Files
android_development/tools/emulator/opengl/host/libs/libOpenglRender/RenderServer.cpp
David 'Digit' Turner 3abd13d4d6 emulator: opengl: Support named pipes on Win32
This patch adds support for Win32 named pipes for the communication
channel between the Opengl renderer library and its clients.

Named pipes should be much faster than local TCP sockets on this
platform. Note that by default, TCP sockets are still used. The
emulator needs to call setStreamMode(STREAM_MODE_PIPE) to be able
to use these.

Change-Id: I86d36624cf2b7fdd50f41e1e43c908348dca4657
2011-09-13 14:04:49 +02:00

143 lines
3.5 KiB
C++

/*
* Copyright (C) 2011 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include "RenderServer.h"
#include "TcpStream.h"
#ifdef _WIN32
#include "Win32PipeStream.h"
#else
#include "UnixStream.h"
#endif
#include "RenderThread.h"
#include "FrameBuffer.h"
#include <set>
typedef std::set<RenderThread *> RenderThreadsSet;
RenderServer::RenderServer() :
m_listenSock(NULL),
m_exiting(false)
{
}
extern "C" int gRendererStreamMode;
RenderServer *RenderServer::create(int port)
{
RenderServer *server = new RenderServer();
if (!server) {
return NULL;
}
if (gRendererStreamMode == STREAM_MODE_TCP) {
server->m_listenSock = new TcpStream();
} else {
#ifdef _WIN32
server->m_listenSock = new Win32PipeStream();
#else
server->m_listenSock = new UnixStream();
#endif
}
if (server->m_listenSock->listen(port) < 0) {
ERR("RenderServer::create failed to listen on port %d\n", port);
delete server;
return NULL;
}
return server;
}
int RenderServer::Main()
{
RenderThreadsSet threads;
while(1) {
SocketStream *stream = m_listenSock->accept();
if (!stream) {
fprintf(stderr,"Error accepting connection, aborting\n");
break;
}
unsigned int clientFlags;
if (!stream->readFully(&clientFlags, sizeof(unsigned int))) {
fprintf(stderr,"Error reading clientFlags\n");
delete stream;
continue;
}
DBG("\n\n\n\n Got new stream!!!! \n\n\n\n\n");
// check if we have been requested to exit while waiting on accept
if ((clientFlags & IOSTREAM_CLIENT_EXIT_SERVER) != 0) {
m_exiting = true;
break;
}
RenderThread *rt = RenderThread::create(stream);
if (!rt) {
fprintf(stderr,"Failed to create RenderThread\n");
delete stream;
}
if (!rt->start()) {
fprintf(stderr,"Failed to start RenderThread\n");
delete stream;
delete rt;
}
//
// remove from the threads list threads which are
// no longer running
//
for (RenderThreadsSet::iterator n,t = threads.begin();
t != threads.end();
t = n) {
// first find next iterator
n = t;
n++;
// delete and erase the current iterator
// if thread is no longer running
if ((*t)->isFinished()) {
delete (*t);
threads.erase(t);
}
}
// insert the added thread to the list
threads.insert(rt);
DBG("Started new RenderThread\n");
}
//
// Wait for all threads to finish
//
for (RenderThreadsSet::iterator t = threads.begin();
t != threads.end();
t++) {
int exitStatus;
(*t)->wait(&exitStatus);
delete (*t);
}
threads.clear();
//
// de-initialize the FrameBuffer object
//
FrameBuffer::finalize();
return 0;
}