virtual ~LocalServer(void) { QuitAndWait(); // Clear the connection flags... AtomicExchange(g_connectionFlags, (UInt32)0); if(g_onDisconnect) { // After the connection is fully shut down, notify the app. g_onDisconnect(); } // Clear the buffers for all AsyncStreams to guarantee that no event is // stalled waiting for room on a buffer. Then we wait until there there // are no events still writing out. AsyncStream::ClearAll(); while(AtomicGet(g_refcount) > 0) { ThreadSleepMilliseconds(1); } // Finally, release any AsyncStreams that were created during this session // now that we can safely assume there are no events actively trying to // write out to a stream. AsyncStream::Shutdown(); g_varStore.Clear(); if(m_file != NullFileHandle) { CloseFile(m_file); m_file = NullFileHandle; } }
void OpenSLContext::resume() { lock(); if (AtomicExchange(&paused, false)) { for (int i = 0; i < OPENSL_CHANNELS; i++) { OpenSLPlayer *player = AtomicGet(&(players[i])); if (player != NULL) { player->lock(); player->restore(); player->unlock(); } } } unlock(); }
void OpenSLPlayer::restore() { lock(); accessTime = currentTimeMillis(); if (player == NULL) { unlock(); return; } if (isPaused() && AtomicExchange(&resume, false)) { if (AtomicExchange(&reset, false)) (*playerSeek)->SetPosition(playerSeek, 0, SL_SEEKMODE_FAST); (*playerSeek)->SetLoop(playerSeek, AtomicGet(&loop) ? SL_BOOLEAN_TRUE : SL_BOOLEAN_FALSE, 0, SL_TIME_UNKNOWN); (*player)->SetPlayState(player, SL_PLAYSTATE_PLAYING); AtomicSet(&state, SL_PLAYSTATE_PLAYING); } unlock(); }
void OpenSLContext::pause() { lock(); if (!AtomicExchange(&paused, true)) { for (int i = 0; i < OPENSL_CHANNELS; i++) { OpenSLPlayer *player = AtomicGet(&(players[i])); if (player != NULL) { player->lock(); if (player->isPlaying()) { player->pause(); AtomicSet(&player->resume, true); } player->unlock(); } } } unlock(); }
void OpenSLPlayer::setSound(OpenSLSound* sound) { lock(); clear(); SLresult result; locatorFD.locatorType = SL_DATALOCATOR_ANDROIDFD; locatorFD.fd = AtomicGet(&sound->fd); locatorFD.offset = 0; locatorFD.length = AtomicGet(&sound->fileSize); formatMIME.formatType = SL_DATAFORMAT_MIME; formatMIME.mimeType = NULL; formatMIME.containerType = SL_CONTAINERTYPE_UNSPECIFIED; audioSrc.pLocator = &locatorFD; audioSrc.pFormat = &formatMIME; locatorOutMix.locatorType = SL_DATALOCATOR_OUTPUTMIX; locatorOutMix.outputMix = context->outputMixObj; audioSnk.pLocator = (void*)&locatorOutMix; audioSnk.pFormat = NULL; const SLInterfaceID ids[4] = {SL_IID_SEEK, SL_IID_MUTESOLO, SL_IID_VOLUME}; const SLboolean req[4] = {SL_BOOLEAN_TRUE, SL_BOOLEAN_TRUE, SL_BOOLEAN_TRUE}; result = (*context->engine)->CreateAudioPlayer(context->engine, &playerObj, &audioSrc, &audioSnk, 3, ids, req); if (result != SL_RESULT_SUCCESS) { playerObj = NULL; unlock(); return; } result = (*playerObj)->Realize(playerObj, SL_BOOLEAN_FALSE); if (result != SL_RESULT_SUCCESS) { playerObj = NULL; unlock(); return; } result = (*playerObj)->GetInterface(playerObj, SL_IID_PLAY, &player); if (result != SL_RESULT_SUCCESS) { clear(); unlock(); return; } result = (*playerObj)->GetInterface(playerObj, SL_IID_SEEK, &playerSeek); if (result != SL_RESULT_SUCCESS) { clear(); unlock(); return; } result = (*playerObj)->GetInterface(playerObj, SL_IID_MUTESOLO, &playerMuteSolo); if (result != SL_RESULT_SUCCESS) { clear(); unlock(); return; } result = (*playerObj)->GetInterface(playerObj, SL_IID_VOLUME, &playerVolume); if (result != SL_RESULT_SUCCESS) { clear(); unlock(); return; } result = (*player)->RegisterCallback(player, EventCallback, (void*)this); if (result != SL_RESULT_SUCCESS) { clear(); unlock(); return; } result = (*player)->SetCallbackEventsMask(player, SL_PLAYEVENT_HEADATEND/* | SL_PLAYEVENT_HEADATMARKER | SL_PLAYEVENT_HEADATNEWPOS | SL_PLAYEVENT_HEADMOVING | SL_PLAYEVENT_HEADSTALLED*/); if (result != SL_RESULT_SUCCESS) { clear(); unlock(); return; } AtomicSetPtr(&(this->sound), sound); accessTime = currentTimeMillis(); unlock(); }
bool OpenSLPlayer::isStopped() { return AtomicGet(&state) == SL_PLAYSTATE_STOPPED; }
bool OpenSLPlayer::isPaused() { return AtomicGet(&state) == SL_PLAYSTATE_PAUSED; }
bool OpenSLPlayer::isPlaying() { return AtomicGet(&state) == SL_PLAYSTATE_PLAYING; }
int get() const { return AtomicGet(m_count); }
// Check to see if (a) a connection is established and (b) that a particular capture feature is enabled on the connection. bool CheckConnectionFlag(CaptureFlag feature) { return (AtomicGet(g_connectionFlags) & feature) != 0; }
// Indicates that the capture system is currently connected... bool IsConnected(void) { return AtomicGet(g_connectionFlags) != 0; }
OpenSLPlayer* OpenSLContext::getFreePlayer(OpenSLSound* sound) { lock(); int empty = -1; int old_index = -1; uint64_t old_access = 0; OpenSLContext_getFreePlayer_repeat: for (int i = 0; i < OPENSL_CHANNELS; i++) { OpenSLPlayer *player = AtomicGet(&(players[i])); if (player == NULL) { empty = i; } else { player->lock(); if ((old_access == 0) || (player->accessTime <= old_access)) { old_index = i; old_access = player->accessTime; } if (player->isStopped()) { unlock(); AtomicSet(&player->resume, false); return player; } player->unlock(); } } if (empty >= 0) { OpenSLPlayer *player; AtomicSet(&(players[empty]), player = new OpenSLPlayer(this)); player->lock(); unlock(); return player; } if (old_index >= 0) { OpenSLPlayer *player = AtomicGet(&(players[old_index])); if (player != NULL) { player->lock(); if (player->isPlaying()) { player->stop(); } AtomicSet(&player->resume, false); unlock(); return player; } } goto OpenSLContext_getFreePlayer_repeat; }
bool OpenSLContext::isPaused() { return AtomicGet(&paused); }
bool Thread::QuitSignaled(void) { return AtomicGet(m_quitSignaled) ? true : false; }
virtual void OnThreadExecute(void) { SetThreadName("CaptureServer"); // Acquire the process name... #if defined(OVR_CAPTURE_WINDOWS) char packageName[64] = {0}; GetModuleFileNameA(NULL, packageName, sizeof(packageName)); if(!packageName[0]) { StringCopy(packageName, "Unknown", sizeof(packageName)); } #else char packageName[64] = {0}; char cmdlinepath[64] = {0}; FormatString(cmdlinepath, sizeof(cmdlinepath), "/proc/%u/cmdline", (unsigned)getpid()); if(ReadFileLine(cmdlinepath, packageName, sizeof(packageName)) <= 0) { StringCopy(packageName, "Unknown", sizeof(packageName)); } #endif while(m_listenSocket && !QuitSignaled()) { // Start auto-discovery thread... ZeroConfigHost *zeroconfig = ZeroConfigHost::Create(g_zeroConfigPort, m_listenPort, packageName); zeroconfig->Start(); // try and accept a new socket connection... SocketAddress streamAddr; m_streamSocket = m_listenSocket->Accept(streamAddr); // Once connected, shut the auto-discovery thread down. zeroconfig->Release(); // If no connection was established, something went totally wrong and we should just abort... if(!m_streamSocket) break; // Before we start sending capture data... first must exchange connection headers... // First attempt to read in the request header from the Client... ConnectionHeaderPacket clientHeader = {0}; if(!m_streamSocket->Receive(&clientHeader, sizeof(clientHeader))) { m_streamSocket->Release(); m_streamSocket = NULL; continue; } // Load our connection flags... const UInt32 connectionFlags = clientHeader.flags & g_initFlags; // Build and send return header... We *always* send the return header so that if we don't // like something (like version number or feature flags), the client has some hint as to // what we didn't like. ConnectionHeaderPacket serverHeader = {0}; serverHeader.size = sizeof(serverHeader); serverHeader.version = ConnectionHeaderPacket::s_version; serverHeader.flags = connectionFlags; if(!m_streamSocket->Send(&serverHeader, sizeof(serverHeader))) { m_streamSocket->Release(); m_streamSocket = NULL; continue; } // Check version number... if(clientHeader.version != serverHeader.version) { m_streamSocket->Release(); m_streamSocket = NULL; continue; } // Check that we have any capture features even turned on... if(!connectionFlags) { m_streamSocket->Release(); m_streamSocket = NULL; continue; } // Finally, send our packet descriptors... const PacketDescriptorHeaderPacket packetDescHeader = { g_numPacketDescs }; if(!m_streamSocket->Send(&packetDescHeader, sizeof(packetDescHeader))) { m_streamSocket->Release(); m_streamSocket = NULL; continue; } if(!m_streamSocket->Send(&g_packetDescs, sizeof(g_packetDescs))) { m_streamSocket->Release(); m_streamSocket = NULL; continue; } // Connection established! // Initialize the per-thread stream system before flipping on g_connectionFlags... AsyncStream::Init(); if(g_onConnect) { // Call back into the app to notify a connection is being established. // We intentionally do this before enabling the connection flags. g_onConnect(connectionFlags); } // Signal that we are connected! AtomicExchange(g_connectionFlags, connectionFlags); // Technically any Labels that get initialized on another thread bettween the barrier and loop // will get sent over the network twice, but OVRMonitor will handle that. g_labelLock.Lock(); for(Label *l=Label::GetHead(); l; l=l->GetNext()) { SendLabelPacket(*l); } g_labelLock.Unlock(); // Start CPU/GPU/Thermal sensors... StandardSensors stdsensors; if(CheckConnectionFlag(Enable_CPU_Clocks) || CheckConnectionFlag(Enable_GPU_Clocks) || CheckConnectionFlag(Enable_Thermal_Sensors)) { stdsensors.Start(); } // Spin as long as we are connected flushing data from our data stream... while(!QuitSignaled()) { const UInt64 flushBeginTime = GetNanoseconds(); const UInt32 waitflags = m_streamSocket->WaitFor(Socket::WaitFlag_Read | Socket::WaitFlag_Write | Socket::WaitFlag_Timeout, 2); if(waitflags & Socket::WaitFlag_Timeout) { // Connection likely failed somehow... break; } if(waitflags & Socket::WaitFlag_Read) { PacketHeader header; VarSetPacket packet; m_streamSocket->Receive((char*)&header, sizeof(header)); if (header.packetID == Packet_Var_Set) { m_streamSocket->Receive((char*)&packet, sizeof(packet)); g_varStore.Set(packet.labelID, packet.value, true); } else { Logf(Log_Warning, "OVR::Capture::RemoteServer; Received Invalid Capture Packet"); } } if(waitflags & Socket::WaitFlag_Write) { // Socket is ready to write data... so now is a good time to flush pending capture data. SocketOutStream outStream(*m_streamSocket); if(!AsyncStream::FlushAll(outStream)) { // Error occured... shutdown the connection. break; } } const UInt64 flushEndTime = GetNanoseconds(); const UInt64 flushDeltaTime = flushEndTime - flushBeginTime; const UInt64 sleepTime = 4000000; // 4ms if(flushDeltaTime < sleepTime) { // Sleep just a bit to keep the thread from killing a core and to let a good chunk of data build up ThreadSleepNanoseconds((UInt32)(sleepTime - flushDeltaTime)); } } // Clear the connection flags... AtomicExchange(g_connectionFlags, (UInt32)0); // Close down our sensor thread... stdsensors.QuitAndWait(); // Connection was closed at some point, lets clean up our socket... m_streamSocket->Shutdown(); m_streamSocket->Release(); m_streamSocket = NULL; if(g_onDisconnect) { // After the connection is fully shut down, notify the app. g_onDisconnect(); } // Clear the buffers for all AsyncStreams to guarantee that no event is // stalled waiting for room on a buffer. Then we wait until there there // are no events still writing out. AsyncStream::ClearAll(); while(AtomicGet(g_refcount) > 0) { ThreadSleepMilliseconds(1); } // Finally, release any AsyncStreams that were created during this session // now that we can safely assume there are no events actively trying to // write out to a stream. AsyncStream::Shutdown(); g_varStore.Clear(); } // while(m_listenSocket && !QuitSignaled()) }