to prevent multiple
			   kills. */
			if (opponent.shields <= 0 &&
			    opponent_type == OPP_NETWORK)
			    awaiting_respawn = 1;
       		    }
		}
	    }
			
	    /* Turn. */
	    player.angle += turn * time_scale;
	    if (player.angle < 0) player.angle += 360;
	    if (player.angle >= 360) player.angle -= 360;

	    /* If this is a network game, the remote player will
	       tell us if we've died. Otherwise we have to check
	       for failed shields. */
	    if (((opponent_type == OPP_NETWORK) && local_player_dead) ||
		(player.shields <= 0))
	    {
		printf("Local player has been destroyed.\n");
		local_player_dead = 0;
				
		/* Kaboom! */
		KillPlayer();
				
		/* Respawn. */
		respawn_timer = 0;
	    }
	}

	/* If this is a player vs. computer game, give the computer a chance. */
	if (opponent_type == OPP_COMPUTER) {
	    if (RunGameScript() != 0) {
		fprintf(stderr, "Ending game due to script error.\n");
		quit = 1;
	    }
			
	    /* Check for phaser hits against the player. */
	    if (opponent.firing) {
		if (CheckPhaserHit(&opponent,&player)) {
					
		    ShowPhaserHit(&player);
		    player.shields -= PHASER_DAMAGE;

		    /* Did that destroy the player? */
		    if (respawn_timer < 0 && player.shields <= 0) {
			KillPlayer();
			respawn_timer = 0;
		    }
		}
	    }

	    ChargePhasers(&opponent);
	    UpdatePlayer(&opponent);
	}

	/* Update the player's position. */
	UpdatePlayer(&player);

	/* Update the status information. */
	SetPlayerStatusInfo(player.score, player.shields, player.charge);
	SetOpponentStatusInfo(opponent.score, opponent.shields);

	/* Make the camera follow the player (but impose limits). */
	camera_x = player.world_x - SCREEN_WIDTH/2;
	camera_y = player.world_y - SCREEN_HEIGHT/2;
		
	if (camera_x < 0) camera_x = 0;
	if (camera_x >= WORLD_WIDTH-SCREEN_WIDTH)
	    camera_x = WORLD_WIDTH-SCREEN_WIDTH-1;
	if (camera_y < 0) camera_y = 0;
	if (camera_y >= WORLD_HEIGHT-SCREEN_HEIGHT)
	    camera_y = WORLD_HEIGHT-SCREEN_HEIGHT-1;

	/* Update the particle system. */
	UpdateParticles();

	/* Keep OpenAL happy. */
	UpdateAudio(&player, &opponent);
				
	/* Redraw everything. */
	DrawBackground(screen, camera_x, camera_y);
	DrawParallax(screen, camera_x, camera_y);
	DrawParticles(screen, camera_x, camera_y);
	if (opponent.firing)
	    DrawPhaserBeam(&opponent, screen, camera_x, camera_y);
	if (player.firing)
	    DrawPhaserBeam(&player, screen, camera_x, camera_y);

	if (respawn_timer < 0)
	    DrawPlayer(&player);
	if (!awaiting_respawn)
	    DrawPlayer(&opponent);
	UpdateStatusDisplay(screen);
		
	/* Release the mutex so the networking system can get it.
	   It doesn't stay unlocked for very long, but the networking
	   system should still have plenty of time. */
	SDL_UnlockMutex(player_mutex);
	
	/* Flip the page. */
	SDL_Flip(screen);

	frames_drawn++;
    }

    end_time = time(NULL);
    if (start_time == end_time) end_time++;

    /* Display the average framerate. */
    printf("Drew %i frames in %i seconds, for a framerate of %.2f fps.\n",
	   frames_drawn,
	   end_time-start_time,
	   (float)frames_drawn/(float)(end_time-start_time));


    /* Terminate the music update thread. */
    if (music_update_thread != NULL) {
	SDL_KillThread(music_update_thread);
	music_update_thread = NULL;
    }
	
    /* Stop audio playback. */
    StopAudio();
    StopMusic();
}