We would like to reuse the animation parts of it in Android things. This refactors the audio part into the _main and gets callbacks from the BootAnimation class at interesting times. This will be the same approach we take to integrate with it. BUG: 37992717 Test: Built locally and pushed to a bullhead, works with sound. Change-Id: I5eaca07c25eeb5edeab07d7ae7a29945e0e2cd37
185 lines
6.1 KiB
C++
185 lines
6.1 KiB
C++
/*
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* Copyright (C) 2007 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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#define LOG_TAG "BootAnimation"
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#include <stdint.h>
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#include <inttypes.h>
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#include <binder/IPCThreadState.h>
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#include <binder/ProcessState.h>
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#include <binder/IServiceManager.h>
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#include <cutils/properties.h>
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#include <sys/resource.h>
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#include <utils/Log.h>
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#include <utils/SystemClock.h>
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#include <utils/threads.h>
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#include <android-base/properties.h>
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#include "BootAnimation.h"
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#include "audioplay.h"
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using namespace android;
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// ---------------------------------------------------------------------------
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namespace {
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// Create a typedef for readability.
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typedef android::BootAnimation::Animation Animation;
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static const char PLAY_SOUND_PROP_NAME[] = "persist.sys.bootanim.play_sound";
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static const char BOOT_COMPLETED_PROP_NAME[] = "sys.boot_completed";
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static const char POWER_CTL_PROP_NAME[] = "sys.powerctl";
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static const char BOOTREASON_PROP_NAME[] = "ro.boot.bootreason";
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static const std::vector<std::string> PLAY_SOUND_BOOTREASON_BLACKLIST {
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"kernel_panic",
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"Panic",
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"Watchdog",
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};
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class InitAudioThread : public Thread {
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public:
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InitAudioThread(uint8_t* exampleAudioData, int exampleAudioLength)
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: Thread(false),
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mExampleAudioData(exampleAudioData),
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mExampleAudioLength(exampleAudioLength) {}
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private:
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virtual bool threadLoop() {
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audioplay::create(mExampleAudioData, mExampleAudioLength);
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// Exit immediately
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return false;
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}
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uint8_t* mExampleAudioData;
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int mExampleAudioLength;
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};
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bool playSoundsAllowed() {
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// Only play sounds for system boots, not runtime restarts.
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if (android::base::GetBoolProperty(BOOT_COMPLETED_PROP_NAME, false)) {
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return false;
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}
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// no audio while shutting down
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if (!android::base::GetProperty(POWER_CTL_PROP_NAME, "").empty()) {
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return false;
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}
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// Read the system property to see if we should play the sound.
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// If it's not present, default to allowed.
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if (!property_get_bool(PLAY_SOUND_PROP_NAME, 1)) {
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return false;
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}
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// Don't play sounds if this is a reboot due to an error.
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char bootreason[PROPERTY_VALUE_MAX];
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if (property_get(BOOTREASON_PROP_NAME, bootreason, nullptr) > 0) {
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for (const auto& str : PLAY_SOUND_BOOTREASON_BLACKLIST) {
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if (strcasecmp(str.c_str(), bootreason) == 0) {
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return false;
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}
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}
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}
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return true;
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}
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} // namespace
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int main()
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{
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setpriority(PRIO_PROCESS, 0, ANDROID_PRIORITY_DISPLAY);
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char value[PROPERTY_VALUE_MAX];
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property_get("debug.sf.nobootanimation", value, "0");
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int noBootAnimation = atoi(value);
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if (!noBootAnimation) {
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property_get("ro.boot.quiescent", value, "0");
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noBootAnimation = atoi(value);
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}
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ALOGI_IF(noBootAnimation, "boot animation disabled");
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if (!noBootAnimation) {
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sp<ProcessState> proc(ProcessState::self());
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ProcessState::self()->startThreadPool();
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// TODO: replace this with better waiting logic in future, b/35253872
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int64_t waitStartTime = elapsedRealtime();
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sp<IServiceManager> sm = defaultServiceManager();
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const String16 name("SurfaceFlinger");
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const int SERVICE_WAIT_SLEEP_MS = 100;
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const int LOG_PER_RETRIES = 10;
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int retry = 0;
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while (sm->checkService(name) == nullptr) {
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retry++;
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if ((retry % LOG_PER_RETRIES) == 0) {
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ALOGW("Waiting for SurfaceFlinger, waited for %" PRId64 " ms",
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elapsedRealtime() - waitStartTime);
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}
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usleep(SERVICE_WAIT_SLEEP_MS * 1000);
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};
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int64_t totalWaited = elapsedRealtime() - waitStartTime;
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if (totalWaited > SERVICE_WAIT_SLEEP_MS) {
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ALOGI("Waiting for SurfaceFlinger took %" PRId64 " ms", totalWaited);
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}
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// TODO: Move audio code to a new class that just exports the callbacks.
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sp<InitAudioThread> initAudioThread = nullptr;
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auto initCallback = [&](const Vector<Animation::Part>& parts) {
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const Animation::Part* partWithAudio = nullptr;
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for (const Animation::Part& part : parts) {
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if (part.audioData != nullptr) {
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partWithAudio = ∂
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}
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}
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if (partWithAudio == nullptr) {
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return;
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}
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ALOGD("found audio.wav, creating playback engine");
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initAudioThread = new InitAudioThread(partWithAudio->audioData,
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partWithAudio->audioLength);
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initAudioThread->run("BootAnimation::InitAudioThread", PRIORITY_NORMAL);
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};
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auto partCallback = [&](int partNumber, const Animation::Part& part,
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int playNumber) {
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// only play audio file the first time we animate the part
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if (playNumber == 0 && part.audioData && playSoundsAllowed()) {
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ALOGD("playing clip for part%d, size=%d",
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partNumber, part.audioLength);
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// Block until the audio engine is finished initializing.
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if (initAudioThread != nullptr) {
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initAudioThread->join();
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}
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audioplay::playClip(part.audioData, part.audioLength);
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}
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};
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// create the boot animation object
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sp<BootAnimation> boot = new BootAnimation(initCallback, partCallback);
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IPCThreadState::self()->joinThreadPool();
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// we've finally played everything we're going to play
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audioplay::setPlaying(false);
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audioplay::destroy();
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}
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return 0;
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}
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