Handling clean exit of the renderer when stopOpenGLRenderer is called. This is done by openning a connection to the renderer and flag that it should exit. Added 'clientFlags' field which must be send after every connection is made to the renderer for this purpose. The server will wait for running rendering threads to exit and then will close all EGL/GL resources and will exit. The stopOpenGLRenderer will return only when the renderer has exited. Change-Id: I8272b8ea59d5fc78453bb7bd2d25908068869fa7
127 lines
3.2 KiB
C++
127 lines
3.2 KiB
C++
/*
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* Copyright (C) 2011 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include "RenderServer.h"
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#include "TcpStream.h"
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#include "RenderThread.h"
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#include "FrameBuffer.h"
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#include <set>
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typedef std::set<RenderThread *> RenderThreadsSet;
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RenderServer::RenderServer() :
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m_listenSock(NULL),
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m_exiting(false)
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{
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}
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RenderServer *RenderServer::create(int port)
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{
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RenderServer *server = new RenderServer();
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if (!server) {
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return NULL;
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}
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server->m_listenSock = new TcpStream();
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if (server->m_listenSock->listen(port) < 0) {
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ERR("RenderServer::create failed to listen on port %d\n", port);
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delete server;
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return NULL;
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}
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return server;
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}
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int RenderServer::Main()
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{
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RenderThreadsSet threads;
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while(1) {
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TcpStream *stream = m_listenSock->accept();
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if (!stream) {
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fprintf(stderr,"Error accepting connection, aborting\n");
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break;
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}
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unsigned int clientFlags;
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if (!stream->readFully(&clientFlags, sizeof(unsigned int))) {
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fprintf(stderr,"Error reading clientFlags\n");
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delete stream;
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continue;
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}
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DBG("\n\n\n\n Got new stream!!!! \n\n\n\n\n");
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// check if we have been requested to exit while waiting on accept
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if ((clientFlags & IOSTREAM_CLIENT_EXIT_SERVER) != 0) {
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m_exiting = true;
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break;
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}
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RenderThread *rt = RenderThread::create(stream);
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if (!rt) {
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fprintf(stderr,"Failed to create RenderThread\n");
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delete stream;
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}
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if (!rt->start()) {
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fprintf(stderr,"Failed to start RenderThread\n");
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delete stream;
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delete rt;
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}
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//
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// remove from the threads list threads which are
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// no longer running
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//
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for (RenderThreadsSet::iterator n,t = threads.begin();
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t != threads.end();
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t = n) {
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// first find next iterator
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n = t;
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n++;
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// delete and erase the current iterator
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// if thread is no longer running
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if ((*t)->isFinished()) {
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delete (*t);
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threads.erase(t);
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}
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}
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// insert the added thread to the list
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threads.insert(rt);
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printf("Started new RenderThread\n");
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}
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//
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// Wait for all threads to finish
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//
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for (RenderThreadsSet::iterator t = threads.begin();
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t != threads.end();
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t++) {
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int exitStatus;
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(*t)->wait(&exitStatus);
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delete (*t);
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}
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threads.clear();
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//
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// de-initialize the FrameBuffer object
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//
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FrameBuffer::finalize();
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return 0;
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}
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