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Commit d3782b26 authored by Kevin Hester's avatar Kevin Hester Committed by Mathias Agopian
Browse files

Exit boot animation cleanly.

The desc.txt file can now mark parts as 'must finish cleanly' by using
'c' as the part line prefix rather than 'p'.  If so indicated, if the
bootanimation is asked to quit it will do so only after waiting to
finish that part.

I considered either making init.c service killing smarter or promoting
bootanim to be a bindable service with a requestExit method.  However,
these changes are probably too big/risky given our ship date.  So
I used a property as a mailbox between SurfaceFlinger and bootanim.

Bug: 6679877
Change-Id: I1f8dd9e7da1ea80a483b31fa14c4a5645922d774
parent fe54cb6f
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+35 −5
Original line number Diff line number Diff line
@@ -54,6 +54,7 @@
#define USER_BOOTANIMATION_FILE "/data/local/bootanimation.zip"
#define SYSTEM_BOOTANIMATION_FILE "/system/media/bootanimation.zip"
#define SYSTEM_ENCRYPTED_BOOTANIMATION_FILE "/system/media/bootanimation-encrypted.zip"
#define EXIT_PROP_NAME "service.bootanim.exit"

extern "C" int clock_nanosleep(clockid_t clock_id, int flags,
                           const struct timespec *request,
@@ -297,6 +298,9 @@ bool BootAnimation::threadLoop()
        r = movie();
    }

    // No need to force exit anymore
    property_set(EXIT_PROP_NAME, "0");

    eglMakeCurrent(mDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
    eglDestroyContext(mDisplay, mContext);
    eglDestroySurface(mDisplay, mSurface);
@@ -363,6 +367,8 @@ bool BootAnimation::android()
        const nsecs_t sleepTime = 83333 - ns2us(systemTime() - now);
        if (sleepTime > 0)
            usleep(sleepTime);

        checkExit();
    } while (!exitPending());

    glDeleteTextures(1, &mAndroid[0].name);
@@ -371,6 +377,16 @@ bool BootAnimation::android()
}


void BootAnimation::checkExit() {
    // Allow surface flinger to gracefully request shutdown
    char value[PROPERTY_VALUE_MAX];
    property_get(EXIT_PROP_NAME, value, "0");
    int exitnow = atoi(value);
    if (exitnow) {
        requestExit();
    }
}

bool BootAnimation::movie()
{
    ZipFileRO& zip(mZip);
@@ -397,20 +413,23 @@ bool BootAnimation::movie()
        const char* l = line.string();
        int fps, width, height, count, pause;
        char path[256];
        char pathType;
        if (sscanf(l, "%d %d %d", &width, &height, &fps) == 3) {
            //ALOGD("> w=%d, h=%d, fps=%d", fps, width, height);
            //LOGD("> w=%d, h=%d, fps=%d", width, height, fps);
            animation.width = width;
            animation.height = height;
            animation.fps = fps;
        }
        if (sscanf(l, "p %d %d %s", &count, &pause, path) == 3) {
            //ALOGD("> count=%d, pause=%d, path=%s", count, pause, path);
        else if (sscanf(l, " %c %d %d %s", &pathType, &count, &pause, path) == 4) {
            //LOGD("> type=%c, count=%d, pause=%d, path=%s", pathType, count, pause, path);
            Animation::Part part;
            part.playUntilComplete = pathType == 'c';
            part.count = count;
            part.pause = pause;
            part.path = path;
            animation.parts.add(part);
        }

        s = ++endl;
    }

@@ -472,13 +491,17 @@ bool BootAnimation::movie()
    Region clearReg(Rect(mWidth, mHeight));
    clearReg.subtractSelf(Rect(xc, yc, xc+animation.width, yc+animation.height));

    for (int i=0 ; i<pcount && !exitPending() ; i++) {
    for (int i=0 ; i<pcount ; i++) {
        const Animation::Part& part(animation.parts[i]);
        const size_t fcount = part.frames.size();
        glBindTexture(GL_TEXTURE_2D, 0);

        for (int r=0 ; !part.count || r<part.count ; r++) {
            for (int j=0 ; j<fcount && !exitPending(); j++) {
            // Exit any non playuntil complete parts immediately
            if(exitPending() && !part.playUntilComplete)
                break;

            for (int j=0 ; j<fcount && (!exitPending() || part.playUntilComplete) ; j++) {
                const Animation::Frame& frame(part.frames[j]);
                nsecs_t lastFrame = systemTime();

@@ -525,8 +548,15 @@ bool BootAnimation::movie()
                        err = clock_nanosleep(CLOCK_MONOTONIC, TIMER_ABSTIME, &spec, NULL);
                    } while (err<0 && errno == EINTR);
                }

                checkExit();
            }

            usleep(part.pause * ns2us(frameDuration));

            // For infinite parts, we've now played them at least once, so perhaps exit
            if(exitPending() && !part.count)
                break;
        }

        // free the textures for this part
+3 −0
Original line number Diff line number Diff line
@@ -70,6 +70,7 @@ private:
            int pause;
            String8 path;
            SortedVector<Frame> frames;
            bool playUntilComplete;
        };
        int fps;
        int width;
@@ -82,6 +83,8 @@ private:
    bool android();
    bool movie();

    void checkExit();

    sp<SurfaceComposerClient>       mSession;
    AssetManager mAssets;
    Texture     mAndroid[2];