gamemode: officially move to github.com/hexops/mach-gamemode
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
This commit is contained in:
parent
37635992d7
commit
3501cebb8b
14 changed files with 0 additions and 807 deletions
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@ -12,7 +12,6 @@ const projects = [_][]const u8{
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"earcut",
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"ecs",
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"freetype",
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"gamemode",
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"glfw",
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"gpu",
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"gpu-dawn",
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2
libs/gamemode/.gitattributes
vendored
2
libs/gamemode/.gitattributes
vendored
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@ -1,2 +0,0 @@
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* text=auto eol=lf
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upstream/** linguist-vendored
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1
libs/gamemode/.github/FUNDING.yml
vendored
1
libs/gamemode/.github/FUNDING.yml
vendored
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@ -1 +0,0 @@
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github: slimsag
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@ -1,5 +0,0 @@
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Please send your change to [the main repository](https://github.com/hexops/mach/tree/main/libs/gamemode) instead, sorry for the trouble!
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This helps us avoid some complex merge conflicts we run into when changes are made to both repositories and history needs to be reconciled. Keeping PRs in just that repository enables us to use `git subtree` to trivially keep the two repositories in sync.
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Once your PR is merged over there, it'll automatically sync to this repository.
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18
libs/gamemode/.gitignore
vendored
18
libs/gamemode/.gitignore
vendored
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@ -1,18 +0,0 @@
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# This file is for zig-specific build artifacts.
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# If you have OS-specific or editor-specific files to ignore,
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# such as *.swp or .DS_Store, put those in your global
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# ~/.gitignore and put this in your ~/.gitconfig:
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#
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# [core]
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# excludesfile = ~/.gitignore
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#
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# Cheers!
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# -andrewrk
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zig-cache/
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zig-out/
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/release/
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/debug/
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/build/
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/build-*/
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/docgen_tmp/
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@ -1,13 +0,0 @@
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|||
Copyright 2021, Hexops Contributors (given via the Git commit history).
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||||
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||||
All documentation, image, sound, font, and 2D/3D model files are CC-BY-4.0 licensed unless
|
||||
otherwise noted. You may get a copy of this license at https://creativecommons.org/licenses/by/4.0
|
||||
|
||||
Files in a directory with a separate LICENSE file may contain files under different license terms,
|
||||
described within that LICENSE file.
|
||||
|
||||
All other files are licensed under the Apache License, Version 2.0 (see LICENSE-APACHE or http://www.apache.org/licenses/LICENSE-2.0)
|
||||
or the MIT license (see LICENSE-MIT or http://opensource.org/licenses/MIT), at your option.
|
||||
|
||||
All files in the project without exclusions may not be copied, modified, or distributed except
|
||||
according to the terms above.
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||||
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@ -1,202 +0,0 @@
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|
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Apache License
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TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION
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@ -1,25 +0,0 @@
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Copyright (c) 2021 Hexops Contributors (given via the Git commit history).
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Permission is hereby granted, free of charge, to any
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Software without restriction, including without
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is furnished to do so, subject to the following
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The above copyright notice and this permission notice
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shall be included in all copies or substantial portions
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of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF
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ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED
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TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A
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PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT
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SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
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CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
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OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR
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IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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DEALINGS IN THE SOFTWARE.
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|
|
@ -1,33 +0,0 @@
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# mach/gamemode - leverage Linux gamemode from Zig
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`mach/gamemode` allows Linux games written in Zig to _request gamemode be enabled_ if the user's machine already has it installed/present. Otherwise, it simply does nothing (there are no dependencies and your game will still run on all Linux machines that do not have gamemode installed.)
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|
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This is preferred as it means your game will automatically invoke gamemode for the user when running, rather than them having to manually enable it.
|
||||
|
||||
This repository is a separate copy of the same library in the [main Mach repository](https://github.com/hexops/mach), and is automatically kept in sync, so that anyone can use this library in their own project if they like!
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|
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## What is Linux GameMode?
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Used by titles such as DiRT 4, and many Tomb Raider and Total War games, [GameMode](https://github.com/FeralInteractive/gamemode) is a daemon/lib combo for Linux that allows games to request a set of optimisations be temporarily applied to the host OS and/or a game process, including:
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> CPU governor
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> I/O priority
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> Process niceness
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> Kernel scheduler (SCHED_ISO)
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||||
> Screensaver inhibiting
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||||
> GPU performance mode (NVIDIA and AMD), GPU overclocking (NVIDIA)
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||||
> Custom scripts
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||||
|
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GameMode packages are available for Ubuntu, Debian, Solus, Arch, Gentoo, Fedora, OpenSUSE, Mageia and possibly more.
|
||||
|
||||
## Join the community
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||||
|
||||
Join the Mach community [on Discord](https://discord.gg/XNG3NZgCqp) to discuss this project, ask questions, get help, etc.
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||||
|
||||
## Issues
|
||||
|
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Issues are tracked in the [main Mach repository](https://github.com/hexops/mach/issues?q=is%3Aissue+is%3Aopen+label%3Agamemode).
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## Contributing
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Contributions are very welcome. Pull requests must be sent to [the main repository](https://github.com/hexops/mach/tree/main/libs/gamemode) to avoid some complex merge conflicts we'd get by accepting contributions in both repositories. Once the changes are merged there, they'll get sync'd to this repository automatically.
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@ -1,23 +0,0 @@
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const std = @import("std");
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var _module: ?*std.build.Module = null;
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pub fn module(b: *std.Build) *std.build.Module {
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if (_module) |m| return m;
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_module = b.createModule(.{
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.source_file = .{ .path = sdkPath("/src/main.zig") },
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});
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return _module.?;
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}
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pub fn link(step: *std.build.CompileStep) void {
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step.addIncludePath(sdkPath("/upstream/include"));
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}
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||||
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fn sdkPath(comptime suffix: []const u8) []const u8 {
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||||
if (suffix[0] != '/') @compileError("suffix must be an absolute path");
|
||||
return comptime blk: {
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||||
const root_dir = std.fs.path.dirname(@src().file) orelse ".";
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||||
break :blk root_dir ++ suffix;
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||||
};
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||||
}
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||||
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@ -1,6 +0,0 @@
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#!/usr/bin/env bash
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||||
rm ./gamemode/gamemode_client.h
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||||
wget --output-document ./gamemode/gamemode_client.h "https://github.com/FeralInteractive/gamemode/raw/master/lib/gamemode_client.h"
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||||
|
||||
# The output from translate-c isn't perfect, so we need this fix
|
||||
zig translate-c ./gamemode/gamemode_client.h -lc | sed "s#functor\(.*\)@alignCast\(.*\),\(.*\))#functor\1\3#" > ./gamemode_client.zig
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@ -1,76 +0,0 @@
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//! Note: All the above requests can be blocking - dbus requests can and will block while the daemon
|
||||
//! handles the request. It is not recommended to make these calls in performance critical code
|
||||
const builtin = @import("builtin");
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||||
pub const c = @cImport(@cInclude("gamemode_client.h"));
|
||||
|
||||
pub const GamemodeError = error{
|
||||
RequestFailed,
|
||||
RequestRejected,
|
||||
QueryFailed,
|
||||
};
|
||||
|
||||
pub const GamemodeStatus = enum(c_int) {
|
||||
Inactive = 0,
|
||||
Active = 1,
|
||||
/// Gamemode is active and the client is registered
|
||||
ActiveAndRegistered = 2,
|
||||
};
|
||||
|
||||
/// Request gamemode starts
|
||||
pub fn requestStart() GamemodeError!void {
|
||||
if (c.gamemode_request_start() == -1)
|
||||
return GamemodeError.RequestFailed;
|
||||
}
|
||||
|
||||
/// Request gamemode ends
|
||||
pub fn requestEnd() GamemodeError!void {
|
||||
if (c.gamemode_request_end() == -1)
|
||||
return GamemodeError.RequestFailed;
|
||||
}
|
||||
|
||||
/// Query the current status of gamemode
|
||||
pub fn queryStatus() GamemodeError!GamemodeStatus {
|
||||
const status = c.gamemode_query_status();
|
||||
if (status == -1)
|
||||
return GamemodeError.QueryFailed;
|
||||
|
||||
return @intToEnum(GamemodeStatus, status);
|
||||
}
|
||||
|
||||
/// Request gamemode starts for another process
|
||||
pub fn requestStartFor(pid: c.pid_t) GamemodeError!void {
|
||||
const res = c.gamemode_request_start_for(pid);
|
||||
if (res == 0) {
|
||||
return;
|
||||
} else if (res == -1) {
|
||||
return GamemodeError.RequestFailed;
|
||||
} else if (res == -2) {
|
||||
return GamemodeError.RequestRejected;
|
||||
}
|
||||
}
|
||||
|
||||
/// Request gamemode ends for another process
|
||||
pub fn requestEndFor(pid: c.pid_t) GamemodeError!void {
|
||||
const res = c.gamemode_request_end_for(pid);
|
||||
if (res == 0) {
|
||||
return;
|
||||
} else if (res == -1) {
|
||||
return GamemodeError.RequestFailed;
|
||||
} else if (res == -2) {
|
||||
return GamemodeError.RequestRejected;
|
||||
}
|
||||
}
|
||||
|
||||
/// Query the current status of gamemode for another process
|
||||
pub fn queryStatusFor(pid: c.pid_t) GamemodeError!GamemodeStatus {
|
||||
const status = c.gamemode_query_status_for(pid);
|
||||
if (status == -1)
|
||||
return GamemodeError.QueryFailed;
|
||||
|
||||
return @intToEnum(GamemodeStatus, status);
|
||||
}
|
||||
|
||||
/// Get an error string
|
||||
pub fn errorString() []const u8 {
|
||||
return @import("std").mem.sliceTo(c.gamemode_error_string(), 0);
|
||||
}
|
||||
|
|
@ -1,26 +0,0 @@
|
|||
Copyright (c) 2017-2022, Feral Interactive
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use in source and binary forms, with or without
|
||||
modification, are permitted provided that the following conditions are met:
|
||||
|
||||
* Redistributions of source code must retain the above copyright notice,
|
||||
this list of conditions and the following disclaimer.
|
||||
* Redistributions in binary form must reproduce the above copyright
|
||||
notice, this list of conditions and the following disclaimer in the
|
||||
documentation and/or other materials provided with the distribution.
|
||||
* Neither the name of Feral Interactive nor the names of its contributors
|
||||
may be used to endorse or promote products derived from this software
|
||||
without specific prior written permission.
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
|
||||
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
|
||||
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
|
||||
ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
|
||||
LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
|
||||
CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
|
||||
SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
|
||||
INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
|
||||
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
|
||||
ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
|
||||
POSSIBILITY OF SUCH DAMAGE.
|
||||
|
|
@ -1,376 +0,0 @@
|
|||
/*
|
||||
|
||||
Copyright (c) 2017-2019, Feral Interactive
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use in source and binary forms, with or without
|
||||
modification, are permitted provided that the following conditions are met:
|
||||
|
||||
* Redistributions of source code must retain the above copyright notice,
|
||||
this list of conditions and the following disclaimer.
|
||||
* Redistributions in binary form must reproduce the above copyright
|
||||
notice, this list of conditions and the following disclaimer in the
|
||||
documentation and/or other materials provided with the distribution.
|
||||
* Neither the name of Feral Interactive nor the names of its contributors
|
||||
may be used to endorse or promote products derived from this software
|
||||
without specific prior written permission.
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
|
||||
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
|
||||
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
|
||||
ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
|
||||
LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
|
||||
CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
|
||||
SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
|
||||
INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
|
||||
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
|
||||
ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
|
||||
POSSIBILITY OF SUCH DAMAGE.
|
||||
|
||||
*/
|
||||
#ifndef CLIENT_GAMEMODE_H
|
||||
#define CLIENT_GAMEMODE_H
|
||||
/*
|
||||
* GameMode supports the following client functions
|
||||
* Requests are refcounted in the daemon
|
||||
*
|
||||
* int gamemode_request_start() - Request gamemode starts
|
||||
* 0 if the request was sent successfully
|
||||
* -1 if the request failed
|
||||
*
|
||||
* int gamemode_request_end() - Request gamemode ends
|
||||
* 0 if the request was sent successfully
|
||||
* -1 if the request failed
|
||||
*
|
||||
* GAMEMODE_AUTO can be defined to make the above two functions apply during static init and
|
||||
* destruction, as appropriate. In this configuration, errors will be printed to stderr
|
||||
*
|
||||
* int gamemode_query_status() - Query the current status of gamemode
|
||||
* 0 if gamemode is inactive
|
||||
* 1 if gamemode is active
|
||||
* 2 if gamemode is active and this client is registered
|
||||
* -1 if the query failed
|
||||
*
|
||||
* int gamemode_request_start_for(pid_t pid) - Request gamemode starts for another process
|
||||
* 0 if the request was sent successfully
|
||||
* -1 if the request failed
|
||||
* -2 if the request was rejected
|
||||
*
|
||||
* int gamemode_request_end_for(pid_t pid) - Request gamemode ends for another process
|
||||
* 0 if the request was sent successfully
|
||||
* -1 if the request failed
|
||||
* -2 if the request was rejected
|
||||
*
|
||||
* int gamemode_query_status_for(pid_t pid) - Query status of gamemode for another process
|
||||
* 0 if gamemode is inactive
|
||||
* 1 if gamemode is active
|
||||
* 2 if gamemode is active and this client is registered
|
||||
* -1 if the query failed
|
||||
*
|
||||
* const char* gamemode_error_string() - Get an error string
|
||||
* returns a string describing any of the above errors
|
||||
*
|
||||
* Note: All the above requests can be blocking - dbus requests can and will block while the daemon
|
||||
* handles the request. It is not recommended to make these calls in performance critical code
|
||||
*/
|
||||
|
||||
#include <stdbool.h>
|
||||
#include <stdio.h>
|
||||
|
||||
#include <dlfcn.h>
|
||||
#include <string.h>
|
||||
|
||||
#include <assert.h>
|
||||
|
||||
#include <sys/types.h>
|
||||
|
||||
static char internal_gamemode_client_error_string[512] = { 0 };
|
||||
|
||||
/**
|
||||
* Load libgamemode dynamically to dislodge us from most dependencies.
|
||||
* This allows clients to link and/or use this regardless of runtime.
|
||||
* See SDL2 for an example of the reasoning behind this in terms of
|
||||
* dynamic versioning as well.
|
||||
*/
|
||||
static volatile int internal_libgamemode_loaded = 1;
|
||||
|
||||
/* Typedefs for the functions to load */
|
||||
typedef int (*api_call_return_int)(void);
|
||||
typedef const char *(*api_call_return_cstring)(void);
|
||||
typedef int (*api_call_pid_return_int)(pid_t);
|
||||
|
||||
/* Storage for functors */
|
||||
static api_call_return_int REAL_internal_gamemode_request_start = NULL;
|
||||
static api_call_return_int REAL_internal_gamemode_request_end = NULL;
|
||||
static api_call_return_int REAL_internal_gamemode_query_status = NULL;
|
||||
static api_call_return_cstring REAL_internal_gamemode_error_string = NULL;
|
||||
static api_call_pid_return_int REAL_internal_gamemode_request_start_for = NULL;
|
||||
static api_call_pid_return_int REAL_internal_gamemode_request_end_for = NULL;
|
||||
static api_call_pid_return_int REAL_internal_gamemode_query_status_for = NULL;
|
||||
|
||||
/**
|
||||
* Internal helper to perform the symbol binding safely.
|
||||
*
|
||||
* Returns 0 on success and -1 on failure
|
||||
*/
|
||||
__attribute__((always_inline)) static inline int internal_bind_libgamemode_symbol(
|
||||
void *handle, const char *name, void **out_func, size_t func_size, bool required)
|
||||
{
|
||||
void *symbol_lookup = NULL;
|
||||
char *dl_error = NULL;
|
||||
|
||||
/* Safely look up the symbol */
|
||||
symbol_lookup = dlsym(handle, name);
|
||||
dl_error = dlerror();
|
||||
if (required && (dl_error || !symbol_lookup)) {
|
||||
snprintf(internal_gamemode_client_error_string,
|
||||
sizeof(internal_gamemode_client_error_string),
|
||||
"dlsym failed - %s",
|
||||
dl_error);
|
||||
return -1;
|
||||
}
|
||||
|
||||
/* Have the symbol correctly, copy it to make it usable */
|
||||
memcpy(out_func, &symbol_lookup, func_size);
|
||||
return 0;
|
||||
}
|
||||
|
||||
/**
|
||||
* Loads libgamemode and needed functions
|
||||
*
|
||||
* Returns 0 on success and -1 on failure
|
||||
*/
|
||||
__attribute__((always_inline)) static inline int internal_load_libgamemode(void)
|
||||
{
|
||||
/* We start at 1, 0 is a success and -1 is a fail */
|
||||
if (internal_libgamemode_loaded != 1) {
|
||||
return internal_libgamemode_loaded;
|
||||
}
|
||||
|
||||
/* Anonymous struct type to define our bindings */
|
||||
struct binding {
|
||||
const char *name;
|
||||
void **functor;
|
||||
size_t func_size;
|
||||
bool required;
|
||||
} bindings[] = {
|
||||
{ "real_gamemode_request_start",
|
||||
(void **)&REAL_internal_gamemode_request_start,
|
||||
sizeof(REAL_internal_gamemode_request_start),
|
||||
true },
|
||||
{ "real_gamemode_request_end",
|
||||
(void **)&REAL_internal_gamemode_request_end,
|
||||
sizeof(REAL_internal_gamemode_request_end),
|
||||
true },
|
||||
{ "real_gamemode_query_status",
|
||||
(void **)&REAL_internal_gamemode_query_status,
|
||||
sizeof(REAL_internal_gamemode_query_status),
|
||||
false },
|
||||
{ "real_gamemode_error_string",
|
||||
(void **)&REAL_internal_gamemode_error_string,
|
||||
sizeof(REAL_internal_gamemode_error_string),
|
||||
true },
|
||||
{ "real_gamemode_request_start_for",
|
||||
(void **)&REAL_internal_gamemode_request_start_for,
|
||||
sizeof(REAL_internal_gamemode_request_start_for),
|
||||
false },
|
||||
{ "real_gamemode_request_end_for",
|
||||
(void **)&REAL_internal_gamemode_request_end_for,
|
||||
sizeof(REAL_internal_gamemode_request_end_for),
|
||||
false },
|
||||
{ "real_gamemode_query_status_for",
|
||||
(void **)&REAL_internal_gamemode_query_status_for,
|
||||
sizeof(REAL_internal_gamemode_query_status_for),
|
||||
false },
|
||||
};
|
||||
|
||||
void *libgamemode = NULL;
|
||||
|
||||
/* Try and load libgamemode */
|
||||
libgamemode = dlopen("libgamemode.so.0", RTLD_NOW);
|
||||
if (!libgamemode) {
|
||||
/* Attempt to load unversioned library for compatibility with older
|
||||
* versions (as of writing, there are no ABI changes between the two -
|
||||
* this may need to change if ever ABI-breaking changes are made) */
|
||||
libgamemode = dlopen("libgamemode.so", RTLD_NOW);
|
||||
if (!libgamemode) {
|
||||
snprintf(internal_gamemode_client_error_string,
|
||||
sizeof(internal_gamemode_client_error_string),
|
||||
"dlopen failed - %s",
|
||||
dlerror());
|
||||
internal_libgamemode_loaded = -1;
|
||||
return -1;
|
||||
}
|
||||
}
|
||||
|
||||
/* Attempt to bind all symbols */
|
||||
for (size_t i = 0; i < sizeof(bindings) / sizeof(bindings[0]); i++) {
|
||||
struct binding *binder = &bindings[i];
|
||||
|
||||
if (internal_bind_libgamemode_symbol(libgamemode,
|
||||
binder->name,
|
||||
binder->functor,
|
||||
binder->func_size,
|
||||
binder->required)) {
|
||||
internal_libgamemode_loaded = -1;
|
||||
return -1;
|
||||
};
|
||||
}
|
||||
|
||||
/* Success */
|
||||
internal_libgamemode_loaded = 0;
|
||||
return 0;
|
||||
}
|
||||
|
||||
/**
|
||||
* Redirect to the real libgamemode
|
||||
*/
|
||||
__attribute__((always_inline)) static inline const char *gamemode_error_string(void)
|
||||
{
|
||||
/* If we fail to load the system gamemode, or we have an error string already, return our error
|
||||
* string instead of diverting to the system version */
|
||||
if (internal_load_libgamemode() < 0 || internal_gamemode_client_error_string[0] != '\0') {
|
||||
return internal_gamemode_client_error_string;
|
||||
}
|
||||
|
||||
/* Assert for static analyser that the function is not NULL */
|
||||
assert(REAL_internal_gamemode_error_string != NULL);
|
||||
|
||||
return REAL_internal_gamemode_error_string();
|
||||
}
|
||||
|
||||
/**
|
||||
* Redirect to the real libgamemode
|
||||
* Allow automatically requesting game mode
|
||||
* Also prints errors as they happen.
|
||||
*/
|
||||
#ifdef GAMEMODE_AUTO
|
||||
__attribute__((constructor))
|
||||
#else
|
||||
__attribute__((always_inline)) static inline
|
||||
#endif
|
||||
int gamemode_request_start(void)
|
||||
{
|
||||
/* Need to load gamemode */
|
||||
if (internal_load_libgamemode() < 0) {
|
||||
#ifdef GAMEMODE_AUTO
|
||||
fprintf(stderr, "gamemodeauto: %s\n", gamemode_error_string());
|
||||
#endif
|
||||
return -1;
|
||||
}
|
||||
|
||||
/* Assert for static analyser that the function is not NULL */
|
||||
assert(REAL_internal_gamemode_request_start != NULL);
|
||||
|
||||
if (REAL_internal_gamemode_request_start() < 0) {
|
||||
#ifdef GAMEMODE_AUTO
|
||||
fprintf(stderr, "gamemodeauto: %s\n", gamemode_error_string());
|
||||
#endif
|
||||
return -1;
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
/* Redirect to the real libgamemode */
|
||||
#ifdef GAMEMODE_AUTO
|
||||
__attribute__((destructor))
|
||||
#else
|
||||
__attribute__((always_inline)) static inline
|
||||
#endif
|
||||
int gamemode_request_end(void)
|
||||
{
|
||||
/* Need to load gamemode */
|
||||
if (internal_load_libgamemode() < 0) {
|
||||
#ifdef GAMEMODE_AUTO
|
||||
fprintf(stderr, "gamemodeauto: %s\n", gamemode_error_string());
|
||||
#endif
|
||||
return -1;
|
||||
}
|
||||
|
||||
/* Assert for static analyser that the function is not NULL */
|
||||
assert(REAL_internal_gamemode_request_end != NULL);
|
||||
|
||||
if (REAL_internal_gamemode_request_end() < 0) {
|
||||
#ifdef GAMEMODE_AUTO
|
||||
fprintf(stderr, "gamemodeauto: %s\n", gamemode_error_string());
|
||||
#endif
|
||||
return -1;
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
/* Redirect to the real libgamemode */
|
||||
__attribute__((always_inline)) static inline int gamemode_query_status(void)
|
||||
{
|
||||
/* Need to load gamemode */
|
||||
if (internal_load_libgamemode() < 0) {
|
||||
return -1;
|
||||
}
|
||||
|
||||
if (REAL_internal_gamemode_query_status == NULL) {
|
||||
snprintf(internal_gamemode_client_error_string,
|
||||
sizeof(internal_gamemode_client_error_string),
|
||||
"gamemode_query_status missing (older host?)");
|
||||
return -1;
|
||||
}
|
||||
|
||||
return REAL_internal_gamemode_query_status();
|
||||
}
|
||||
|
||||
/* Redirect to the real libgamemode */
|
||||
__attribute__((always_inline)) static inline int gamemode_request_start_for(pid_t pid)
|
||||
{
|
||||
/* Need to load gamemode */
|
||||
if (internal_load_libgamemode() < 0) {
|
||||
return -1;
|
||||
}
|
||||
|
||||
if (REAL_internal_gamemode_request_start_for == NULL) {
|
||||
snprintf(internal_gamemode_client_error_string,
|
||||
sizeof(internal_gamemode_client_error_string),
|
||||
"gamemode_request_start_for missing (older host?)");
|
||||
return -1;
|
||||
}
|
||||
|
||||
return REAL_internal_gamemode_request_start_for(pid);
|
||||
}
|
||||
|
||||
/* Redirect to the real libgamemode */
|
||||
__attribute__((always_inline)) static inline int gamemode_request_end_for(pid_t pid)
|
||||
{
|
||||
/* Need to load gamemode */
|
||||
if (internal_load_libgamemode() < 0) {
|
||||
return -1;
|
||||
}
|
||||
|
||||
if (REAL_internal_gamemode_request_end_for == NULL) {
|
||||
snprintf(internal_gamemode_client_error_string,
|
||||
sizeof(internal_gamemode_client_error_string),
|
||||
"gamemode_request_end_for missing (older host?)");
|
||||
return -1;
|
||||
}
|
||||
|
||||
return REAL_internal_gamemode_request_end_for(pid);
|
||||
}
|
||||
|
||||
/* Redirect to the real libgamemode */
|
||||
__attribute__((always_inline)) static inline int gamemode_query_status_for(pid_t pid)
|
||||
{
|
||||
/* Need to load gamemode */
|
||||
if (internal_load_libgamemode() < 0) {
|
||||
return -1;
|
||||
}
|
||||
|
||||
if (REAL_internal_gamemode_query_status_for == NULL) {
|
||||
snprintf(internal_gamemode_client_error_string,
|
||||
sizeof(internal_gamemode_client_error_string),
|
||||
"gamemode_query_status_for missing (older host?)");
|
||||
return -1;
|
||||
}
|
||||
|
||||
return REAL_internal_gamemode_query_status_for(pid);
|
||||
}
|
||||
|
||||
#endif // CLIENT_GAMEMODE_H
|
||||
Loading…
Add table
Add a link
Reference in a new issue