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286 Commits
Author SHA1 Message Date
Cameron Gutman 6182553d79 Version 0.10.0 2019-04-07 13:21:02 -07:00
Cameron Gutman 905a0cdac1 Make GFE-reported errors more clear 2019-04-07 12:21:05 -07:00
Cameron Gutman f20ddcf26d Fix long delay in LiStopConnection() that can cause a hang on quit 2019-04-06 15:28:48 -07:00
Cameron Gutman fe26098c2b Fix quitting via Command-Q on macOS 2019-04-06 15:22:14 -07:00
Cameron Gutman 2354a0a640 Fix unresponsive GUI on quit if a polling operation is in progress 2019-04-06 13:11:36 -07:00
Cameron Gutman 7c3f09c70c Update poor connection behavior 2019-04-06 12:25:35 -07:00
Cameron Gutman caf5350fe6 Update SDL_GameControllerDB to e411d95fcda34c19270c2d12335fc47512a87dec 2019-04-06 12:06:52 -07:00
Cameron Gutman 84084835ce Refactor and fix the GridView centering code to avoid flipping between states 2019-04-06 11:48:58 -07:00
Cameron Gutman 7f38a67ede Fix brown-paper-bag bug in 948910bfa2 2019-04-03 21:13:12 -07:00
Cameron Gutman 54383b84ec Fix random deadlocks on window resize with the software decoder due to processing window messages off the render thread 2019-04-03 20:44:50 -07:00
Cameron Gutman 948910bfa2 Don't open the app context menu for mouse clicks 2019-04-03 20:27:00 -07:00
Cameron Gutman ce5dac07d3 Ensure the anchor hack stays in sync with changing margins prior to Qt 5.12 2019-04-01 22:12:49 -07:00
Cameron Gutman d4b0057423 Minor tweak to the label layout of running apps 2019-04-01 20:55:11 -07:00
Cameron Gutman de8b12f594 Fix grid view margins and scroll bar positioning on Qt 5.9 2019-04-01 20:40:52 -07:00
Cameron Gutman 69e31a0a37 Redesign the app view UI to feature larger game artwork and less text 2019-04-01 19:49:33 -07:00
Cameron Gutman c383cd39f4 Fix text wrapping with giant error messages 2019-04-01 18:31:13 -07:00
Cameron Gutman e88d2f0ab2 Add files and scripts to build for Steam Link 2019-03-31 23:26:17 -07:00
Cameron Gutman 32535578a0 Use newlines for the help text separator on the unmapped gamepad dialog 2019-03-31 20:10:56 -07:00
Cameron Gutman 2e9af8fef0 Fix focus and rejection of Yes/No dialogs on SL 2019-03-31 19:40:30 -07:00
Cameron Gutman 0aa87aacc6 Fix focus issues after dismissal of consecutive dialogs (like Add PC -> Add PC error) 2019-03-31 19:32:17 -07:00
Cameron Gutman bc38c302ed Cap the maximum width of the error dialogs 2019-03-31 19:05:38 -07:00
Cameron Gutman c724902508 Clean up code for new QC2 dialogs and remove some unused imports 2019-03-31 17:44:19 -07:00
Cameron Gutman 73604020d7 Rewrite dialog code to use Quick Controls 2 2019-03-31 17:24:25 -07:00
Cameron Gutman 060a00b9c7 Consolidate help handling into ErrorMessageDialog 2019-03-31 15:16:48 -07:00
Cameron Gutman 2cd32bf25a Move the cursor into the lower right corner on SL 2019-03-31 13:58:27 -07:00
Cameron Gutman 81ad1a18fa Fix error dialog focus issues after dismissal on Steam Link 2019-03-31 13:57:57 -07:00
Cameron Gutman 1d94903eef Add a hack to ensure the layout anchors work properly on Qt 5.11 and earlier 2019-03-30 12:28:18 -07:00
Cameron Gutman 2d7dcb495c Remove CAPABILITY_DIRECT_SUBMIT for the video decoder because it can block for significant time periods when D3D9 is reconfiguring display settings (and holding the D3D global lock)
This can cause false reports of packet loss.
2019-03-29 23:38:23 -07:00
Cameron Gutman bc580c9aaa Ensure SdlGamepadKeyNavigation is only re-enabled after the sessionFinished() callback to avoid conflicts with SdlInputHandler 2019-03-29 23:20:43 -07:00
Cameron Gutman f8e2740532 Add placeholder text when no PCs are present 2019-03-27 18:13:20 -07:00
Cameron Gutman a079ecd20b Improve transitions and eliminate conflicting anchor warnings 2019-03-27 01:28:46 -07:00
Cameron Gutman 89c8725766 Improve Add PC dialog readability on Windows 2019-03-27 00:39:25 -07:00
Cameron Gutman da7d532564 Move Add PC button to toolbar 2019-03-26 21:31:51 -07:00
Cameron Gutman 4752d4966d Improve Add PC dialog to have a proper text field 2019-03-26 21:12:53 -07:00
Cameron Gutman 50f47f1ed5 Fix handling of screen saver after fa4c0e82bd and reset background events hint for UI after streaming 2019-03-26 21:11:24 -07:00
Cameron Gutman 26bdc3e1d5 Avoid using ANGLE on debug builds due to assert issues on Qt 5.12.2 2019-03-24 19:23:02 -07:00
Cameron Gutman 764360c0f3 Avoid doing non-trivial work in onCheckedChanged on settings page load 2019-03-24 19:15:35 -07:00
Cameron Gutman 08482577eb Fix connection termination dialog regression from 03c0be0720 2019-03-24 15:19:38 -07:00
Cameron Gutman cabbba2448 Move status update overlay to bottom left for SDL 2019-03-23 21:14:21 -07:00
Cameron Gutman c48ed7bb0d Fix undefined variable usage after 2703efedef 2019-03-23 20:25:19 -07:00
Cameron Gutman fa4c0e82bd Only initialize the video subsystem once per launch 2019-03-23 17:46:42 -07:00
Cameron Gutman c0bf8b9c25 Remove redundant initializtion of SDL video 2019-03-23 14:26:08 -07:00
Cameron Gutman d2cff86c97 Refactor SdlGamepadKeyNavigation to avoid multiple reinitializations of SDL 2019-03-23 14:15:55 -07:00
Cameron Gutman 03c0be0720 Only display help options on platforms with web browsers 2019-03-23 13:51:34 -07:00
Cameron Gutman a3361363e4 Remove duplicate data files on Linux 2019-03-23 12:20:01 -07:00
Cameron Gutman 40e142c5c7 Add force feedback to feature list 2019-03-23 12:14:43 -07:00
Cameron Gutman 2703efedef Improve performance of looking up static system properties 2019-03-23 12:05:08 -07:00
Cameron Gutman c313f1a20b Embed our data files inside the binary with QRC 2019-03-23 10:45:44 -07:00
Cameron Gutman b7116657d9 Add SLAudio renderer for Steam Link 2019-03-22 23:08:10 -07:00
Cameron Gutman 2bf3f1b94b Refactor Steam Link support files 2019-03-22 22:51:08 -07:00
Cameron Gutman b78a7971d9 Fix the launch warning toasts on Qt 5.9 2019-03-22 21:30:06 -07:00
Cameron Gutman 5079bc4976 Fix SDL video initialization on Steam Link 2019-03-22 21:11:17 -07:00
Cameron Gutman 555032c15c Add fallback font hack for Steam Link 2019-03-22 20:53:02 -07:00
Cameron Gutman bcff327565 Use QRC URLs for the initialView value to fix loading from the QRC blob 2019-03-22 19:21:04 -07:00
Cameron Gutman e95ff989b1 Allow DXVA2 renderer blacklists to be bypassed 2019-03-21 20:44:30 -07:00
Cameron Gutman 018e8999e2 Add connection status overlay for the VT renderer 2019-03-18 20:56:53 -07:00
Cameron Gutman f624a1817e Add preference and tweak connection warning 2019-03-18 20:21:52 -07:00
Cameron Gutman 202a643e5a Fix size of the status update overlay on DXVA2 2019-03-17 15:12:25 -07:00
Cameron Gutman c75b9c9221 Add connection status overlay for DXVA2 and SDL 2019-03-17 15:08:21 -07:00
Cameron Gutman 9a6f5ba1a8 Improve speed of process termination on exit 2019-03-17 12:23:13 -07:00
Cameron Gutman 052194714a Adjust thread priorities based on recent refactoring 2019-03-17 00:45:31 -07:00
Cameron Gutman 5ccb4a8b7f Improve busy PC error text 2019-03-17 00:33:52 -07:00
Cameron Gutman 7c3cec0451 Add EZFRD32.dll and EZFRD64.dll to blacklist based on crash reports 2019-03-17 00:23:32 -07:00
Cameron Gutman b79d3b31b3 Disable minimize on focus loss by default 2019-03-17 00:20:47 -07:00
Cameron Gutman bf5d43d0cf Use SDL_HINT_OVERRIDE for critical hints 2019-03-17 00:18:15 -07:00
Cameron Gutman f2ac570949 Rebuild SDL2 (5dc13016cf) with USE_D3D9EX 2019-03-16 23:52:40 -07:00
Cameron Gutman 37636ef1eb Allow other SSL errors as long as the cert is correct 2019-03-16 19:01:55 -07:00
Cameron Gutman c540bec824 Remove logging hack now that Qt 5.12.2 fixes the bug 2019-03-16 16:59:49 -07:00
Cameron Gutman 9288cfa684 Basic support for building as UWP app 2019-03-13 01:02:04 -07:00
Cameron Gutman b1de8b703b Update bug report template for Snap package 2019-03-06 21:32:51 -08:00
Cameron Gutman ccd0777ce9 Use a Loader to be able to use StackView.onActivated to trigger stream start 2019-03-02 20:55:50 -08:00
Cameron Gutman 49b67b3e18 Adjust QGnomePlatform hack to avoid disabling desktop settings awareness. Fixes #185 2019-03-02 19:50:05 -08:00
Cameron Gutman bc97168dc7 Update moonlight-common-c 2019-03-02 14:14:54 -08:00
Cameron Gutman 0ec04df334 Hide hint text when the connection completes 2019-03-02 14:13:32 -08:00
Cameron Gutman 26d7946b4a Fix toolbar hiding in quit segue 2019-03-02 14:13:14 -08:00
Cameron Gutman 292cc579cf Partially revert 8037fb76fc to fix mouse polling issues on Windows 2019-03-02 14:11:30 -08:00
Cameron Gutman 8492482e55 Add a script to create a zip of Qt PDBs 2019-02-26 19:10:17 -08:00
Cameron Gutman ac8183feee Fix selection loss when going back caused by previous commit 2019-02-22 22:44:09 -08:00
Cameron Gutman 8037fb76fc Use StackView activation callbacks to perform init and cleanup since visibility callbacks aren't guaranteed to run in any order 2019-02-22 22:14:06 -08:00
Cameron Gutman 754a14941b Update Windows build to OpenSSL 1.1.0k to fix App Verifier TLS warning 2019-02-22 21:14:40 -08:00
Konstantin Budnikov e32bc1a0a3 SDL_HapticRumblePlay rumble for gamepad without SDL_HAPTIC_LEFTRIGHT support (#181) 2019-02-20 19:22:38 -08:00
Cameron Gutman e5a8b49c93 Limit the number of queued frames in Pacer to prevent excessive memory consumption if the renderer gets blocked for a while 2019-02-18 12:13:45 -08:00
Cameron Gutman b6872456cd Version 0.9.1 2019-02-17 13:13:57 -08:00
Cameron Gutman 2a12b018da Fix special key combos on non-QWERTY latin keyboards 2019-02-17 13:07:54 -08:00
Cameron Gutman f64486c88f Version 0.9.0 2019-02-17 00:18:42 -08:00
Cameron Gutman 80a40ac5f9 Increase frame drop threshold 2019-02-16 23:13:35 -08:00
Cameron Gutman a1956350b1 Rename pacing drop to jitter drop to be less confusing for users 2019-02-16 23:04:25 -08:00
Cameron Gutman 2c09875556 Fix input handler cleanup on startup failure 2019-02-16 01:39:31 -08:00
Cameron Gutman 561eed4cbd Use 2 concurrent jobs on Travis CI 2019-02-16 00:59:00 -08:00
Cameron Gutman a8f72df7f8 Fix in-tree builds 2019-02-16 00:42:09 -08:00
Cameron Gutman ab4127f940 Use presence of a frame after rendering rather than render time for frame dropping 2019-02-15 22:44:52 -08:00
Cameron Gutman f03d12b677 Use a separate render thread even with a V-Sync source 2019-02-15 22:09:50 -08:00
Cameron Gutman 81c6202582 Rename renderFrameAtVsync() to renderFrame() in preparation for further refactoring 2019-02-15 21:07:02 -08:00
Cameron Gutman 6cab2bec61 Don't trust VT to tell us whether decode is supported 2019-02-15 19:10:21 -08:00
Cameron Gutman 94ffda653c Update SDL_GameControllerDB to add new mappings 2019-02-15 19:00:30 -08:00
Cameron Gutman c2268b45f6 Merge pull request #177 from konst2/master
Fix hotkeys for non-latin keyboard layouts
2019-02-15 18:57:24 -08:00
Cameron Gutman 38b8a59fe5 Adjust overlay color for more contrast 2019-02-15 18:53:40 -08:00
Cameron Gutman 640e3213ee Copy the required data files into place for building in the IDE 2019-02-15 18:47:42 -08:00
Cameron Gutman b1799009b3 Use the Path class to lookup ModeSeven.ttf 2019-02-15 18:13:36 -08:00
Cameron Gutman f8e693a060 Drop samples to account for lost time reinitializing audio. Fixes #176 2019-02-14 22:32:54 -08:00
Cameron Gutman aba806bc32 Implement debug overlay for VideoToolbox renderer 2019-02-13 20:55:52 -08:00
Cameron Gutman b1fb3f2391 Set FFmpeg log level at debug until first frame is rendered 2019-02-13 18:34:59 -08:00
konst2 041e901c61 Fix hotkeys for non-latin keyboard layouts 2019-02-13 19:56:44 +03:00
Cameron Gutman bb72134992 Attempt to fix Travis CI Linux build 2019-02-12 23:25:23 -08:00
Cameron Gutman f83853c2fb OverlayManager now manages font size for the overlays 2019-02-12 22:36:56 -08:00
Cameron Gutman d5f7b20be3 Update common-c with sign extension fix 2019-02-12 22:24:47 -08:00
Cameron Gutman b878d64460 Check rumble controller number is within the supported range 2019-02-12 22:05:55 -08:00
Cameron Gutman 5397e8ae1a Don't use SDL_GameControllerGetPlayerIndex() because the indexes may be non-contiguous (and wrong) on XInput 2019-02-12 22:04:05 -08:00
Cameron Gutman 46bd8ad83d Add debug overlay for SDL renderer 2019-02-12 21:55:15 -08:00
Cameron Gutman 4dac57cf8c Add SDL2_ttf dependency for Linux 2019-02-12 21:38:51 -08:00
Cameron Gutman 95cb026446 Add SDL2_ttf for macOS 2019-02-12 21:32:11 -08:00
Cameron Gutman 76ea714257 Add SDL2_ttf for Windows 2019-02-12 21:18:55 -08:00
Cameron Gutman 5788fa7204 Make OverlayManager own the overlay color setting 2019-02-12 20:39:10 -08:00
Cameron Gutman d077c6450f Split SdlRenderer from renderer.h 2019-02-12 19:58:36 -08:00
Cameron Gutman 4499ed3878 Work around dialog rendering issue with QGnomePlatform. Fixes #161 2019-02-12 19:45:14 -08:00
Cameron Gutman feb5e3bc78 Fix SDL_WasInit asserts firing due to lifetime management issues with SdlInputHandler 2019-02-12 19:30:02 -08:00
Cameron Gutman 23f1060756 Polish the resume/quit buttons 2019-02-12 19:07:48 -08:00
Cameron Gutman 6ed512e762 Provide a renderer callback when the overlay data changes 2019-02-12 18:43:38 -08:00
Cameron Gutman 947970e07b Shortcut decoder initialization when only using it for capability testing 2019-02-12 18:42:53 -08:00
Cameron Gutman df567b405a Minor bugfixes to haptics 2019-02-11 21:55:56 -08:00
MINICOM\mrb11 7b0596d9df Add controller rumble support. 2019-02-11 21:39:55 -08:00
Cameron Gutman 4b7200ae69 Don't display the connection terminated dialog for intended disconnects 2019-02-10 02:19:37 -08:00
Cameron Gutman 710648f3f4 Fix QuitSegue -> StreamSegue transition to be direct via replacement and disallow toolbar interactions 2019-02-09 21:15:17 -08:00
Cameron Gutman d2002b6a62 Fix SOPS issues causing 720p60 settings on non-standard resolutions and FPS values 2019-02-09 20:37:11 -08:00
Cameron Gutman 8de42b3199 Fix gamepad menu focus and dismissal issues 2019-02-09 19:59:01 -08:00
Cameron Gutman 48e78d2cd3 Don't allow focus on invisible menu items 2019-02-09 19:21:43 -08:00
Cameron Gutman 1fd099db70 Log when StretchRect() fails 2019-02-09 18:47:57 -08:00
Cameron Gutman 2986a40c5a Fix some gamepads working for UI navigation but not in game 2019-01-29 22:01:05 -08:00
Cameron Gutman 8bb6d4d0d9 Fix VDPAU scaling on AMD cards. Fixes #171 2019-01-29 20:52:41 -08:00
Cameron Gutman 00f08578ee Update common-c to fix IDR issue on GFE 3.17 2019-01-29 20:18:03 -08:00
Cameron Gutman 6a514c7f51 Update readme to point to Snap package 2019-01-29 18:30:56 -08:00
Cameron Gutman 21aad643f3 Use 32 pixel alignment for HEVC to fix Intel green line issue 2019-01-28 21:26:27 -08:00
Cameron Gutman 8687448966 Use StretchRect() on Intel GPUs or if VideoProcessBlt() fails 2019-01-28 19:18:43 -08:00
Cameron Gutman 6fcc8b721b Add a button for quitting the running app 2019-01-26 23:57:02 -08:00
Cameron Gutman b4bbd58c77 Add long press action on PC view for touchscreens 2019-01-26 23:11:09 -08:00
Cameron Gutman 1a45b8f07a Fix dialog box styles 2019-01-26 21:45:32 -08:00
Cameron Gutman 4471a858db Fix miscounted pacer dropped frames in non-pacing mode 2019-01-22 21:21:29 -08:00
Cameron Gutman 22e712af5a Add v-sync text to stats overlay 2019-01-22 20:55:58 -08:00
Cameron Gutman 9799b82d53 Improve long render time logic 2019-01-22 20:55:35 -08:00
Cameron Gutman 78915e0b99 Use a separate render thread when not using frame pacing 2019-01-22 20:31:31 -08:00
Cameron Gutman c9cc65aae7 Fix appstream metadata release date for v0.8.1 2019-01-22 19:07:14 -08:00
Cameron Gutman a4edd9d202 Submit frame directly from the decoder thread to avoid interference from the main thread 2019-01-21 20:27:37 -08:00
Cameron Gutman 7747624c80 Revert "Wake up main thread immediately after new frame is pushed"
This reverts commit aab7191a44.
2019-01-21 20:10:13 -08:00
Cameron Gutman aab7191a44 Wake up main thread immediately after new frame is pushed 2019-01-21 18:57:14 -08:00
Cameron Gutman 1f972b1828 Require several consecutive long render times to drop a frame 2019-01-21 17:58:42 -08:00
Cameron Gutman 58b77cf589 Fix inaccurate pacer drop and network drop percentages and add total FPS stat 2019-01-21 17:43:15 -08:00
Cameron Gutman c064f87889 Drop a frame if the rendering time exceeds the v-sync period 2019-01-20 19:59:29 -08:00
Cameron Gutman d6b4c8e7da Avoid blocking decoding operations during Present calls 2019-01-20 14:08:53 -08:00
Cameron Gutman 49f0b45fa8 Update build requirements for Windows 2019-01-20 11:58:30 -08:00
Cameron Gutman b19c4bfc5d Add performance overlay for DXVA2 renderer 2019-01-19 23:05:56 -08:00
Cameron Gutman e944c819d9 Add prefix for NvLogLevel enum values 2019-01-19 21:32:35 -08:00
Cameron Gutman 75f631599c Ensure all polling threads are dead before destroying hosts, even ones that have been detached by stopPollingAsync() 2019-01-19 19:18:50 -08:00
Cameron Gutman e0bebeae25 Allow theme overrides via environment variables 2019-01-19 17:06:35 -08:00
Cameron Gutman 32e7ddf272 Version 0.8.1 2019-01-08 00:48:49 -08:00
Cameron Gutman 7091e0324e Update macOS builds to FFmpeg 4.1 2019-01-07 21:43:18 -08:00
Cameron Gutman 8f8532921c Update FFmpeg build script for Mac to avoid manual steps 2019-01-07 21:39:59 -08:00
Cameron Gutman e9936992ec Update Windows builds to FFmpeg 4.1 2019-01-07 21:08:08 -08:00
Cameron Gutman 6375055b3e Set scripts executable 2019-01-07 20:34:56 -08:00
Cameron Gutman 88b1ea296c Remove video bitrate tooltip since audio is accounted for during remote streaming 2019-01-06 15:41:00 -08:00
Cameron Gutman 2a13a869f3 Don't allow the scroll wheel to move the bitrate slider 2019-01-06 15:39:54 -08:00
Cameron Gutman 89c342bb6f Introduce more granular HTTP timeouts 2019-01-06 14:35:33 -08:00
Cameron Gutman 067f5e33aa Increase audio buffer on Linux to 25 ms. Fixes #147. Fixes #157. 2019-01-06 13:49:20 -08:00
Cameron Gutman 33695f1c6b Update common-c to reduce audio latency 2019-01-06 13:29:06 -08:00
Cameron Gutman 52ef84873e Remove excess latency control logic from SDL renderer, since it doesn't appear to work very well anyway 2019-01-06 13:28:43 -08:00
Cameron Gutman c21ba5c808 Allow the audio renderer to be overriden by the ML_AUDIO environment variable 2019-01-06 13:28:05 -08:00
Cameron Gutman 6cf408f12b Update macOS build steps 2019-01-05 19:23:01 -08:00
Cameron Gutman 8bdc2d285d Rename macOS build output to match final release name 2019-01-05 19:06:00 -08:00
Cameron Gutman a66fbcd6be Use version.txt for Info.plist too 2019-01-05 18:53:17 -08:00
Cameron Gutman 93402a62fc Archive symbol ZIP to ML_SYMBOL_ARCHIVE folder 2019-01-05 18:20:53 -08:00
Cameron Gutman 2a56fb6c70 Add config.test generated files to gitignore 2019-01-05 18:10:20 -08:00
Cameron Gutman 8276c031e9 Name the Windows output binaries to match their final names on GitHub 2019-01-05 18:09:52 -08:00
Cameron Gutman 102e5f6de9 Move the version string into version.txt 2019-01-05 18:08:34 -08:00
Cameron Gutman 1f7bdbfbcb Fail signed release builds if unstaged changes exist 2019-01-05 17:25:40 -08:00
Cameron Gutman f2fdd048c7 Use stun.moonlight-stream.org for STUN 2019-01-04 20:16:27 -08:00
Cameron Gutman 5a2cfc15a6 Ensure WoL works properly on multi-homed hosts. Fixes #135 2019-01-04 20:05:31 -08:00
Cameron Gutman 11c7131875 Replace forgotten clamp to frameCountMax removed by e75dce2543 2019-01-03 18:49:18 -08:00
Cameron Gutman 34aacc90d7 Include version string in update tooltip 2019-01-03 18:00:54 -08:00
Cameron Gutman e75dce2543 Remove one-sample-per-callback write logic to fix crackling at 44.1 KHz. Fixes #152 2019-01-03 17:23:29 -08:00
Cameron Gutman e2774309fb Fix context menus on Qt 5.9 2019-01-02 19:49:06 -08:00
Cameron Gutman dfefdc93c5 Update macOS icns 2019-01-01 19:33:08 -08:00
Cameron Gutman d46ea28bba Merge pull request #151 from Jorys-Paulin/feature/icon-tweaks
Updated Moonlight icon
2019-01-01 19:32:21 -08:00
Cameron Gutman d35c5bcaba Print socket errors when sending WoL packets 2019-01-01 19:20:09 -08:00
Cameron Gutman 2b14856d7f Update common-c for strict remote bitrate logic 2019-01-01 19:03:52 -08:00
Jorys Paulin 3316fdb80e Updated Moonlight icon 2018-12-26 13:29:49 +01:00
Cameron Gutman c5d70c48c9 Fix QMap usage where insertion on read of missing value was not intended 2018-12-26 00:59:30 -08:00
Cameron Gutman 82230ef2f5 Version 0.8.0 2018-12-25 22:29:27 -08:00
Cameron Gutman dcfd3d3e48 Add a debug print for V-sync 2018-12-25 22:19:23 -08:00
Cameron Gutman cb1e2ac32e Avoid filling our client logs with QNetworkReplyHttpImplPrivate warnings 2018-12-25 21:54:20 -08:00
Cameron Gutman ec2c15946a Update audio buffering parameters based on local testing 2018-12-25 21:45:15 -08:00
Cameron Gutman 8be73142f8 Fix cert pinning on macOS 2018-12-25 21:15:59 -08:00
Cameron Gutman d1640e3bb8 Audio latency tweaks and fix for PulseAudio with A2DP 2018-12-25 17:54:18 -08:00
Cameron Gutman 8612e6726d Remove accidentally enabled debug prints 2018-12-25 14:05:55 -08:00
Cameron Gutman 3b4694e9f8 Add libraries required by libsoundio 2018-12-25 14:05:35 -08:00
Cameron Gutman 14cb2e1999 Remove latency drop logic and replace by single frame writes 2018-12-25 14:05:17 -08:00
Cameron Gutman cfabaf334e Add frame pacing toggle 2018-12-25 12:57:00 -08:00
Cameron Gutman c054536fab Count Pacer delay in frame stats 2018-12-25 12:09:45 -08:00
Cameron Gutman 35aac18b4e Improve bitrate slider label and add tooltip 2018-12-25 11:48:34 -08:00
Cameron Gutman de3928cb4d Reduce FPs on the unmapped gamepad dialog 2018-12-25 11:41:48 -08:00
Cameron Gutman 9bf612b800 Update common-c with bitrate fix 2018-12-24 20:10:37 -08:00
Cameron Gutman d9a8d67e3d Use a shared UID for all Moonlight clients 2018-12-22 21:04:44 -08:00
Cameron Gutman 99b0a56a6a Add additional cert pinning assert 2018-12-22 20:05:45 -08:00
Cameron Gutman 61d7aa0400 Require cert pinning for HTTPS 2018-12-22 19:55:28 -08:00
Cameron Gutman 1e98594972 Handle server cert change by pairing again 2018-12-21 19:17:32 -08:00
Cameron Gutman c6383f042c Pin server cert to host during pairing 2018-12-21 18:08:07 -08:00
Cameron Gutman b4d8e0e551 Update bug_report.md 2018-12-19 23:11:15 +04:00
Cameron Gutman d696536486 Version 0.7.0 2018-12-05 22:49:42 -08:00
Cameron Gutman b46a3cf759 Show stream error dialog when launching from the CLI 2018-12-05 22:22:30 -08:00
Cameron Gutman 8a5e3cdb76 Fix returning to app page when start fails 2018-12-05 22:17:26 -08:00
Cameron Gutman 4fb39226ef Fix 'moonlight -v' output on Linux 2018-12-05 22:01:22 -08:00
Cameron Gutman c40174034c Don't kill the app on the host when the session terminates unexpectedly 2018-12-05 20:17:00 -08:00
Cameron Gutman 5029c855f0 Simplify app quitting implementation a bit 2018-12-05 19:49:06 -08:00
Cameron Gutman 2eee839eaa Update moonlight-common-c 2018-12-05 18:47:56 -08:00
Cameron Gutman f42c7fec1e Update SDL GC DB 2018-12-05 18:47:44 -08:00
Janne Hakonen 0ab07303c9 Add quit cli command and app quit option after stream session. Fixes #92 (#138)
* Add quit cli command and app quit option after stream session. Fixes #92

* Code review fixes.
2018-12-05 18:45:28 -08:00
Cameron Gutman ad47990a87 Make update icon more obnoxious so people actually update 2018-12-05 18:40:21 -08:00
Cameron Gutman 1968461ce9 Allow HTTP redirects when checking for updates 2018-12-03 23:29:49 -08:00
Cameron Gutman 8aa3b5d3da Switch to new hostname 2018-12-03 21:48:49 -08:00
Cameron Gutman 23e77eefb0 Rename multi-controller checkbox to be more descriptive 2018-11-29 20:10:47 -08:00
Cameron Gutman 094443cf26 Rename start in windowed mode option to be more accurate 2018-11-28 21:46:14 -08:00
Cameron Gutman b97758ef46 Switch to libsoundio on Linux now that PA works reliably after d1fe752028 2018-11-28 00:13:04 -08:00
Cameron Gutman d1fe752028 Fix busy looping in libsoundio audio renderer when no audio is playing 2018-11-27 23:43:31 -08:00
Cameron Gutman b26df787cd Update to upstream libsoundio 2018-11-27 23:26:15 -08:00
Cameron Gutman 4c5b254730 Add larger downloads section 2018-11-23 02:09:54 -08:00
Cameron Gutman 9a153b7170 Remove unneccessary hardcoded text color for better style support 2018-11-22 02:35:25 -08:00
Cameron Gutman 065a6caee5 Use automatic remote streaming detection 2018-11-21 20:55:25 -08:00
Cameron Gutman 9c7df02941 Avoid duplicate framework copy now that it's handle in the project file 2018-11-20 22:43:10 -08:00
Cameron Gutman c63c5100e2 Version 0.6.4 2018-11-20 22:23:03 -08:00
Cameron Gutman bf05088d70 Remove checks that rely on display modes because they can be inaccurate on machines when the monitor is off 2018-11-20 22:02:43 -08:00
Cameron Gutman e7bb146f92 Allow streaming to match the refresh rate in unsupported mode 2018-11-20 21:47:08 -08:00
Cameron Gutman 688c4a90d9 Use the raw display bounds not the usable display bounds for full-screen calculations 2018-11-18 23:10:30 -08:00
Cameron Gutman 165ad96be1 Fix stack overflow if SDL gamepad initialization fails 2018-11-18 22:04:44 -08:00
Cameron Gutman 115ced7ab4 Only precompile QML files on release builds 2018-11-18 22:04:11 -08:00
Cameron Gutman ef15b5641a Fix accidental dependency on system SDL2.framework when building in the IDE 2018-11-18 21:23:46 -08:00
Cameron Gutman be50464619 Revert "Update SDL2.framework to 2.0.9"
This reverts commit 7254224347.
2018-11-18 16:04:52 -08:00
Cameron Gutman d847b71c86 Fix host virtual gamepads being reconnected during stream startup and causing issues with multiple controllers. Fixes #108 2018-11-18 12:05:17 -08:00
Cameron Gutman dfcc1ff899 Also print gamepad mapping on gamepad attach 2018-11-17 17:23:20 -08:00
Cameron Gutman 65562937f3 Print gamepad GUID string in logs 2018-11-17 17:10:52 -08:00
Cameron Gutman 7b5dc33a21 Version 0.6.3 2018-11-16 01:17:57 -08:00
Cameron Gutman f64c13b9ec Ujpdate common-c with NAT64 fixes 2018-11-16 00:40:42 -08:00
Cameron Gutman 25f70e570e Add timer-based input batching for GFE 3.16 2018-11-15 20:52:07 -08:00
Cameron Gutman b27b64c25c Initialize the SDL timer subsystem 2018-11-15 20:45:32 -08:00
Cameron Gutman bfc64c926a Reorganize settings page now that vertical scrolling works 2018-11-15 16:41:02 -08:00
Cameron Gutman 88ad983aa4 Update common-c for GFE 3.16 2018-11-15 13:11:01 -08:00
Cameron Gutman a95d2e76f5 Fix settings page scrolling. Fixes #106 2018-11-13 18:03:53 -08:00
Cameron Gutman 037886ba5b Add tooltips and update help text 2018-11-04 14:36:12 -08:00
Cameron Gutman 011edfe2a0 Disable any usage of proxy servers 2018-11-04 14:15:53 -08:00
Cameron Gutman 1a5a6773ce Add option to determine if Moonlight launches in full-screen. Fixes #103 2018-11-04 13:57:33 -08:00
Cameron Gutman dda22fd387 Rename mouse acceleration toggle to raw mouse input 2018-11-04 13:31:28 -08:00
Cameron Gutman 7254224347 Update SDL2.framework to 2.0.9 2018-11-03 14:18:17 -07:00
Cameron Gutman 789e52af57 Use SDL_GameControllerGetPlayerIndex() as a hint for picking player indexes 2018-11-03 13:04:34 -07:00
Cameron Gutman b2fcd6c084 Update Windows SDL headers to 2.0.9 2018-11-03 13:01:35 -07:00
Cameron Gutman 76e5794203 Remove SetThreadExecutionState() call now that SDL_DisableScreenSaver() works on Windows 2018-11-03 12:44:14 -07:00
Cameron Gutman a81332dd23 Update SDL2 for Windows to MSVC build of 5dc13016cf34b2c503a7599fabdd4f62d1811fdb 2018-11-03 12:25:38 -07:00
Cameron Gutman e1fab22d98 Fix accidental removal of decoder deletion in previous commit 2018-10-31 18:49:37 -07:00
Cameron Gutman cb5e58d465 Fix use-after-free caught by debug build of SDL2 2018-10-31 18:20:39 -07:00
Cameron Gutman eaeb9ec6f7 Version 0.6.2 2018-10-28 19:57:38 -07:00
Cameron Gutman 88bb17fca8 Change Manufacturer string to "Moonlight Game Streaming Project" 2018-10-28 18:11:07 -07:00
Cameron Gutman f672b8534f Change quit tip based on whether gamepads are attached 2018-10-28 17:59:07 -07:00
Cameron Gutman 839c0a45a0 Avoid polling server status while streaming 2018-10-28 17:53:49 -07:00
Cameron Gutman 974e44ba4c Update common-c for more unique STUN error codes 2018-10-28 17:20:34 -07:00
Cameron Gutman 9461ebec2d Log an error if STUN fails 2018-10-26 20:54:17 -07:00
Cameron Gutman 48d8a53cd6 Resolve WAN address using STUN if the PC is discovered over mDNS 2018-10-26 20:44:51 -07:00
Cameron Gutman 2a8dfd63da Update common-c to include STUN code 2018-10-26 20:22:38 -07:00
Cameron Gutman 49ac431792 Fix calling convention of LoadLibrary hooks which caused x86 builds to crash 2018-10-15 07:41:50 -07:00
Cameron Gutman 8a7c463c52 Version 0.6.1 2018-10-14 23:08:58 -07:00
Cameron Gutman eab77fba7a Fix inability to play audio on sound cards set to 192 KHz sample rate 2018-10-14 22:52:24 -07:00
Cameron Gutman 61d90a5a88 Also display a tooltip when the item is highlighted by gamepad/keyboard 2018-10-14 22:23:08 -07:00
Cameron Gutman ef99f02bc7 Display the tooltip over the text itself and only if it's truncated 2018-10-14 21:39:37 -07:00
Cameron Gutman 9166a604d6 Rename NktHookLib.pdb back to its original name to avoid a link-time warning 2018-10-14 21:14:32 -07:00
Cameron Gutman d5a1189053 Avoid VAAPI on AMD drivers due to a bad memory leak 2018-10-14 20:37:13 -07:00
Cameron Gutman cb52a53922 Remove accidentally committed debugging code 2018-10-14 12:59:13 -07:00
Cameron Gutman 1aff2ff0c3 Fix CoreAudio failure to open device when it contains certain UTF-8 characters. Fixes #104 2018-10-14 11:33:13 -07:00
Cameron Gutman fd63aad3b8 Only avoid HEVC on GFE 3.10 and lower on macOS 2018-10-14 11:28:52 -07:00
Cameron Gutman 9a807a0685 Prevent asserts from being compiled into moonlight-common-c and soundio in release builds 2018-10-14 11:26:29 -07:00
Cameron Gutman 40fc9fa26f Fix Qt 5.9 incompatibility in AutoResizingComboBox. Fixes #107 2018-10-13 20:16:18 -07:00
Cameron Gutman cf0d29d452 Add AntiHooking helper DLL to prevent NahimicOSD.dll from loading into Moonlight and causing us to hang in full-screen mode. Fixes #102 2018-10-13 19:35:21 -07:00
Cameron Gutman e411c207ae Implement quitting Moonlight via gamepad or keyboard. Fixes #100 2018-10-13 00:41:22 -07:00
Cameron Gutman 5df2704ccc Compile h264bitstream as GNU99 on GCC 2018-10-12 21:45:41 -07:00
Cameron Gutman 36f468a599 Fix window icon disappearing when toggling out of full-screen mode on Windows 2018-10-12 20:34:58 -07:00
Cameron Gutman dfae69834a Fix misleading debug print 2018-10-12 20:02:54 -07:00
Cameron Gutman e53b32fa57 Stop polling machines after 5 minutes of inactivity to conserve power 2018-10-12 19:58:29 -07:00
Cameron Gutman 969afac696 Add tool tips to app grid 2018-10-12 19:41:20 -07:00
Cameron Gutman 50d4f267ba Fix font setting in TextMetrics. Fixes #99 2018-10-12 19:19:33 -07:00
Cameron Gutman 33b9caaca9 Compile libsoundio as GNU99 on GCC 2018-10-12 18:02:12 -07:00
Cameron Gutman 4f84843b00 Fixup H.264 SPS for VideoToolbox compatibility. Fixes #98 2018-10-12 17:59:53 -07:00
Cameron Gutman 44f415f94d Sign all deployed binaries in one signtool invocation 2018-10-11 18:45:29 -07:00
299 changed files with 31373 additions and 2019 deletions
+14 -5
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@@ -13,19 +13,28 @@ Any special steps that are required for the bug to appear.
**Screenshots**
If applicable, add screenshots to help explain your problem. If the issue is related to video glitching or poor quality, please include screenshots.
**Affected games**
List the games you've tried that exhibit the issue. To see if the issue is game-specific, try streaming Steam Big Picture with Moonlight and see if the issue persists there.
**Moonlight settings (please complete the following information)**
- Have any settings been adjusted from defaults?
- If so, which settings have been changed?
- Does the problem still occur after reverting settings back to default?
**Client PC details (please complete the following information)**
- OS: [e.g. Windows 10 1803]
- Moonlight Version: [e.g. v0.2.0]
- OS: [e.g. Windows 10 1809]
- Moonlight Version: [e.g. v0.9.0]
**Logs (please attach)**
**Server PC details (please complete the following information)**
- OS: [e.g. Windows 10 1809]
- GeForce Experience version: [e.g. 3.16.0.140]
- Nvidia GPU driver: [e.g. 417.35]
**Moonlight Logs (please attach)**
- On Windows, `Moonlight-###.log` files can be found in `%TEMP%`. Simply type that into the File Explorer path field to navigate there.
- On macOS, `Moonlight-###.log` files can be found in `/tmp`. In Finder, press Cmd+Shift+G, then type `/tmp` to navigate there.
- On Linux, logs print to the terminal when running via `flatpak run com.moonlight_stream.Moonlight`
- On Linux with the Flatpak, logs print to the terminal when running with the command: `flatpak run com.moonlight_stream.Moonlight`
- On Linux with the Snap, logs print to the terminal when running with the command: `moonlight`
**Additional context**
Add any other context about the problem here.
Anything else you think may be relevant to the issue
+3 -1
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@@ -2,4 +2,6 @@
**/.vs/
build/
build/
config.tests/*/.qmake.stash
config.tests/*/Makefile
+3
View File
@@ -10,3 +10,6 @@
[submodule "soundio/libsoundio"]
path = soundio/libsoundio
url = https://github.com/andrewrk/libsoundio.git
[submodule "h264bitstream/h264bitstream"]
path = h264bitstream/h264bitstream
url = https://github.com/aizvorski/h264bitstream.git
+8 -5
View File
@@ -3,6 +3,9 @@ language: cpp
git:
depth: 1
env:
- NJOBS=2
matrix:
include:
- os: osx
@@ -14,13 +17,12 @@ matrix:
addons:
apt:
sources:
- sourceline: 'ppa:beineri/opt-qt596-xenial'
- sourceline: 'ppa:beineri/opt-qt597-xenial'
- sourceline: 'ppa:jonathonf/ffmpeg-4'
packages:
- qt59base
- qt59quickcontrols2
- qt59svg
- qt59multimedia
- libesd0-dev
- libgl-dev
- libegl1-mesa-dev
@@ -35,7 +37,8 @@ matrix:
install:
- '[ "$TRAVIS_OS_NAME" != osx ] || brew install qt5'
- '[ "$TRAVIS_OS_NAME" != osx ] || brew link --force qt5'
- if [[ "$TRAVIS_OS_NAME" = "linux" ]]; then export SDL2_VER=2.0.8 && wget https://www.libsdl.org/release/SDL2-$SDL2_VER.tar.gz && tar -xvf SDL2-$SDL2_VER.tar.gz && cd SDL2-$SDL2_VER && ./configure && make && sudo make install && cd ..; fi
- if [[ "$TRAVIS_OS_NAME" = "linux" ]]; then export SDL2_VER=2.0.9 && wget https://www.libsdl.org/release/SDL2-$SDL2_VER.tar.gz && tar -xvf SDL2-$SDL2_VER.tar.gz && cd SDL2-$SDL2_VER && ./configure && make -j$NJOBS && sudo make install && cd ..; fi
- if [[ "$TRAVIS_OS_NAME" = "linux" ]]; then export SDL2_TTF_VER=2.0.15 && wget https://www.libsdl.org/projects/SDL_ttf/release/SDL2_ttf-$SDL2_TTF_VER.tar.gz && tar -xvf SDL2_ttf-$SDL2_TTF_VER.tar.gz && cd SDL2_ttf-$SDL2_TTF_VER && ./configure && make -j$NJOBS && sudo make install && cd ..; fi
before_script:
- '[ "$TRAVIS_OS_NAME" != "linux" ] || source /opt/qt59/bin/qt59-env.sh'
@@ -46,5 +49,5 @@ before_script:
script:
- qmake moonlight-qt.pro -spec $QMAKESPEC
- make debug
- make release
- make -j$NJOBS debug
- make -j$NJOBS release
+23
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@@ -0,0 +1,23 @@
QT -= core gui
TARGET = AntiHooking
TEMPLATE = lib
# Support debug and release builds from command line for CI
CONFIG += debug_and_release
# Ensure symbols are always generated
CONFIG += force_debug_info
INCLUDEPATH += $$PWD/../libs/windows/include
contains(QT_ARCH, i386) {
LIBS += -L$$PWD/../libs/windows/lib/x86
}
contains(QT_ARCH, x86_64) {
LIBS += -L$$PWD/../libs/windows/lib/x64
}
LIBS += -lNktHookLib
DEFINES += ANTIHOOKING_LIBRARY
SOURCES += antihookingprotection.cpp
HEADERS += antihookingprotection.h
+165
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@@ -0,0 +1,165 @@
#include "antihookingprotection.h"
#include <NktHookLib.h>
typedef HMODULE (WINAPI *LoadLibraryAFunc)(LPCSTR lpLibFileName);
typedef HMODULE (WINAPI *LoadLibraryWFunc)(LPCWSTR lpLibFileName);
typedef HMODULE (WINAPI *LoadLibraryExAFunc)(LPCSTR lpLibFileName, HANDLE hFile, DWORD dwFlags);
typedef HMODULE (WINAPI *LoadLibraryExWFunc)(LPCWSTR lpLibFileName, HANDLE hFile, DWORD dwFlags);
class AntiHookingProtection
{
public:
static void enable()
{
#ifdef QT_DEBUG
s_HookManager.SetEnableDebugOutput(true);
#endif
HINSTANCE kernel32Handle = NktHookLibHelpers::GetModuleBaseAddress(L"kernel32.dll");
SIZE_T hookId;
s_HookManager.Hook(&hookId, (LPVOID*)&s_RealLoadLibraryA,
NktHookLibHelpers::GetProcedureAddress(kernel32Handle, "LoadLibraryA"),
(LPVOID)AntiHookingProtection::LoadLibraryAHook);
s_HookManager.Hook(&hookId, (LPVOID*)&s_RealLoadLibraryW,
NktHookLibHelpers::GetProcedureAddress(kernel32Handle, "LoadLibraryW"),
(LPVOID)AntiHookingProtection::LoadLibraryWHook);
s_HookManager.Hook(&hookId, (LPVOID*)&s_RealLoadLibraryExA,
NktHookLibHelpers::GetProcedureAddress(kernel32Handle, "LoadLibraryExA"),
(LPVOID)AntiHookingProtection::LoadLibraryExAHook);
s_HookManager.Hook(&hookId, (LPVOID*)&s_RealLoadLibraryExW,
NktHookLibHelpers::GetProcedureAddress(kernel32Handle, "LoadLibraryExW"),
(LPVOID)AntiHookingProtection::LoadLibraryExWHook);
}
private:
static bool isImageBlacklistedW(LPCWSTR lpLibFileName)
{
LPCWSTR dllName;
// If the library has a path prefixed, remove it
dllName = wcsrchr(lpLibFileName, '\\');
if (!dllName) {
// No prefix, so use the full name
dllName = lpLibFileName;
}
else {
// Advance past the backslash
dllName++;
}
// FIXME: We don't currently handle LoadLibrary calls where the
// library name does not include a file extension and the loader
// automatically assumes .dll.
for (int i = 0; i < ARRAYSIZE(k_BlacklistedDlls); i++) {
if (_wcsicmp(dllName, k_BlacklistedDlls[i]) == 0) {
return true;
}
}
return false;
}
static bool isImageBlacklistedA(LPCSTR lpLibFileName)
{
int uniChars = MultiByteToWideChar(CP_THREAD_ACP, 0, lpLibFileName, -1, nullptr, 0);
if (uniChars > 0) {
PWCHAR wideBuffer = new WCHAR[uniChars];
uniChars = MultiByteToWideChar(CP_THREAD_ACP, 0,
lpLibFileName, -1,
wideBuffer, uniChars * sizeof(WCHAR));
if (uniChars > 0) {
bool ret = isImageBlacklistedW(wideBuffer);
delete[] wideBuffer;
return ret;
}
else {
delete[] wideBuffer;
}
}
// Error path
return false;
}
static HMODULE WINAPI LoadLibraryAHook(LPCSTR lpLibFileName)
{
if (lpLibFileName && isImageBlacklistedA(lpLibFileName)) {
SetLastError(ERROR_ACCESS_DISABLED_BY_POLICY);
return nullptr;
}
return s_RealLoadLibraryA(lpLibFileName);
}
static HMODULE WINAPI LoadLibraryWHook(LPCWSTR lpLibFileName)
{
if (lpLibFileName && isImageBlacklistedW(lpLibFileName)) {
SetLastError(ERROR_ACCESS_DISABLED_BY_POLICY);
return nullptr;
}
return s_RealLoadLibraryW(lpLibFileName);
}
static HMODULE WINAPI LoadLibraryExAHook(LPCSTR lpLibFileName, HANDLE hFile, DWORD dwFlags)
{
if (lpLibFileName && isImageBlacklistedA(lpLibFileName)) {
SetLastError(ERROR_ACCESS_DISABLED_BY_POLICY);
return nullptr;
}
return s_RealLoadLibraryExA(lpLibFileName, hFile, dwFlags);
}
static HMODULE WINAPI LoadLibraryExWHook(LPCWSTR lpLibFileName, HANDLE hFile, DWORD dwFlags)
{
if (lpLibFileName && isImageBlacklistedW(lpLibFileName)) {
SetLastError(ERROR_ACCESS_DISABLED_BY_POLICY);
return nullptr;
}
return s_RealLoadLibraryExW(lpLibFileName, hFile, dwFlags);
}
static CNktHookLib s_HookManager;
static LoadLibraryAFunc s_RealLoadLibraryA;
static LoadLibraryWFunc s_RealLoadLibraryW;
static LoadLibraryExAFunc s_RealLoadLibraryExA;
static LoadLibraryExWFunc s_RealLoadLibraryExW;
static constexpr LPCWSTR k_BlacklistedDlls[] = {
// This DLL shipped with ASUS Sonic Radar 3 improperly handles
// D3D9 exclusive fullscreen in a way that causes CreateDeviceEx()
// to deadlock. https://github.com/moonlight-stream/moonlight-qt/issues/102
L"NahimicOSD.dll",
// This DLL has been seen in several crash reports. Some Googling
// suggests it's highly unstable and causes issues in many games.
L"EZFRD32.dll",
L"EZFRD64.dll",
};
};
CNktHookLib AntiHookingProtection::s_HookManager;
LoadLibraryAFunc AntiHookingProtection::s_RealLoadLibraryA;
LoadLibraryWFunc AntiHookingProtection::s_RealLoadLibraryW;
LoadLibraryExAFunc AntiHookingProtection::s_RealLoadLibraryExA;
LoadLibraryExWFunc AntiHookingProtection::s_RealLoadLibraryExW;
AH_EXPORT void AntiHookingDummyImport() {}
extern "C"
BOOL WINAPI DllMain(HINSTANCE hinstDLL, DWORD fdwReason, LPVOID)
{
switch (fdwReason)
{
case DLL_PROCESS_ATTACH:
AntiHookingProtection::enable();
DisableThreadLibraryCalls(hinstDLL);
break;
}
return TRUE;
};
+10
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@@ -0,0 +1,10 @@
#pragma once
#ifdef ANTIHOOKING_LIBRARY
#define AH_EXPORT extern "C" __declspec(dllexport)
#else
#define AH_EXPORT extern "C" __declspec(dllimport)
#endif
AH_EXPORT void AntiHookingDummyImport();
+27 -15
View File
@@ -1,11 +1,9 @@
# Moonlight PC
[Moonlight PC](http://moonlight-stream.com) is an open source implementation of NVIDIA's GameStream, as used by the NVIDIA Shield, but built to run on Windows, Mac, and Linux. This client is the successor to [Moonlight Chrome](https://github.com/moonlight-stream/moonlight-chrome) for streaming on PC.
[Moonlight PC](https://moonlight-stream.org) is an open source implementation of NVIDIA's GameStream, as used by the NVIDIA Shield, but built to run on Windows, Mac, and Linux. This client is the successor to [Moonlight Chrome](https://github.com/moonlight-stream/moonlight-chrome) for streaming on PC.
Moonlight also has mobile versions for [Android](https://github.com/moonlight-stream/moonlight-android) and [iOS](https://github.com/moonlight-stream/moonlight-ios).
See the [releases page](https://github.com/moonlight-stream/moonlight-qt/releases) for download links for Windows and Mac. For Linux, we're on [Flathub](https://flathub.org/apps/details/com.moonlight_stream.Moonlight).
You can follow development on our [Discord server](https://discord.gg/6ERtzFY).
[![Windows AppVeyor Status](https://ci.appveyor.com/api/projects/status/glj5cxqwy2w3bglv/branch/master?svg=true)](https://ci.appveyor.com/project/cgutman/moonlight-qt/branch/master)
@@ -18,41 +16,55 @@ You can follow development on our [Discord server](https://discord.gg/6ERtzFY).
- 5.1 surround sound audio
- HEVC support for better image quality at reduced bandwidth
- Keyboard and mouse support
- Gamepad support with SDL gamepad mappings
- Gamepad support with force feedback for up to 4 players
## Downloads
- [Windows, macOS, and Steam Link](https://github.com/moonlight-stream/moonlight-qt/releases)
- [Snap (for Ubuntu-based Linux distros)](https://snapcraft.io/moonlight)
- [Flatpak (for other Linux distros)](https://flathub.org/apps/details/com.moonlight_stream.Moonlight)
## Building
### General Build Requirements
* Qt 5.9 SDK or later
### Windows-specific Requirements
### Windows-specific Build Requirements
* Windows 7 or later
* Visual Studio 2015 or later
* [Visual Studio](https://visualstudio.microsoft.com/downloads/) 2015 or later (Community edition is fine)
* Select MSVC Desktop toolchain during Qt installation
* 7-Zip (only if building installers for non-development PCs)
* WiX Toolset v3.11 or later (only if building installers for non-development PCs)
* [DirectX SDK](https://www.microsoft.com/en-us/download/details.aspx?id=6812)
* [7-Zip](https://www.7-zip.org/) (only if building installers for non-development PCs)
* [WiX Toolset](http://wixtoolset.org/releases/) v3.11 or later (only if building installers for non-development PCs)
### Mac-specific Requirements
* macOS El Capitan (10.11) or later
* Xcode with High Sierra (10.13) SDK (Mojave SDK not yet supported until Qt 5.12 later this year)
### Mac-specific Build Requirements
* macOS Sierra (10.12) or later
* Xcode 10
* [create-dmg](https://github.com/sindresorhus/create-dmg) (only if building DMGs for use on non-development Macs)
### Linux-specific Requirements
### Linux-specific Build Requirements
* GCC or Clang
* Install your distro equivalents of: `openssl-devel qt5-devel SDL2-devel ffmpeg-devel qt5-qtquickcontrols2-devel libva-devel libvdpau-devel opus-devel`
* Install your distro equivalents of: `openssl-devel qt5-devel SDL2-devel ffmpeg-devel qt5-qtquickcontrols2-devel libva-devel libvdpau-devel opus-devel pulseaudio-libs-devel alsa-lib-devel SDL2_ttf-devel`
* FFmpeg 4.0 is required to build. If your distro doesn't package FFmpeg 4.0, you can build and install it from source on http://ffmpeg.org/
### Steam Link-specific Build Requirements
* [Steam Link SDK](https://github.com/ValveSoftware/steamlink-sdk) cloned on your build system
* STEAMLINK_SDK_PATH environment variable set to the Steam Link SDK path
### Build Setup Steps
1. Install the latest Qt SDK (and optionally, the Qt Creator IDE) from https://www.qt.io/download
* You may also use Homebrew on macOS or your Linux distro's package manager for the Qt SDK as long as the packages are Qt 5.9 or later.
* You can install Qt via Homebrew on macOS, but you will need to use `brew install qt --with-debug` to be able to create debug builds of Moonlight.
* You may also use your Linux distro's package manager for the Qt SDK as long as the packages are Qt 5.9 or later.
* This step is not required for building on Steam Link, because the Steam Link SDK includes Qt 5.9.
2. Run `git submodule update --init --recursive` from within `moonlight-qt/`
3. Open the project in Qt Creator or build from qmake on the command line.
* To build a binary for use on non-development machines, use the scripts in the `scripts` folder.
* For Windows builds, use `scripts\generate-installers.bat`. Execute this script from the root of the repository within a Qt command prompt. Ensure WiX and 7-Zip binary directories are in your `%PATH%`.
* For macOS builds, use `scripts/generate-dmg.sh`. Execute this script from the root of the repository and ensure Qt's `bin` folder is in your `$PATH`.
* For Steam Link builds, run `scripts/build-steamlink-app.sh` from the root of the repository.
* To build from the command line for development use, run `qmake moonlight-qt.pro` then `make debug` or `make release`
## Contribute
1. Fork us
2. Write code
3. Send Pull Requests
Check out our [website](http://moonlight-stream.com) for project links and information.
Check out our [website](https://moonlight-stream.org) for project links and information.
+2 -2
View File
@@ -23,9 +23,9 @@
<key>NSSupportsAutomaticGraphicsSwitching</key>
<true/>
<key>CFBundleVersion</key>
<string>0.6.0</string>
<string>VERSION</string>
<key>CFBundleShortVersionString</key>
<string>0.6.0</string>
<string>VERSION</string>
<key>CFBundleDisplayName</key>
<string>Moonlight</string>
</dict>
BIN
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Binary file not shown.
+89 -36
View File
@@ -18,7 +18,9 @@ CONFIG += force_debug_info
# Since this binds the app against the Qt runtime version, we will only
# do this for Windows and Mac, since they ship with the Qt runtime.
win32|macx {
CONFIG += qtquickcompiler
CONFIG(release, debug|release) {
CONFIG += qtquickcompiler
}
}
TEMPLATE = app
@@ -35,32 +37,44 @@ DEFINES += QT_DEPRECATED_WARNINGS
DEFINES += QT_DISABLE_DEPRECATED_BEFORE=0x060000 # disables all the APIs deprecated before Qt 6.0.0
win32 {
INCLUDEPATH += $$PWD/../libs/windows/include
INCLUDEPATH += \
$$PWD/../libs/windows/include \
$$(DXSDK_DIR)/Include
contains(QT_ARCH, i386) {
LIBS += -L$$PWD/../libs/windows/lib/x86
LIBS += -L$$(DXSDK_DIR)/Lib/x86
}
contains(QT_ARCH, x86_64) {
LIBS += -L$$PWD/../libs/windows/lib/x64
LIBS += -L$$(DXSDK_DIR)/Lib/x64
}
LIBS += ws2_32.lib winmm.lib dxva2.lib ole32.lib gdi32.lib user32.lib d3d9.lib dwmapi.lib dbghelp.lib
}
macx {
INCLUDEPATH += $$PWD/../libs/mac/include $$PWD/../libs/mac/Frameworks/SDL2.framework/Versions/A/Headers
INCLUDEPATH += $$PWD/../libs/mac/include
INCLUDEPATH += $$PWD/../libs/mac/Frameworks/SDL2.framework/Versions/A/Headers
INCLUDEPATH += $$PWD/../libs/mac/Frameworks/SDL2_ttf.framework/Versions/A/Headers
LIBS += -L$$PWD/../libs/mac/lib -F$$PWD/../libs/mac/Frameworks
}
unix:!macx {
CONFIG += link_pkgconfig
PKGCONFIG += openssl sdl2 opus
PKGCONFIG += openssl sdl2 SDL2_ttf opus
# For libsoundio
packagesExist(libpulse) {
PKGCONFIG += libpulse
# SLAudio is used on Steam Link
!config_SL {
CONFIG += soundio
}
packagesExist(alsa) {
PKGCONFIG += alsa
soundio {
packagesExist(libpulse) {
PKGCONFIG += libpulse
}
packagesExist(alsa) {
PKGCONFIG += alsa
}
}
packagesExist(libavcodec) {
@@ -83,11 +97,14 @@ unix:!macx {
}
}
win32 {
LIBS += -llibssl -llibcrypto -lSDL2 -lavcodec -lavutil -lopus
CONFIG += ffmpeg soundio
LIBS += -llibssl -llibcrypto -lSDL2 -lSDL2_ttf -lavcodec -lavutil -lopus -ld3dx9
CONFIG += ffmpeg
}
win32:!winrt {
CONFIG += soundio
}
macx {
LIBS += -lssl -lcrypto -lavcodec.58 -lavutil.56 -lopus -framework SDL2
LIBS += -lssl -lcrypto -lavcodec.58 -lavutil.56 -lopus -framework SDL2 -framework SDL2_ttf
LIBS += -lobjc -framework VideoToolbox -framework AVFoundation -framework CoreVideo -framework CoreGraphics -framework CoreMedia -framework AppKit
# For libsoundio
@@ -98,6 +115,7 @@ macx {
SOURCES += \
main.cpp \
backend/computerseeker.cpp \
backend/identitymanager.cpp \
backend/nvcomputer.cpp \
backend/nvhttp.cpp \
@@ -105,6 +123,7 @@ SOURCES += \
backend/computermanager.cpp \
backend/boxartmanager.cpp \
cli/commandlineparser.cpp \
cli/quitstream.cpp \
cli/startstream.cpp \
settings/streamingpreferences.cpp \
streaming/input.cpp \
@@ -117,10 +136,13 @@ SOURCES += \
backend/autoupdatechecker.cpp \
path.cpp \
settings/mappingmanager.cpp \
gui/sdlgamepadkeynavigation.cpp
gui/sdlgamepadkeynavigation.cpp \
streaming/video/overlaymanager.cpp \
backend/systemproperties.cpp
HEADERS += \
utils.h \
backend/computerseeker.h \
backend/identitymanager.h \
backend/nvcomputer.h \
backend/nvhttp.h \
@@ -128,6 +150,7 @@ HEADERS += \
backend/computermanager.h \
backend/boxartmanager.h \
cli/commandlineparser.h \
cli/quitstream.h \
cli/startstream.h \
settings/streamingpreferences.h \
streaming/input.h \
@@ -141,7 +164,9 @@ HEADERS += \
backend/autoupdatechecker.h \
path.h \
settings/mappingmanager.h \
gui/sdlgamepadkeynavigation.h
gui/sdlgamepadkeynavigation.h \
streaming/video/overlaymanager.h \
backend/systemproperties.h
# Platform-specific renderers and decoders
ffmpeg {
@@ -154,10 +179,10 @@ ffmpeg {
streaming/video/ffmpeg-renderers/pacer/pacer.cpp \
streaming/video/ffmpeg-renderers/pacer/nullthreadedvsyncsource.cpp
HEADERS += \
streaming/video/ffmpeg.h \
streaming/video/ffmpeg-renderers/renderer.h \
streaming/video/ffmpeg-renderers/sdlvid.h \
streaming/video/ffmpeg-renderers/pacer/pacer.h \
streaming/video/ffmpeg-renderers/pacer/nullthreadedvsyncsource.h
}
@@ -188,16 +213,20 @@ libvdpau {
SOURCES += streaming/video/ffmpeg-renderers/vdpau.cpp
HEADERS += streaming/video/ffmpeg-renderers/vdpau.h
}
config_SLVideo {
message(SLVideo decoder/renderer selected)
config_SL {
message(Steam Link build configuration selected)
DEFINES += HAVE_SLVIDEO
LIBS += -lSLVideo
DEFINES += STEAM_LINK HAVE_SLVIDEO HAVE_SLAUDIO
LIBS += -lSLVideo -lSLAudio
SOURCES += streaming/video/sl.cpp
HEADERS += streaming/video/sl.h
SOURCES += \
streaming/video/slvid.cpp \
streaming/audio/renderers/slaud.cpp
HEADERS += \
streaming/video/slvid.h \
streaming/audio/renderers/slaud.h
}
win32 {
win32:!winrt {
message(DXVA2 renderer selected)
SOURCES += \
@@ -251,12 +280,29 @@ else:unix: LIBS += -L$$OUT_PWD/../qmdnsengine/ -lqmdnsengine
INCLUDEPATH += $$PWD/../qmdnsengine/qmdnsengine/src/include $$PWD/../qmdnsengine
DEPENDPATH += $$PWD/../qmdnsengine/qmdnsengine/src/include $$PWD/../qmdnsengine
win32:CONFIG(release, debug|release): LIBS += -L$$OUT_PWD/../soundio/release/ -lsoundio
else:win32:CONFIG(debug, debug|release): LIBS += -L$$OUT_PWD/../soundio/debug/ -lsoundio
else:unix: LIBS += -L$$OUT_PWD/../soundio/ -lsoundio
soundio {
win32:CONFIG(release, debug|release): LIBS += -L$$OUT_PWD/../soundio/release/ -lsoundio
else:win32:CONFIG(debug, debug|release): LIBS += -L$$OUT_PWD/../soundio/debug/ -lsoundio
else:unix: LIBS += -L$$OUT_PWD/../soundio/ -lsoundio
INCLUDEPATH += $$PWD/../soundio/libsoundio
DEPENDPATH += $$PWD/../soundio/libsoundio
INCLUDEPATH += $$PWD/../soundio/libsoundio
DEPENDPATH += $$PWD/../soundio/libsoundio
}
win32:CONFIG(release, debug|release): LIBS += -L$$OUT_PWD/../h264bitstream/release/ -lh264bitstream
else:win32:CONFIG(debug, debug|release): LIBS += -L$$OUT_PWD/../h264bitstream/debug/ -lh264bitstream
else:unix: LIBS += -L$$OUT_PWD/../h264bitstream/ -lh264bitstream
INCLUDEPATH += $$PWD/../h264bitstream/h264bitstream
DEPENDPATH += $$PWD/../h264bitstream/h264bitstream
!winrt {
win32:CONFIG(release, debug|release): LIBS += -L$$OUT_PWD/../AntiHooking/release/ -lAntiHooking
else:win32:CONFIG(debug, debug|release): LIBS += -L$$OUT_PWD/../AntiHooking/debug/ -lAntiHooking
INCLUDEPATH += $$PWD/../AntiHooking
DEPENDPATH += $$PWD/../AntiHooking
}
unix:!macx: {
isEmpty(PREFIX) {
@@ -280,10 +326,7 @@ unix:!macx: {
appstream.files = deploy/linux/com.moonlight_stream.Moonlight.appdata.xml
appstream.path = $$PREFIX/$$DATADIR/metainfo/
appdata.files = SDL_GameControllerDB/gamecontrollerdb.txt
appdata.path = "$$PREFIX/$$DATADIR/Moonlight Game Streaming Project/Moonlight/"
INSTALLS += target appdata desktop icons appstream
INSTALLS += target desktop icons appstream
}
win32 {
RC_ICONS = moonlight.ico
@@ -295,12 +338,22 @@ win32 {
QMAKE_LFLAGS += /MANIFEST:embed /MANIFESTINPUT:$${PWD}/Moonlight.exe.manifest
}
macx {
QMAKE_INFO_PLIST = $$PWD/Info.plist
# Create Info.plist in object dir with the correct version string
system(cp $$PWD/Info.plist $$OUT_PWD/Info.plist)
system(sed -i -e 's/VERSION/$$cat(version.txt)/g' $$OUT_PWD/Info.plist)
APP_BUNDLE_RESOURCES.files = moonlight.icns SDL_GameControllerDB/gamecontrollerdb.txt
QMAKE_INFO_PLIST = $$OUT_PWD/Info.plist
APP_BUNDLE_RESOURCES.files = moonlight.icns
APP_BUNDLE_RESOURCES.path = Contents/Resources
QMAKE_BUNDLE_DATA += APP_BUNDLE_RESOURCES
APP_BUNDLE_FRAMEWORKS.files = $$files(../libs/mac/Frameworks/*.framework, true)
APP_BUNDLE_FRAMEWORKS.path = Contents/Frameworks
QMAKE_BUNDLE_DATA += APP_BUNDLE_RESOURCES APP_BUNDLE_FRAMEWORKS
QMAKE_RPATHDIR += @executable_path/../Frameworks
}
VERSION = 0.6.0
DEFINES += VERSION_STR=\\\"0.6.0\\\"
VERSION = "$$cat(version.txt)"
DEFINES += VERSION_STR=\\\"$$cat(version.txt)\\\"
+6 -2
View File
@@ -12,6 +12,9 @@ AutoUpdateChecker::AutoUpdateChecker(QObject *parent) :
// Never communicate over HTTP
m_Nam.setStrictTransportSecurityEnabled(true);
// Allow HTTP redirects
m_Nam.setRedirectPolicy(QNetworkRequest::NoLessSafeRedirectPolicy);
connect(&m_Nam, SIGNAL(finished(QNetworkReply*)),
this, SLOT(handleUpdateCheckRequestFinished(QNetworkReply*)));
@@ -27,7 +30,7 @@ void AutoUpdateChecker::start()
{
#if defined(Q_OS_WIN32) || defined(Q_OS_DARWIN) // Only run update checker on platforms without auto-update
// We'll get a callback when this is finished
QUrl url("https://moonlight-stream.com/updates/qt.json");
QUrl url("https://moonlight-stream.org/updates/qt.json");
m_Nam.get(QNetworkRequest(url));
#endif
}
@@ -113,7 +116,8 @@ void AutoUpdateChecker::handleUpdateCheckRequestFinished(QNetworkReply* reply)
if (currentVer < latestVer) {
qDebug() << "Update available";
emit onUpdateAvailable(updateObj["browser_url"].toString());
emit onUpdateAvailable(updateObj["version"].toString(),
updateObj["browser_url"].toString());
return;
}
else if (currentVer > latestVer) {
+1 -1
View File
@@ -12,7 +12,7 @@ public:
Q_INVOKABLE void start();
signals:
void onUpdateAvailable(QString url);
void onUpdateAvailable(QString newVersion, QString url);
private slots:
void handleUpdateCheckRequestFinished(QNetworkReply* reply);
+1 -1
View File
@@ -97,7 +97,7 @@ void BoxArtManager::handleBoxArtLoadComplete(NvComputer* computer, NvApp app, QU
QUrl BoxArtManager::loadBoxArtFromNetwork(NvComputer* computer, int appId)
{
NvHTTP http(computer->activeAddress);
NvHTTP http(computer->activeAddress, computer->serverCert);
QString cachePath = getFilePathForBoxArt(computer, appId);
QImage image;
+153 -118
View File
@@ -2,8 +2,12 @@
#include "nvhttp.h"
#include "settings/streamingpreferences.h"
#include <Limelight.h>
#include <QtEndian>
#include <QThread>
#include <QThreadPool>
#include <QCoreApplication>
#define SER_HOSTS "hosts"
@@ -24,16 +28,16 @@ public:
private:
bool tryPollComputer(QString address, bool& changed)
{
NvHTTP http(address);
NvHTTP http(address, m_Computer->serverCert);
QString serverInfo;
try {
serverInfo = http.getServerInfo(NvHTTP::NvLogLevel::NONE);
serverInfo = http.getServerInfo(NvHTTP::NvLogLevel::NVLL_NONE);
} catch (...) {
return false;
}
NvComputer newState(address, serverInfo);
NvComputer newState(address, serverInfo, QSslCertificate());
// Ensure the machine that responded is the one we intended to contact
if (m_Computer->uuid != newState.uuid) {
@@ -49,7 +53,7 @@ private:
{
Q_ASSERT(m_Computer->activeAddress != nullptr);
NvHTTP http(m_Computer->activeAddress);
NvHTTP http(m_Computer->activeAddress, m_Computer->serverCert);
QVector<NvApp> appList;
@@ -127,8 +131,12 @@ private:
emit computerStateChanged(m_Computer);
}
// Wait a bit to poll again
QThread::sleep(3);
// Wait a bit to poll again, but do it in 100 ms chunks
// so we can be interrupted reasonably quickly.
// FIXME: QWaitCondition would be better.
for (int i = 0; i < 30 && !isInterruptionRequested(); i++) {
QThread::msleep(100);
}
}
}
@@ -154,6 +162,13 @@ ComputerManager::ComputerManager(QObject *parent)
m_KnownHosts[computer->uuid] = computer;
}
settings.endArray();
// To quit in a timely manner, we must block additional requests
// after we receive the aboutToQuit() signal. This is neccessary
// because NvHTTP uses aboutToQuit() to abort requests in progres
// while quitting, however this is a one time signal - additional
// requests would not be aborted and block termination.
connect(QCoreApplication::instance(), SIGNAL(aboutToQuit()), this, SLOT(handleAboutToQuit()));
}
ComputerManager::~ComputerManager()
@@ -171,38 +186,19 @@ ComputerManager::~ComputerManager()
delete m_MdnsBrowser;
m_MdnsBrowser = nullptr;
{
QMutableMapIterator<QString, QThread*> i(m_PollThreads);
// Interrupt all polling threads
while (i.hasNext()) {
i.next();
i.value()->requestInterruption();
}
// Wait for all threads to terminate before destroying
// the NvComputer objects.
i.toFront();
while (i.hasNext()) {
i.next();
QThread* thread = i.value();
thread->wait();
delete thread;
i.remove();
}
// Interrupt polling
for (ComputerPollingEntry* entry : m_PollEntries) {
entry->interrupt();
}
{
QMutableMapIterator<QString, NvComputer*> i(m_KnownHosts);
// Delete all polling entries (and associated threads)
for (ComputerPollingEntry* entry : m_PollEntries) {
delete entry;
}
// Destroy all NvComputer objects
while (i.hasNext()) {
i.next();
delete i.value();
i.remove();
}
// Destroy all NvComputer objects now that polling is halted
for (NvComputer* computer : m_KnownHosts) {
delete computer;
}
}
@@ -215,7 +211,7 @@ void ComputerManager::saveHosts()
settings.beginWriteArray(SER_HOSTS);
for (int i = 0; i < m_KnownHosts.count(); i++) {
settings.setArrayIndex(i);
m_KnownHosts[m_KnownHosts.keys()[i]]->serialize(settings);
m_KnownHosts.value(m_KnownHosts.keys()[i])->serialize(settings);
}
settings.endArray();
}
@@ -262,16 +258,22 @@ void ComputerManager::startPollingComputer(NvComputer* computer)
return;
}
if (m_PollThreads.contains(computer->uuid)) {
Q_ASSERT(m_PollThreads[computer->uuid]->isRunning());
return;
ComputerPollingEntry* pollingEntry;
if (!m_PollEntries.contains(computer->uuid)) {
pollingEntry = m_PollEntries[computer->uuid] = new ComputerPollingEntry();
}
else {
pollingEntry = m_PollEntries[computer->uuid];
}
PcMonitorThread* thread = new PcMonitorThread(computer);
connect(thread, SIGNAL(computerStateChanged(NvComputer*)),
this, SLOT(handleComputerStateChanged(NvComputer*)));
m_PollThreads[computer->uuid] = thread;
thread->start();
if (!pollingEntry->isActive()) {
PcMonitorThread* thread = new PcMonitorThread(computer);
connect(thread, SIGNAL(computerStateChanged(NvComputer*)),
this, SLOT(handleComputerStateChanged(NvComputer*)));
pollingEntry->setActiveThread(thread);
thread->start();
}
}
void ComputerManager::handleMdnsServiceResolved(MdnsPendingComputer* computer,
@@ -314,34 +316,23 @@ public:
void run()
{
QThread* pollingThread;
ComputerPollingEntry* pollingEntry;
// Only do the minimum amount of work while holding the writer lock.
// We must release it before calling saveHosts().
{
QWriteLocker lock(&m_ComputerManager->m_Lock);
pollingThread = m_ComputerManager->m_PollThreads[m_Computer->uuid];
pollingEntry = m_ComputerManager->m_PollEntries.take(m_Computer->uuid);
m_ComputerManager->m_PollThreads.remove(m_Computer->uuid);
m_ComputerManager->m_KnownHosts.remove(m_Computer->uuid);
}
// Persist the new host list
m_ComputerManager->saveHosts();
// Delete the polling thread
if (pollingThread != nullptr) {
pollingThread->requestInterruption();
// We must wait here because we're going to delete computer
// and we can't do that out from underneath the poller.
pollingThread->wait();
// The thread is safe to delete now
Q_ASSERT(pollingThread->isFinished());
delete pollingThread;
}
// Delete the polling entry first. This will stop all polling threads too.
delete pollingEntry;
// Finally, delete the computer itself. This must be done
// last because the polling thread might be using it.
@@ -360,6 +351,17 @@ void ComputerManager::deleteHost(NvComputer* computer)
QThreadPool::globalInstance()->start(new DeferredHostDeletionTask(this, computer));
}
void ComputerManager::handleAboutToQuit()
{
QWriteLocker lock(&m_Lock);
// Interrupt polling threads immediately, so they
// avoid making additional requests while quitting
for (ComputerPollingEntry* entry : m_PollEntries) {
entry->interrupt();
}
}
class PendingPairingTask : public QObject, public QRunnable
{
Q_OBJECT
@@ -382,7 +384,7 @@ private:
NvPairingManager pairingManager(m_Computer->activeAddress);
try {
NvPairingManager::PairState result = pairingManager.pair(m_Computer->appVersion, m_Pin);
NvPairingManager::PairState result = pairingManager.pair(m_Computer->appVersion, m_Pin, m_Computer->serverCert);
switch (result)
{
case NvPairingManager::PairState::PIN_WRONG:
@@ -399,7 +401,7 @@ private:
break;
}
} catch (const GfeHttpResponseException& e) {
emit pairingCompleted(m_Computer, e.toQString());
emit pairingCompleted(m_Computer, "GeForce Experience returned error: " + e.toQString());
} catch (const QtNetworkReplyException& e) {
emit pairingCompleted(m_Computer, e.toQString());
}
@@ -435,7 +437,7 @@ signals:
private:
void run()
{
NvHTTP http(m_Computer->activeAddress);
NvHTTP http(m_Computer->activeAddress, m_Computer->serverCert);
try {
if (m_Computer->currentGameId != 0) {
@@ -496,20 +498,8 @@ void ComputerManager::stopPollingAsync()
m_MdnsBrowser = nullptr;
// Interrupt all threads, but don't wait for them to terminate
QMutableMapIterator<QString, QThread*> i(m_PollThreads);
while (i.hasNext()) {
i.next();
QThread* thread = i.value();
// Let this thread delete itself when it's finished
connect(thread, SIGNAL(finished()),
thread, SLOT(deleteLater()));
// The threads will delete themselves when they terminate,
// but we remove them from the polling threads map here.
i.value()->requestInterruption();
i.remove();
for (ComputerPollingEntry* entry : m_PollEntries) {
entry->interrupt();
}
}
@@ -535,12 +525,8 @@ signals:
void computerStateChanged(NvComputer* computer);
private:
void run()
QString fetchServerInfo(NvHTTP& http)
{
NvHTTP http(m_Address);
qInfo() << "Processing new PC at" << m_Address << "from" << (m_Mdns ? "mDNS" : "user");
QString serverInfo;
try {
// There's a race condition between GameStream servers reporting presence over
@@ -548,12 +534,12 @@ private:
// around this issue, we will issue the request again after a few seconds if
// we see a ServiceUnavailableError error.
try {
serverInfo = http.getServerInfo(NvHTTP::NvLogLevel::VERBOSE);
serverInfo = http.getServerInfo(NvHTTP::NVLL_VERBOSE);
} catch (const QtNetworkReplyException& e) {
if (e.getError() == QNetworkReply::ServiceUnavailableError) {
qWarning() << "Retrying request in 5 seconds after ServiceUnavailableError";
QThread::sleep(5);
serverInfo = http.getServerInfo(NvHTTP::NvLogLevel::VERBOSE);
serverInfo = http.getServerInfo(NvHTTP::NVLL_VERBOSE);
qInfo() << "Retry successful";
}
else {
@@ -561,63 +547,112 @@ private:
throw e;
}
}
return serverInfo;
} catch (...) {
if (!m_Mdns) {
emit computerAddCompleted(false);
}
return QString();
}
}
void run()
{
NvHTTP http(m_Address, QSslCertificate());
qInfo() << "Processing new PC at" << m_Address << "from" << (m_Mdns ? "mDNS" : "user");
// Perform initial serverinfo fetch over HTTP since we don't know which cert to use
QString serverInfo = fetchServerInfo(http);
if (serverInfo.isEmpty()) {
return;
}
NvComputer* newComputer = new NvComputer(m_Address, serverInfo);
// Create initial newComputer using HTTP serverinfo with no pinned cert
NvComputer* newComputer = new NvComputer(m_Address, serverInfo, QSslCertificate());
// Check if we have a record of this host UUID to pull the pinned cert
NvComputer* existingComputer;
{
QReadLocker lock(&m_ComputerManager->m_Lock);
existingComputer = m_ComputerManager->m_KnownHosts.value(newComputer->uuid);
if (existingComputer != nullptr) {
http.setServerCert(existingComputer->serverCert);
}
}
// Fetch serverinfo again over HTTPS with the pinned cert
if (existingComputer != nullptr) {
serverInfo = fetchServerInfo(http);
if (serverInfo.isEmpty()) {
return;
}
// Update the polled computer with the HTTPS information
NvComputer httpsComputer(m_Address, serverInfo, QSslCertificate());
newComputer->update(httpsComputer);
}
// Update addresses depending on the context
if (m_Mdns) {
newComputer->localAddress = m_Address;
// Get the WAN IP address using STUN if we're on mDNS
quint32 addr;
int err = LiFindExternalAddressIP4("stun.moonlight-stream.org", 3478, &addr);
if (err == 0) {
newComputer->remoteAddress = QHostAddress(qFromBigEndian(addr)).toString();
}
else {
qWarning() << "STUN failed to get WAN address:" << err;
}
}
else {
newComputer->manualAddress = m_Address;
}
// Check if this PC already exists
QWriteLocker lock(&m_ComputerManager->m_Lock);
NvComputer* existingComputer = m_ComputerManager->m_KnownHosts[newComputer->uuid];
if (existingComputer != nullptr) {
// Fold it into the existing PC
bool changed = existingComputer->update(*newComputer);
delete newComputer;
{
// Check if this PC already exists
QWriteLocker lock(&m_ComputerManager->m_Lock);
NvComputer* existingComputer = m_ComputerManager->m_KnownHosts.value(newComputer->uuid);
if (existingComputer != nullptr) {
// Fold it into the existing PC
bool changed = existingComputer->update(*newComputer);
delete newComputer;
// Drop the lock before notifying
lock.unlock();
// Drop the lock before notifying
lock.unlock();
// For non-mDNS clients, let them know it succeeded
if (!m_Mdns) {
emit computerAddCompleted(true);
// For non-mDNS clients, let them know it succeeded
if (!m_Mdns) {
emit computerAddCompleted(true);
}
// Tell our client if something changed
if (changed) {
qInfo() << existingComputer->name << "is now at" << existingComputer->activeAddress;
emit computerStateChanged(existingComputer);
}
}
else {
// Store this in our active sets
m_ComputerManager->m_KnownHosts[newComputer->uuid] = newComputer;
// Tell our client if something changed
if (changed) {
qInfo() << existingComputer->name << "is now at" << existingComputer->activeAddress;
emit computerStateChanged(existingComputer);
// Start polling if enabled (write lock required)
m_ComputerManager->startPollingComputer(newComputer);
// Drop the lock before notifying
lock.unlock();
// For non-mDNS clients, let them know it succeeded
if (!m_Mdns) {
emit computerAddCompleted(true);
}
// Tell our client about this new PC
emit computerStateChanged(newComputer);
}
}
else {
// Store this in our active sets
m_ComputerManager->m_KnownHosts[newComputer->uuid] = newComputer;
// Start polling if enabled (write lock required)
m_ComputerManager->startPollingComputer(newComputer);
// Drop the lock before notifying
lock.unlock();
// For non-mDNS clients, let them know it succeeded
if (!m_Mdns) {
emit computerAddCompleted(true);
}
// Tell our client about this new PC
emit computerStateChanged(newComputer);
}
}
ComputerManager* m_ComputerManager;
+76 -1
View File
@@ -51,6 +51,79 @@ private:
QMdnsEngine::Resolver m_Resolver;
};
class ComputerPollingEntry
{
public:
ComputerPollingEntry()
: m_ActiveThread(nullptr)
{
}
virtual ~ComputerPollingEntry()
{
interrupt();
// interrupt() should have taken care of this
Q_ASSERT(m_ActiveThread == nullptr);
for (QThread* thread : m_InactiveList) {
thread->wait();
delete thread;
}
}
bool isActive()
{
cleanInactiveList();
return m_ActiveThread != nullptr;
}
void setActiveThread(QThread* thread)
{
cleanInactiveList();
Q_ASSERT(!isActive());
m_ActiveThread = thread;
}
void interrupt()
{
cleanInactiveList();
if (m_ActiveThread != nullptr) {
// Interrupt the active thread
m_ActiveThread->requestInterruption();
// Place it on the inactive list awaiting death
m_InactiveList.append(m_ActiveThread);
m_ActiveThread = nullptr;
}
}
private:
void cleanInactiveList()
{
QMutableListIterator<QThread*> i(m_InactiveList);
// Reap any threads that have finished
while (i.hasNext()) {
i.next();
QThread* thread = i.value();
if (thread->isFinished()) {
delete thread;
i.remove();
}
}
}
QThread* m_ActiveThread;
QList<QThread*> m_InactiveList;
};
class ComputerManager : public QObject
{
Q_OBJECT
@@ -88,6 +161,8 @@ signals:
void quitAppCompleted(QVariant error);
private slots:
void handleAboutToQuit();
void handleComputerStateChanged(NvComputer* computer);
void handleMdnsServiceResolved(MdnsPendingComputer* computer, const QHostAddress& address);
@@ -100,7 +175,7 @@ private:
int m_PollingRef;
QReadWriteLock m_Lock;
QMap<QString, NvComputer*> m_KnownHosts;
QMap<QString, QThread*> m_PollThreads;
QMap<QString, ComputerPollingEntry*> m_PollEntries;
QMdnsEngine::Server m_MdnsServer;
QMdnsEngine::Browser* m_MdnsBrowser;
QMdnsEngine::Cache m_MdnsCache;
+59
View File
@@ -0,0 +1,59 @@
#include "computerseeker.h"
#include "computermanager.h"
#include <QTimer>
ComputerSeeker::ComputerSeeker(ComputerManager *manager, QString computerName, QObject *parent)
: QObject(parent), m_ComputerManager(manager), m_ComputerName(computerName),
m_TimeoutTimer(new QTimer(this))
{
m_TimeoutTimer->setSingleShot(true);
connect(m_TimeoutTimer, &QTimer::timeout,
this, &ComputerSeeker::onTimeout);
connect(m_ComputerManager, &ComputerManager::computerStateChanged,
this, &ComputerSeeker::onComputerUpdated);
}
void ComputerSeeker::start(int timeout)
{
m_TimeoutTimer->start(timeout);
// Seek desired computer by both connecting to it directly (this may fail
// if m_ComputerName is UUID, or the name that doesn't resolve to an IP
// address) and by polling it using mDNS, hopefully one of these methods
// would find the host
m_ComputerManager->addNewHost(m_ComputerName, false);
m_ComputerManager->startPolling();
}
void ComputerSeeker::onComputerUpdated(NvComputer *computer)
{
if (!m_TimeoutTimer->isActive()) {
return;
}
if (matchComputer(computer) && isOnline(computer)) {
m_ComputerManager->stopPollingAsync();
m_TimeoutTimer->stop();
emit computerFound(computer);
}
}
bool ComputerSeeker::matchComputer(NvComputer *computer) const
{
QString value = m_ComputerName.toLower();
return computer->name.toLower() == value ||
computer->localAddress.toLower() == value ||
computer->remoteAddress.toLower() == value ||
computer->manualAddress.toLower() == value ||
computer->uuid.toLower() == value;
}
bool ComputerSeeker::isOnline(NvComputer *computer) const
{
return computer->state == NvComputer::CS_ONLINE;
}
void ComputerSeeker::onTimeout()
{
m_TimeoutTimer->stop();
m_ComputerManager->stopPollingAsync();
emit errorTimeout();
}
+33
View File
@@ -0,0 +1,33 @@
#pragma once
#include <QObject>
class ComputerManager;
class NvComputer;
class QTimer;
class ComputerSeeker : public QObject
{
Q_OBJECT
public:
explicit ComputerSeeker(ComputerManager *manager, QString computerName, QObject *parent = nullptr);
void start(int timeout);
signals:
void computerFound(NvComputer *computer);
void errorTimeout();
private slots:
void onComputerUpdated(NvComputer *computer);
void onTimeout();
private:
bool matchComputer(NvComputer *computer) const;
bool isOnline(NvComputer *computer) const;
private:
ComputerManager *m_ComputerManager;
QString m_ComputerName;
QTimer *m_TimeoutTimer;
};
+49 -11
View File
@@ -2,6 +2,7 @@
#include <QUdpSocket>
#include <QHostInfo>
#include <QNetworkInterface>
#define SER_NAME "hostname"
#define SER_UUID "uuid"
@@ -10,6 +11,7 @@
#define SER_REMOTEADDR "remoteaddress"
#define SER_MANUALADDR "manualaddress"
#define SER_APPLIST "apps"
#define SER_SRVCERT "srvcert"
#define SER_APPNAME "name"
#define SER_APPID "id"
@@ -23,6 +25,7 @@ NvComputer::NvComputer(QSettings& settings)
this->localAddress = settings.value(SER_LOCALADDR).toString();
this->remoteAddress = settings.value(SER_REMOTEADDR).toString();
this->manualAddress = settings.value(SER_MANUALADDR).toString();
this->serverCert = QSslCertificate(settings.value(SER_SRVCERT).toByteArray());
int appCount = settings.beginReadArray(SER_APPLIST);
for (int i = 0; i < appCount; i++) {
@@ -61,6 +64,7 @@ void NvComputer::serialize(QSettings& settings)
settings.setValue(SER_LOCALADDR, localAddress);
settings.setValue(SER_REMOTEADDR, remoteAddress);
settings.setValue(SER_MANUALADDR, manualAddress);
settings.setValue(SER_SRVCERT, serverCert.toPem());
// Avoid deleting an existing applist if we couldn't get one
if (!appList.isEmpty()) {
@@ -84,8 +88,10 @@ void NvComputer::sortAppList()
});
}
NvComputer::NvComputer(QString address, QString serverInfo)
NvComputer::NvComputer(QString address, QString serverInfo, QSslCertificate serverCert)
{
this->serverCert = serverCert;
this->name = NvHTTP::getXmlString(serverInfo, "hostname");
if (this->name.isEmpty()) {
this->name = "UNKNOWN";
@@ -167,6 +173,32 @@ bool NvComputer::wake()
QVector<QString> addressList = uniqueAddresses();
addressList.append("255.255.255.255");
// Try to broadcast on all available NICs
for (const QNetworkInterface& nic : QNetworkInterface::allInterfaces()) {
// Ensure the interface is up and skip the loopback adapter
if ((nic.flags() & QNetworkInterface::IsUp) == 0 ||
(nic.flags() & QNetworkInterface::IsLoopBack) != 0) {
continue;
}
QHostAddress allNodesMulticast("FF02::1");
for (const QNetworkAddressEntry& addr : nic.addressEntries()) {
// Store the scope ID for this NIC if IPv6 is enabled
if (!addr.ip().scopeId().isEmpty()) {
allNodesMulticast.setScopeId(addr.ip().scopeId());
}
// Skip IPv6 which doesn't support broadcast
if (!addr.broadcast().isNull()) {
addressList.append(addr.broadcast().toString());
}
}
if (!allNodesMulticast.scopeId().isEmpty()) {
addressList.append(allNodesMulticast.toString());
}
}
// Try all unique address strings or host names
bool success = false;
for (QString& addressString : addressList) {
@@ -181,16 +213,14 @@ bool NvComputer::wake()
for (QHostAddress& address : hostInfo.addresses()) {
QUdpSocket sock;
// Bind to any address on the correct protocol
if (sock.bind(address.protocol() == QUdpSocket::IPv4Protocol ?
QHostAddress::AnyIPv4 : QHostAddress::AnyIPv6)) {
// Send to all ports
for (quint16 port : WOL_PORTS) {
if (sock.writeDatagram(wolPayload, address, port)) {
qInfo().nospace().noquote() << "Send WoL packet to " << name << " via " << address.toString() << ":" << port;
success = true;
}
// Send to all ports
for (quint16 port : WOL_PORTS) {
if (sock.writeDatagram(wolPayload, address, port)) {
qInfo().nospace().noquote() << "Sent WoL packet to " << name << " via " << address.toString() << ":" << port;
success = true;
}
else {
qWarning() << "Send failed:" << sock.error();
}
}
}
@@ -255,6 +285,13 @@ bool NvComputer::update(NvComputer& that)
changed = true; \
}
#define ASSIGN_IF_CHANGED_AND_NONNULL(field) \
if (!that.field.isNull() && \
this->field != that.field) { \
this->field = that.field; \
changed = true; \
}
ASSIGN_IF_CHANGED(name);
ASSIGN_IF_CHANGED_AND_NONEMPTY(macAddress);
ASSIGN_IF_CHANGED_AND_NONEMPTY(localAddress);
@@ -269,6 +306,7 @@ bool NvComputer::update(NvComputer& that)
ASSIGN_IF_CHANGED(appVersion);
ASSIGN_IF_CHANGED(maxLumaPixelsHEVC);
ASSIGN_IF_CHANGED(gpuModel);
ASSIGN_IF_CHANGED_AND_NONNULL(serverCert);
ASSIGN_IF_CHANGED_AND_NONEMPTY(appList);
ASSIGN_IF_CHANGED_AND_NONEMPTY(displayModes);
return changed;
+2 -1
View File
@@ -19,7 +19,7 @@ private:
bool pendingQuit;
public:
explicit NvComputer(QString address, QString serverInfo);
explicit NvComputer(QString address, QString serverInfo, QSslCertificate serverCert);
explicit NvComputer(QSettings& settings);
@@ -68,6 +68,7 @@ public:
QByteArray macAddress;
QString name;
QString uuid;
QSslCertificate serverCert;
QVector<NvApp> appList;
// Synchronization
+121 -50
View File
@@ -10,11 +10,16 @@
#include <QSslKey>
#include <QImageReader>
#include <QtEndian>
#include <QNetworkProxy>
#define REQUEST_TIMEOUT_MS 5000
#define LAUNCH_TIMEOUT_MS 120000
#define RESUME_TIMEOUT_MS 30000
#define QUIT_TIMEOUT_MS 30000
NvHTTP::NvHTTP(QString address) :
m_Address(address)
NvHTTP::NvHTTP(QString address, QSslCertificate serverCert) :
m_Address(address),
m_ServerCert(serverCert)
{
Q_ASSERT(!address.isEmpty());
@@ -24,6 +29,17 @@ NvHTTP::NvHTTP(QString address) :
m_BaseUrlHttps.setHost(address);
m_BaseUrlHttp.setPort(47989);
m_BaseUrlHttps.setPort(47984);
// Never use a proxy server
QNetworkProxy noProxy(QNetworkProxy::NoProxy);
m_Nam.setProxy(noProxy);
connect(&m_Nam, &QNetworkAccessManager::sslErrors, this, &NvHTTP::handleSslErrors);
}
void NvHTTP::setServerCert(QSslCertificate serverCert)
{
m_ServerCert = serverCert;
}
QVector<int>
@@ -68,36 +84,50 @@ NvHTTP::getServerInfo(NvLogLevel logLevel)
{
QString serverInfo;
try
// Check if we have a pinned cert for this host yet
if (!m_ServerCert.isNull())
{
// Always try HTTPS first, since it properly reports
// pairing status (and a few other attributes).
serverInfo = openConnectionToString(m_BaseUrlHttps,
"serverinfo",
nullptr,
true,
logLevel);
// Throws if the request failed
verifyResponseStatus(serverInfo);
}
catch (const GfeHttpResponseException& e)
{
if (e.getStatusCode() == 401)
try
{
// Certificate validation error, fallback to HTTP
serverInfo = openConnectionToString(m_BaseUrlHttp,
// Always try HTTPS first, since it properly reports
// pairing status (and a few other attributes).
serverInfo = openConnectionToString(m_BaseUrlHttps,
"serverinfo",
nullptr,
true,
REQUEST_TIMEOUT_MS,
logLevel);
// Throws if the request failed
verifyResponseStatus(serverInfo);
}
else
catch (const GfeHttpResponseException& e)
{
// Rethrow real errors
throw e;
if (e.getStatusCode() == 401)
{
// Certificate validation error, fallback to HTTP
serverInfo = openConnectionToString(m_BaseUrlHttp,
"serverinfo",
nullptr,
REQUEST_TIMEOUT_MS,
logLevel);
verifyResponseStatus(serverInfo);
}
else
{
// Rethrow real errors
throw e;
}
}
}
else
{
// Only use HTTP prior to pairing
serverInfo = openConnectionToString(m_BaseUrlHttp,
"serverinfo",
nullptr,
REQUEST_TIMEOUT_MS,
logLevel);
verifyResponseStatus(serverInfo);
}
return serverInfo;
}
@@ -144,7 +174,10 @@ NvHTTP::launchApp(int appId,
"appid="+QString::number(appId)+
"&mode="+QString::number(streamConfig->width)+"x"+
QString::number(streamConfig->height)+"x"+
QString::number(streamConfig->fps)+
// Using an FPS value over 60 causes SOPS to default to 720p60,
// so force it to 60 when starting. This won't impact our ability
// to get > 60 FPS while actually streaming though.
QString::number(streamConfig->fps > 60 ? 60 : streamConfig->fps)+
"&additionalStates=1&sops="+QString::number(sops ? 1 : 0)+
"&rikey="+QByteArray(streamConfig->remoteInputAesKey, sizeof(streamConfig->remoteInputAesKey)).toHex()+
"&rikeyid="+QString::number(riKeyId)+
@@ -155,7 +188,7 @@ NvHTTP::launchApp(int appId,
"&surroundAudioInfo="+getSurroundAudioInfoString(streamConfig->audioConfiguration)+
"&remoteControllersBitmap="+QString::number(gamepadMask)+
"&gcmap="+QString::number(gamepadMask),
false);
LAUNCH_TIMEOUT_MS);
// Throws if the request failed
verifyResponseStatus(response);
@@ -175,7 +208,7 @@ NvHTTP::resumeApp(PSTREAM_CONFIGURATION streamConfig)
"rikey="+QString(QByteArray(streamConfig->remoteInputAesKey, sizeof(streamConfig->remoteInputAesKey)).toHex())+
"&rikeyid="+QString::number(riKeyId)+
"&surroundAudioInfo="+getSurroundAudioInfoString(streamConfig->audioConfiguration),
false);
RESUME_TIMEOUT_MS);
// Throws if the request failed
verifyResponseStatus(response);
@@ -188,14 +221,14 @@ NvHTTP::quitApp()
openConnectionToString(m_BaseUrlHttps,
"cancel",
nullptr,
false);
QUIT_TIMEOUT_MS);
// Throws if the request failed
verifyResponseStatus(response);
// Newer GFE versions will just return success even if quitting fails
// if we're not the original requestor.
if (getCurrentGame(getServerInfo(NvHTTP::ERROR)) != 0) {
if (getCurrentGame(getServerInfo(NvHTTP::NVLL_ERROR)) != 0) {
// Generate a synthetic GfeResponseException letting the caller know
// that they can't kill someone else's stream.
throw GfeHttpResponseException(599, "");
@@ -235,8 +268,8 @@ NvHTTP::getAppList()
QString appxml = openConnectionToString(m_BaseUrlHttps,
"applist",
nullptr,
true,
NvLogLevel::ERROR);
REQUEST_TIMEOUT_MS,
NvLogLevel::NVLL_ERROR);
verifyResponseStatus(appxml);
QXmlStreamReader xmlReader(appxml);
@@ -303,8 +336,8 @@ NvHTTP::getBoxArt(int appId)
"appasset",
"appid="+QString::number(appId)+
"&AssetType=2&AssetIdx=0",
true,
NvLogLevel::VERBOSE);
REQUEST_TIMEOUT_MS,
NvLogLevel::NVLL_VERBOSE);
QImage image = QImageReader(reply).read();
delete reply;
@@ -346,14 +379,36 @@ NvHTTP::getXmlString(QString xml,
return nullptr;
}
void NvHTTP::handleSslErrors(QNetworkReply* reply, const QList<QSslError>& errors)
{
bool ignoreErrors = true;
if (m_ServerCert.isNull()) {
// We should never make an HTTPS request without a cert
Q_ASSERT(!m_ServerCert.isNull());
return;
}
for (auto error : errors) {
if (m_ServerCert != error.certificate()) {
ignoreErrors = false;
break;
}
}
if (ignoreErrors) {
reply->ignoreSslErrors(errors);
}
}
QString
NvHTTP::openConnectionToString(QUrl baseUrl,
QString command,
QString arguments,
bool enableTimeout,
int timeoutMs,
NvLogLevel logLevel)
{
QNetworkReply* reply = openConnection(baseUrl, command, arguments, enableTimeout, logLevel);
QNetworkReply* reply = openConnection(baseUrl, command, arguments, timeoutMs, logLevel);
QString ret;
QTextStream stream(reply);
@@ -368,34 +423,35 @@ QNetworkReply*
NvHTTP::openConnection(QUrl baseUrl,
QString command,
QString arguments,
bool enableTimeout,
int timeoutMs,
NvLogLevel logLevel)
{
// Build a URL for the request
QUrl url(baseUrl);
url.setPath("/" + command);
url.setQuery("uniqueid=" + IdentityManager::get()->getUniqueId() +
"&uuid=" + QUuid::createUuid().toRfc4122().toHex() +
// Use a common UID for Moonlight clients to allow them to quit
// games for each other (otherwise GFE gets screwed up and it requires
// manual intervention to solve).
url.setQuery("uniqueid=0123456789ABCDEF&uuid=" +
QUuid::createUuid().toRfc4122().toHex() +
((arguments != nullptr) ? ("&" + arguments) : ""));
QNetworkRequest request = QNetworkRequest(url);
QNetworkRequest request(url);
// Add our client certificate
request.setSslConfiguration(IdentityManager::get()->getSslConfig());
QNetworkReply* reply = m_Nam.get(request);
// Ignore self-signed certificate errors (since GFE uses them)
reply->ignoreSslErrors();
// Run the request with a timeout if requested
QEventLoop loop;
QObject::connect(reply, SIGNAL(finished()), &loop, SLOT(quit()));
if (enableTimeout)
{
QTimer::singleShot(REQUEST_TIMEOUT_MS, &loop, SLOT(quit()));
connect(reply, SIGNAL(finished()), &loop, SLOT(quit()));
connect(QCoreApplication::instance(), SIGNAL(aboutToQuit()), &loop, SLOT(quit()));
if (timeoutMs) {
QTimer::singleShot(timeoutMs, &loop, SLOT(quit()));
}
if (logLevel >= NvLogLevel::VERBOSE) {
if (logLevel >= NvLogLevel::NVLL_VERBOSE) {
qInfo() << "Executing request:" << url.toString();
}
loop.exec(QEventLoop::ExcludeUserInputEvents);
@@ -403,7 +459,7 @@ NvHTTP::openConnection(QUrl baseUrl,
// Abort the request if it timed out
if (!reply->isFinished())
{
if (logLevel >= NvLogLevel::ERROR) {
if (logLevel >= NvLogLevel::NVLL_ERROR) {
qWarning() << "Aborting timed out request for" << url.toString();
}
reply->abort();
@@ -416,12 +472,27 @@ NvHTTP::openConnection(QUrl baseUrl,
// Handle error
if (reply->error() != QNetworkReply::NoError)
{
if (logLevel >= NvLogLevel::ERROR) {
if (logLevel >= NvLogLevel::NVLL_ERROR) {
qWarning() << command << " request failed with error " << reply->error();
}
QtNetworkReplyException exception(reply->error(), reply->errorString());
delete reply;
throw exception;
if (reply->error() == QNetworkReply::SslHandshakeFailedError) {
// This will trigger falling back to HTTP for the serverinfo query
// then pairing again to get the updated certificate.
GfeHttpResponseException exception(401, "Server certificate mismatch");
delete reply;
throw exception;
}
else if (reply->error() == QNetworkReply::OperationCanceledError) {
QtNetworkReplyException exception(QNetworkReply::TimeoutError, "Request timed out");
delete reply;
throw exception;
}
else {
QtNetworkReplyException exception(reply->error(), reply->errorString());
delete reply;
throw exception;
}
}
return reply;
+16 -8
View File
@@ -113,16 +113,18 @@ private:
QString m_ErrorText;
};
class NvHTTP
class NvHTTP : public QObject
{
Q_OBJECT
public:
enum NvLogLevel {
NONE,
ERROR,
VERBOSE
NVLL_NONE,
NVLL_ERROR,
NVLL_VERBOSE
};
explicit NvHTTP(QString address);
explicit NvHTTP(QString address, QSslCertificate serverCert);
static
int
@@ -149,8 +151,10 @@ public:
openConnectionToString(QUrl baseUrl,
QString command,
QString arguments,
bool enableTimeout,
NvLogLevel logLevel = NvLogLevel::VERBOSE);
int timeoutMs,
NvLogLevel logLevel = NvLogLevel::NVLL_VERBOSE);
void setServerCert(QSslCertificate serverCert);
static
QVector<int>
@@ -182,13 +186,17 @@ public:
QUrl m_BaseUrlHttp;
QUrl m_BaseUrlHttps;
private:
void
handleSslErrors(QNetworkReply* reply, const QList<QSslError>& errors);
QNetworkReply*
openConnection(QUrl baseUrl,
QString command,
QString arguments,
bool enableTimeout,
int timeoutMs,
NvLogLevel logLevel);
QString m_Address;
QNetworkAccessManager m_Nam;
QSslCertificate m_ServerCert;
};
+32 -18
View File
@@ -8,8 +8,10 @@
#include <openssl/x509.h>
#include <openssl/evp.h>
#define REQUEST_TIMEOUT_MS 5000
NvPairingManager::NvPairingManager(QString address) :
m_Http(address)
m_Http(address, QSslCertificate())
{
QByteArray cert = IdentityManager::get()->getCertificate();
BIO *bio = BIO_new_mem_buf(cert.data(), -1);
@@ -161,7 +163,7 @@ NvPairingManager::saltPin(QByteArray salt, QString pin)
}
NvPairingManager::PairState
NvPairingManager::pair(QString appVersion, QString pin)
NvPairingManager::pair(QString appVersion, QString pin, QSslCertificate& serverCert)
{
int serverMajorVersion = NvHTTP::parseQuad(appVersion).at(0);
qInfo() << "Pairing with server generation:" << serverMajorVersion;
@@ -192,7 +194,7 @@ NvPairingManager::pair(QString appVersion, QString pin)
"pair",
"devicename=roth&updateState=1&phrase=getservercert&salt=" +
salt.toHex() + "&clientcert=" + IdentityManager::get()->getCertificate().toHex(),
false);
0);
NvHTTP::verifyResponseStatus(getCert);
if (NvHTTP::getXmlString(getCert, "paired") != "1")
{
@@ -200,26 +202,38 @@ NvPairingManager::pair(QString appVersion, QString pin)
return PairState::FAILED;
}
QByteArray serverCert = NvHTTP::getXmlStringFromHex(getCert, "plaincert");
if (serverCert == nullptr)
QByteArray serverCertStr = NvHTTP::getXmlStringFromHex(getCert, "plaincert");
if (serverCertStr == nullptr)
{
qCritical() << "Server likely already pairing";
m_Http.openConnectionToString(m_Http.m_BaseUrlHttp, "unpair", nullptr, true);
m_Http.openConnectionToString(m_Http.m_BaseUrlHttp, "unpair", nullptr, REQUEST_TIMEOUT_MS);
return PairState::ALREADY_IN_PROGRESS;
}
serverCert = QSslCertificate(serverCertStr);
if (serverCert.isNull()) {
Q_ASSERT(!serverCert.isNull());
qCritical() << "Failed to parse plaincert";
m_Http.openConnectionToString(m_Http.m_BaseUrlHttp, "unpair", nullptr, REQUEST_TIMEOUT_MS);
return PairState::FAILED;
}
// Pin this cert for TLS
m_Http.setServerCert(serverCert);
QByteArray randomChallenge = generateRandomBytes(16);
QByteArray encryptedChallenge = encrypt(randomChallenge, &encKey);
QString challengeXml = m_Http.openConnectionToString(m_Http.m_BaseUrlHttp,
"pair",
"devicename=roth&updateState=1&clientchallenge=" +
encryptedChallenge.toHex(),
true);
REQUEST_TIMEOUT_MS);
NvHTTP::verifyResponseStatus(challengeXml);
if (NvHTTP::getXmlString(challengeXml, "paired") != "1")
{
qCritical() << "Failed pairing at stage #2";
m_Http.openConnectionToString(m_Http.m_BaseUrlHttp, "unpair", nullptr, true);
m_Http.openConnectionToString(m_Http.m_BaseUrlHttp, "unpair", nullptr, REQUEST_TIMEOUT_MS);
return PairState::FAILED;
}
@@ -247,12 +261,12 @@ NvPairingManager::pair(QString appVersion, QString pin)
"pair",
"devicename=roth&updateState=1&serverchallengeresp=" +
encryptedChallengeResponseHash.toHex(),
true);
REQUEST_TIMEOUT_MS);
NvHTTP::verifyResponseStatus(respXml);
if (NvHTTP::getXmlString(respXml, "paired") != "1")
{
qCritical() << "Failed pairing at stage #3";
m_Http.openConnectionToString(m_Http.m_BaseUrlHttp, "unpair", nullptr, true);
m_Http.openConnectionToString(m_Http.m_BaseUrlHttp, "unpair", nullptr, REQUEST_TIMEOUT_MS);
return PairState::FAILED;
}
@@ -262,21 +276,21 @@ NvPairingManager::pair(QString appVersion, QString pin)
if (!verifySignature(serverSecret,
serverSignature,
serverCert))
serverCertStr))
{
qCritical() << "MITM detected";
m_Http.openConnectionToString(m_Http.m_BaseUrlHttp, "unpair", nullptr, true);
m_Http.openConnectionToString(m_Http.m_BaseUrlHttp, "unpair", nullptr, REQUEST_TIMEOUT_MS);
return PairState::FAILED;
}
QByteArray expectedResponseData;
expectedResponseData.append(randomChallenge);
expectedResponseData.append(getSignatureFromPemCert(serverCert));
expectedResponseData.append(getSignatureFromPemCert(serverCertStr));
expectedResponseData.append(serverSecret);
if (QCryptographicHash::hash(expectedResponseData, hashAlgo) != serverResponse)
{
qCritical() << "Incorrect PIN";
m_Http.openConnectionToString(m_Http.m_BaseUrlHttp, "unpair", nullptr, true);
m_Http.openConnectionToString(m_Http.m_BaseUrlHttp, "unpair", nullptr, REQUEST_TIMEOUT_MS);
return PairState::PIN_WRONG;
}
@@ -288,24 +302,24 @@ NvPairingManager::pair(QString appVersion, QString pin)
"pair",
"devicename=roth&updateState=1&clientpairingsecret=" +
clientPairingSecret.toHex(),
true);
REQUEST_TIMEOUT_MS);
NvHTTP::verifyResponseStatus(secretRespXml);
if (NvHTTP::getXmlString(secretRespXml, "paired") != "1")
{
qCritical() << "Failed pairing at stage #4";
m_Http.openConnectionToString(m_Http.m_BaseUrlHttp, "unpair", nullptr, true);
m_Http.openConnectionToString(m_Http.m_BaseUrlHttp, "unpair", nullptr, REQUEST_TIMEOUT_MS);
return PairState::FAILED;
}
QString pairChallengeXml = m_Http.openConnectionToString(m_Http.m_BaseUrlHttps,
"pair",
"devicename=roth&updateState=1&phrase=pairchallenge",
true);
REQUEST_TIMEOUT_MS);
NvHTTP::verifyResponseStatus(pairChallengeXml);
if (NvHTTP::getXmlString(pairChallengeXml, "paired") != "1")
{
qCritical() << "Failed pairing at stage #5";
m_Http.openConnectionToString(m_Http.m_BaseUrlHttp, "unpair", nullptr, true);
m_Http.openConnectionToString(m_Http.m_BaseUrlHttp, "unpair", nullptr, REQUEST_TIMEOUT_MS);
return PairState::FAILED;
}
+1 -1
View File
@@ -23,7 +23,7 @@ public:
~NvPairingManager();
PairState
pair(QString appVersion, QString pin);
pair(QString appVersion, QString pin, QSslCertificate& serverCert);
private:
QByteArray
+104
View File
@@ -0,0 +1,104 @@
#include "systemproperties.h"
#include "streaming/session.h"
#include "streaming/streamutils.h"
SystemProperties::SystemProperties()
{
isRunningWayland = qgetenv("XDG_SESSION_TYPE") == "wayland";
#ifdef Q_OS_WIN32
isWow64 = QSysInfo::currentCpuArchitecture() != QSysInfo::buildCpuArchitecture();
#else
isWow64 = false;
#endif
#ifndef STEAM_LINK
hasBrowser = true;
#else
hasBrowser = false;
#endif
unmappedGamepads = SdlInputHandler::getUnmappedGamepads();
// Populate data that requires talking to SDL. We do it all in one shot
// and cache the results to speed up future queries on this data.
querySdlVideoInfo();
Q_ASSERT(maximumStreamingFrameRate >= 60);
Q_ASSERT(!monitorDesktopResolutions.isEmpty());
Q_ASSERT(!monitorNativeResolutions.isEmpty());
}
QRect SystemProperties::getDesktopResolution(int displayIndex)
{
// Returns default constructed QRect if out of bounds
return monitorDesktopResolutions.value(displayIndex);
}
QRect SystemProperties::getNativeResolution(int displayIndex)
{
// Returns default constructed QRect if out of bounds
return monitorNativeResolutions.value(displayIndex);
}
void SystemProperties::querySdlVideoInfo()
{
monitorDesktopResolutions.clear();
monitorNativeResolutions.clear();
hasHardwareAcceleration = false;
// Never let the maximum drop below 60 FPS
maximumStreamingFrameRate = 60;
SDL_DisplayMode bestMode;
for (int displayIndex = 0; displayIndex < SDL_GetNumVideoDisplays(); displayIndex++) {
SDL_DisplayMode desktopMode;
int err;
err = SDL_GetDesktopDisplayMode(displayIndex, &desktopMode);
if (err == 0) {
monitorDesktopResolutions.insert(displayIndex, QRect(0, 0, desktopMode.w, desktopMode.h));
}
else {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"SDL_GetDesktopDisplayMode() failed: %s",
SDL_GetError());
}
if (StreamUtils::getRealDesktopMode(displayIndex, &desktopMode)) {
monitorNativeResolutions.insert(displayIndex, QRect(0, 0, desktopMode.w, desktopMode.h));
// Start at desktop mode and work our way up
bestMode = desktopMode;
for (int i = 0; i < SDL_GetNumDisplayModes(displayIndex); i++) {
SDL_DisplayMode mode;
if (SDL_GetDisplayMode(displayIndex, i, &mode) == 0) {
if (mode.w == desktopMode.w && mode.h == desktopMode.h) {
if (mode.refresh_rate > bestMode.refresh_rate) {
bestMode = mode;
}
}
}
}
maximumStreamingFrameRate = qMax(maximumStreamingFrameRate, bestMode.refresh_rate);
}
}
SDL_Window* testWindow = SDL_CreateWindow("", 0, 0, 1280, 720, SDL_WINDOW_HIDDEN);
if (!testWindow) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Failed to create window for hardware decode test: %s",
SDL_GetError());
return;
}
hasHardwareAcceleration =
Session::isHardwareDecodeAvailable(testWindow,
StreamingPreferences::VDS_AUTO,
VIDEO_FORMAT_H264,
1920, 1080, 60);
SDL_DestroyWindow(testWindow);
}
+38
View File
@@ -0,0 +1,38 @@
#pragma once
#include <QObject>
#include <QRect>
class SystemProperties : public QObject
{
Q_OBJECT
public:
SystemProperties();
Q_PROPERTY(bool hasHardwareAcceleration MEMBER hasHardwareAcceleration CONSTANT)
Q_PROPERTY(bool isRunningWayland MEMBER isRunningWayland CONSTANT)
Q_PROPERTY(bool isWow64 MEMBER isWow64 CONSTANT)
Q_PROPERTY(bool hasBrowser MEMBER hasBrowser CONSTANT)
Q_PROPERTY(QString unmappedGamepads MEMBER unmappedGamepads NOTIFY unmappedGamepadsChanged)
Q_PROPERTY(int maximumStreamingFrameRate MEMBER maximumStreamingFrameRate CONSTANT)
Q_INVOKABLE QRect getDesktopResolution(int displayIndex);
Q_INVOKABLE QRect getNativeResolution(int displayIndex);
signals:
void unmappedGamepadsChanged();
private:
void querySdlVideoInfo();
bool hasHardwareAcceleration;
bool isRunningWayland;
bool isWow64;
bool hasBrowser;
QString unmappedGamepads;
int maximumStreamingFrameRate;
QList<QRect> monitorDesktopResolutions;
QList<QRect> monitorNativeResolutions;
};
+54 -2
View File
@@ -59,7 +59,7 @@ public:
void showMessage(QString message, MessageType type) const
{
#if defined(Q_OS_WIN)
#if defined(Q_OS_WIN32)
UINT flags = MB_OK | MB_TOPMOST | MB_SETFOREGROUND;
flags |= (type == Info ? MB_ICONINFORMATION : MB_ICONERROR);
QString title = "Moonlight";
@@ -164,6 +164,7 @@ GlobalCommandLineParser::ParseResult GlobalCommandLineParser::parse(const QStrin
"Starts Moonlight normally if no arguments are given.\n"
"\n"
"Available actions:\n"
" quit Quit the currently running app\n"
" stream Start streaming an app\n"
"\n"
"See 'moonlight <action> --help' for help of specific action."
@@ -179,6 +180,8 @@ GlobalCommandLineParser::ParseResult GlobalCommandLineParser::parse(const QStrin
parser.handleHelpAndVersionOptions();
parser.handleUnknownOptions();
return NormalStartRequested;
} else if (action == "quit") {
return QuitRequested;
} else if (action == "stream") {
return StreamRequested;
} else {
@@ -186,6 +189,48 @@ GlobalCommandLineParser::ParseResult GlobalCommandLineParser::parse(const QStrin
}
}
QuitCommandLineParser::QuitCommandLineParser()
{
}
QuitCommandLineParser::~QuitCommandLineParser()
{
}
void QuitCommandLineParser::parse(const QStringList &args)
{
CommandLineParser parser;
parser.setupCommonOptions();
parser.setApplicationDescription(
"\n"
"Quit the currently running app on the given host."
);
parser.addPositionalArgument("quit", "quit running app");
parser.addPositionalArgument("host", "Host computer name, UUID, or IP address", "<host>");
if (!parser.parse(args)) {
parser.showError(parser.errorText());
}
parser.handleUnknownOptions();
// This method will not return and terminates the process if --version or
// --help is specified
parser.handleHelpAndVersionOptions();
// Verify that host has been provided
auto posArgs = parser.positionalArguments();
if (posArgs.length() < 2) {
parser.showError("Host not provided");
}
m_Host = parser.positionalArguments().at(1);
}
QString QuitCommandLineParser::getHost() const
{
return m_Host;
}
StreamCommandLineParser::StreamCommandLineParser()
{
m_WindowModeMap = {
@@ -238,9 +283,11 @@ void StreamCommandLineParser::parse(const QStringList &args, StreamingPreference
parser.addChoiceOption("display-mode", "display mode", m_WindowModeMap.keys());
parser.addChoiceOption("audio-config", "audio config", m_AudioConfigMap.keys());
parser.addToggleOption("multi-controller", "multiple controller support");
parser.addToggleOption("quit-after", "quit app after session");
parser.addToggleOption("mouse-acceleration", "mouse acceleration");
parser.addToggleOption("game-optimization", "game optimizations");
parser.addToggleOption("audio-on-host", "audio on host PC");
parser.addToggleOption("frame-pacing", "frame pacing");
parser.addChoiceOption("video-codec", "video codec", m_VideoCodecMap.keys());
parser.addChoiceOption("video-decoder", "video decoder", m_VideoDecoderMap.keys());
@@ -314,6 +361,9 @@ void StreamCommandLineParser::parse(const QStringList &args, StreamingPreference
// Resolve --multi-controller and --no-multi-controller options
preferences->multiController = parser.getToggleOptionValue("multi-controller", preferences->multiController);
// Resolve --quit-after and --no-quit-after options
preferences->quitAppAfter = parser.getToggleOptionValue("quit-after", preferences->quitAppAfter);
// Resolve --mouse-acceleration and --no-mouse-acceleration options
preferences->mouseAcceleration = parser.getToggleOptionValue("mouse-acceleration", preferences->mouseAcceleration);
@@ -323,6 +373,9 @@ void StreamCommandLineParser::parse(const QStringList &args, StreamingPreference
// Resolve --audio-on-host and --no-audio-on-host options
preferences->playAudioOnHost = parser.getToggleOptionValue("audio-on-host", preferences->playAudioOnHost);
// Resolve --frame-pacing and --no-frame-pacing options
preferences->framePacing = parser.getToggleOptionValue("frame-pacing", preferences->framePacing);
// Resolve --video-codec option
if (parser.isSet("video-codec")) {
preferences->videoCodecConfig = mapValue(m_VideoCodecMap, parser.getChoiceOptionValue("video-codec"));
@@ -359,4 +412,3 @@ QString StreamCommandLineParser::getAppName() const
{
return m_AppName;
}
+15
View File
@@ -11,6 +11,7 @@ public:
enum ParseResult {
NormalStartRequested,
StreamRequested,
QuitRequested,
};
GlobalCommandLineParser();
@@ -20,6 +21,20 @@ public:
};
class QuitCommandLineParser
{
public:
QuitCommandLineParser();
virtual ~QuitCommandLineParser();
void parse(const QStringList &args);
QString getHost() const;
private:
QString m_Host;
};
class StreamCommandLineParser
{
public:
+171
View File
@@ -0,0 +1,171 @@
#include "quitstream.h"
#include "backend/computermanager.h"
#include "backend/computerseeker.h"
#include "streaming/session.h"
#include <QCoreApplication>
#include <QTimer>
#define COMPUTER_SEEK_TIMEOUT 10000
namespace CliQuitStream
{
enum State {
StateInit,
StateSeekComputer,
StateQuitApp,
StateFailure,
};
class Event
{
public:
enum Type {
AppQuitCompleted,
ComputerFound,
ComputerSeekTimedout,
Executed,
};
Event(Type type)
: type(type), computerManager(nullptr), computer(nullptr) {}
Type type;
ComputerManager *computerManager;
NvComputer *computer;
QString errorMessage;
};
class LauncherPrivate
{
Q_DECLARE_PUBLIC(Launcher)
public:
LauncherPrivate(Launcher *q) : q_ptr(q) {}
void handleEvent(Event event)
{
Q_Q(Launcher);
NvApp app;
switch (event.type) {
// Occurs when CliQuitStreamSegue becomes visible and the UI calls launcher's execute()
case Event::Executed:
if (m_State == StateInit) {
m_State = StateSeekComputer;
m_ComputerManager = event.computerManager;
q->connect(m_ComputerManager, &ComputerManager::quitAppCompleted,
q, &Launcher::onQuitAppCompleted);
m_ComputerSeeker = new ComputerSeeker(m_ComputerManager, m_ComputerName, q);
q->connect(m_ComputerSeeker, &ComputerSeeker::computerFound,
q, &Launcher::onComputerFound);
q->connect(m_ComputerSeeker, &ComputerSeeker::errorTimeout,
q, &Launcher::onComputerSeekTimeout);
m_ComputerSeeker->start(COMPUTER_SEEK_TIMEOUT);
emit q->searchingComputer();
}
break;
// Occurs when computer search timed out
case Event::ComputerSeekTimedout:
if (m_State == StateSeekComputer) {
m_State = StateFailure;
emit q->failed(QString("Failed to connect to %1").arg(m_ComputerName));
}
break;
// Occurs when searched computer is found
case Event::ComputerFound:
if (m_State == StateSeekComputer) {
if (event.computer->pairState == NvComputer::PS_PAIRED) {
m_State = StateQuitApp;
emit q->quittingApp();
m_ComputerManager->quitRunningApp(event.computer);
} else {
m_State = StateFailure;
QString msg = QString("Computer %1 has not been paired. "
"Please open Moonlight to pair before streaming.")
.arg(event.computer->name);
emit q->failed(msg);
}
}
break;
// Occurs when app quit completed (error message is set if failed)
case Event::AppQuitCompleted:
if (m_State == StateQuitApp) {
if (event.errorMessage.isEmpty()) {
QCoreApplication::exit(0);
} else {
m_State = StateFailure;
emit q->failed(QString("Quitting app failed, reason: %1").arg(event.errorMessage));
}
}
break;
}
}
Launcher *q_ptr;
ComputerManager *m_ComputerManager;
QString m_ComputerName;
ComputerSeeker *m_ComputerSeeker;
State m_State;
QTimer *m_TimeoutTimer;
};
Launcher::Launcher(QString computer, QObject *parent)
: QObject(parent),
m_DPtr(new LauncherPrivate(this))
{
Q_D(Launcher);
d->m_ComputerName = computer;
d->m_State = StateInit;
d->m_TimeoutTimer = new QTimer(this);
d->m_TimeoutTimer->setSingleShot(true);
connect(d->m_TimeoutTimer, &QTimer::timeout,
this, &Launcher::onComputerSeekTimeout);
}
Launcher::~Launcher()
{
}
void Launcher::execute(ComputerManager *manager)
{
Q_D(Launcher);
Event event(Event::Executed);
event.computerManager = manager;
d->handleEvent(event);
}
bool Launcher::isExecuted() const
{
Q_D(const Launcher);
return d->m_State != StateInit;
}
void Launcher::onComputerFound(NvComputer *computer)
{
Q_D(Launcher);
Event event(Event::ComputerFound);
event.computer = computer;
d->handleEvent(event);
}
void Launcher::onComputerSeekTimeout()
{
Q_D(Launcher);
Event event(Event::ComputerSeekTimedout);
d->handleEvent(event);
}
void Launcher::onQuitAppCompleted(QVariant error)
{
Q_D(Launcher);
Event event(Event::AppQuitCompleted);
event.errorMessage = error.toString();
d->handleEvent(event);
}
}
+40
View File
@@ -0,0 +1,40 @@
#pragma once
#include <QObject>
#include <QVariant>
class ComputerManager;
class NvComputer;
namespace CliQuitStream
{
class LauncherPrivate;
class Launcher : public QObject
{
Q_OBJECT
Q_DECLARE_PRIVATE_D(m_DPtr, Launcher)
public:
explicit Launcher(QString computer, QObject *parent = nullptr);
~Launcher();
Q_INVOKABLE void execute(ComputerManager *manager);
Q_INVOKABLE bool isExecuted() const;
signals:
void searchingComputer();
void quittingApp();
void failed(QString text);
private slots:
void onComputerFound(NvComputer *computer);
void onComputerSeekTimeout();
void onQuitAppCompleted(QVariant error);
private:
QScopedPointer<LauncherPrivate> m_DPtr;
};
}
+83 -47
View File
@@ -1,7 +1,9 @@
#include "startstream.h"
#include "backend/computermanager.h"
#include "backend/computerseeker.h"
#include "streaming/session.h"
#include <QCoreApplication>
#include <QTimer>
#define COMPUTER_SEEK_TIMEOUT 10000
@@ -22,6 +24,9 @@ class Event
{
public:
enum Type {
AppQuitCompleted,
AppQuitRequested,
ComputerFound,
ComputerUpdated,
Executed,
Timedout,
@@ -33,6 +38,7 @@ public:
Type type;
ComputerManager *computerManager;
NvComputer *computer;
QString errorMessage;
};
class LauncherPrivate
@@ -49,58 +55,78 @@ public:
NvApp app;
switch (event.type) {
// Occurs when CliStartStreamSegue becomes visible and the UI calls launcher's execute()
case Event::Executed:
if (m_State == StateInit) {
m_State = StateSeekComputer;
m_TimeoutTimer->start(COMPUTER_SEEK_TIMEOUT);
m_ComputerManager = event.computerManager;
m_ComputerSeeker = new ComputerSeeker(m_ComputerManager, m_ComputerName, q);
q->connect(m_ComputerSeeker, &ComputerSeeker::computerFound,
q, &Launcher::onComputerFound);
q->connect(m_ComputerSeeker, &ComputerSeeker::errorTimeout,
q, &Launcher::onTimeout);
m_ComputerSeeker->start(COMPUTER_SEEK_TIMEOUT);
q->connect(m_ComputerManager, &ComputerManager::computerStateChanged,
q, &Launcher::onComputerUpdated);
// Seek desired computer by both connecting to it directly (this may fail
// if m_ComputerName is UUID, or the name that doesn't resolve to an IP
// address) and by polling it using mDNS, hopefully one of these methods
// would find the host
m_ComputerManager->addNewHost(m_ComputerName, false);
m_ComputerManager->startPolling();
q->connect(m_ComputerManager, &ComputerManager::quitAppCompleted,
q, &Launcher::onQuitAppCompleted);
emit q->searchingComputer();
}
break;
case Event::ComputerUpdated:
// Occurs when searched computer is found
case Event::ComputerFound:
if (m_State == StateSeekComputer) {
if (matchComputer(event.computer) && isOnline(event.computer)) {
if (isPaired(event.computer)) {
m_State = StateSeekApp;
m_TimeoutTimer->start(APP_SEEK_TIMEOUT);
m_Computer = event.computer;
m_ComputerManager->stopPollingAsync();
emit q->searchingApp();
} else {
m_State = StateFailure;
QString msg = QString("Computer %1 has not been paired. "
"Please open Moonlight to pair before streaming.")
.arg(event.computer->name);
emit q->failed(msg);
}
if (event.computer->pairState == NvComputer::PS_PAIRED) {
m_State = StateSeekApp;
m_Computer = event.computer;
m_TimeoutTimer->start(APP_SEEK_TIMEOUT);
emit q->searchingApp();
} else {
m_State = StateFailure;
QString msg = QString("Computer %1 has not been paired. "
"Please open Moonlight to pair before streaming.")
.arg(event.computer->name);
emit q->failed(msg);
}
}
break;
// Occurs when a computer is updated
case Event::ComputerUpdated:
if (m_State == StateSeekApp) {
int index = getAppIndex();
if (-1 != index) {
app = m_Computer->appList[index];
m_TimeoutTimer->stop();
if (isNotStreaming() || isStreamingApp(app)) {
m_State = StateStartSession;
m_TimeoutTimer->stop();
session = new Session(m_Computer, app, m_Preferences);
emit q->sessionCreated(app.name, session);
} else {
m_State = StateFailure;
QString msg = QString("%1 is already running. Please quit %1 to stream %2.")
.arg(getCurrentAppName(), app.name);
emit q->failed(msg);
emit q->appQuitRequired(getCurrentAppName());
}
}
}
break;
// Occurs when there was another app running on computer and user accepted quit
// confirmation dialog
case Event::AppQuitRequested:
if (m_State == StateSeekApp) {
m_ComputerManager->quitRunningApp(m_Computer);
}
break;
// Occurs when the previous app quit has been completed, handles quitting errors if any
// happended. ComputerUpdated event's handler handles session start when previous app has
// quit.
case Event::AppQuitCompleted:
if (m_State == StateSeekApp && !event.errorMessage.isEmpty()) {
m_State = StateFailure;
emit q->failed(QString("Quitting app failed, reason: %1").arg(event.errorMessage));
}
break;
// Occurs when computer or app search timed out
case Event::Timedout:
if (m_State == StateSeekComputer) {
m_State = StateFailure;
@@ -114,26 +140,6 @@ public:
}
}
bool matchComputer(NvComputer *computer) const
{
QString value = m_ComputerName.toLower();
return computer->name.toLower() == value ||
computer->localAddress.toLower() == value ||
computer->remoteAddress.toLower() == value ||
computer->manualAddress.toLower() == value ||
computer->uuid.toLower() == value;
}
bool isOnline(NvComputer *computer) const
{
return computer->state == NvComputer::CS_ONLINE;
}
bool isPaired(NvComputer *computer) const
{
return computer->pairState == NvComputer::PS_PAIRED;
}
int getAppIndex() const
{
for (int i = 0; i < m_Computer->appList.length(); i++) {
@@ -169,6 +175,7 @@ public:
QString m_AppName;
StreamingPreferences *m_Preferences;
ComputerManager *m_ComputerManager;
ComputerSeeker *m_ComputerSeeker;
NvComputer *m_Computer;
State m_State;
QTimer *m_TimeoutTimer;
@@ -202,6 +209,27 @@ void Launcher::execute(ComputerManager *manager)
d->handleEvent(event);
}
void Launcher::quitRunningApp()
{
Q_D(Launcher);
Event event(Event::AppQuitRequested);
d->handleEvent(event);
}
bool Launcher::isExecuted() const
{
Q_D(const Launcher);
return d->m_State != StateInit;
}
void Launcher::onComputerFound(NvComputer *computer)
{
Q_D(Launcher);
Event event(Event::ComputerFound);
event.computer = computer;
d->handleEvent(event);
}
void Launcher::onComputerUpdated(NvComputer *computer)
{
Q_D(Launcher);
@@ -217,4 +245,12 @@ void Launcher::onTimeout()
d->handleEvent(event);
}
void Launcher::onQuitAppCompleted(QVariant error)
{
Q_D(Launcher);
Event event(Event::AppQuitCompleted);
event.errorMessage = error.toString();
d->handleEvent(event);
}
}
+6
View File
@@ -1,6 +1,7 @@
#pragma once
#include <QObject>
#include <QVariant>
class ComputerManager;
class NvComputer;
@@ -24,16 +25,21 @@ public:
QObject *parent = nullptr);
~Launcher();
Q_INVOKABLE void execute(ComputerManager *manager);
Q_INVOKABLE void quitRunningApp();
Q_INVOKABLE bool isExecuted() const;
signals:
void searchingComputer();
void searchingApp();
void sessionCreated(QString appName, Session *session);
void failed(QString text);
void appQuitRequired(QString appName);
private slots:
void onComputerFound(NvComputer *computer);
void onComputerUpdated(NvComputer *computer);
void onTimeout();
void onQuitAppCompleted(QVariant error);
private:
QScopedPointer<LauncherPrivate> m_DPtr;
@@ -4,7 +4,7 @@
<metadata_license>CC0-1.0</metadata_license>
<project_license>GPL-3.0+</project_license>
<name>Moonlight</name>
<summary>Stream games from your NVIDIA GameStream-enabled PC</summary>
<summary>Play games remotely from your NVIDIA GameStream-enabled PC</summary>
<description>
<p>Moonlight can stream games and other applications from a PC with an NVIDIA GeForce GTX 600-series or higher GPU and GeForce Experience installed.</p>
@@ -15,24 +15,178 @@
<li>Hardware accelerated video decoding with VAAPI and VDPAU support</li>
<li>5.1 surround sound audio support</li>
<li>HEVC support for better video compression efficiency</li>
<li>Gamepad support with SDL mapping compatibility</li>
<li>Gamepad support with force feedback for up to 4 players</li>
</ul>
</description>
<url type="homepage">https://moonlight-stream.com</url>
<url type="homepage">https://moonlight-stream.org</url>
<url type="bugtracker">https://github.com/moonlight-stream/moonlight-qt/issues</url>
<url type="help">https://github.com/moonlight-stream/moonlight-docs/wiki/Setup-Guide</url>
<screenshots>
<screenshot type="default">
<image>https://moonlight-stream.com/appstream_resources/moonlight_screenshot_1.png</image>
<image>https://moonlight-stream.org/appstream_resources/moonlight_screenshot_1.png</image>
</screenshot>
<screenshot>
<image>https://moonlight-stream.com/appstream_resources/moonlight_screenshot_2.png</image>
<image>https://moonlight-stream.org/appstream_resources/moonlight_screenshot_2.png</image>
</screenshot>
</screenshots>
<releases>
<release version="0.10.0" date="2019-04-07">
<description>
<p>New features:</p>
<ul>
<li>Redesigned App Grid with larger game artwork and less blank space</li>
<li>Redesigned UI dialogs using Material Design</li>
<li>Added a connection warning overlay (which can be disabled in settings)</li>
<li>Streaming window no longer minimizes when it loses focus in full-screen mode</li>
<li>The Steam Link device is now a supported platform</li>
</ul>
<p>Bugfixes:</p>
<ul>
<li>Fixed several bugs that could cause UI hangs or lag</li>
<li>Fixed rumble support on gamepads with limited rumble motor control</li>
<li>Fixed increased memory usage if the software renderer gets delayed</li>
<li>Fixed crashes on certain desktop configurations when loading the UI</li>
<li>Fixed handling of pairing certificates with a bogus date</li>
</ul>
</description>
</release>
<release version="0.9.1" date="2019-02-17">
<description>
<p>New features:</p>
<ul>
<li>Added gamepad rumble support</li>
<li>Added a dedicated quit button to the running app tile</li>
<li>Reduced video latency on Windows and Linux</li>
<li>Added a performance overlay for software decoding</li>
</ul>
<p>Bugfixes:</p>
<ul>
<li>Fixed delayed first video frame with GFE 3.17</li>
<li>Fixed erroneously setting host resolution to 720p in certain configurations</li>
<li>The connection termination dialog is no longer displayed for intentional termination</li>
<li>Fixed some gamepads only functioning for UI navigation and not in game</li>
<li>Fixed audio latency increasing when switching audio devices</li>
<li>Fixed VDPAU scaling behavior on AMD cards</li>
<li>Fixed several bugs in gamepad navigation behavior</li>
<li>Work around a bug in QGnomePlatform that breaks dialog rendering on Linux</li>
<li>Updated included SDL gamepad mappings</li>
<li>Fixed hotkey behavior on non-latin keyboards</li>
<li>Fixed incorrect frame drop percentages in debug stats</li>
</ul>
</description>
</release>
<release version="0.8.1" date="2019-01-08">
<description>
<p>New features:</p>
<ul>
<li>Stricter adherence to the specified bitrate when streaming over the Internet</li>
</ul>
<p>Bugfixes:</p>
<ul>
<li>Fixed audio crackling that impacted certain systems</li>
<li>Fixed Wake-on-LAN packets failing to send on some systems</li>
<li>Reduced audio latency when resuming a session where audio is already playing</li>
<li>Added option to enable the old SDL audio renderer by setting ML_AUDIO=SDL</li>
<li>Updated to use the new Qt 5.12 Flatpak runtime</li>
<li>Updated to FFmpeg 4.1</li>
<li>Minor UI tweaks</li>
</ul>
</description>
</release>
<release version="0.8.0" date="2018-12-25">
<description>
<p>New features:</p>
<ul>
<li>Improved security of pairing - After this update, you must re-pair with your PC!</li>
<li>Enabled quitting games started by other Moonlight clients also running this update</li>
</ul>
<p>Bugfixes:</p>
<ul>
<li>Fixed the video bitrate slider not working above certain values on GFE 3.16</li>
<li>Fixed broken Bluetooth audio with PulseAudio</li>
<li>Reduced audio latency</li>
<li>Fixed some non-gamepad devices triggering the unmapped gamepad dialog box</li>
<li>Minor UI tweaks</li>
</ul>
</description>
</release>
<release version="0.7.0" date="2018-12-05">
<description>
<p>New features:</p>
<ul>
<li>Added option to quit the app after stopping the stream</li>
<li>Added CLI option to quit the running app</li>
</ul>
<p>Bugfixes:</p>
<ul>
<li>Switched to libsoundio backend to address audio glitches and reduce latency</li>
<li>Fixed CLI version output</li>
<li>Fixed streaming error messages not showing up when launching from CLI</li>
<li>Updated included SDL gamepad mappings</li>
<li>Various minor UI tweaks</li>
</ul>
</description>
</release>
<release version="0.6.4" date="2018-11-20">
<description>
<p>New features:</p>
<ul>
<li>Added an option to match client display refresh rate when FPS is unlocked</li>
</ul>
<p>Bugfixes:</p>
<ul>
<li>Fixed multiple gamepads not being detected on the host in some scenarios</li>
<li>Fixed an incorrect warning when trying to stream at 4K</li>
</ul>
</description>
</release>
<release version="0.6.3" date="2018-11-16">
<description>
<p>New features:</p>
<ul>
<li>Added support for GeForce Experience 3.16</li>
<li>Added an option to force Moonlight to start in windowed mode</li>
</ul>
<p>Bugfixes:</p>
<ul>
<li>Fixed scrolling not working on the settings page</li>
<li>Skipped using proxy servers when attempting to stream</li>
<li>Fixed a couple possible crashes</li>
<li>Renamed the mouse acceleration option to be more clear</li>
</ul>
</description>
</release>
<release version="0.6.2" date="2018-10-28">
<description>
<p>New features:</p>
<ul>
<li>Added automatic IP address detection for Internet streaming</li>
<li>Added a quit shortcut tip for gamepad users</li>
</ul>
<p>Bugfixes:</p>
<ul>
<li>Fixed server state polling not being stopped while streaming</li>
</ul>
</description>
</release>
<release version="0.6.1" date="2018-10-14">
<description>
<p>New features:</p>
<ul>
<li>Added support for quitting Moonlight via gamepad</li>
<li>Added tooltips for games with very long names</li>
</ul>
<p>Bugfixes:</p>
<ul>
<li>Added a workaround for a memory leak in the VAAPI driver for AMD GPUs</li>
<li>Fixed combo boxes on the settings page being too small for certain DPI scaling</li>
<li>Reduced power usage when Moonlight is idling in the background for a while</li>
</ul>
</description>
</release>
<release version="0.6.0" date="2018-10-06">
<description>
<p>New features:</p>
@@ -157,7 +311,7 @@
</categories>
<developer_name>Moonlight Game Streaming Team</developer_name>
<update_contact>cameron@moonlight-stream.com</update_contact>
<update_contact>cameron@moonlight-stream.org</update_contact>
<launchable type="desktop-id">com.moonlight_stream.Moonlight.desktop</launchable>
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+9
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@@ -0,0 +1,9 @@
#!/bin/sh
# The default HOME is not persistent, so override
# it to a path on the onboard flash. Otherwise our
# pairing data will be lost each reboot.
HOME=/usr/local/moonlight
# Write output to a logfile in /tmp
exec ./bin/moonlight > /tmp/moonlight.log
+3
View File
@@ -0,0 +1,3 @@
name=Moonlight
icon=moonlight.png
run=moonlight.sh
+141 -78
View File
@@ -1,29 +1,20 @@
import QtQuick 2.9
import QtQuick.Dialogs 1.2
import QtQuick.Controls 2.2
import AppModel 1.0
import ComputerManager 1.0
import SdlGamepadKeyNavigation 1.0
GridView {
CenteredGridView {
property int computerIndex
property AppModel appModel : createModel()
property bool activated
id: appGrid
focus: true
activeFocusOnTab: true
anchors.fill: parent
anchors.leftMargin: (parent.width % (cellWidth + anchors.rightMargin)) / 2
anchors.topMargin: 20
anchors.rightMargin: 5
anchors.bottomMargin: 5
cellWidth: 225; cellHeight: 385;
// The StackView will trigger a visibility change when
// we're pushed onto it, causing our onVisibleChanged
// routine to run, but only if we start as invisible
visible: false
topMargin: 20
bottomMargin: 5
cellWidth: 230; cellHeight: 297;
function computerLost()
{
@@ -32,23 +23,20 @@ GridView {
}
Component.onCompleted: {
// Don't show any highlighted item until interacting with them
// Don't show any highlighted item until interacting with them.
// We do this here instead of onActivated to avoid losing the user's
// selection when backing out of a different page of the app.
currentIndex = -1
}
SdlGamepadKeyNavigation {
id: gamepadKeyNav
StackView.onActivated: {
appModel.computerLost.connect(computerLost)
activated = true
}
onVisibleChanged: {
if (visible) {
appModel.computerLost.connect(computerLost)
gamepadKeyNav.enable()
}
else {
appModel.computerLost.disconnect(computerLost)
gamepadKeyNav.disable()
}
StackView.onDeactivating: {
appModel.computerLost.disconnect(computerLost)
activated = false
}
function createModel()
@@ -61,42 +49,107 @@ GridView {
model: appModel
delegate: NavigableItemDelegate {
width: 200; height: 335;
width: 220; height: 287;
grid: appGrid
Image {
property bool isPlaceholder: false
id: appIcon
anchors.horizontalCenter: parent.horizontalCenter;
y: 20
anchors.horizontalCenter: parent.horizontalCenter
y: 10
source: model.boxart
sourceSize {
width: 150
height: 200
onSourceSizeChanged: {
if ((width == 130 && height == 180) || // GFE 2.0 placeholder image
(width == 628 && height == 888) || // GFE 3.0 placeholder image
(width == 200 && height == 266)) // Our no_app_image.png
{
isPlaceholder = true
}
else
{
isPlaceholder = false
}
width = 200
height = 267
}
width: sourceSize.width
height: sourceSize.height
fillMode: Image.Pad
// Display a tooltip with the full name if it's truncated
ToolTip.text: model.name
ToolTip.delay: 1000
ToolTip.timeout: 5000
ToolTip.visible: (parent.hovered || parent.highlighted) && (!appNameText.visible || appNameText.truncated)
}
Image {
id: runningIcon
ToolButton {
id: resumeButton
anchors.horizontalCenterOffset: appIcon.isPlaceholder ? -47 : 0
anchors.verticalCenterOffset: appIcon.isPlaceholder ? -75 : -60
anchors.centerIn: appIcon
visible: model.running
source: "qrc:/res/baseline-play_circle_filled_white-48px.svg"
sourceSize {
width: 75
height: 75
implicitWidth: 125
implicitHeight: 125
Image {
source: "qrc:/res/baseline-play_circle_filled_white-48px.svg"
anchors.centerIn: parent
sourceSize {
width: 75
height: 75
}
}
onClicked: {
launchOrResumeSelectedApp()
}
ToolTip.text: "Resume Game"
ToolTip.delay: 1000
ToolTip.timeout: 3000
ToolTip.visible: hovered
}
Text {
ToolButton {
id: quitButton
anchors.horizontalCenterOffset: appIcon.isPlaceholder ? 47 : 0
anchors.verticalCenterOffset: appIcon.isPlaceholder ? -75 : 60
anchors.centerIn: appIcon
visible: model.running
implicitWidth: 125
implicitHeight: 125
Image {
source: "qrc:/res/baseline-cancel-24px.svg"
anchors.centerIn: parent
sourceSize {
width: 75
height: 75
}
}
onClicked: {
doQuitGame()
}
ToolTip.text: "Quit Game"
ToolTip.delay: 1000
ToolTip.timeout: 3000
ToolTip.visible: hovered
}
Label {
id: appNameText
visible: appIcon.isPlaceholder
text: model.name
color: "white"
width: parent.width
height: 125
anchors.top: appIcon.bottom
width: appIcon.width
height: model.running ? 175 : appIcon.height
anchors.left: appIcon.left
anchors.right: appIcon.right
anchors.bottom: appIcon.bottom
font.pointSize: 22
verticalAlignment: Text.AlignVCenter
horizontalAlignment: Text.AlignHCenter
wrapMode: Text.Wrap
elide: Text.ElideRight
@@ -120,55 +173,64 @@ GridView {
}
onClicked: {
// Nothing is running or this app is running
launchOrResumeSelectedApp()
// Only allow clicking on the box art for non-running games.
// For running games, buttons will appear to resume or quit which
// will handle starting the game and clicks on the box art will
// be ignored.
if (!model.running) {
launchOrResumeSelectedApp()
}
}
MouseArea {
anchors.fill: parent
acceptedButtons: Qt.RightButton
onClicked: {
// popup() ensures the menu appears under the mouse cursor
appContextMenu.popup()
Keys.onReturnPressed: {
// Open the app context menu if activated via the gamepad or keyboard
// for running games. If the game isn't running, the above onClicked
// method will handle the launch.
if (model.running) {
// This will be keyboard/gamepad driven so use
// open() instead of popup()
appContextMenu.open()
}
}
Keys.onMenuPressed: {
// We must use open() here so the menu is positioned on
// the ItemDelegate and not where the mouse cursor is
appContextMenu.open()
if (model.running) {
// This will be keyboard/gamepad driven so use
// open() instead of popup()
appContextMenu.open()
}
}
Menu {
function doQuitGame() {
quitAppDialog.appName = appModel.getRunningAppName()
quitAppDialog.segueToStream = false
quitAppDialog.open()
}
NavigableMenu {
id: appContextMenu
NavigableMenuItem {
parentMenu: appContextMenu
text: model.running ? "Resume Game" : "Launch Game"
onTriggered: {
appContextMenu.close()
launchOrResumeSelectedApp()
}
onTriggered: launchOrResumeSelectedApp()
}
NavigableMenuItem {
parentMenu: appContextMenu
text: "Quit Game"
onTriggered: {
quitAppDialog.appName = appModel.getRunningAppName()
quitAppDialog.segueToStream = false
quitAppDialog.open()
}
onTriggered: doQuitGame()
visible: model.running
}
}
}
MessageDialog {
NavigableMessageDialog {
id: quitAppDialog
modality:Qt.WindowModal
property string appName : ""
property bool segueToStream : false
property string nextAppName: ""
property int nextAppIndex: 0
text:"Are you sure you want to quit " + appName +"? Any unsaved progress will be lost."
standardButtons: StandardButton.Yes | StandardButton.No
standardButtons: Dialog.Yes | Dialog.No
function quitApp() {
var component = Qt.createComponent("QuitSegue.qml")
@@ -190,20 +252,21 @@ GridView {
appModel.quitRunningApp()
}
onYes: quitApp()
// For keyboard/gamepad navigation
onAccepted: quitApp()
}
ScrollBar.vertical: ScrollBar {
// Manually hide the scrollbar to prevent it from being drawn on top
// of the StreamSegue during the transition. It can sometimes get stuck
// there since we're not consistently pumping the event loop while
// starting the stream.
visible: activated
parent: appGrid.parent
anchors {
top: appGrid.top
left: appGrid.right
bottom: appGrid.bottom
leftMargin: -10
top: parent.top
right: parent.right
bottom: parent.bottom
}
}
}
+3 -3
View File
@@ -1,4 +1,4 @@
import QtQuick 2.11
import QtQuick 2.9
import QtQuick.Controls 2.2
// https://stackoverflow.com/questions/45029968/how-do-i-set-the-combobox-width-to-fit-the-largest-item
@@ -9,17 +9,17 @@ ComboBox {
TextMetrics {
id: popupMetrics
font: popup.font
}
TextMetrics {
id: textMetrics
font: parent.font
}
// We call this every time the options change (and init)
// so we can adjust the combo box width here too
onActivated: {
textMetrics.font = font
popupMetrics.font = popup.font
textWidth = 0
for (var i = 0; i < count; i++){
textMetrics.text = textAt(i)
+41
View File
@@ -0,0 +1,41 @@
import QtQuick 2.9
import QtQuick.Controls 2.2
GridView {
// Detect Qt 5.11 or earlier using presence of synchronousDrag.
// Prior to 5.12, the leftMargin and rightMargin values did not work.
property bool hasBrokenMargins: this.synchronousDrag === undefined
property int minMargin: 10
property real availableWidth: (parent.width - 2 * minMargin)
property int itemsPerRow: availableWidth / cellWidth
property real horizontalMargin: itemsPerRow < count && availableWidth >= cellWidth ?
(availableWidth % cellWidth) / 2 : minMargin
function updateMargins() {
leftMargin = horizontalMargin
rightMargin = horizontalMargin
if (hasBrokenMargins) {
anchors.leftMargin = leftMargin
anchors.rightMargin = rightMargin
}
}
onHorizontalMarginChanged: {
updateMargins()
}
Component.onCompleted: {
if (hasBrokenMargins) {
// This will cause an anchor conflict with the parent StackView
// which breaks animation, but otherwise the grid will not be
// centered in the window.
anchors.fill = parent
anchors.topMargin = topMargin
anchors.bottomMargin = bottomMargin
}
updateMargins()
}
}
+57
View File
@@ -0,0 +1,57 @@
import QtQuick 2.0
import QtQuick.Controls 2.2
import ComputerManager 1.0
import Session 1.0
Item {
function onSearchingComputer() {
stageLabel.text = "Establishing connection to PC..."
}
function onQuittingApp() {
stageLabel.text = "Quitting app..."
}
function onFailure(message) {
errorDialog.text = message
errorDialog.open()
}
StackView.onActivated: {
if (!launcher.isExecuted()) {
toolBar.visible = false
launcher.searchingComputer.connect(onSearchingComputer)
launcher.quittingApp.connect(onQuittingApp)
launcher.failed.connect(onFailure)
launcher.execute(ComputerManager)
}
}
Row {
anchors.centerIn: parent
spacing: 5
BusyIndicator {
id: stageSpinner
}
Label {
id: stageLabel
height: stageSpinner.height
text: stageText
font.pointSize: 20
verticalAlignment: Text.AlignVCenter
wrapMode: Text.Wrap
}
}
ErrorMessageDialog {
id: errorDialog
onClosed: {
Qt.quit()
}
}
}
+29 -17
View File
@@ -1,12 +1,9 @@
import QtQuick 2.0
import QtQuick.Controls 2.2
import QtQuick.Dialogs 1.2
import ComputerManager 1.0
Item {
visible: false
function onSearchingComputer() {
stageLabel.text = "Establishing connection to PC..."
}
@@ -30,13 +27,19 @@ Item {
errorDialog.open()
}
onVisibleChanged: {
if (visible) {
function onAppQuitRequired(appName) {
quitAppDialog.appName = appName
quitAppDialog.open()
}
StackView.onActivated: {
if (!launcher.isExecuted()) {
toolBar.visible = false
launcher.searchingComputer.connect(onSearchingComputer)
launcher.searchingApp.connect(onSearchingApp)
launcher.sessionCreated.connect(onSessionCreated)
launcher.failed.connect(onLaunchFailed)
launcher.appQuitRequired.connect(onAppQuitRequired)
launcher.execute(ComputerManager)
}
}
@@ -56,23 +59,32 @@ Item {
verticalAlignment: Text.AlignVCenter
wrapMode: Text.Wrap
color: "white"
}
}
MessageDialog {
ErrorMessageDialog {
id: errorDialog
modality:Qt.WindowModal
icon: StandardIcon.Critical
standardButtons: StandardButton.Ok | StandardButton.Help
onHelp: {
Qt.openUrlExternally("https://github.com/moonlight-stream/moonlight-docs/wiki/Troubleshooting");
}
onVisibleChanged: {
if (!visible) {
Qt.quit();
}
onClosed: {
Qt.quit();
}
}
NavigableMessageDialog {
id: quitAppDialog
text:"Are you sure you want to quit " + appName +"? Any unsaved progress will be lost."
standardButtons: Dialog.Yes | Dialog.No
property string appName : ""
function quitApp() {
var component = Qt.createComponent("QuitSegue.qml")
var params = {"appName": appName}
stackView.push(component.createObject(stackView, params))
// Trigger the quit after pushing the quit segue on screen
launcher.quitRunningApp()
}
onAccepted: quitApp()
onRejected: Qt.quit()
}
}
+8
View File
@@ -0,0 +1,8 @@
import QtQuick 2.0
import QtQuick.Controls 2.2
import SystemProperties 1.0
NavigableMessageDialog {
standardButtons: Dialog.Ok | (SystemProperties.hasBrowser ? Dialog.Help : 0)
}
+17
View File
@@ -0,0 +1,17 @@
import QtQuick 2.0
import QtQuick.Controls 2.2
Dialog {
parent: overlay
x: Math.round((parent.width - width) / 2)
y: Math.round((parent.height - height) / 2)
onAboutToHide: {
// We must force focus back to the last item for platforms without
// support for more than one active window like Steam Link. If
// we don't, gamepad and keyboard navigation will break after a
// dialog appears.
stackView.forceActiveFocus()
}
}
+8
View File
@@ -0,0 +1,8 @@
import QtQuick 2.0
import QtQuick.Controls 2.2
Menu {
onOpened: {
itemAt(0).forceActiveFocus(Qt.TabFocusReason)
}
}
+16
View File
@@ -2,11 +2,27 @@ import QtQuick 2.0
import QtQuick.Controls 2.2
MenuItem {
// Qt 5.10 has a menu property, but we need to support 5.9
// so we must make our own.
property Menu parentMenu
// Ensure focus can't be given to an invisible item
enabled: visible
height: visible ? implicitHeight : 0
focusPolicy: visible ? Qt.TabFocus : Qt.NoFocus
onTriggered: {
// We must close the context menu first or
// it can steal focus from any dialogs that
// onTriggered may spawn.
parentMenu.close()
}
Keys.onReturnPressed: {
triggered()
}
Keys.onEscapePressed: {
parentMenu.close()
}
}
+65
View File
@@ -0,0 +1,65 @@
import QtQuick 2.0
import QtQuick.Controls 2.2
import QtQuick.Layouts 1.2
NavigableDialog {
id: dialog
property alias text: dialogLabel.dialogText
property string helpText
property string helpUrl : "https://github.com/moonlight-stream/moonlight-docs/wiki/Troubleshooting"
property string helpTextSeparator : " "
onOpened: {
// Force keyboard focus on the label so keyboard navigation works
dialogLabel.forceActiveFocus()
}
RowLayout {
spacing: 10
Image {
source: (standardButtons & Dialog.Yes) ?
"qrc:/res/baseline-help_outline-24px.svg" :
"qrc:/res/baseline-error_outline-24px.svg"
sourceSize {
// The icon should be square so use the height as the width too
width: 50
height: 50
}
}
Label {
property string dialogText
id: dialogLabel
text: dialogText + ((helpText && (standardButtons & Dialog.Help)) ? (helpTextSeparator + helpText) : "")
wrapMode: Text.Wrap
elide: Label.ElideRight
// Cap the width so the dialog doesn't grow horizontally forever. This
// will cause word wrap to kick in.
Layout.maximumWidth: 400
Layout.maximumHeight: 400
Keys.onReturnPressed: {
accept()
}
Keys.onEscapePressed: {
reject()
}
}
}
footer: DialogButtonBox {
id: dialogButtonBox
standardButtons: dialog.standardButtons
onHelpRequested: {
Qt.openUrlExternally(helpUrl)
close()
}
}
}
+80 -120
View File
@@ -1,57 +1,36 @@
import QtQuick 2.9
import QtQuick.Controls 2.2
import QtQuick.Dialogs 1.2
import QtQuick.Layouts 1.3
import QtQuick.Window 2.2
import ComputerModel 1.0
import ComputerManager 1.0
import StreamingPreferences 1.0
import SdlGamepadKeyNavigation 1.0
GridView {
CenteredGridView {
property ComputerModel computerModel : createModel()
id: pcGrid
focus: true
activeFocusOnTab: true
anchors.fill: parent
anchors.leftMargin: (parent.width % (cellWidth + anchors.rightMargin)) / 2
anchors.topMargin: 20
anchors.rightMargin: 5
anchors.bottomMargin: 5
cellWidth: 350; cellHeight: 350;
topMargin: 20
bottomMargin: 5
cellWidth: 310; cellHeight: 350;
objectName: "Computers"
// The StackView will trigger a visibility change when
// we're pushed onto it, causing our onVisibleChanged
// routine to run, but only if we start as invisible
visible: false
StreamingPreferences {
id: prefs
}
SdlGamepadKeyNavigation {
id: gamepadKeyNav
}
onVisibleChanged: {
if (visible) {
gamepadKeyNav.enable()
}
else {
gamepadKeyNav.disable()
}
}
Component.onCompleted: {
// Don't show any highlighted item until interacting with them.
// We do this here instead of onActivated to avoid losing the user's
// selection when backing out of a different page of the app.
currentIndex = -1
}
StackView.onActivated: {
// Setup signals on CM
ComputerManager.computerAddCompleted.connect(addComplete)
}
// Don't show any highlighted item until interacting with them
currentIndex = -1
StackView.onDeactivating: {
ComputerManager.computerAddCompleted.disconnect(addComplete)
}
function pairingComplete(error)
@@ -62,6 +41,7 @@ GridView {
// Display a failed dialog if we got an error
if (error !== undefined) {
errorDialog.text = error
errorDialog.helpText = ""
errorDialog.open()
}
}
@@ -69,7 +49,8 @@ GridView {
function addComplete(success)
{
if (!success) {
errorDialog.text = "Unable to connect to the specified PC. Click the Help button for possible solutions."
errorDialog.text = "Unable to connect to the specified PC."
errorDialog.helpText = "Click the Help button for possible solutions."
errorDialog.open()
}
}
@@ -82,6 +63,27 @@ GridView {
return model
}
Row {
anchors.centerIn: parent
spacing: 5
visible: pcGrid.count === 0
BusyIndicator {
id: searchSpinner
visible: StreamingPreferences.enableMdns
}
Label {
height: searchSpinner.height
elide: Label.ElideRight
text: StreamingPreferences.enableMdns ? "Searching for PCs with NVIDIA GameStream enabled..."
: "Automatic PC discovery is disabled. Add your PC manually."
font.pointSize: 20
verticalAlignment: Text.AlignVCenter
wrapMode: Text.Wrap
}
}
model: computerModel
delegate: NavigableItemDelegate {
@@ -91,9 +93,7 @@ GridView {
Image {
id: pcIcon
anchors.horizontalCenter: parent.horizontalCenter
source: {
model.addPc ? "qrc:/res/ic_add_to_queue_white_48px.svg" : "qrc:/res/ic_tv_white_48px.svg"
}
source: "qrc:/res/ic_tv_white_48px.svg"
sourceSize {
width: 200
height: 200
@@ -106,7 +106,7 @@ GridView {
anchors.horizontalCenter: pcIcon.horizontalCenter
anchors.verticalCenter: pcIcon.verticalCenter
anchors.verticalCenterOffset: -10
visible: !model.addPc && !model.statusUnknown && (!model.online || !model.paired)
visible: !model.statusUnknown && (!model.online || !model.paired)
source: !model.online ? "qrc:/res/baseline-warning-24px.svg" : "qrc:/res/baseline-lock-24px.svg"
sourceSize {
width: 75
@@ -121,13 +121,12 @@ GridView {
anchors.verticalCenterOffset: -10
width: 75
height: 75
visible: !model.addPc && model.statusUnknown
visible: model.statusUnknown
}
Text {
Label {
id: pcNameText
text: model.name
color: "white"
width: parent.width
anchors.top: pcIcon.bottom
@@ -136,14 +135,10 @@ GridView {
wrapMode: Text.Wrap
}
Menu {
NavigableMenu {
id: pcContextMenu
NavigableMenuItem {
text: "Wake PC"
onTriggered: computerModel.wakeComputer(index)
visible: !model.addPc && !model.online && model.wakeable
}
NavigableMenuItem {
parentMenu: pcContextMenu
text: "Delete PC"
onTriggered: {
deletePcDialog.pcIndex = index
@@ -151,13 +146,16 @@ GridView {
deletePcDialog.open()
}
}
NavigableMenuItem {
parentMenu: pcContextMenu
text: "Wake PC"
onTriggered: computerModel.wakeComputer(index)
visible: !model.online && model.wakeable
}
}
onClicked: {
if (model.addPc) {
addPcDialog.open()
}
else if (model.online) {
if (model.online) {
if (model.paired) {
// go to game view
var component = Qt.createComponent("AppView.qml")
@@ -177,7 +175,8 @@ GridView {
}
else {
// cannot pair while something is streaming or attempting to pair
errorDialog.text = "This PC is currently busy. Make sure to quit any running games and try again."
errorDialog.text = "You cannot pair while a previous session is still running on the host PC. Quit any running games or reboot the host PC, then try pairing again."
errorDialog.helpText = ""
errorDialog.open()
}
}
@@ -187,111 +186,72 @@ GridView {
}
}
onPressAndHold: {
// popup() ensures the menu appears under the mouse cursor
if (pcContextMenu.popup) {
pcContextMenu.popup()
}
else {
// Qt 5.9 doesn't have popup()
pcContextMenu.open()
}
}
MouseArea {
anchors.fill: parent
acceptedButtons: Qt.RightButton;
onClicked: {
if (!model.addPc) {
// popup() ensures the menu appears under the mouse cursor
pcContextMenu.popup()
}
parent.onPressAndHold()
}
}
Keys.onMenuPressed: {
if (!model.addPc) {
// We must use open() here so the menu is positioned on
// the ItemDelegate and not where the mouse cursor is
pcContextMenu.open()
}
// We must use open() here so the menu is positioned on
// the ItemDelegate and not where the mouse cursor is
pcContextMenu.open()
}
}
MessageDialog {
ErrorMessageDialog {
id: errorDialog
// don't allow edits to the rest of the window while open
modality:Qt.WindowModal
icon: StandardIcon.Critical
standardButtons: StandardButton.Ok | StandardButton.Help
onHelp: {
// Using Setup-Guide here instead of Troubleshooting because it's likely that users
// will arrive here by forgetting to enable GameStream or not forwarding ports.
Qt.openUrlExternally("https://github.com/moonlight-stream/moonlight-docs/wiki/Setup-Guide");
}
// Using Setup-Guide here instead of Troubleshooting because it's likely that users
// will arrive here by forgetting to enable GameStream or not forwarding ports.
helpUrl: "https://github.com/moonlight-stream/moonlight-docs/wiki/Setup-Guide"
}
MessageDialog {
NavigableMessageDialog {
id: pairDialog
// don't allow edits to the rest of the window while open
modality:Qt.WindowModal
property string pin : "0000"
text:"Please enter " + pin + " on your GameStream PC. This dialog will close when pairing is completed."
standardButtons: StandardButton.Cancel
standardButtons: Dialog.Cancel
onRejected: {
// FIXME: We should interrupt pairing here
}
}
MessageDialog {
NavigableMessageDialog {
id: deletePcDialog
// don't allow edits to the rest of the window while open
modality:Qt.WindowModal
property int pcIndex : -1;
text:"Are you sure you want to remove this PC?"
standardButtons: StandardButton.Yes | StandardButton.No
standardButtons: Dialog.Yes | Dialog.No
function deletePc() {
console.log("deleting PC pairing for PC at index: " + pcIndex)
computerModel.deleteComputer(pcIndex);
}
onYes: deletePc()
// For keyboard/gamepad activation
onAccepted: deletePc()
}
Dialog {
id: addPcDialog
property string label: "Enter the IP address of your GameStream PC"
property string hint: "192.168.1.100"
property alias editText : editTextItem
standardButtons: StandardButton.Ok | StandardButton.Cancel
onVisibleChanged: {
editTextItem.focus = true
editTextItem.selectAll()
}
onAccepted: {
ComputerManager.addNewHost(editText.text, false)
}
ColumnLayout {
Text {
id: addPcDialogLabel
text: addPcDialog.label
}
Rectangle {
implicitWidth: parent.parent.width
height: editTextItem.height
TextInput {
id: editTextItem
inputMethodHints: Qt.ImhPreferUppercase
text: addPcDialog.hint
}
}
}
}
ScrollBar.vertical: ScrollBar {
parent: pcGrid.parent
anchors {
top: pcGrid.top
left: pcGrid.right
bottom: pcGrid.bottom
leftMargin: -10
top: parent.top
right: parent.right
bottom: parent.bottom
}
}
}
+20 -26
View File
@@ -1,6 +1,5 @@
import QtQuick 2.0
import QtQuick.Controls 2.2
import QtQuick.Dialogs 1.2
import ComputerManager 1.0
import Session 1.0
@@ -12,13 +11,6 @@ Item {
property string stageText : "Quitting " + appName + "..."
anchors.fill: parent
// The StackView will trigger a visibility change when
// we're pushed onto it, causing our onVisibleChanged
// routine to run, but only if we start as invisible
visible: false
function quitAppCompleted(error)
{
// Display a failed dialog if we got an error
@@ -27,26 +19,32 @@ Item {
errorDialog.open()
}
// Exit this view
stackView.pop()
// If we're supposed to launch another game after this, do so now
if (error === undefined && nextSession !== null) {
var component = Qt.createComponent("StreamSegue.qml")
var segue = component.createObject(stackView, {"appName": nextAppName, "session": nextSession})
stackView.push(segue)
stackView.replace(segue)
}
else {
// Exit this view
stackView.pop()
}
}
onVisibleChanged: {
if (visible) {
// Connect the quit completion signal
ComputerManager.quitAppCompleted.connect(quitAppCompleted)
}
else {
// Disconnect the signal
ComputerManager.quitAppCompleted.disconnect(quitAppCompleted)
}
StackView.onActivated: {
// Hide the toolbar before we start loading
toolBar.visible = false
// Connect the quit completion signal
ComputerManager.quitAppCompleted.connect(quitAppCompleted)
}
StackView.onDeactivating: {
// Show the toolbar again
toolBar.visible = true
// Disconnect the signal
ComputerManager.quitAppCompleted.disconnect(quitAppCompleted)
}
Row {
@@ -65,14 +63,10 @@ Item {
verticalAlignment: Text.AlignVCenter
wrapMode: Text.Wrap
color: "white"
}
}
MessageDialog {
ErrorMessageDialog {
id: errorDialog
modality:Qt.WindowModal
icon: StandardIcon.Critical
standardButtons: StandardButton.Ok
}
}
+190 -99
View File
@@ -4,36 +4,35 @@ import QtQuick.Controls 2.2
import StreamingPreferences 1.0
import ComputerManager 1.0
import SdlGamepadKeyNavigation 1.0
import SystemProperties 1.0
ScrollView {
Flickable {
id: settingsPage
objectName: "Settings"
StreamingPreferences {
id: prefs
}
contentWidth: settingsColumn1.width > settingsColumn2.width ? settingsColumn1.width : settingsColumn2.width
contentHeight: settingsColumn1.height > settingsColumn2.height ? settingsColumn1.height : settingsColumn2.height
// The StackView will trigger a visibility change when
// we're pushed onto it, causing our onVisibleChanged
// routine to run, but only if we start as invisible
visible: false
ScrollBar.vertical: ScrollBar {
parent: settingsPage.parent
anchors {
top: settingsPage.top
left: settingsPage.right
bottom: settingsPage.bottom
SdlGamepadKeyNavigation {
id: gamepadKeyNav
}
onVisibleChanged: {
if (visible) {
gamepadKeyNav.setSettingsMode(true)
gamepadKeyNav.enable()
}
else {
gamepadKeyNav.disable()
leftMargin: -10
}
}
Component.onDestruction: {
prefs.save()
StackView.onActivated: {
SdlGamepadKeyNavigation.setSettingsMode(true)
}
StackView.onDeactivating: {
SdlGamepadKeyNavigation.setSettingsMode(false)
// Save the prefs so the Session can observe the changes
StreamingPreferences.save()
}
Column {
@@ -57,17 +56,15 @@ ScrollView {
id: resFPStitle
text: qsTr("Resolution and FPS")
font.pointSize: 12
wrapMode: Text.Wrap
color: "white"
wrapMode: Text.Wrap
}
Label {
width: parent.width
id: resFPSdesc
text: qsTr("Setting values too high for your PC may cause lag, stuttering, or errors.")
text: qsTr("Setting values too high for your PC or network connection may cause lag, stuttering, or errors.")
font.pointSize: 9
wrapMode: Text.Wrap
color: "white"
}
Row {
@@ -85,10 +82,10 @@ ScrollView {
// Some platforms have different desktop resolutions
// and native resolutions (like macOS with Retina displays)
if (displayResIndex == 0) {
screenRect = prefs.getDesktopResolution(displayIndex)
screenRect = SystemProperties.getDesktopResolution(displayIndex)
}
else {
screenRect = prefs.getNativeResolution(displayIndex)
screenRect = SystemProperties.getNativeResolution(displayIndex)
}
if (screenRect.width === 0) {
@@ -127,8 +124,8 @@ ScrollView {
// load the saved width/height, and iterate through the ComboBox until a match is found
// and set it to that index.
var saved_width = prefs.width
var saved_height = prefs.height
var saved_width = StreamingPreferences.width
var saved_height = StreamingPreferences.height
currentIndex = 0
for (var i = 0; i < resolutionListModel.count; i++) {
var el_width = parseInt(resolutionListModel.get(i).video_width);
@@ -177,12 +174,14 @@ ScrollView {
var selectedHeight = parseInt(resolutionListModel.get(currentIndex).video_height)
// Only modify the bitrate if the values actually changed
if (prefs.width !== selectedWidth || prefs.height !== selectedHeight) {
prefs.width = selectedWidth
prefs.height = selectedHeight
if (StreamingPreferences.width !== selectedWidth || StreamingPreferences.height !== selectedHeight) {
StreamingPreferences.width = selectedWidth
StreamingPreferences.height = selectedHeight
prefs.bitrateKbps = prefs.getDefaultBitrate(prefs.width, prefs.height, prefs.fps);
slider.value = prefs.bitrateKbps
StreamingPreferences.bitrateKbps = StreamingPreferences.getDefaultBitrate(StreamingPreferences.width,
StreamingPreferences.height,
StreamingPreferences.fps);
slider.value = StreamingPreferences.bitrateKbps
}
}
}
@@ -191,15 +190,14 @@ ScrollView {
function createModel() {
var fpsListModel = Qt.createQmlObject('import QtQuick 2.0; ListModel {}', parent, '')
// Get the max supported FPS on this system
var max_fps = prefs.getMaximumStreamingFrameRate();
var max_fps = SystemProperties.maximumStreamingFrameRate
// Default entries
fpsListModel.append({"text": "30 FPS", "video_fps": "30"})
fpsListModel.append({"text": "60 FPS", "video_fps": "60"})
// Add unsupported FPS values that come before the display max FPS
if (prefs.unsupportedFps) {
if (StreamingPreferences.unsupportedFps) {
if (max_fps > 90) {
fpsListModel.append({"text": "90 FPS (Unsupported)", "video_fps": "90"})
}
@@ -211,11 +209,20 @@ ScrollView {
// Use 64 as the cutoff for adding a separate option to
// handle wonky displays that report just over 60 Hz.
if (max_fps > 64) {
fpsListModel.append({"text": max_fps+" FPS", "video_fps": ""+max_fps})
// Mark any FPS value greater than 120 as unsupported
if (StreamingPreferences.unsupportedFps && max_fps > 120) {
fpsListModel.append({"text": max_fps+" FPS (Unsupported)", "video_fps": ""+max_fps})
}
else if (max_fps > 120) {
fpsListModel.append({"text": "120 FPS", "video_fps": "120"})
}
else {
fpsListModel.append({"text": max_fps+" FPS", "video_fps": ""+max_fps})
}
}
// Add unsupported FPS values that come after the display max FPS
if (prefs.unsupportedFps) {
if (StreamingPreferences.unsupportedFps) {
if (max_fps < 90) {
fpsListModel.append({"text": "90 FPS (Unsupported)", "video_fps": "90"})
}
@@ -230,7 +237,7 @@ ScrollView {
function reinitialize() {
model = createModel()
var saved_fps = prefs.fps
var saved_fps = StreamingPreferences.fps
currentIndex = 0
for (var i = 0; i < model.count; i++) {
var el_fps = parseInt(model.get(i).video_fps);
@@ -257,11 +264,13 @@ ScrollView {
var selectedFps = parseInt(model.get(currentIndex).video_fps)
// Only modify the bitrate if the values actually changed
if (prefs.fps !== selectedFps) {
prefs.fps = selectedFps
if (StreamingPreferences.fps !== selectedFps) {
StreamingPreferences.fps = selectedFps
prefs.bitrateKbps = prefs.getDefaultBitrate(prefs.width, prefs.height, prefs.fps);
slider.value = prefs.bitrateKbps
StreamingPreferences.bitrateKbps = StreamingPreferences.getDefaultBitrate(StreamingPreferences.width,
StreamingPreferences.height,
StreamingPreferences.fps);
slider.value = StreamingPreferences.bitrateKbps
}
}
}
@@ -273,23 +282,20 @@ ScrollView {
text: qsTr("Video bitrate: ")
font.pointSize: 12
wrapMode: Text.Wrap
color: "white"
}
Label {
width: parent.width
id: bitrateDesc
text: qsTr("Lower bitrate to reduce lag and stuttering. Raise bitrate to increase image quality.")
text: qsTr("Lower the bitrate on slower connections. Raise the bitrate to increase image quality.")
font.pointSize: 9
wrapMode: Text.Wrap
color: "white"
}
Slider {
id: slider
wheelEnabled: true
value: prefs.bitrateKbps
value: StreamingPreferences.bitrateKbps
stepSize: 500
from : 500
@@ -300,7 +306,7 @@ ScrollView {
onValueChanged: {
bitrateTitle.text = "Video bitrate: " + (value / 1000.0) + " Mbps"
prefs.bitrateKbps = value
StreamingPreferences.bitrateKbps = value
}
}
@@ -310,13 +316,12 @@ ScrollView {
text: qsTr("Display mode")
font.pointSize: 12
wrapMode: Text.Wrap
color: "white"
}
AutoResizingComboBox {
// ignore setting the index at first, and actually set it when the component is loaded
Component.onCompleted: {
var savedWm = prefs.windowMode
var savedWm = StreamingPreferences.windowMode
currentIndex = 0
for (var i = 0; i < windowModeListModel.count; i++) {
var thisWm = windowModeListModel.get(i).val;
@@ -329,6 +334,7 @@ ScrollView {
}
id: windowModeComboBox
hoverEnabled: true
textRole: "text"
model: ListModel {
id: windowModeListModel
@@ -346,18 +352,45 @@ ScrollView {
}
}
onActivated: {
prefs.windowMode = windowModeListModel.get(currentIndex).val
StreamingPreferences.windowMode = windowModeListModel.get(currentIndex).val
}
ToolTip.delay: 1000
ToolTip.timeout: 5000
ToolTip.visible: hovered
ToolTip.text: "Full-screen generally provides the best performance, but borderless windowed may work better with features like macOS Spaces, Alt+Tab, screenshot tools, on-screen overlays, etc."
}
CheckBox {
id: vsyncCheck
text: "<font color=\"white\">Enable V-Sync</font>"
hoverEnabled: true
text: "V-Sync"
font.pointSize: 12
checked: prefs.enableVsync
checked: StreamingPreferences.enableVsync
onCheckedChanged: {
prefs.enableVsync = checked
StreamingPreferences.enableVsync = checked
}
ToolTip.delay: 1000
ToolTip.timeout: 5000
ToolTip.visible: hovered
ToolTip.text: "Disabling V-Sync allows sub-frame rendering latency, but it can display visible tearing"
}
CheckBox {
id: framePacingCheck
hoverEnabled: true
text: "Frame pacing"
font.pointSize: 12
enabled: StreamingPreferences.enableVsync
checked: StreamingPreferences.enableVsync && StreamingPreferences.framePacing
onCheckedChanged: {
StreamingPreferences.framePacing = checked
}
ToolTip.delay: 1000
ToolTip.timeout: 5000
ToolTip.visible: hovered
ToolTip.text: "Frame pacing reduces micro-stutter by delaying frames that come in too early"
}
}
}
@@ -380,13 +413,12 @@ ScrollView {
text: qsTr("Audio configuration")
font.pointSize: 12
wrapMode: Text.Wrap
color: "white"
}
AutoResizingComboBox {
// ignore setting the index at first, and actually set it when the component is loaded
Component.onCompleted: {
var saved_audio = prefs.audioConfig
var saved_audio = StreamingPreferences.audioConfig
currentIndex = 0
for (var i = 0; i < audioListModel.count; i++) {
var el_audio = audioListModel.get(i).val;
@@ -413,12 +445,45 @@ ScrollView {
}
// ::onActivated must be used, as it only listens for when the index is changed by a human
onActivated : {
prefs.audioConfig = audioListModel.get(currentIndex).val
StreamingPreferences.audioConfig = audioListModel.get(currentIndex).val
}
}
}
}
GroupBox {
id: uiSettingsGroupBox
width: (parent.width - 2 * parent.padding)
padding: 12
title: "<font color=\"skyblue\">UI Settings</font>"
font.pointSize: 12
Column {
anchors.fill: parent
spacing: 5
CheckBox {
id: startMaximizedCheck
text: "Maximize Moonlight window on startup"
font.pointSize: 12
checked: !StreamingPreferences.startWindowed
onCheckedChanged: {
StreamingPreferences.startWindowed = !checked
}
}
CheckBox {
id: connectionWarningsCheck
text: "Show connection quality warnings"
font.pointSize: 12
checked: StreamingPreferences.connectionWarnings
onCheckedChanged: {
StreamingPreferences.connectionWarnings = checked
}
}
}
}
}
Column {
@@ -434,28 +499,40 @@ ScrollView {
title: "<font color=\"skyblue\">Input Settings</font>"
font.pointSize: 12
Row {
Column {
anchors.fill: parent
spacing: 5
CheckBox {
id: multiControllerCheck
text: "<font color=\"white\">Multiple controller support</font>"
id: singleControllerCheck
text: "Force gamepad #1 always present"
font.pointSize: 12
checked: prefs.multiController
checked: !StreamingPreferences.multiController
onCheckedChanged: {
prefs.multiController = checked
StreamingPreferences.multiController = !checked
}
ToolTip.delay: 1000
ToolTip.timeout: 5000
ToolTip.visible: hovered
ToolTip.text: "Forces a single gamepad to always stay connected to the host, even if no gamepads are actually connected to this PC.\n" +
"Only enable this option when streaming a game that doesn't support gamepads being connected after startup."
}
CheckBox {
id: mouseAccelerationCheck
text: "<font color=\"white\">Enable mouse acceleration</font>"
id: rawInputCheck
hoverEnabled: true
text: "Raw mouse input"
font.pointSize: 12
checked: prefs.mouseAcceleration
checked: !StreamingPreferences.mouseAcceleration
onCheckedChanged: {
prefs.mouseAcceleration = checked
StreamingPreferences.mouseAcceleration = !checked
}
ToolTip.delay: 1000
ToolTip.timeout: 3000
ToolTip.visible: hovered
ToolTip.text: "When checked, mouse input is not accelerated or scaled by the OS before passing to Moonlight"
}
}
}
@@ -467,29 +544,27 @@ ScrollView {
title: "<font color=\"skyblue\">Host Settings</font>"
font.pointSize: 12
Row {
Column {
anchors.fill: parent
spacing: 5
CheckBox {
id: optimizeGameSettingsCheck
text: "<font color=\"white\">Optimize game settings</font>"
// HACK: Match width of the other checkbox to make the UI not look bad
width: multiControllerCheck.width
text: "Optimize game settings"
font.pointSize: 12
checked: prefs.gameOptimizations
checked: StreamingPreferences.gameOptimizations
onCheckedChanged: {
prefs.gameOptimizations = checked
StreamingPreferences.gameOptimizations = checked
}
}
CheckBox {
id: audioPcCheck
text: "<font color=\"white\">Play audio on host PC</font>"
text: "Play audio on host PC"
font.pointSize: 12
checked: prefs.playAudioOnHost
checked: StreamingPreferences.playAudioOnHost
onCheckedChanged: {
prefs.playAudioOnHost = checked
StreamingPreferences.playAudioOnHost = checked
}
}
}
@@ -512,13 +587,12 @@ ScrollView {
text: qsTr("Video decoder")
font.pointSize: 12
wrapMode: Text.Wrap
color: "white"
}
AutoResizingComboBox {
// ignore setting the index at first, and actually set it when the component is loaded
Component.onCompleted: {
var saved_vds = prefs.videoDecoderSelection
var saved_vds = StreamingPreferences.videoDecoderSelection
currentIndex = 0
for (var i = 0; i < decoderListModel.count; i++) {
var el_vds = decoderListModel.get(i).val;
@@ -549,7 +623,7 @@ ScrollView {
}
// ::onActivated must be used, as it only listens for when the index is changed by a human
onActivated : {
prefs.videoDecoderSelection = decoderListModel.get(currentIndex).val
StreamingPreferences.videoDecoderSelection = decoderListModel.get(currentIndex).val
}
}
@@ -559,13 +633,12 @@ ScrollView {
text: qsTr("Video codec")
font.pointSize: 12
wrapMode: Text.Wrap
color: "white"
}
AutoResizingComboBox {
// ignore setting the index at first, and actually set it when the component is loaded
Component.onCompleted: {
var saved_vcc = prefs.videoCodecConfig
var saved_vcc = StreamingPreferences.videoCodecConfig
currentIndex = 0
for(var i = 0; i < codecListModel.count; i++) {
var el_vcc = codecListModel.get(i).val;
@@ -603,43 +676,61 @@ ScrollView {
}
// ::onActivated must be used, as it only listens for when the index is changed by a human
onActivated : {
prefs.videoCodecConfig = codecListModel.get(currentIndex).val
StreamingPreferences.videoCodecConfig = codecListModel.get(currentIndex).val
}
}
CheckBox {
id: unlockUnsupportedFps
text: "<font color=\"white\">Unlock unsupported FPS options</font>"
text: "Unlock unsupported FPS options"
font.pointSize: 12
checked: prefs.unsupportedFps
checked: StreamingPreferences.unsupportedFps
onCheckedChanged: {
prefs.unsupportedFps = checked
// This is called on init, so only do the work if we've
// actually changed the value.
if (StreamingPreferences.unsupportedFps != checked) {
StreamingPreferences.unsupportedFps = checked
// The selectable FPS values depend on whether
// this option is enabled or not
fpsComboBox.reinitialize()
// The selectable FPS values depend on whether
// this option is enabled or not
fpsComboBox.reinitialize()
}
}
}
CheckBox {
id: enableMdns
text: "<font color=\"white\">Automatically find PCs on the local network (Recommended)</font>"
text: "Automatically find PCs on the local network (Recommended)"
font.pointSize: 12
checked: prefs.enableMdns
checked: StreamingPreferences.enableMdns
onCheckedChanged: {
prefs.enableMdns = checked
// This is called on init, so only do the work if we've
// actually changed the value.
if (StreamingPreferences.enableMdns != checked) {
StreamingPreferences.enableMdns = checked
// We must save the updated preference to ensure
// ComputerManager can observe the change internally.
prefs.save()
// We must save the updated preference to ensure
// ComputerManager can observe the change internally.
StreamingPreferences.save()
// Restart polling so the mDNS change takes effect
if (window.pollingActive) {
ComputerManager.stopPollingAsync()
ComputerManager.startPolling()
// Restart polling so the mDNS change takes effect
if (window.pollingActive) {
ComputerManager.stopPollingAsync()
ComputerManager.startPolling()
}
}
}
}
CheckBox {
id: quitAppAfter
text: "Quit app after quitting session"
font.pointSize: 12
checked: StreamingPreferences.quitAppAfter
onCheckedChanged: {
StreamingPreferences.quitAppAfter = checked
}
}
}
}
}
+94 -51
View File
@@ -1,8 +1,8 @@
import QtQuick 2.0
import QtQuick.Controls 2.2
import QtQuick.Dialogs 1.2
import QtQuick.Window 2.2
import SdlGamepadKeyNavigation 1.0
import Session 1.0
Item {
@@ -11,13 +11,6 @@ Item {
property string stageText : "Starting " + appName + "..."
property bool quitAfter : false
anchors.fill: parent
// The StackView will trigger a visibility change when
// we're pushed onto it, causing our onVisibleChanged
// routine to run, but only if we start as invisible
visible: false
function stageStarting(stage)
{
// Update the spinner text
@@ -26,8 +19,8 @@ Item {
function stageFailed(stage, errorCode)
{
// Display the error dialog after Session::exec() returns
errorDialog.text = "Starting " + stage + " failed: Error " + errorCode
errorDialog.open()
}
function connectionStarted()
@@ -36,6 +29,7 @@ Item {
// see them briefly when we pop off the StackView
stageSpinner.visible = false
stageLabel.visible = false
hintText.visible = false
// Hide the window now that streaming has begun
window.visible = false
@@ -52,49 +46,100 @@ Item {
// This toast appears for 3 seconds, just shorter than how long
// Session will wait for it to be displayed. This gives it time
// to transition to invisible before continuing.
var toast = Qt.createQmlObject('import QtQuick.Controls 2.3; ToolTip {}', parent, '')
var toast = Qt.createQmlObject('import QtQuick.Controls 2.2; ToolTip {}', parent, '')
toast.text = text
toast.timeout = 3000
toast.visible = true
}
onVisibleChanged: {
if (visible) {
// Hide the toolbar before we start loading
toolBar.visible = false
function quitStarting()
{
// Avoid the push transition animation
var component = Qt.createComponent("QuitSegue.qml")
stackView.replace(stackView.currentItem, component.createObject(stackView, {"appName": appName}), StackView.Immediate)
// Hook up our signals
session.stageStarting.connect(stageStarting)
session.stageFailed.connect(stageFailed)
session.connectionStarted.connect(connectionStarted)
session.displayLaunchError.connect(displayLaunchError)
session.displayLaunchWarning.connect(displayLaunchWarning)
// Show the Qt window again to show quit segue
window.visible = true
}
function sessionFinished()
{
// Enable GUI gamepad usage now
SdlGamepadKeyNavigation.enable()
if (quitAfter) {
if (errorDialog.text) {
// Quit when the error dialog is acknowledged
errorDialog.open()
}
else {
// Quit immediately
Qt.quit()
}
} else {
// Exit this view
stackView.pop()
// Show the Qt window again after streaming
window.visible = true
// Display any launch errors. We do this after
// the Qt UI is visible again to prevent losing
// focus on the dialog which would impact gamepad
// users.
if (errorDialog.text) {
errorDialog.open()
}
}
}
StackView.onDeactivating: {
// Show the toolbar again when popped off the stack
toolBar.visible = true
// Enable GUI gamepad usage now
SdlGamepadKeyNavigation.enable()
}
StackView.onActivated: {
// Hide the toolbar before we start loading
toolBar.visible = false
// Hook up our signals
session.stageStarting.connect(stageStarting)
session.stageFailed.connect(stageFailed)
session.connectionStarted.connect(connectionStarted)
session.displayLaunchError.connect(displayLaunchError)
session.displayLaunchWarning.connect(displayLaunchWarning)
session.quitStarting.connect(quitStarting)
session.sessionFinished.connect(sessionFinished)
// Kick off the stream
streamLoader.active = true
}
Loader {
id: streamLoader
active: false
asynchronous: true
onLoaded: {
// Set the hint text. We do this here rather than
// in the hintText control itself to synchronize
// with Session.exec() which requires no concurrent
// gamepad usage.
hintText.text = SdlGamepadKeyNavigation.getConnectedGamepads() > 0 ?
"Tip: Press Start+Select+L1+R1 to disconnect your session" :
"Tip: Press Ctrl+Alt+Shift+Q to disconnect your session"
// Stop GUI gamepad usage now
SdlGamepadKeyNavigation.disable()
// Run the streaming session to completion
session.exec(Screen.virtualX, Screen.virtualY)
if (quitAfter) {
Qt.quit()
} else {
// Show the Qt window again after streaming
window.visible = true
// Exit this view
stackView.pop()
// Display any launch errors. We do this after
// the Qt UI is visible again to prevent losing
// focus on the dialog which would impact gamepad
// users.
if (errorDialog.text) {
errorDialog.open()
}
}
}
else {
// Show the toolbar again when we become hidden
toolBar.visible = true
}
sourceComponent: Item {}
}
Row {
@@ -113,12 +158,11 @@ Item {
verticalAlignment: Text.AlignVCenter
wrapMode: Text.Wrap
color: "white"
}
}
Label {
text: "Tip: Press Ctrl+Alt+Shift+Q to disconnect your session"
id: hintText
anchors.bottom: parent.bottom
anchors.bottomMargin: 50
anchors.horizontalCenter: parent.horizontalCenter
@@ -126,16 +170,15 @@ Item {
verticalAlignment: Text.AlignVCenter
wrapMode: Text.Wrap
color: "white"
}
MessageDialog {
ErrorMessageDialog {
id: errorDialog
modality:Qt.WindowModal
icon: StandardIcon.Critical
standardButtons: StandardButton.Ok | StandardButton.Help
onHelp: {
Qt.openUrlExternally("https://github.com/moonlight-stream/moonlight-docs/wiki/Troubleshooting");
onClosed: {
if (quitAfter) {
Qt.quit()
}
}
}
}
+1 -17
View File
@@ -22,18 +22,6 @@ QVariant ComputerModel::data(const QModelIndex& index, int role) const
return QVariant();
}
if (index.row() == m_Computers.count()) {
// We insert a synthetic item at the end for the Add PC option
switch (role) {
case NameRole:
return "Add PC";
case AddPcRole:
return true;
default:
return QVariant();
}
}
Q_ASSERT(index.row() < m_Computers.count());
NvComputer* computer = m_Computers[index.row()];
@@ -50,8 +38,6 @@ QVariant ComputerModel::data(const QModelIndex& index, int role) const
return computer->currentGameId != 0;
case WakeableRole:
return !computer->macAddress.isEmpty();
case AddPcRole:
return false;
case StatusUnknownRole:
return computer->state == NvComputer::CS_UNKNOWN;
default:
@@ -67,8 +53,7 @@ int ComputerModel::rowCount(const QModelIndex& parent) const
return 0;
}
// Add PC placeholder counts as 1
return m_Computers.count() + 1;
return m_Computers.count();
}
QHash<int, QByteArray> ComputerModel::roleNames() const
@@ -79,7 +64,6 @@ QHash<int, QByteArray> ComputerModel::roleNames() const
names[OnlineRole] = "online";
names[PairedRole] = "paired";
names[BusyRole] = "busy";
names[AddPcRole] = "addPc";
names[WakeableRole] = "wakeable";
names[StatusUnknownRole] = "statusUnknown";
+1 -2
View File
@@ -14,8 +14,7 @@ class ComputerModel : public QAbstractListModel
PairedRole,
BusyRole,
WakeableRole,
StatusUnknownRole,
AddPcRole
StatusUnknownRole
};
public:
+166 -66
View File
@@ -1,14 +1,13 @@
import QtQuick 2.9
import QtQuick.Controls 2.2
import QtQuick.Dialogs 1.2
import QtQuick.Layouts 1.3
import QtQuick.Window 2.2
import QtQuick.Controls.Material 2.1
import ComputerManager 1.0
import AutoUpdateChecker 1.0
import StreamingPreferences 1.0
import SystemProperties 1.0
import SdlGamepadKeyNavigation 1.0
ApplicationWindow {
property bool pollingActive: false
@@ -18,17 +17,10 @@ ApplicationWindow {
width: 1280
height: 600
// Maximize the window by default when the stream is configured
// for full-screen or borderless windowed. This is ideal for TV
// setups where the user doesn't want a tiny window in the middle
// of their screen when starting Moonlight.
visibility: prefs.windowMode != StreamingPreferences.WM_WINDOWED ? "Maximized" : "Windowed"
visibility: StreamingPreferences.startWindowed ? "Windowed" : "Maximized"
Material.theme: Material.Dark
Material.accent: Material.Purple
StreamingPreferences {
id: prefs
Component.onCompleted: {
SdlGamepadKeyNavigation.enable()
}
StackView {
@@ -48,12 +40,18 @@ ApplicationWindow {
if (depth > 1) {
stackView.pop()
}
else {
quitConfirmationDialog.open()
}
}
Keys.onBackPressed: {
if (depth > 1) {
stackView.pop()
}
else {
quitConfirmationDialog.open()
}
}
Keys.onMenuPressed: {
@@ -68,21 +66,59 @@ ApplicationWindow {
}
}
onVisibilityChanged: {
// We don't want to just use 'active' here because that will stop polling if
// we lose focus, which might be overzealous for users with multiple screens
// where we may be clearly visible on the other display. Ideally we'll poll
// only if the window is visible to the user (not if obscured by other windows),
// but it seems difficult to do this portably.
var shouldPoll = visibility !== Window.Minimized && visibility !== Window.Hidden
if (shouldPoll && !pollingActive) {
ComputerManager.startPolling()
pollingActive = true
// This timer keeps us polling for 5 minutes of inactivity
// to allow the user to work with Moonlight on a second display
// while dealing with configuration issues. This will ensure
// machines come online even if the input focus isn't on Moonlight.
Timer {
id: inactivityTimer
interval: 5 * 60000
onTriggered: {
if (!active && pollingActive) {
ComputerManager.stopPollingAsync()
pollingActive = false
}
}
else if (!shouldPoll && pollingActive) {
ComputerManager.stopPollingAsync()
pollingActive = false
}
onVisibleChanged: {
// When we become invisible while streaming is going on,
// stop polling immediately.
if (!visible) {
inactivityTimer.stop()
if (pollingActive) {
ComputerManager.stopPollingAsync()
pollingActive = false
}
}
else if (active) {
// When we become visible and active again, start polling
inactivityTimer.stop()
// Restart polling if it was stopped
if (!pollingActive) {
ComputerManager.startPolling()
pollingActive = true
}
}
}
onActiveChanged: {
if (active) {
// Stop the inactivity timer
inactivityTimer.stop()
// Restart polling if it was stopped
if (!pollingActive) {
ComputerManager.startPolling()
pollingActive = true
}
}
else {
// Start the inactivity timer to stop polling
// if focus does not return within a few minutes.
inactivityTimer.restart()
}
}
@@ -97,23 +133,25 @@ ApplicationWindow {
// Doing it earlier can lead to the dialog appearing behind
// the window or otherwise without input focus.
if (!initialized) {
if (prefs.isRunningWayland()) {
// Set initialized before calling anything else, because
// pumping the event loop can cause us to get another
// onAfterRendering call and potentially reenter this code.
initialized = true;
if (SystemProperties.isRunningWayland) {
waylandDialog.open()
}
else if (prefs.isWow64()) {
else if (SystemProperties.isWow64) {
wow64Dialog.open()
}
else if (!prefs.hasAnyHardwareAcceleration()) {
else if (!SystemProperties.hasHardwareAcceleration) {
noHwDecoderDialog.open()
}
var unmappedGamepads = prefs.getUnmappedGamepads()
if (unmappedGamepads) {
unmappedGamepadDialog.unmappedGamepads = unmappedGamepads
if (SystemProperties.unmappedGamepads) {
unmappedGamepadDialog.unmappedGamepads = SystemProperties.unmappedGamepads
unmappedGamepadDialog.open()
}
initialized = true;
}
}
@@ -175,6 +213,39 @@ ApplicationWindow {
Layout.fillWidth: true
}
NavigableToolButton {
id: addPcButton
visible: stackView.currentItem.objectName === "Computers"
Image {
source: "qrc:/res/ic_add_to_queue_white_48px.svg"
anchors.centerIn: parent
sourceSize {
width: toolBar.height - toolBar.anchors.bottomMargin - toolBar.anchors.topMargin
height: toolBar.height - toolBar.anchors.bottomMargin - toolBar.anchors.topMargin
}
}
ToolTip.delay: 1000
ToolTip.timeout: 3000
ToolTip.visible: hovered
ToolTip.text: "Add PC manually" + (newPcShortcut.nativeText ? (" ("+newPcShortcut.nativeText+")") : "")
Shortcut {
id: newPcShortcut
sequence: StandardKey.New
onActivated: addPcButton.clicked()
}
onClicked: {
addPcDialog.open()
}
Keys.onDownPressed: {
stackView.currentItem.forceActiveFocus(Qt.TabFocus)
}
}
NavigableToolButton {
property string browserUrl: ""
@@ -192,7 +263,6 @@ ApplicationWindow {
ToolTip.delay: 1000
ToolTip.timeout: 3000
ToolTip.visible: hovered
ToolTip.text: "Update available for Moonlight"
// Invisible until we get a callback notifying us that
// an update is available
@@ -200,8 +270,9 @@ ApplicationWindow {
onClicked: Qt.openUrlExternally(browserUrl);
function updateAvailable(url)
function updateAvailable(version, url)
{
ToolTip.text = "Update available for Moonlight: Version " + version
updateButton.browserUrl = url
updateButton.visible = true
}
@@ -218,6 +289,7 @@ ApplicationWindow {
NavigableToolButton {
id: helpButton
visible: SystemProperties.hasBrowser
Image {
source: "qrc:/res/question_mark.svg"
@@ -304,53 +376,81 @@ ApplicationWindow {
}
}
MessageDialog {
ErrorMessageDialog {
id: noHwDecoderDialog
modality:Qt.WindowModal
icon: StandardIcon.Warning
standardButtons: StandardButton.Ok | StandardButton.Help
text: "No functioning hardware accelerated H.264 video decoder was detected by Moonlight. " +
"Your streaming performance may be severely degraded in this configuration. " +
"Click the Help button for more information on solving this problem."
onHelp: {
Qt.openUrlExternally("https://github.com/moonlight-stream/moonlight-docs/wiki/Fixing-Hardware-Decoding-Problems");
}
"Your streaming performance may be severely degraded in this configuration."
helpText: "Click the Help button for more information on solving this problem."
helpUrl: "https://github.com/moonlight-stream/moonlight-docs/wiki/Fixing-Hardware-Decoding-Problems"
}
MessageDialog {
ErrorMessageDialog {
id: waylandDialog
modality:Qt.WindowModal
icon: StandardIcon.Warning
standardButtons: StandardButton.Ok | StandardButton.Help
text: "Moonlight does not support hardware acceleration on Wayland. Continuing on Wayland may result in poor streaming performance. " +
"Please switch to an X session for optimal performance."
onHelp: {
Qt.openUrlExternally("https://github.com/moonlight-stream/moonlight-docs/wiki/Fixing-Hardware-Decoding-Problems");
}
helpText: "Click the Help button for more information."
helpUrl: "https://github.com/moonlight-stream/moonlight-docs/wiki/Fixing-Hardware-Decoding-Problems"
}
MessageDialog {
NavigableMessageDialog {
id: wow64Dialog
modality:Qt.WindowModal
icon: StandardIcon.Warning
standardButtons: StandardButton.Ok | StandardButton.Cancel
standardButtons: Dialog.Ok | Dialog.Cancel
text: "This PC is running a 64-bit version of Windows. Please download the x64 version of Moonlight for the best streaming performance."
onAccepted: {
Qt.openUrlExternally("https://github.com/moonlight-stream/moonlight-qt/releases");
}
}
MessageDialog {
ErrorMessageDialog {
id: unmappedGamepadDialog
property string unmappedGamepads : ""
modality:Qt.WindowModal
icon: StandardIcon.Warning
standardButtons: StandardButton.Ok | StandardButton.Help
text: "Moonlight detected gamepads without a proper mapping. " +
"The following gamepads will not function until this is resolved: " + unmappedGamepads + "\n\n" +
"Click the Help button for information on how to map your gamepads."
onHelp: {
Qt.openUrlExternally("https://github.com/moonlight-stream/moonlight-docs/wiki/Gamepad-Mapping");
text: "Moonlight detected gamepads without a mapping:\n" + unmappedGamepads
helpTextSeparator: "\n\n"
helpText: "Click the Help button for information on how to map your gamepads."
helpUrl: "https://github.com/moonlight-stream/moonlight-docs/wiki/Gamepad-Mapping"
}
// This dialog appears when quitting via keyboard or gamepad button
NavigableMessageDialog {
id: quitConfirmationDialog
standardButtons: Dialog.Yes | Dialog.No
text: "Are you sure you want to quit?"
// For keyboard/gamepad navigation
onAccepted: Qt.quit()
}
NavigableDialog {
id: addPcDialog
property string label: "Enter the IP address of your GameStream PC:"
standardButtons: Dialog.Ok | Dialog.Cancel
onOpened: {
// Force keyboard focus on the textbox so keyboard navigation works
editText.forceActiveFocus()
}
onAccepted: {
if (editText.text) {
ComputerManager.addNewHost(editText.text, false)
}
}
ColumnLayout {
Label {
text: addPcDialog.label
font.bold: true
}
TextField {
id: editText
Layout.fillWidth: true
focus: true
Keys.onReturnPressed: {
addPcDialog.accept()
}
}
}
}
}
+20
View File
@@ -91,6 +91,12 @@ void SdlGamepadKeyNavigation::onPollingTimerFired()
while (SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_QUIT:
// SDL may send us a quit event since we initialize
// the video subsystem on startup. If we get one,
// forward it on for Qt to take care of.
QCoreApplication::instance()->quit();
break;
case SDL_CONTROLLERBUTTONDOWN:
case SDL_CONTROLLERBUTTONUP:
{
@@ -244,3 +250,17 @@ void SdlGamepadKeyNavigation::setSettingsMode(bool settingsMode)
{
m_SettingsMode = settingsMode;
}
int SdlGamepadKeyNavigation::getConnectedGamepads()
{
Q_ASSERT(m_Enabled);
int count = 0;
for (int i = 0; i < SDL_NumJoysticks(); i++) {
if (SDL_IsGameController(i)) {
count++;
}
}
return count;
}
+2
View File
@@ -20,6 +20,8 @@ public:
Q_INVOKABLE void setSettingsMode(bool settingsMode);
Q_INVOKABLE int getConnectedGamepads();
private:
void sendKey(QEvent::Type type, Qt::Key key, Qt::KeyboardModifiers modifiers = Qt::NoModifier);
+133 -23
View File
@@ -5,6 +5,10 @@
#include <QQuickStyle>
#include <QMutex>
#include <QtDebug>
#include <QNetworkProxyFactory>
#include <QPalette>
#include <QFont>
#include <QCursor>
// Don't let SDL hook our main function, since Qt is already
// doing the same thing. This needs to be before any headers
@@ -16,12 +20,18 @@
#include "streaming/video/ffmpeg.h"
#endif
#ifdef Q_OS_WIN32
#include "antihookingprotection.h"
#endif
#include "cli/quitstream.h"
#include "cli/startstream.h"
#include "cli/commandlineparser.h"
#include "path.h"
#include "gui/computermodel.h"
#include "gui/appmodel.h"
#include "backend/autoupdatechecker.h"
#include "backend/systemproperties.h"
#include "streaming/session.h"
#include "settings/streamingpreferences.h"
#include "gui/sdlgamepadkeynavigation.h"
@@ -217,6 +227,11 @@ LONG WINAPI UnhandledExceptionHandler(struct _EXCEPTION_POINTERS *ExceptionInfo)
int main(int argc, char *argv[])
{
SDL_SetMainReady();
// Set the app version for the QCommandLineParser's showVersion() command
QCoreApplication::setApplicationVersion(VERSION_STR);
// Set these here to allow us to use the default QSettings constructor.
// These also ensure that our cache directory is named correctly. As such,
// it is critical that these be called before Path::initialize().
@@ -263,13 +278,22 @@ int main(int argc, char *argv[])
SetUnhandledExceptionFilter(UnhandledExceptionHandler);
#endif
#ifdef Q_OS_WIN32
// Force AntiHooking.dll to be statically imported and loaded
// by ntdll by calling a dummy function.
AntiHookingDummyImport();
#endif
QCoreApplication::setAttribute(Qt::AA_EnableHighDpiScaling);
// This avoids using the default keychain for SSL, which may cause
// password prompts on macOS.
qputenv("QT_SSL_USE_TEMPORARY_KEYCHAIN", QByteArray("1"));
qputenv("QT_SSL_USE_TEMPORARY_KEYCHAIN", "1");
#ifdef Q_OS_WIN32
// The debug build of ANGLE on Qt 5.12.2 triggers all sorts of asserts
// even simply creating an empty Qt Quick window and then trying to close
// the program. Avoid using ANGLE for debug builds until the issue is fixed.
#if defined(Q_OS_WIN32) && !defined(QT_DEBUG)
if (!qEnvironmentVariableIsSet("QT_OPENGL")) {
// On Windows, use ANGLE so we don't have to load OpenGL
// user-mode drivers into our app. OGL drivers (especially Intel)
@@ -278,18 +302,67 @@ int main(int argc, char *argv[])
}
#endif
// We don't want system proxies to apply to us
QNetworkProxyFactory::setUseSystemConfiguration(false);
// Clear any default application proxy
QNetworkProxy noProxy(QNetworkProxy::NoProxy);
QNetworkProxy::setApplicationProxy(noProxy);
// Register custom metatypes for use in signals
qRegisterMetaType<NvApp>("NvApp");
// Allow the display to sleep by default. We will manually use SDL_DisableScreenSaver()
// and SDL_EnableScreenSaver() when appropriate. This hint must be set before
// initializing the SDL video subsystem to have any effect.
SDL_SetHint(SDL_HINT_VIDEO_ALLOW_SCREENSAVER, "1");
// Steam Link requires that we initialize video before creating our
// QGuiApplication in order to configure the framebuffer correctly.
// It's fine to do on other platforms too, and it can save some time
// doing initialization and teardown of the video subsystem after streaming.
if (SDL_InitSubSystem(SDL_INIT_VIDEO | SDL_INIT_TIMER) != 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"SDL_InitSubSystem(SDL_INIT_VIDEO | SDL_INIT_TIMER) failed: %s",
SDL_GetError());
return -1;
}
// Use atexit() to ensure SDL_Quit() is called. This avoids
// racing with object destruction where SDL may be used.
atexit(SDL_Quit);
// Avoid the default behavior of changing the timer resolution to 1 ms.
// We don't want this all the time that Moonlight is open. We will set
// it manually when we start streaming.
SDL_SetHint(SDL_HINT_TIMER_RESOLUTION, "0");
// Disable minimize on focus loss by default. Users seem to want this off by default.
SDL_SetHint(SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS, "0");
QGuiApplication app(argc, argv);
#ifdef STEAM_LINK
// Qt 5.9 from the Steam Link SDK is not able to load any fonts
// since the Steam Link doesn't include any of the ones it looks
// for. We know it has NotoSans so we will explicitly ask for that.
if (app.font().family().isEmpty()) {
qWarning() << "SL HACK: No default font - using NotoSans";
QFont fon("NotoSans");
app.setFont(fon);
}
// Move the mouse to the bottom right so it's invisible when using
// gamepad-only navigation.
QCursor().setPos(0xFFFF, 0xFFFF);
#endif
app.setWindowIcon(QIcon(":/res/moonlight.svg"));
// Register our C++ types for QML
qmlRegisterType<ComputerModel>("ComputerModel", 1, 0, "ComputerModel");
qmlRegisterType<AppModel>("AppModel", 1, 0, "AppModel");
qmlRegisterType<StreamingPreferences>("StreamingPreferences", 1, 0, "StreamingPreferences");
qmlRegisterType<SdlGamepadKeyNavigation>("SdlGamepadKeyNavigation", 1, 0, "SdlGamepadKeyNavigation");
qmlRegisterUncreatableType<Session>("Session", 1, 0, "Session", "Session cannot be created from QML");
qmlRegisterSingletonType<ComputerManager>("ComputerManager", 1, 0,
"ComputerManager",
@@ -301,8 +374,48 @@ int main(int argc, char *argv[])
[](QQmlEngine*, QJSEngine*) -> QObject* {
return new AutoUpdateChecker();
});
qmlRegisterSingletonType<SystemProperties>("SystemProperties", 1, 0,
"SystemProperties",
[](QQmlEngine*, QJSEngine*) -> QObject* {
return new SystemProperties();
});
qmlRegisterSingletonType<SdlGamepadKeyNavigation>("SdlGamepadKeyNavigation", 1, 0,
"SdlGamepadKeyNavigation",
[](QQmlEngine*, QJSEngine*) -> QObject* {
return new SdlGamepadKeyNavigation();
});
qmlRegisterSingletonType<StreamingPreferences>("StreamingPreferences", 1, 0,
"StreamingPreferences",
[](QQmlEngine*, QJSEngine*) -> QObject* {
return new StreamingPreferences();
});
QQuickStyle::setStyle("Material");
#ifndef Q_OS_WINRT
// Use the dense material dark theme by default
if (!qEnvironmentVariableIsSet("QT_QUICK_CONTROLS_STYLE")) {
qputenv("QT_QUICK_CONTROLS_STYLE", "Material");
}
#else
// Use universal dark on WinRT
if (!qEnvironmentVariableIsSet("QT_QUICK_CONTROLS_STYLE")) {
qputenv("QT_QUICK_CONTROLS_STYLE", "Universal");
}
#endif
if (!qEnvironmentVariableIsSet("QT_QUICK_CONTROLS_MATERIAL_THEME")) {
qputenv("QT_QUICK_CONTROLS_MATERIAL_THEME", "Dark");
}
if (!qEnvironmentVariableIsSet("QT_QUICK_CONTROLS_MATERIAL_ACCENT")) {
qputenv("QT_QUICK_CONTROLS_MATERIAL_ACCENT", "Purple");
}
if (!qEnvironmentVariableIsSet("QT_QUICK_CONTROLS_MATERIAL_VARIANT")) {
qputenv("QT_QUICK_CONTROLS_MATERIAL_VARIANT", "Dense");
}
if (!qEnvironmentVariableIsSet("QT_QUICK_CONTROLS_UNIVERSAL_THEME")) {
qputenv("QT_QUICK_CONTROLS_UNIVERSAL_THEME", "Dark");
}
if (!qEnvironmentVariableIsSet("QT_QUICK_CONTROLS_1_STYLE")) {
qputenv("QT_QUICK_CONTROLS_1_STYLE", "Base");
}
QQmlApplicationEngine engine;
QString initialView;
@@ -310,11 +423,11 @@ int main(int argc, char *argv[])
GlobalCommandLineParser parser;
switch (parser.parse(app.arguments())) {
case GlobalCommandLineParser::NormalStartRequested:
initialView = "PcView.qml";
initialView = "qrc:/gui/PcView.qml";
break;
case GlobalCommandLineParser::StreamRequested:
{
initialView = "CliStartStreamSegue.qml";
initialView = "qrc:/gui/CliStartStreamSegue.qml";
StreamingPreferences* preferences = new StreamingPreferences(&app);
StreamCommandLineParser streamParser;
streamParser.parse(app.arguments(), preferences);
@@ -324,6 +437,15 @@ int main(int argc, char *argv[])
engine.rootContext()->setContextProperty("launcher", launcher);
break;
}
case GlobalCommandLineParser::QuitRequested:
{
initialView = "qrc:/gui/CliQuitStreamSegue.qml";
QuitCommandLineParser quitParser;
quitParser.parse(app.arguments());
auto launcher = new CliQuitStream::Launcher(quitParser.getHost(), &app);
engine.rootContext()->setContextProperty("launcher", launcher);
break;
}
}
engine.rootContext()->setContextProperty("initialView", initialView);
@@ -333,23 +455,11 @@ int main(int argc, char *argv[])
if (engine.rootObjects().isEmpty())
return -1;
SDL_SetMainReady();
if (SDL_Init(0) != 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"SDL_Init() failed: %s",
SDL_GetError());
}
// Use atexit() to ensure SDL_Quit() is called. This avoids
// racing with object destruction where SDL may be used.
atexit(SDL_Quit);
// Avoid the default behavior of changing the timer resolution to 1 ms.
// We don't want this all the time that Moonlight is open. We will set
// it manually when we start streaming.
SDL_SetHint(SDL_HINT_TIMER_RESOLUTION, "0");
int err = app.exec();
// Give worker tasks time to properly exit. Fixes PendingQuitTask
// sometimes freezing and blocking process exit.
QThreadPool::globalInstance()->waitForDone(30000);
return err;
}
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+18 -17
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@@ -8,7 +8,6 @@
QString Path::s_LogDir;
QString Path::s_BoxArtCacheDir;
const QString Path::k_GameControllerMappingFile("gamecontrollerdb.txt");
QString Path::getLogDir()
{
@@ -22,40 +21,42 @@ QString Path::getBoxArtCacheDir()
return s_BoxArtCacheDir;
}
QString Path::getGamepadMappingFile()
QByteArray Path::readDataFile(QString fileName)
{
QFile dataFile(getDataFilePath(fileName));
dataFile.open(QIODevice::ReadOnly);
return dataFile.readAll();
}
QString Path::getDataFilePath(QString fileName)
{
QString candidatePath;
// Check the current directory first
candidatePath = QDir(QDir::currentPath()).absoluteFilePath(k_GameControllerMappingFile);
candidatePath = QDir(QDir::currentPath()).absoluteFilePath(fileName);
if (QFile::exists(candidatePath)) {
qInfo() << "Found" << fileName << "at" << candidatePath;
return candidatePath;
}
// Now check the data directories (for Linux, in particular)
candidatePath = QStandardPaths::locate(QStandardPaths::DataLocation, k_GameControllerMappingFile);
candidatePath = QStandardPaths::locate(QStandardPaths::DataLocation, fileName);
if (!candidatePath.isEmpty() && QFile::exists(candidatePath)) {
qInfo() << "Found" << fileName << "at" << candidatePath;
return candidatePath;
}
// Now try the directory of our app installation (for Windows, if current dir doesn't find it)
candidatePath = QDir(QCoreApplication::applicationDirPath()).absoluteFilePath(k_GameControllerMappingFile);
candidatePath = QDir(QCoreApplication::applicationDirPath()).absoluteFilePath(fileName);
if (QFile::exists(candidatePath)) {
qInfo() << "Found" << fileName << "at" << candidatePath;
return candidatePath;
}
// Now try the Resources folder in our app bundle for macOS
QDir dir = QDir(QCoreApplication::applicationDirPath());
dir.cdUp();
dir.cd("Resources");
dir.filePath(k_GameControllerMappingFile);
candidatePath = dir.absoluteFilePath(k_GameControllerMappingFile);
if (QFile::exists(candidatePath)) {
return candidatePath;
}
// Couldn't find it
return QString();
// Return the QRC embedded copy
candidatePath = ":/data/" + fileName;
qInfo() << "Found" << fileName << "at" << candidatePath;
return QString(candidatePath);
}
void Path::initialize(bool portable)
+4 -2
View File
@@ -9,12 +9,14 @@ public:
static QString getBoxArtCacheDir();
static QString getGamepadMappingFile();
static QByteArray readDataFile(QString fileName);
// Only safe to use directly for Qt classes
static QString getDataFilePath(QString fileName);
static void initialize(bool portable);
private:
static QString s_LogDir;
static QString s_BoxArtCacheDir;
static const QString k_GameControllerMappingFile;
};
+6
View File
@@ -10,7 +10,13 @@
<file>gui/NavigableToolButton.qml</file>
<file>gui/NavigableItemDelegate.qml</file>
<file>gui/NavigableMenuItem.qml</file>
<file>gui/CliQuitStreamSegue.qml</file>
<file>gui/CliStartStreamSegue.qml</file>
<file>gui/AutoResizingComboBox.qml</file>
<file>gui/NavigableMenu.qml</file>
<file>gui/ErrorMessageDialog.qml</file>
<file>gui/NavigableMessageDialog.qml</file>
<file>gui/NavigableDialog.qml</file>
<file>gui/CenteredGridView.qml</file>
</qresource>
</RCC>
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After

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+7
View File
@@ -8,11 +8,18 @@
<file>res/baseline-lock-24px.svg</file>
<file>res/baseline-play_circle_filled_white-48px.svg</file>
<file>res/baseline-warning-24px.svg</file>
<file>res/baseline-cancel-24px.svg</file>
<file>res/no_app_image.png</file>
<file>res/settings.svg</file>
<file>res/arrow_left.svg</file>
<file>res/question_mark.svg</file>
<file>res/moonlight.svg</file>
<file>res/update.svg</file>
<file>res/baseline-help_outline-24px.svg</file>
<file>res/baseline-error_outline-24px.svg</file>
</qresource>
<qresource prefix="/data">
<file alias="gamecontrollerdb.txt">SDL_GameControllerDB/gamecontrollerdb.txt</file>
<file alias="ModeSeven.ttf">ModeSeven.ttf</file>
</qresource>
</RCC>
+6 -11
View File
@@ -54,15 +54,10 @@ void MappingManager::save()
void MappingManager::applyMappings()
{
QString mappingFile = Path::getGamepadMappingFile();
if (!mappingFile.isEmpty()) {
std::string mappingFileNative = QDir::toNativeSeparators(mappingFile).toStdString();
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Loading gamepad mappings from: %s",
mappingFileNative.c_str());
int newMappings = SDL_GameControllerAddMappingsFromFile(mappingFileNative.c_str());
QByteArray mappingData = Path::readDataFile("gamecontrollerdb.txt");
if (!mappingData.isEmpty()) {
int newMappings = SDL_GameControllerAddMappingsFromRW(
SDL_RWFromConstMem(mappingData.constData(), mappingData.size()), 1);
if (newMappings < 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Error loading gamepad mappings: %s",
@@ -75,8 +70,8 @@ void MappingManager::applyMappings()
}
}
else {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"No gamepad mapping file found");
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Unable to load gamepad mapping file");
}
QList<SdlGamepadMapping> mappings = m_Mappings.values();
+12 -125
View File
@@ -1,6 +1,4 @@
#include "streamingpreferences.h"
#include "streaming/session.h"
#include "streaming/streamutils.h"
#include <QSettings>
@@ -20,7 +18,11 @@
#define SER_WINDOWMODE "windowmode"
#define SER_UNSUPPORTEDFPS "unsupportedfps"
#define SER_MDNS "mdns"
#define SER_QUITAPPAFTER "quitAppAfter"
#define SER_MOUSEACCELERATION "mouseacceleration"
#define SER_STARTWINDOWED "startwindowed"
#define SER_FRAMEPACING "framepacing"
#define SER_CONNWARNINGS "connwarnings"
StreamingPreferences::StreamingPreferences(QObject *parent)
: QObject(parent)
@@ -42,7 +44,11 @@ void StreamingPreferences::reload()
multiController = settings.value(SER_MULTICONT, true).toBool();
unsupportedFps = settings.value(SER_UNSUPPORTEDFPS, false).toBool();
enableMdns = settings.value(SER_MDNS, true).toBool();
quitAppAfter = settings.value(SER_QUITAPPAFTER, false).toBool();
mouseAcceleration = settings.value(SER_MOUSEACCELERATION, false).toBool();
startWindowed = settings.value(SER_STARTWINDOWED, false).toBool();
framePacing = settings.value(SER_FRAMEPACING, false).toBool();
connectionWarnings = settings.value(SER_CONNWARNINGS, true).toBool();
audioConfig = static_cast<AudioConfig>(settings.value(SER_AUDIOCFG,
static_cast<int>(AudioConfig::AC_STEREO)).toInt());
videoCodecConfig = static_cast<VideoCodecConfig>(settings.value(SER_VIDEOCFG,
@@ -69,136 +75,17 @@ void StreamingPreferences::save()
settings.setValue(SER_MULTICONT, multiController);
settings.setValue(SER_UNSUPPORTEDFPS, unsupportedFps);
settings.setValue(SER_MDNS, enableMdns);
settings.setValue(SER_QUITAPPAFTER, quitAppAfter);
settings.setValue(SER_MOUSEACCELERATION, mouseAcceleration);
settings.setValue(SER_STARTWINDOWED, startWindowed);
settings.setValue(SER_FRAMEPACING, framePacing);
settings.setValue(SER_CONNWARNINGS, connectionWarnings);
settings.setValue(SER_AUDIOCFG, static_cast<int>(audioConfig));
settings.setValue(SER_VIDEOCFG, static_cast<int>(videoCodecConfig));
settings.setValue(SER_VIDEODEC, static_cast<int>(videoDecoderSelection));
settings.setValue(SER_WINDOWMODE, static_cast<int>(windowMode));
}
bool StreamingPreferences::hasAnyHardwareAcceleration()
{
// Always use VDS_AUTO to avoid spamming the user with warnings
// if they've forced software decoding.
return Session::isHardwareDecodeAvailable(VDS_AUTO,
VIDEO_FORMAT_H264,
1920, 1080, 60);
}
bool StreamingPreferences::isRunningWayland()
{
return qgetenv("XDG_SESSION_TYPE") == QByteArray("wayland");
}
bool StreamingPreferences::isWow64()
{
#ifdef Q_OS_WIN32
return QSysInfo::currentCpuArchitecture() != QSysInfo::buildCpuArchitecture();
#else
return false;
#endif
}
QString StreamingPreferences::getUnmappedGamepads()
{
return SdlInputHandler::getUnmappedGamepads();
}
int StreamingPreferences::getMaximumStreamingFrameRate()
{
// Never let the maximum drop below 60 FPS
int maxFrameRate = 60;
if (SDL_InitSubSystem(SDL_INIT_VIDEO) != 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"SDL_InitSubSystem(SDL_INIT_VIDEO) failed: %s",
SDL_GetError());
return maxFrameRate;
}
SDL_DisplayMode mode, bestMode, desktopMode;
for (int displayIndex = 0; displayIndex < SDL_GetNumVideoDisplays(); displayIndex++) {
// Get the native desktop resolution
if (StreamUtils::getRealDesktopMode(displayIndex, &desktopMode)) {
// Start at desktop mode and work our way up
bestMode = desktopMode;
for (int i = 0; i < SDL_GetNumDisplayModes(displayIndex); i++) {
if (SDL_GetDisplayMode(displayIndex, i, &mode) == 0) {
if (mode.w == desktopMode.w && mode.h == desktopMode.h) {
if (mode.refresh_rate > bestMode.refresh_rate) {
bestMode = mode;
}
}
}
}
// Cap the frame rate at 120 FPS. Past this, the encoders start
// to max out and drop frames.
maxFrameRate = qMax(maxFrameRate, qMin(120, bestMode.refresh_rate));
}
}
SDL_QuitSubSystem(SDL_INIT_VIDEO);
return maxFrameRate;
}
QRect StreamingPreferences::getDesktopResolution(int displayIndex)
{
if (SDL_InitSubSystem(SDL_INIT_VIDEO) != 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"SDL_InitSubSystem(SDL_INIT_VIDEO) failed: %s",
SDL_GetError());
return QRect();
}
if (displayIndex >= SDL_GetNumVideoDisplays()) {
SDL_QuitSubSystem(SDL_INIT_VIDEO);
return QRect();
}
SDL_DisplayMode mode;
int err = SDL_GetDesktopDisplayMode(displayIndex, &mode);
SDL_QuitSubSystem(SDL_INIT_VIDEO);
if (err == 0) {
return QRect(0, 0, mode.w, mode.h);
}
else {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"SDL_GetDesktopDisplayMode() failed: %s",
SDL_GetError());
return QRect();
}
}
QRect StreamingPreferences::getNativeResolution(int displayIndex)
{
if (SDL_InitSubSystem(SDL_INIT_VIDEO) != 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"SDL_InitSubSystem(SDL_INIT_VIDEO) failed: %s",
SDL_GetError());
return QRect();
}
if (displayIndex >= SDL_GetNumVideoDisplays()) {
SDL_QuitSubSystem(SDL_INIT_VIDEO);
return QRect();
}
SDL_DisplayMode mode;
bool success = StreamUtils::getRealDesktopMode(displayIndex, &mode);
SDL_QuitSubSystem(SDL_INIT_VIDEO);
if (success) {
return QRect(0, 0, mode.w, mode.h);
}
else {
return QRect();
}
}
int StreamingPreferences::getDefaultBitrate(int width, int height, int fps)
{
// This table prefers 16:10 resolutions because they are
+12 -14
View File
@@ -15,20 +15,6 @@ public:
Q_INVOKABLE void save();
Q_INVOKABLE static bool hasAnyHardwareAcceleration();
Q_INVOKABLE static bool isRunningWayland();
Q_INVOKABLE static bool isWow64();
Q_INVOKABLE static int getMaximumStreamingFrameRate();
Q_INVOKABLE QRect getDesktopResolution(int displayIndex);
Q_INVOKABLE QRect getNativeResolution(int displayIndex);
Q_INVOKABLE QString getUnmappedGamepads();
void reload();
enum AudioConfig
@@ -73,7 +59,11 @@ public:
Q_PROPERTY(bool multiController MEMBER multiController NOTIFY multiControllerChanged)
Q_PROPERTY(bool unsupportedFps MEMBER unsupportedFps NOTIFY unsupportedFpsChanged)
Q_PROPERTY(bool enableMdns MEMBER enableMdns NOTIFY enableMdnsChanged)
Q_PROPERTY(bool quitAppAfter MEMBER quitAppAfter NOTIFY quitAppAfterChanged)
Q_PROPERTY(bool mouseAcceleration MEMBER mouseAcceleration NOTIFY mouseAccelerationChanged)
Q_PROPERTY(bool startWindowed MEMBER startWindowed NOTIFY startWindowedChanged)
Q_PROPERTY(bool framePacing MEMBER framePacing NOTIFY framePacingChanged)
Q_PROPERTY(bool connectionWarnings MEMBER connectionWarnings NOTIFY connectionWarningsChanged)
Q_PROPERTY(AudioConfig audioConfig MEMBER audioConfig NOTIFY audioConfigChanged)
Q_PROPERTY(VideoCodecConfig videoCodecConfig MEMBER videoCodecConfig NOTIFY videoCodecConfigChanged)
Q_PROPERTY(VideoDecoderSelection videoDecoderSelection MEMBER videoDecoderSelection NOTIFY videoDecoderSelectionChanged)
@@ -90,7 +80,11 @@ public:
bool multiController;
bool unsupportedFps;
bool enableMdns;
bool quitAppAfter;
bool mouseAcceleration;
bool startWindowed;
bool framePacing;
bool connectionWarnings;
AudioConfig audioConfig;
VideoCodecConfig videoCodecConfig;
VideoDecoderSelection videoDecoderSelection;
@@ -105,10 +99,14 @@ signals:
void multiControllerChanged();
void unsupportedFpsChanged();
void enableMdnsChanged();
void quitAppAfterChanged();
void mouseAccelerationChanged();
void audioConfigChanged();
void videoCodecConfigChanged();
void videoDecoderSelectionChanged();
void windowModeChanged();
void startWindowedChanged();
void framePacingChanged();
void connectionWarningsChanged();
};
+40 -3
View File
@@ -3,16 +3,26 @@
#ifdef HAVE_SOUNDIO
#include "renderers/soundioaudiorenderer.h"
#else
#include "renderers/sdl.h"
#endif
#ifdef HAVE_SLAUDIO
#include "renderers/slaud.h"
#endif
#include "renderers/sdl.h"
#include <Limelight.h>
IAudioRenderer* Session::createAudioRenderer()
{
#ifdef HAVE_SOUNDIO
#if defined(HAVE_SOUNDIO)
if (qgetenv("ML_AUDIO") == "SDL") {
return new SdlAudioRenderer();
}
return new SoundIoAudioRenderer();
#elif defined(HAVE_SLAUDIO)
return new SLAudioRenderer();
#else
return new SdlAudioRenderer();
#endif
@@ -111,6 +121,21 @@ void Session::arDecodeAndPlaySample(char* sampleData, int sampleLength)
}
}
// See if we need to drop this sample
if (s_ActiveSession->m_DropAudioEndTime != 0) {
if (SDL_TICKS_PASSED(SDL_GetTicks(), s_ActiveSession->m_DropAudioEndTime)) {
// Avoid calling SDL_GetTicks() now
s_ActiveSession->m_DropAudioEndTime = 0;
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Audio drop window has ended");
}
else {
// We're still in the drop window
return;
}
}
s_ActiveSession->m_AudioSampleCount++;
if (s_ActiveSession->m_AudioRenderer != nullptr) {
@@ -141,10 +166,22 @@ void Session::arDecodeAndPlaySample(char* sampleData, int sampleLength)
// safe to reinitialize here because we can't be torn down while
// the audio decoder/playback thread is still alive.
if (s_ActiveSession->m_AudioRenderer == nullptr && (s_ActiveSession->m_AudioSampleCount % 200) == 0) {
// Since we're doing this inline and audio initialization takes time, we need
// to drop samples to account for the time we've spent blocking audio rendering
// so we return to real-time playback and don't accumulate latency.
Uint32 audioReinitStartTime = SDL_GetTicks();
s_ActiveSession->m_AudioRenderer = s_ActiveSession->createAudioRenderer();
if (!s_ActiveSession->m_AudioRenderer->prepareForPlayback(&s_ActiveSession->m_AudioConfig)) {
delete s_ActiveSession->m_AudioRenderer;
s_ActiveSession->m_AudioRenderer = nullptr;
}
Uint32 audioReinitStopTime = SDL_GetTicks();
s_ActiveSession->m_DropAudioEndTime = audioReinitStopTime + (audioReinitStopTime - audioReinitStartTime);
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Audio reinitialization took %d ms - starting drop window",
audioReinitStopTime - audioReinitStartTime);
}
}
-5
View File
@@ -16,9 +16,4 @@ public:
private:
SDL_AudioDeviceID m_AudioDevice;
Uint32 m_ChannelCount;
Uint32 m_PendingDrops;
Uint32 m_PendingHardDrops;
Uint32 m_SampleIndex;
Uint32 m_BaselinePendingData;
};
+1 -79
View File
@@ -5,18 +5,8 @@
#include <QtGlobal>
#define MIN_QUEUED_FRAMES 2
#define MAX_QUEUED_FRAMES 4
#define STOP_THE_WORLD_LIMIT 20
#define DROP_RATIO_DENOM 32
SdlAudioRenderer::SdlAudioRenderer()
: m_AudioDevice(0),
m_ChannelCount(0),
m_PendingDrops(0),
m_PendingHardDrops(0),
m_SampleIndex(0),
m_BaselinePendingData(0)
: m_AudioDevice(0)
{
SDL_assert(!SDL_WasInit(SDL_INIT_AUDIO));
if (SDL_InitSubSystem(SDL_INIT_AUDIO) != 0) {
@@ -61,27 +51,6 @@ bool SdlAudioRenderer::prepareForPlayback(const OPUS_MULTISTREAM_CONFIGURATION*
have.samples,
have.size);
// SDL counts pending samples in the queued
// audio size using the WASAPI backend. This
// includes silence, which can throw off our
// pending data count. Get a baseline so we
// can exclude that data.
m_BaselinePendingData = 0;
#ifdef Q_OS_WIN32
for (int i = 0; i < 100; i++) {
m_BaselinePendingData = qMax(m_BaselinePendingData, SDL_GetQueuedAudioSize(m_AudioDevice));
SDL_Delay(10);
}
#endif
m_BaselinePendingData *= 2;
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Baseline pending audio data: %d bytes",
m_BaselinePendingData);
m_ChannelCount = opusConfig->channelCount;
m_SampleIndex = 0;
m_PendingDrops = m_PendingHardDrops = 0;
// Start playback
SDL_PauseAudioDevice(m_AudioDevice, 0);
@@ -102,53 +71,6 @@ SdlAudioRenderer::~SdlAudioRenderer()
bool SdlAudioRenderer::submitAudio(short* audioBuffer, int audioSize)
{
m_SampleIndex++;
Uint32 queuedAudio = SDL_GetQueuedAudioSize(m_AudioDevice);
if (queuedAudio > m_BaselinePendingData) {
queuedAudio -= m_BaselinePendingData;
}
else {
queuedAudio = 0;
}
Uint32 framesQueued = queuedAudio / (SAMPLES_PER_FRAME * m_ChannelCount * sizeof(short));
// We must check this prior to the below checks to ensure we don't
// underflow if framesQueued - m_PendingHardDrops < 0.
if (framesQueued <= MIN_QUEUED_FRAMES) {
m_PendingDrops = m_PendingHardDrops = 0;
}
// Pend enough drops to get us back to MIN_QUEUED_FRAMES, checking first
// to ensure we don't underflow.
else if (framesQueued > m_PendingHardDrops &&
framesQueued - m_PendingHardDrops > STOP_THE_WORLD_LIMIT) {
m_PendingHardDrops = framesQueued - MIN_QUEUED_FRAMES;
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Pending hard drop of %u audio frames",
m_PendingHardDrops);
}
// If we're under the stop the world limit, we can drop samples
// gracefully over the next little while.
else if (framesQueued > m_PendingHardDrops + m_PendingDrops &&
framesQueued - m_PendingHardDrops - m_PendingDrops > MAX_QUEUED_FRAMES) {
m_PendingDrops = framesQueued - MIN_QUEUED_FRAMES;
}
// Determine if this frame should be dropped
if (m_PendingHardDrops != 0) {
// Hard drops happen all at once to forcefully
// resync with the source.
m_PendingHardDrops--;
return true;
}
else if (m_PendingDrops != 0 && m_SampleIndex % DROP_RATIO_DENOM == 0) {
// Normal drops are interspersed with the audio data
// to hide the glitches.
m_PendingDrops--;
return true;
}
if (SDL_QueueAudio(m_AudioDevice, audioBuffer, audioSize) < 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Failed to queue audio sample: %s",
+58
View File
@@ -0,0 +1,58 @@
#include "slaud.h"
#include <SDL.h>
SLAudioRenderer::SLAudioRenderer()
: m_AudioContext(nullptr),
m_AudioStream(nullptr)
{
}
bool SLAudioRenderer::prepareForPlayback(const OPUS_MULTISTREAM_CONFIGURATION* opusConfig)
{
m_AudioContext = SLAudio_CreateContext();
if (m_AudioContext == nullptr) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"SLAudio_CreateContext() failed");
return false;
}
m_AudioStream = SLAudio_CreateStream(m_AudioContext,
opusConfig->sampleRate,
opusConfig->channelCount,
SAMPLES_PER_FRAME * sizeof(short) * opusConfig->channelCount,
1);
if (m_AudioStream == nullptr) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"SLAudio_CreateStream() failed");
return false;
}
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Using SLAudio renderer");
return true;
}
SLAudioRenderer::~SLAudioRenderer()
{
if (m_AudioStream != nullptr) {
SLAudio_FreeStream(m_AudioStream);
}
if (m_AudioContext != nullptr) {
SLAudio_FreeContext(m_AudioContext);
}
}
bool SLAudioRenderer::submitAudio(short* audioBuffer, int audioSize)
{
void* outputBuffer = SLAudio_BeginFrame(m_AudioStream);
if (outputBuffer != nullptr) {
memcpy(outputBuffer, audioBuffer, audioSize);
SLAudio_SubmitFrame(m_AudioStream);
}
return true;
}
+20
View File
@@ -0,0 +1,20 @@
#pragma once
#include "renderer.h"
#include <SLAudio.h>
class SLAudioRenderer : public IAudioRenderer
{
public:
SLAudioRenderer();
virtual ~SLAudioRenderer();
virtual bool prepareForPlayback(const OPUS_MULTISTREAM_CONFIGURATION* opusConfig);
virtual bool submitAudio(short* audioBuffer, int audioSize);
private:
CSLAudioContext* m_AudioContext;
CSLAudioStream* m_AudioStream;
};
@@ -4,12 +4,30 @@
#include <QtGlobal>
// GFE sends us packets in 5 ms chunks
const double SoundIoAudioRenderer::k_RawSampleLengthSec = 0.005;
#ifdef Q_OS_LINUX
// PulseAudio and ALSA require more than just 5 ms samples
// for some reason, so write a minimum of 25 ms each time to
// prevent underruns on Bluetooth.
// https://github.com/moonlight-stream/moonlight-qt/issues/147
// https://github.com/moonlight-stream/moonlight-qt/issues/157
const double SoundIoAudioRenderer::k_MinSampleLengthSec = 0.025;
#else
// This determines the size of the buffers we'll
// get from CoreAudio. It is also the minimum
// size that we will write when called to fill a buffer.
const double SoundIoAudioRenderer::k_MinSampleLengthSec = k_RawSampleLengthSec;
#endif
SoundIoAudioRenderer::SoundIoAudioRenderer()
: m_OpusChannelCount(0),
m_SoundIo(nullptr),
m_Device(nullptr),
m_OutputStream(nullptr),
m_RingBuffer(nullptr),
m_Latency(0),
m_Errored(false)
{
@@ -17,6 +35,10 @@ SoundIoAudioRenderer::SoundIoAudioRenderer()
SoundIoAudioRenderer::~SoundIoAudioRenderer()
{
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Audio latency: %f",
m_Latency);
if (m_OutputStream != nullptr) {
soundio_outstream_destroy(m_OutputStream);
}
@@ -152,17 +174,12 @@ bool SoundIoAudioRenderer::prepareForPlayback(const OPUS_MULTISTREAM_CONFIGURATI
m_OutputStream->format = SoundIoFormatS16NE;
m_OutputStream->sample_rate = opusConfig->sampleRate;
m_OutputStream->software_latency = k_MinSampleLengthSec;
m_OutputStream->name = "Moonlight";
m_OutputStream->userdata = this;
m_OutputStream->error_callback = sioErrorCallback;
m_OutputStream->write_callback = sioWriteCallback;
// This determines the size of the buffers we'll
// get from CoreAudio. Since GFE sends us packets
// in 5 ms chunks, we'll give them to the OS in
// buffers of the same size.
m_OutputStream->software_latency = 0.005;
SoundIoChannelLayout bestLayout = m_Device->current_layout;
for (int i = 0; i < m_Device->layout_count; i++) {
if (scoreChannelLayout(&bestLayout, opusConfig) <
@@ -218,12 +235,33 @@ bool SoundIoAudioRenderer::prepareForPlayback(const OPUS_MULTISTREAM_CONFIGURATI
}
}
// Buffer up to 6 packets of audio (30 ms) to smooth
// out network packet delivery jitter
int packetsToBuffer;
#ifdef Q_OS_LINUX
// PulseAudio and ALSA need the large buffer (see comment on k_MinSampleLengthSec),
// so we need a buffer at least double that size to allow packets to arrive
// while we're writing to the sink.
packetsToBuffer = (int)(k_MinSampleLengthSec / k_RawSampleLengthSec) * 2;
#else
if (m_SoundIo->current_backend == SoundIoBackendWasapi) {
// 15 ms buffer seems to be fine for WASAPI
packetsToBuffer = 3;
}
else {
// 30 ms buffer on CoreAudio to avoid glitching on macOS
packetsToBuffer = 6;
}
#endif
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Audio buffer size: %d packets",
packetsToBuffer);
m_RingBuffer = soundio_ring_buffer_create(m_SoundIo,
m_OutputStream->bytes_per_sample *
m_OpusChannelCount *
SAMPLES_PER_FRAME * 6);
SAMPLES_PER_FRAME *
packetsToBuffer);
if (m_RingBuffer == nullptr) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"soundio_ring_buffer_create() failed");
@@ -238,6 +276,11 @@ bool SoundIoAudioRenderer::prepareForPlayback(const OPUS_MULTISTREAM_CONFIGURATI
return false;
}
// HACK: For some reason, a constant latency hangs around in the audio pipeline
// unless we wait for the audio stream to drain before actually submitting any samples.
// This is a gross hack, but it works remarkably well.
SDL_Delay(500);
return true;
}
@@ -331,31 +374,15 @@ void SoundIoAudioRenderer::sioWriteCallback(SoundIoOutStream* stream, int frameC
// Clamp framesLeft to frameCountMax
framesLeft = qMin(framesLeft, frameCountMax);
// Place an upper-bound on audio stream latency to
// avoid accumulating packets in queue-based backends
// like WASAPI. This bound was set by testing on several
// Windows machines. The highest latency was found on
// a XPS 9343 running Windows 7 in Steam Big Picture
// and the 5.1 audio test clip from Fraunhofer.
if (me->m_SoundIo->current_backend == SoundIoBackendWasapi) {
double latency;
if (soundio_outstream_get_latency(stream, &latency) == SoundIoErrorNone) {
if (latency > 0.050) {
// If our latency is higher than desired, drop these samples to gracefully lower
// the latency without glitching too much. Dropping the whole buffer causes
// a much more noticeable glitch. This approach also ensures that we don't
// accidentally underflow if the driver/kernel side is delayed and isn't
// consuming data fast enough. Dropping a frame at a time and re-evaluating
// each time ensures that we'll stop dropping if latency returns to normal.
readPtr += framesLeft * stream->bytes_per_sample * me->m_OpusChannelCount;
bytesRead += framesLeft * stream->bytes_per_sample * me->m_OpusChannelCount;
framesLeft = 0;
// Ensure we always write at least a buffer, even if it's silence, to avoid
// busy looping when no audio data is available while libsoundio tries to keep
// us from starving the output device.
frameCountMin = qMax(frameCountMin, (int)(stream->sample_rate * k_MinSampleLengthSec));
frameCountMin = qMin(frameCountMin, frameCountMax);
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Latency exceeded drop cap: %f",
latency);
}
}
// Track latency on queueing-based backends
if (me->m_SoundIo->current_backend != SoundIoBackendCoreAudio && me->m_SoundIo->current_backend != SoundIoBackendJack) {
soundio_outstream_get_latency(stream, &me->m_Latency);
}
for (;;) {
@@ -32,5 +32,9 @@ private:
struct SoundIoOutStream* m_OutputStream;
struct SoundIoRingBuffer* m_RingBuffer;
struct SoundIoChannelLayout m_EffectiveLayout;
double m_Latency;
bool m_Errored;
static const double k_RawSampleLengthSec;
static const double k_MinSampleLengthSec;
};
+254 -79
View File
@@ -17,6 +17,8 @@
#define VK_NUMPAD0 0x60
#endif
#define MOUSE_POLLING_INTERVAL 5
// How long the mouse button will be pressed for a tap to click gesture
#define TAP_BUTTON_RELEASE_DELAY 100
@@ -34,10 +36,9 @@ const int SdlInputHandler::k_ButtonMap[] = {
UP_FLAG, DOWN_FLAG, LEFT_FLAG, RIGHT_FLAG
};
SdlInputHandler::SdlInputHandler(StreamingPreferences& prefs, NvComputer* computer, int streamWidth, int streamHeight)
: m_LastMouseMotionTime(0),
m_MultiController(prefs.multiController),
m_NeedsInputDelay(false),
SdlInputHandler::SdlInputHandler(StreamingPreferences& prefs, NvComputer*, int streamWidth, int streamHeight)
: m_MultiController(prefs.multiController),
m_MouseMoveTimer(0),
m_LeftButtonReleaseTimer(0),
m_RightButtonReleaseTimer(0),
m_DragTimer(0),
@@ -53,8 +54,24 @@ SdlInputHandler::SdlInputHandler(StreamingPreferences& prefs, NvComputer* comput
// is via normal motion events that are influenced by mouse acceleration).
// Otherwise, we'll use raw input capture which is straight from the device
// without modification by the OS.
SDL_SetHint(SDL_HINT_MOUSE_RELATIVE_MODE_WARP,
prefs.mouseAcceleration ? "1" : "0");
SDL_SetHintWithPriority(SDL_HINT_MOUSE_RELATIVE_MODE_WARP,
prefs.mouseAcceleration ? "1" : "0",
SDL_HINT_OVERRIDE);
// We must initialize joystick explicitly before gamecontroller in order
// to ensure we receive gamecontroller attach events for gamepads where
// SDL doesn't have a built-in mapping. By starting joystick first, we
// can allow mapping manager to update the mappings before GC attach
// events are generated.
SDL_assert(!SDL_WasInit(SDL_INIT_JOYSTICK));
if (SDL_InitSubSystem(SDL_INIT_JOYSTICK) != 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"SDL_InitSubSystem(SDL_INIT_JOYSTICK) failed: %s",
SDL_GetError());
}
MappingManager mappingManager;
mappingManager.applyMappings();
// We need to reinit this each time, since you only get
// an initial set of gamepad arrival events once per init.
@@ -65,50 +82,55 @@ SdlInputHandler::SdlInputHandler(StreamingPreferences& prefs, NvComputer* comput
SDL_GetError());
}
MappingManager mappingManager;
mappingManager.applyMappings();
if (!m_MultiController) {
// Player 1 is always present in non-MC mode
m_GamepadMask = 0x1;
}
else {
// Otherwise, detect gamepads on the fly
m_GamepadMask = 0;
SDL_assert(!SDL_WasInit(SDL_INIT_HAPTIC));
if (SDL_InitSubSystem(SDL_INIT_HAPTIC) != 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"SDL_InitSubSystem(SDL_INIT_HAPTIC) failed: %s",
SDL_GetError());
}
// Prior to GFE 3.14.1, sending too many mouse motion events can cause
// GFE to choke and input latency to increase significantly. We will
// artificially throttle them to avoid this situation.
QVector<int> gfeVersion = NvHTTP::parseQuad(computer->gfeVersion);
if (gfeVersion.isEmpty() || // Very old versions don't have GfeVersion at all
gfeVersion[0] < 3 ||
(gfeVersion[0] == 3 && gfeVersion[1] < 14) ||
(gfeVersion[0] == 3 && gfeVersion[1] == 14 && gfeVersion[2] < 1)) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"This older version of GFE requires input delay hack");
m_NeedsInputDelay = true;
}
// Initialize the gamepad mask with currently attached gamepads to avoid
// causing gamepads to unexpectedly disappear and reappear on the host
// during stream startup as we detect currently attached gamepads one at a time.
m_GamepadMask = getAttachedGamepadMask();
SDL_zero(m_GamepadState);
SDL_zero(m_TouchDownEvent);
SDL_zero(m_CumulativeDelta);
SDL_AtomicSet(&m_MouseDeltaX, 0);
SDL_AtomicSet(&m_MouseDeltaY, 0);
m_MouseMoveTimer = SDL_AddTimer(MOUSE_POLLING_INTERVAL, SdlInputHandler::mouseMoveTimerCallback, this);
}
SdlInputHandler::~SdlInputHandler()
{
for (int i = 0; i < MAX_GAMEPADS; i++) {
if (m_GamepadState[i].haptic != nullptr) {
SDL_HapticClose(m_GamepadState[i].haptic);
}
if (m_GamepadState[i].controller != nullptr) {
SDL_GameControllerClose(m_GamepadState[i].controller);
}
}
SDL_RemoveTimer(m_MouseMoveTimer);
SDL_RemoveTimer(m_LeftButtonReleaseTimer);
SDL_RemoveTimer(m_RightButtonReleaseTimer);
SDL_RemoveTimer(m_DragTimer);
SDL_QuitSubSystem(SDL_INIT_HAPTIC);
SDL_assert(!SDL_WasInit(SDL_INIT_HAPTIC));
SDL_QuitSubSystem(SDL_INIT_GAMECONTROLLER);
SDL_assert(!SDL_WasInit(SDL_INIT_GAMECONTROLLER));
SDL_QuitSubSystem(SDL_INIT_JOYSTICK);
SDL_assert(!SDL_WasInit(SDL_INIT_JOYSTICK));
// Return background event handling to off
SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "0");
}
void SdlInputHandler::handleKeyEvent(SDL_KeyboardEvent* event)
@@ -121,10 +143,21 @@ void SdlInputHandler::handleKeyEvent(SDL_KeyboardEvent* event)
(event->keysym.mod & KMOD_CTRL) &&
(event->keysym.mod & KMOD_ALT) &&
(event->keysym.mod & KMOD_SHIFT)) {
// First we test the SDLK combos for matches,
// that way we ensure that latin keyboard users
// can match to the key they see on their keyboards.
// If nothing matches that, we'll then go on to
// checking scancodes so non-latin keyboard users
// can have working hotkeys (though possibly in
// odd positions). We must do all SDLK tests before
// any scancode tests to avoid issues in cases
// where the SDLK for one shortcut collides with
// the scancode of another.
// Check for quit combo (Ctrl+Alt+Shift+Q)
if (event->keysym.sym == SDLK_q) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Detected quit key combo");
"Detected quit key combo (SDLK)");
// Push a quit event to the main loop
SDL_Event event;
@@ -136,7 +169,55 @@ void SdlInputHandler::handleKeyEvent(SDL_KeyboardEvent* event)
// Check for the unbind combo (Ctrl+Alt+Shift+Z)
else if (event->keysym.sym == SDLK_z) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Detected mouse capture toggle combo");
"Detected mouse capture toggle combo (SDLK)");
// Stop handling future input
SDL_SetRelativeMouseMode((SDL_bool)!SDL_GetRelativeMouseMode());
// Force raise all keys to ensure they aren't stuck,
// since we won't get their key up events.
raiseAllKeys();
return;
}
else if (event->keysym.sym == SDLK_x) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Detected full-screen toggle combo (SDLK)");
Session::s_ActiveSession->toggleFullscreen();
// Force raise all keys just be safe across this full-screen/windowed
// transition just in case key events get lost.
raiseAllKeys();
return;
}
else if (event->keysym.sym == SDLK_s) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Detected stats toggle combo (SDLK)");
// Toggle the stats overlay
Session::get()->getOverlayManager().setOverlayState(Overlay::OverlayDebug,
!Session::get()->getOverlayManager().isOverlayEnabled(Overlay::OverlayDebug));
// Force raise all keys just be safe across this full-screen/windowed
// transition just in case key events get lost.
raiseAllKeys();
return;
}
// Check for quit combo (Ctrl+Alt+Shift+Q)
else if (event->keysym.scancode == SDL_SCANCODE_Q) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Detected quit key combo (scancode)");
// Push a quit event to the main loop
SDL_Event event;
event.type = SDL_QUIT;
event.quit.timestamp = SDL_GetTicks();
SDL_PushEvent(&event);
return;
}
// Check for the unbind combo (Ctrl+Alt+Shift+Z)
else if (event->keysym.scancode == SDL_SCANCODE_Z) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Detected mouse capture toggle combo (scancode)");
// Stop handling future input
SDL_SetRelativeMouseMode((SDL_bool)!SDL_GetRelativeMouseMode());
@@ -147,11 +228,24 @@ void SdlInputHandler::handleKeyEvent(SDL_KeyboardEvent* event)
return;
}
// Check for the full-screen combo (Ctrl+Alt+Shift+X)
else if (event->keysym.sym == SDLK_x) {
else if (event->keysym.scancode == SDL_SCANCODE_X) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Detected full-screen toggle combo");
"Detected full-screen toggle combo (scancode)");
Session::s_ActiveSession->toggleFullscreen();
// Force raise all keys just be safe across this full-screen/windowed
// transition just in case key events get lost.
raiseAllKeys();
return;
}
else if (event->keysym.scancode == SDL_SCANCODE_S) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Detected stats toggle combo (scancode)");
// Toggle the stats overlay
Session::get()->getOverlayManager().setOverlayState(Overlay::OverlayDebug,
!Session::get()->getOverlayManager().isOverlayEnabled(Overlay::OverlayDebug));
// Force raise all keys just be safe across this full-screen/windowed
// transition just in case key events get lost.
raiseAllKeys();
@@ -459,40 +553,10 @@ void SdlInputHandler::handleMouseMotionEvent(SDL_MouseMotionEvent* event)
return;
}
short xdelta = (short)event->xrel;
short ydelta = (short)event->yrel;
// If we're sending more than one motion event per millisecond,
// delay for 1 ms to allow batching of mouse move events. On older
// versions of GFE, we will unconditionally wait this 1 ms to
// work around an input processing issue that causes massive mouse latency.
Uint32 currentTime = SDL_GetTicks();
if (m_NeedsInputDelay || !SDL_TICKS_PASSED(currentTime, m_LastMouseMotionTime + 1)) {
SDL_Delay(1);
currentTime = SDL_GetTicks();
}
m_LastMouseMotionTime = currentTime;
// Pump even if we didn't delay since we might get some extra events
SDL_PumpEvents();
// Batch all of the pending mouse motion events
SDL_Event nextEvent;
while (SDL_PeepEvents(&nextEvent,
1,
SDL_GETEVENT,
SDL_MOUSEMOTION,
SDL_MOUSEMOTION) == 1) {
// In theory, these can overflow but in practice
// it should be highly unlikely since it would require
// moving 64K pixels in 1 ms.
xdelta += nextEvent.motion.xrel;
ydelta += nextEvent.motion.yrel;
}
if (xdelta != 0 || ydelta != 0) {
LiSendMouseMoveEvent(xdelta, ydelta);
}
// Batch until the next mouse polling window or we'll get awful
// input lag everything except GFE 3.14 and 3.15.
SDL_AtomicAdd(&m_MouseDeltaX, event->xrel);
SDL_AtomicAdd(&m_MouseDeltaY, event->yrel);
}
void SdlInputHandler::handleMouseWheelEvent(SDL_MouseWheelEvent* event)
@@ -572,6 +636,20 @@ Uint32 SdlInputHandler::dragTimerCallback(Uint32, void *param)
return 0;
}
Uint32 SdlInputHandler::mouseMoveTimerCallback(Uint32 interval, void *param)
{
auto me = reinterpret_cast<SdlInputHandler*>(param);
short deltaX = (short)SDL_AtomicSet(&me->m_MouseDeltaX, 0);
short deltaY = (short)SDL_AtomicSet(&me->m_MouseDeltaY, 0);
if (deltaX != 0 || deltaY != 0) {
LiSendMouseMoveEvent(deltaX, deltaY);
}
return interval;
}
void SdlInputHandler::handleControllerAxisEvent(SDL_ControllerAxisEvent* event)
{
GamepadState* state = findStateForGamepad(event->which);
@@ -655,8 +733,26 @@ void SdlInputHandler::handleControllerDeviceEvent(SDL_ControllerDeviceEvent* eve
if (event->type == SDL_CONTROLLERDEVICEADDED) {
int i;
const char* name;
SDL_GameController* controller;
const char* mapping;
char guidStr[33];
for (i = 0; i < MAX_GAMEPADS; i++) {
controller = SDL_GameControllerOpen(event->which);
if (controller == NULL) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Failed to open gamepad: %s",
SDL_GetError());
return;
}
// We used to use SDL_GameControllerGetPlayerIndex() here but that
// can lead to strange issues due to bugs in Windows where an Xbox
// controller will join as player 2, even though no player 1 controller
// is connected at all. This pretty much screws any attempt to use
// the gamepad in single player games, so just assign them in order from 0.
i = 0;
for (; i < MAX_GAMEPADS; i++) {
if (m_GamepadState[i].controller == NULL) {
// Found an empty slot
break;
@@ -666,6 +762,7 @@ void SdlInputHandler::handleControllerDeviceEvent(SDL_ControllerDeviceEvent* eve
if (i == MAX_GAMEPADS) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"No open gamepad slots found!");
SDL_GameControllerClose(controller);
return;
}
@@ -677,26 +774,48 @@ void SdlInputHandler::handleControllerDeviceEvent(SDL_ControllerDeviceEvent* eve
// Always player 1 in single controller mode
state->index = 0;
}
state->controller = SDL_GameControllerOpen(event->which);
if (state->controller == NULL) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Failed to open gamepad: %s",
SDL_GetError());
return;
state->controller = controller;
state->jsId = SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(state->controller));
state->haptic = SDL_HapticOpenFromJoystick(SDL_GameControllerGetJoystick(state->controller));
state->hapticEffectId = -1;
state->hapticMethod = GAMEPAD_HAPTIC_METHOD_NONE;
if (state->haptic != nullptr) {
if ((SDL_HapticQuery(state->haptic) & SDL_HAPTIC_LEFTRIGHT) == 0) {
if (SDL_HapticRumbleSupported(state->haptic)) {
if (SDL_HapticRumbleInit(state->haptic) == 0) {
state->hapticMethod = GAMEPAD_HAPTIC_METHOD_SIMPLERUMBLE;
}
}
if (state->hapticMethod == GAMEPAD_HAPTIC_METHOD_NONE) {
SDL_HapticClose(state->haptic);
state->haptic = nullptr;
}
} else {
state->hapticMethod = GAMEPAD_HAPTIC_METHOD_LEFTRIGHT;
}
}
state->jsId = SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(state->controller));
SDL_JoystickGetGUIDString(SDL_JoystickGetGUID(SDL_GameControllerGetJoystick(state->controller)),
guidStr, sizeof(guidStr));
mapping = SDL_GameControllerMapping(state->controller);
name = SDL_GameControllerName(state->controller);
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Gamepad %d (player %d) is: %s",
"Gamepad %d (player %d) is: %s (%s -> %s)",
i,
state->index,
name != NULL ? name : "<null>");
name != nullptr ? name : "<null>",
guidStr,
mapping != nullptr ? mapping : "<null>");
if (mapping != nullptr) {
SDL_free((void*)mapping);
}
// Add this gamepad to the gamepad mask
if (m_MultiController) {
SDL_assert(!(m_GamepadMask & (1 << state->index)));
// NB: Don't assert that it's unset here because we will already
// have the mask set for initially attached gamepads to avoid confusing
// apps running on the host.
m_GamepadMask |= (1 << state->index);
}
else {
@@ -710,6 +829,9 @@ void SdlInputHandler::handleControllerDeviceEvent(SDL_ControllerDeviceEvent* eve
state = findStateForGamepad(event->which);
if (state != NULL) {
SDL_GameControllerClose(state->controller);
if (state->haptic != nullptr) {
SDL_HapticClose(state->haptic);
}
// Remove this from the gamepad mask in MC-mode
if (m_MultiController) {
@@ -763,6 +885,59 @@ void SdlInputHandler::handleJoystickArrivalEvent(SDL_JoyDeviceEvent* event)
}
}
void SdlInputHandler::rumble(unsigned short controllerNumber, unsigned short lowFreqMotor, unsigned short highFreqMotor)
{
// Make sure the controller number is within our supported count
if (controllerNumber >= MAX_GAMEPADS) {
return;
}
// Check if the controller supports haptics (and if the controller exists at all)
SDL_Haptic* haptic = m_GamepadState[controllerNumber].haptic;
if (haptic == nullptr) {
return;
}
// Stop the last effect we played
if (m_GamepadState[controllerNumber].hapticMethod == GAMEPAD_HAPTIC_METHOD_LEFTRIGHT) {
if (m_GamepadState[controllerNumber].hapticEffectId >= 0) {
SDL_HapticDestroyEffect(haptic, m_GamepadState[controllerNumber].hapticEffectId);
}
} else if (m_GamepadState[controllerNumber].hapticMethod == GAMEPAD_HAPTIC_METHOD_SIMPLERUMBLE) {
SDL_HapticRumbleStop(haptic);
}
// If this callback is telling us to stop both motors, don't bother queuing a new effect
if (lowFreqMotor == 0 && highFreqMotor == 0) {
return;
}
if (m_GamepadState[controllerNumber].hapticMethod == GAMEPAD_HAPTIC_METHOD_LEFTRIGHT) {
SDL_HapticEffect effect;
SDL_memset(&effect, 0, sizeof(effect));
effect.type = SDL_HAPTIC_LEFTRIGHT;
// The effect should last until we are instructed to stop or change it
effect.leftright.length = SDL_HAPTIC_INFINITY;
// SDL haptics range from 0-32767 but XInput uses 0-65535, so divide by 2 to correct for SDL's scaling
effect.leftright.large_magnitude = lowFreqMotor / 2;
effect.leftright.small_magnitude = highFreqMotor / 2;
// Play the new effect
m_GamepadState[controllerNumber].hapticEffectId = SDL_HapticNewEffect(haptic, &effect);
if (m_GamepadState[controllerNumber].hapticEffectId >= 0) {
SDL_HapticRunEffect(haptic, m_GamepadState[controllerNumber].hapticEffectId, 1);
}
} else if (m_GamepadState[controllerNumber].hapticMethod == GAMEPAD_HAPTIC_METHOD_SIMPLERUMBLE) {
SDL_HapticRumblePlay(haptic,
std::min(1.0, (GAMEPAD_HAPTIC_SIMPLE_HIFREQ_MOTOR_WEIGHT*highFreqMotor +
GAMEPAD_HAPTIC_SIMPLE_LOWFREQ_MOTOR_WEIGHT*lowFreqMotor) / 65535.0),
SDL_HAPTIC_INFINITY);
}
}
void SdlInputHandler::handleTouchFingerEvent(SDL_TouchFingerEvent* event)
{
int fingerIndex = -1;
@@ -968,7 +1143,7 @@ QString SdlInputHandler::getUnmappedGamepads()
"Number of axes: %d | Number of buttons: %d | Number of hats: %d",
numAxes, numButtons, numHats);
if (numAxes >= 4 && numButtons >= 8 && numHats <= 1) {
if ((numAxes >= 4 && numAxes <= 8) && numButtons >= 8 && numHats <= 1) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"Joystick likely to be an unmapped game controller");
if (!ret.isEmpty()) {
+18 -2
View File
@@ -8,6 +8,9 @@
struct GamepadState {
SDL_GameController* controller;
SDL_JoystickID jsId;
SDL_Haptic* haptic;
int hapticMethod;
int hapticEffectId;
short index;
short buttons;
@@ -19,6 +22,13 @@ struct GamepadState {
#define MAX_GAMEPADS 4
#define MAX_FINGERS 2
#define GAMEPAD_HAPTIC_METHOD_NONE 0
#define GAMEPAD_HAPTIC_METHOD_LEFTRIGHT 1
#define GAMEPAD_HAPTIC_METHOD_SIMPLERUMBLE 2
#define GAMEPAD_HAPTIC_SIMPLE_HIFREQ_MOTOR_WEIGHT 0.33
#define GAMEPAD_HAPTIC_SIMPLE_LOWFREQ_MOTOR_WEIGHT 0.8
class SdlInputHandler
{
public:
@@ -43,6 +53,8 @@ public:
void handleJoystickArrivalEvent(SDL_JoyDeviceEvent* event);
void rumble(unsigned short controllerNumber, unsigned short lowFreqMotor, unsigned short highFreqMotor);
void handleTouchFingerEvent(SDL_TouchFingerEvent* event);
int getAttachedGamepadMask();
@@ -67,9 +79,13 @@ private:
static
Uint32 dragTimerCallback(Uint32 interval, void* param);
Uint32 m_LastMouseMotionTime;
static
Uint32 mouseMoveTimerCallback(Uint32 interval, void* param);
bool m_MultiController;
bool m_NeedsInputDelay;
SDL_TimerID m_MouseMoveTimer;
SDL_atomic_t m_MouseDeltaX;
SDL_atomic_t m_MouseDeltaY;
int m_GamepadMask;
GamepadState m_GamepadState[MAX_GAMEPADS];
QSet<short> m_KeysDown;
+263 -183
View File
@@ -6,18 +6,12 @@
#include <SDL.h>
#include "utils.h"
// HACK: Need to call SetThreadExecutionState() because SDL doesn't
#ifdef Q_OS_WIN32
#define WIN32_LEAN_AND_MEAN
#include <Windows.h>
#endif
#ifdef HAVE_FFMPEG
#include "video/ffmpeg.h"
#endif
#ifdef HAVE_SLVIDEO
#include "video/sl.h"
#include "video/slvid.h"
#endif
#ifdef Q_OS_WIN32
@@ -44,7 +38,9 @@ CONNECTION_LISTENER_CALLBACKS Session::k_ConnCallbacks = {
Session::clConnectionTerminated,
nullptr,
nullptr,
Session::clLogMessage
Session::clLogMessage,
Session::clRumble,
Session::clConnectionStatusUpdate
};
AUDIO_RENDERER_CALLBACKS Session::k_AudioCallbacks = {
@@ -79,7 +75,11 @@ void Session::clStageFailed(int stage, long errorCode)
void Session::clConnectionTerminated(long errorCode)
{
emit s_ActiveSession->displayLaunchError("Connection terminated");
// Display the termination dialog if this was not intended
if (errorCode != 0) {
s_ActiveSession->m_UnexpectedTermination = true;
emit s_ActiveSession->displayLaunchError("Connection terminated");
}
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Connection terminated: %ld",
@@ -104,14 +104,57 @@ void Session::clLogMessage(const char* format, ...)
va_end(ap);
}
#define CALL_INITIALIZE(dec) (dec)->initialize(vds, window, videoFormat, width, height, frameRate, enableVsync)
void Session::clRumble(unsigned short controllerNumber, unsigned short lowFreqMotor, unsigned short highFreqMotor)
{
// The input handler can be closed during the stream if LiStopConnection() hasn't completed yet
// but the stream has been stopped by the user. In this case, just discard the rumble.
SDL_AtomicLock(&s_ActiveSession->m_InputHandlerLock);
if (s_ActiveSession->m_InputHandler != nullptr) {
s_ActiveSession->m_InputHandler->rumble(controllerNumber, lowFreqMotor, highFreqMotor);
}
SDL_AtomicUnlock(&s_ActiveSession->m_InputHandlerLock);
}
void Session::clConnectionStatusUpdate(int connectionStatus)
{
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Connection status update: %d",
connectionStatus);
if (!s_ActiveSession->m_Preferences->connectionWarnings) {
return;
}
switch (connectionStatus)
{
case CONN_STATUS_POOR:
if (s_ActiveSession->m_StreamConfig.bitrate > 5000) {
strcpy(s_ActiveSession->m_OverlayManager.getOverlayText(Overlay::OverlayStatusUpdate), "Slow connection to PC\nReduce your bitrate");
}
else {
strcpy(s_ActiveSession->m_OverlayManager.getOverlayText(Overlay::OverlayStatusUpdate), "Poor connection to PC");
}
s_ActiveSession->m_OverlayManager.setOverlayTextUpdated(Overlay::OverlayStatusUpdate);
s_ActiveSession->m_OverlayManager.setOverlayState(Overlay::OverlayStatusUpdate, true);
break;
case CONN_STATUS_OKAY:
s_ActiveSession->m_OverlayManager.setOverlayState(Overlay::OverlayStatusUpdate, false);
break;
}
}
#define CALL_INITIALIZE(dec) (dec)->initialize(vds, window, videoFormat, width, height, frameRate, enableVsync, enableFramePacing)
bool Session::chooseDecoder(StreamingPreferences::VideoDecoderSelection vds,
SDL_Window* window, int videoFormat, int width, int height,
int frameRate, bool enableVsync, IVideoDecoder*& chosenDecoder)
int frameRate, bool enableVsync, bool enableFramePacing, bool testOnly, IVideoDecoder*& chosenDecoder)
{
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"V-sync %s",
enableVsync ? "enabled" : "disabled");
#ifdef HAVE_SLVIDEO
chosenDecoder = new SLVideoDecoder();
chosenDecoder = new SLVideoDecoder(testOnly);
if (CALL_INITIALIZE(chosenDecoder)) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"SLVideo video decoder chosen");
@@ -126,7 +169,7 @@ bool Session::chooseDecoder(StreamingPreferences::VideoDecoderSelection vds,
#endif
#ifdef HAVE_FFMPEG
chosenDecoder = new FFmpegVideoDecoder();
chosenDecoder = new FFmpegVideoDecoder(testOnly);
if (CALL_INITIALIZE(chosenDecoder)) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"FFmpeg-based video decoder chosen");
@@ -201,76 +244,36 @@ int Session::drSubmitDecodeUnit(PDECODE_UNIT du)
}
}
bool Session::isHardwareDecodeAvailable(StreamingPreferences::VideoDecoderSelection vds,
bool Session::isHardwareDecodeAvailable(SDL_Window* window,
StreamingPreferences::VideoDecoderSelection vds,
int videoFormat, int width, int height, int frameRate)
{
IVideoDecoder* decoder;
if (SDL_InitSubSystem(SDL_INIT_VIDEO) != 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"SDL_InitSubSystem(SDL_INIT_VIDEO) failed: %s",
SDL_GetError());
if (!chooseDecoder(vds, window, videoFormat, width, height, frameRate, true, false, true, decoder)) {
return false;
}
SDL_Window* window = SDL_CreateWindow("", 0, 0, width, height, SDL_WINDOW_HIDDEN);
if (!window) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Failed to create window for hardware decode test: %s",
SDL_GetError());
SDL_QuitSubSystem(SDL_INIT_VIDEO);
return false;
}
if (!chooseDecoder(vds, window, videoFormat, width, height, frameRate, true, decoder)) {
SDL_DestroyWindow(window);
SDL_QuitSubSystem(SDL_INIT_VIDEO);
return false;
}
SDL_DestroyWindow(window);
bool ret = decoder->isHardwareAccelerated();
delete decoder;
SDL_QuitSubSystem(SDL_INIT_VIDEO);
return ret;
}
int Session::getDecoderCapabilities(StreamingPreferences::VideoDecoderSelection vds,
int Session::getDecoderCapabilities(SDL_Window* window,
StreamingPreferences::VideoDecoderSelection vds,
int videoFormat, int width, int height, int frameRate)
{
IVideoDecoder* decoder;
if (SDL_InitSubSystem(SDL_INIT_VIDEO) != 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"SDL_InitSubSystem(SDL_INIT_VIDEO) failed: %s",
SDL_GetError());
if (!chooseDecoder(vds, window, videoFormat, width, height, frameRate, true, false, true, decoder)) {
return false;
}
SDL_Window* window = SDL_CreateWindow("", 0, 0, width, height, SDL_WINDOW_HIDDEN);
if (!window) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Failed to create window for hardware decode test: %s",
SDL_GetError());
SDL_QuitSubSystem(SDL_INIT_VIDEO);
return false;
}
if (!chooseDecoder(vds, window, videoFormat, width, height, frameRate, true, decoder)) {
SDL_DestroyWindow(window);
SDL_QuitSubSystem(SDL_INIT_VIDEO);
return false;
}
SDL_DestroyWindow(window);
int caps = decoder->getDecoderCapabilities();
delete decoder;
SDL_QuitSubSystem(SDL_INIT_VIDEO);
return caps;
}
@@ -287,14 +290,37 @@ Session::Session(NvComputer* computer, NvApp& app, StreamingPreferences *prefere
m_DisplayOriginX(0),
m_DisplayOriginY(0),
m_PendingWindowedTransition(false),
m_UnexpectedTermination(true), // Failure prior to streaming is unexpected
m_InputHandler(nullptr),
m_InputHandlerLock(0),
m_OpusDecoder(nullptr),
m_AudioRenderer(nullptr),
m_AudioSampleCount(0)
m_AudioSampleCount(0),
m_DropAudioEndTime(0)
{
}
void Session::initialize()
// NB: This may not get destroyed for a long time! Don't put any vital cleanup here.
// Use Session::exec() or DeferredSessionCleanupTask instead.
Session::~Session()
{
// Acquire session semaphore to ensure all cleanup is done before the destructor returns
// and the object is deallocated.
s_ActiveSessionSemaphore.acquire();
s_ActiveSessionSemaphore.release();
}
bool Session::initialize()
{
// Create a hidden window to use for decoder initialization tests
SDL_Window* testWindow = SDL_CreateWindow("", 0, 0, 1280, 720, SDL_WINDOW_HIDDEN);
if (!testWindow) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Failed to create window for hardware decode test: %s",
SDL_GetError());
return false;
}
qInfo() << "Server GPU:" << m_Computer->gpuModel;
qInfo() << "Server GFE version:" << m_Computer->gfeVersion;
@@ -315,6 +341,8 @@ void Session::initialize()
m_StreamConfig.fps = m_Preferences->fps;
m_StreamConfig.bitrate = m_Preferences->bitrateKbps;
m_StreamConfig.hevcBitratePercentageMultiplier = 75;
m_StreamConfig.streamingRemotely = STREAM_CFG_AUTO;
m_StreamConfig.packetSize = 1392;
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Video bitrate: %d kbps",
@@ -345,11 +373,28 @@ void Session::initialize()
case StreamingPreferences::VCC_AUTO:
// TODO: Determine if HEVC is better depending on the decoder
m_StreamConfig.supportsHevc =
isHardwareDecodeAvailable(m_Preferences->videoDecoderSelection,
isHardwareDecodeAvailable(testWindow,
m_Preferences->videoDecoderSelection,
VIDEO_FORMAT_H265,
m_StreamConfig.width,
m_StreamConfig.height,
m_StreamConfig.fps);
#ifdef Q_OS_DARWIN
{
// Prior to GFE 3.11, GFE did not allow us to constrain
// the number of reference frames, so we have to fixup the SPS
// to allow decoding via VideoToolbox on macOS. Since we don't
// have fixup code for HEVC, just avoid it if GFE is too old.
QVector<int> gfeVersion = NvHTTP::parseQuad(m_Computer->gfeVersion);
if (gfeVersion.isEmpty() || // Very old versions don't have GfeVersion at all
gfeVersion[0] < 3 ||
(gfeVersion[0] == 3 && gfeVersion[1] < 11)) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"Disabling HEVC on macOS due to old GFE version");
m_StreamConfig.supportsHevc = false;
}
}
#endif
m_StreamConfig.enableHdr = false;
break;
case StreamingPreferences::VCC_FORCE_H264:
@@ -366,19 +411,14 @@ void Session::initialize()
break;
}
if (m_Computer->activeAddress == m_Computer->remoteAddress) {
m_StreamConfig.streamingRemotely = 1;
}
else {
m_StreamConfig.streamingRemotely = 0;
}
if (m_Computer->activeAddress == m_Computer->localAddress) {
m_StreamConfig.packetSize = 1392;
}
else {
m_StreamConfig.packetSize = 1024;
}
// Add the capability flags from the chosen decoder/renderer
// Requires m_StreamConfig.supportsHevc to be initialized
m_VideoCallbacks.capabilities |= getDecoderCapabilities(testWindow,
m_Preferences->videoDecoderSelection,
m_StreamConfig.supportsHevc ? VIDEO_FORMAT_H265 : VIDEO_FORMAT_H264,
m_StreamConfig.width,
m_StreamConfig.height,
m_StreamConfig.fps);
switch (m_Preferences->windowMode)
{
@@ -390,6 +430,14 @@ void Session::initialize()
m_FullScreenFlag = SDL_WINDOW_FULLSCREEN;
break;
}
// Check for validation errors/warnings and emit
// signals for them, if appropriate
bool ret = validateLaunch(testWindow);
SDL_DestroyWindow(testWindow);
return ret;
}
void Session::emitLaunchWarning(QString text)
@@ -408,7 +456,7 @@ void Session::emitLaunchWarning(QString text)
}
}
bool Session::validateLaunch()
bool Session::validateLaunch(SDL_Window* testWindow)
{
QStringList warningList;
@@ -428,7 +476,8 @@ bool Session::validateLaunch()
bool hevcForced = m_Preferences->videoCodecConfig == StreamingPreferences::VCC_FORCE_HEVC ||
m_Preferences->videoCodecConfig == StreamingPreferences::VCC_FORCE_HEVC_HDR;
if (!isHardwareDecodeAvailable(m_Preferences->videoDecoderSelection,
if (!isHardwareDecodeAvailable(testWindow,
m_Preferences->videoDecoderSelection,
VIDEO_FORMAT_H265,
m_StreamConfig.width,
m_StreamConfig.height,
@@ -469,7 +518,8 @@ bool Session::validateLaunch()
emitLaunchWarning("Your host PC GPU doesn't support HDR streaming. "
"A GeForce GTX 1000-series (Pascal) or later GPU is required for HDR streaming.");
}
else if (!isHardwareDecodeAvailable(m_Preferences->videoDecoderSelection,
else if (!isHardwareDecodeAvailable(testWindow,
m_Preferences->videoDecoderSelection,
VIDEO_FORMAT_H265_MAIN10,
m_StreamConfig.width,
m_StreamConfig.height,
@@ -489,15 +539,6 @@ bool Session::validateLaunch()
if (m_Computer->gfeVersion.isEmpty() || m_Computer->gfeVersion.startsWith("2.")) {
emitLaunchWarning("GeForce Experience 3.0 or higher is required for 4K streaming.");
m_StreamConfig.width = 1920;
m_StreamConfig.height = 1080;
}
// This list is sorted from least to greatest
else if (m_Computer->displayModes.last().width < 3840 ||
(m_Computer->displayModes.last().refreshRate < 60 && m_StreamConfig.fps >= 60)) {
emitLaunchWarning("Your host PC GPU doesn't support 4K streaming. "
"A GeForce GTX 900-series (Maxwell) or later GPU is required for 4K streaming.");
m_StreamConfig.width = 1920;
m_StreamConfig.height = 1080;
}
@@ -527,7 +568,8 @@ bool Session::validateLaunch()
}
if (m_Preferences->videoDecoderSelection == StreamingPreferences::VDS_FORCE_HARDWARE &&
!isHardwareDecodeAvailable(m_Preferences->videoDecoderSelection,
!isHardwareDecodeAvailable(testWindow,
m_Preferences->videoDecoderSelection,
m_StreamConfig.supportsHevc ? VIDEO_FORMAT_H265 : VIDEO_FORMAT_H264,
m_StreamConfig.width,
m_StreamConfig.height,
@@ -543,38 +585,71 @@ bool Session::validateLaunch()
return false;
}
// Add the capability flags from the chosen decoder/renderer
m_VideoCallbacks.capabilities |= getDecoderCapabilities(m_Preferences->videoDecoderSelection,
m_StreamConfig.supportsHevc ? VIDEO_FORMAT_H265 : VIDEO_FORMAT_H264,
m_StreamConfig.width,
m_StreamConfig.height,
m_StreamConfig.fps);
return true;
}
class DeferredSessionCleanupTask : public QRunnable
{
void run() override
{
// Finish cleanup of the connection state
LiStopConnection();
public:
DeferredSessionCleanupTask(Session* session) :
m_Session(session) {}
private:
virtual ~DeferredSessionCleanupTask() override
{
// Allow another session to start now that we're cleaned up
Session::s_ActiveSession = nullptr;
Session::s_ActiveSessionSemaphore.release();
}
void run() override
{
// Only quit the running app if our session terminated gracefully
bool shouldQuit =
!m_Session->m_UnexpectedTermination &&
m_Session->m_Preferences->quitAppAfter;
// Notify the UI
if (shouldQuit) {
emit m_Session->quitStarting();
}
else {
emit m_Session->sessionFinished();
}
// Finish cleanup of the connection state
LiStopConnection();
// Perform a best-effort app quit
if (shouldQuit) {
NvHTTP http(m_Session->m_Computer->activeAddress, m_Session->m_Computer->serverCert);
// Logging is already done inside NvHTTP
try {
http.quitApp();
} catch (const GfeHttpResponseException&) {
} catch (const QtNetworkReplyException&) {
}
// Session is finished now
emit m_Session->sessionFinished();
}
}
Session* m_Session;
};
void Session::getWindowDimensions(int& x, int& y,
int& width, int& height)
{
int displayIndex = 0;
bool fullScreen;
if (m_Window != nullptr) {
displayIndex = SDL_GetWindowDisplayIndex(m_Window);
SDL_assert(displayIndex >= 0);
fullScreen = (SDL_GetWindowFlags(m_Window) & SDL_WINDOW_FULLSCREEN);
}
// Create our window on the same display that Qt's UI
// was being displayed on.
@@ -601,10 +676,16 @@ void Session::getWindowDimensions(int& x, int& y,
i, SDL_GetError());
}
}
fullScreen = (m_Preferences->windowMode != StreamingPreferences::WM_WINDOWED);
}
SDL_Rect usableBounds;
if (SDL_GetDisplayUsableBounds(displayIndex, &usableBounds) == 0) {
if (fullScreen && SDL_GetDisplayBounds(displayIndex, &usableBounds) == 0) {
width = usableBounds.w;
height = usableBounds.h;
}
else if (SDL_GetDisplayUsableBounds(displayIndex, &usableBounds) == 0) {
width = usableBounds.w;
height = usableBounds.h;
@@ -689,9 +770,13 @@ void Session::updateOptimalWindowDisplayMode()
bestMode = desktopMode;
}
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Chosen best display mode: %dx%dx%d",
bestMode.w, bestMode.h, bestMode.refresh_rate);
if ((SDL_GetWindowFlags(m_Window) & SDL_WINDOW_FULLSCREEN_DESKTOP) == SDL_WINDOW_FULLSCREEN) {
// Only print when the window is actually in full-screen exclusive mode,
// otherwise we're not actually using the mode we've set here
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Chosen best display mode: %dx%dx%d",
bestMode.w, bestMode.h, bestMode.refresh_rate);
}
SDL_SetWindowDisplayMode(m_Window, &bestMode);
}
@@ -721,11 +806,8 @@ void Session::exec(int displayOriginX, int displayOriginY)
// Complete initialization in this deferred context to avoid
// calling expensive functions in the constructor (during the
// process of loading the StreamSegue).
initialize();
// Check for validation errors/warnings and emit
// signals for them, if appropriate
if (!validateLaunch()) {
if (!initialize()) {
emit sessionFinished();
return;
}
@@ -746,15 +828,18 @@ void Session::exec(int displayOriginX, int displayOriginY)
// Initialize the gamepad code with our preferences
StreamingPreferences prefs;
SdlInputHandler inputHandler(prefs, m_Computer,
m_StreamConfig.width,
m_StreamConfig.height);
m_InputHandler = new SdlInputHandler(prefs, m_Computer,
m_StreamConfig.width,
m_StreamConfig.height);
// The UI should have ensured the old game was already quit
// if we decide to stream a different game.
Q_ASSERT(m_Computer->currentGameId == 0 ||
m_Computer->currentGameId == m_App.id);
// SOPS will set all settings to 720p60 if it doesn't recognize
// the chosen resolution. Avoid that by disabling SOPS when it
// is not streaming a supported resolution.
bool enableGameOptimizations = false;
for (const NvDisplayMode &mode : m_Computer->displayModes) {
if (mode.width == m_StreamConfig.width &&
@@ -768,7 +853,7 @@ void Session::exec(int displayOriginX, int displayOriginY)
}
try {
NvHTTP http(m_Computer->activeAddress);
NvHTTP http(m_Computer->activeAddress, m_Computer->serverCert);
if (m_Computer->currentGameId != 0) {
http.resumeApp(&m_StreamConfig);
}
@@ -776,25 +861,19 @@ void Session::exec(int displayOriginX, int displayOriginY)
http.launchApp(m_App.id, &m_StreamConfig,
enableGameOptimizations,
prefs.playAudioOnHost,
inputHandler.getAttachedGamepadMask());
m_InputHandler->getAttachedGamepadMask());
}
} catch (const GfeHttpResponseException& e) {
emit displayLaunchError(e.toQString());
s_ActiveSessionSemaphore.release();
delete m_InputHandler;
m_InputHandler = nullptr;
emit displayLaunchError("GeForce Experience returned error: " + e.toQString());
QThreadPool::globalInstance()->start(new DeferredSessionCleanupTask(this));
return;
} catch (const QtNetworkReplyException& e) {
delete m_InputHandler;
m_InputHandler = nullptr;
emit displayLaunchError(e.toQString());
s_ActiveSessionSemaphore.release();
return;
}
SDL_assert(!SDL_WasInit(SDL_INIT_VIDEO));
if (SDL_InitSubSystem(SDL_INIT_VIDEO) != 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"SDL_InitSubSystem(SDL_INIT_VIDEO) failed: %s",
SDL_GetError());
emit displayLaunchError(QString::fromLocal8Bit(SDL_GetError()));
s_ActiveSessionSemaphore.release();
QThreadPool::globalInstance()->start(new DeferredSessionCleanupTask(this));
return;
}
@@ -821,8 +900,9 @@ void Session::exec(int displayOriginX, int displayOriginY)
if (err != 0) {
// We already displayed an error dialog in the stage failure
// listener.
SDL_QuitSubSystem(SDL_INIT_VIDEO);
s_ActiveSessionSemaphore.release();
delete m_InputHandler;
m_InputHandler = nullptr;
QThreadPool::globalInstance()->start(new DeferredSessionCleanupTask(this));
return;
}
@@ -843,11 +923,33 @@ void Session::exec(int displayOriginX, int displayOriginY)
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"SDL_CreateWindow() failed: %s",
SDL_GetError());
SDL_QuitSubSystem(SDL_INIT_VIDEO);
s_ActiveSessionSemaphore.release();
delete m_InputHandler;
m_InputHandler = nullptr;
QThreadPool::globalInstance()->start(new DeferredSessionCleanupTask(this));
return;
}
QSvgRenderer svgIconRenderer(QString(":/res/moonlight.svg"));
QImage svgImage(ICON_SIZE, ICON_SIZE, QImage::Format_RGBA8888);
svgImage.fill(0);
QPainter svgPainter(&svgImage);
svgIconRenderer.render(&svgPainter);
SDL_Surface* iconSurface = SDL_CreateRGBSurfaceWithFormatFrom((void*)svgImage.constBits(),
svgImage.width(),
svgImage.height(),
32,
4 * svgImage.width(),
SDL_PIXELFORMAT_RGBA32);
#ifndef Q_OS_DARWIN
// Other platforms seem to preserve our Qt icon when creating a new window.
if (iconSurface != nullptr) {
// This must be called before entering full-screen mode on Windows
// or our icon will not persist when toggling to windowed mode
SDL_SetWindowIcon(m_Window, iconSurface);
}
#endif
// For non-full screen windows, call getWindowDimensions()
// again after creating a window to allow it to account
// for window chrome size.
@@ -871,25 +973,6 @@ void Session::exec(int displayOriginX, int displayOriginY)
SDL_SetWindowFullscreen(m_Window, m_FullScreenFlag);
}
QSvgRenderer svgIconRenderer(QString(":/res/moonlight.svg"));
QImage svgImage(ICON_SIZE, ICON_SIZE, QImage::Format_RGBA8888);
svgImage.fill(0);
QPainter svgPainter(&svgImage);
svgIconRenderer.render(&svgPainter);
SDL_Surface* iconSurface = SDL_CreateRGBSurfaceWithFormatFrom((void*)svgImage.constBits(),
svgImage.width(),
svgImage.height(),
32,
4 * svgImage.width(),
SDL_PIXELFORMAT_RGBA32);
#ifndef Q_OS_DARWIN
// Other platforms seem to preserve our Qt icon when creating a new window
if (iconSurface != nullptr) {
SDL_SetWindowIcon(m_Window, iconSurface);
}
#endif
#ifndef QT_DEBUG
// Capture the mouse by default on release builds only.
// This prevents the mouse from becoming trapped inside
@@ -908,27 +991,17 @@ void Session::exec(int displayOriginX, int displayOriginY)
// Disable the screen saver
SDL_DisableScreenSaver();
#ifdef Q_OS_WIN32
// HACK: SDL doesn't call this, so we must do so to disable the
// screensaver when we're in windowed mode. DirectX will disable
// it for us when we're in full-screen exclusive mode.
SetThreadExecutionState(ES_CONTINUOUS | ES_DISPLAY_REQUIRED);
#endif
// Set timer resolution to 1 ms on Windows for greater
// sleep precision and more accurate callback timing.
SDL_SetHint(SDL_HINT_TIMER_RESOLUTION, "1");
// Raise the priority of the main thread, since it handles
// time-sensitive video rendering
if (SDL_SetThreadPriority(SDL_THREAD_PRIORITY_HIGH) < 0) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"Unable to set main thread to high priority: %s",
SDL_GetError());
}
int currentDisplayIndex = SDL_GetWindowDisplayIndex(m_Window);
// Now that we're about to stream, any SDL_QUIT event is expected
// unless it comes from the connection termination callback where
// (m_UnexpectedTermination is set back to true).
m_UnexpectedTermination = false;
// Hijack this thread to be the SDL main thread. We have to do this
// because we want to suspend all Qt processing until the stream is over.
SDL_Event event;
@@ -1004,7 +1077,7 @@ void Session::exec(int displayOriginX, int displayOriginY)
// Raise all keys that are currently pressed. If we don't do this, certain keys
// used in shortcuts that cause focus loss (such as Alt+Tab) may get stuck down.
inputHandler.raiseAllKeys();
m_InputHandler->raiseAllKeys();
}
// We want to recreate the decoder for resizes (full-screen toggles) and the initial shown event.
@@ -1076,6 +1149,8 @@ void Session::exec(int displayOriginX, int displayOriginY)
m_Window, m_ActiveVideoFormat, m_ActiveVideoWidth,
m_ActiveVideoHeight, m_ActiveVideoFrameRate,
enableVsync,
enableVsync && m_Preferences->framePacing,
false,
s_ActiveSession->m_VideoDecoder)) {
SDL_AtomicUnlock(&m_DecoderLock);
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
@@ -1093,31 +1168,31 @@ void Session::exec(int displayOriginX, int displayOriginY)
case SDL_KEYUP:
case SDL_KEYDOWN:
inputHandler.handleKeyEvent(&event.key);
m_InputHandler->handleKeyEvent(&event.key);
break;
case SDL_MOUSEBUTTONDOWN:
case SDL_MOUSEBUTTONUP:
inputHandler.handleMouseButtonEvent(&event.button);
m_InputHandler->handleMouseButtonEvent(&event.button);
break;
case SDL_MOUSEMOTION:
inputHandler.handleMouseMotionEvent(&event.motion);
m_InputHandler->handleMouseMotionEvent(&event.motion);
break;
case SDL_MOUSEWHEEL:
inputHandler.handleMouseWheelEvent(&event.wheel);
m_InputHandler->handleMouseWheelEvent(&event.wheel);
break;
case SDL_CONTROLLERAXISMOTION:
inputHandler.handleControllerAxisEvent(&event.caxis);
m_InputHandler->handleControllerAxisEvent(&event.caxis);
break;
case SDL_CONTROLLERBUTTONDOWN:
case SDL_CONTROLLERBUTTONUP:
inputHandler.handleControllerButtonEvent(&event.cbutton);
m_InputHandler->handleControllerButtonEvent(&event.cbutton);
break;
case SDL_CONTROLLERDEVICEADDED:
case SDL_CONTROLLERDEVICEREMOVED:
inputHandler.handleControllerDeviceEvent(&event.cdevice);
m_InputHandler->handleControllerDeviceEvent(&event.cdevice);
break;
case SDL_JOYDEVICEADDED:
inputHandler.handleJoystickArrivalEvent(&event.jdevice);
m_InputHandler->handleJoystickArrivalEvent(&event.jdevice);
break;
// SDL2 sends touch events from trackpads by default on
@@ -1127,18 +1202,13 @@ void Session::exec(int displayOriginX, int displayOriginY)
case SDL_FINGERDOWN:
case SDL_FINGERMOTION:
case SDL_FINGERUP:
inputHandler.handleTouchFingerEvent(&event.tfinger);
m_InputHandler->handleTouchFingerEvent(&event.tfinger);
break;
#endif
}
}
DispatchDeferredCleanup:
#ifdef Q_OS_WIN32
// HACK: See comment above
SetThreadExecutionState(ES_CONTINUOUS);
#endif
// Uncapture the mouse and hide the window immediately,
// so we can return to the Qt GUI ASAP.
SDL_SetRelativeMouseMode(SDL_FALSE);
@@ -1146,7 +1216,16 @@ DispatchDeferredCleanup:
SDL_SetHint(SDL_HINT_TIMER_RESOLUTION, "0");
// Raise any keys that are still down
inputHandler.raiseAllKeys();
m_InputHandler->raiseAllKeys();
// Destroy the input handler now. Any rumble callbacks that
// occur after this point will be discarded. This must be destroyed
// before allow the UI to continue execution or it could interfere
// with SDLGamepadKeyNavigation.
SDL_AtomicLock(&m_InputHandlerLock);
delete m_InputHandler;
m_InputHandler = nullptr;
SDL_AtomicUnlock(&m_InputHandlerLock);
// Destroy the decoder, since this must be done on the main thread
SDL_AtomicLock(&m_DecoderLock);
@@ -1154,16 +1233,17 @@ DispatchDeferredCleanup:
m_VideoDecoder = nullptr;
SDL_AtomicUnlock(&m_DecoderLock);
// This must be called after the decoder is deleted, because
// the renderer may want to interact with the window
SDL_DestroyWindow(m_Window);
if (iconSurface != nullptr) {
SDL_FreeSurface(iconSurface);
}
SDL_QuitSubSystem(SDL_INIT_VIDEO);
SDL_assert(!SDL_WasInit(SDL_INIT_VIDEO));
// Cleanup can take a while, so dispatch it to a worker thread.
// When it is complete, it will release our s_ActiveSessionSemaphore
// reference.
QThreadPool::globalInstance()->start(new DeferredSessionCleanupTask());
QThreadPool::globalInstance()->start(new DeferredSessionCleanupTask(this));
}
+40 -10
View File
@@ -4,11 +4,11 @@
#include <Limelight.h>
#include <opus_multistream.h>
#include "backend/computermanager.h"
#include "settings/streamingpreferences.h"
#include "input.h"
#include "video/decoder.h"
#include "audio/renderers/renderer.h"
#include "video/overlaymanager.h"
class Session : public QObject
{
@@ -20,15 +20,24 @@ class Session : public QObject
public:
explicit Session(NvComputer* computer, NvApp& app, StreamingPreferences *preferences = nullptr);
virtual ~Session();
Q_INVOKABLE void exec(int displayOriginX, int displayOriginY);
static
bool isHardwareDecodeAvailable(StreamingPreferences::VideoDecoderSelection vds,
bool isHardwareDecodeAvailable(SDL_Window* window,
StreamingPreferences::VideoDecoderSelection vds,
int videoFormat, int width, int height, int frameRate);
static
int getDecoderCapabilities(StreamingPreferences::VideoDecoderSelection vds,
int videoFormat, int width, int height, int frameRate);
static Session* get()
{
return s_ActiveSession;
}
Overlay::OverlayManager& getOverlayManager()
{
return m_OverlayManager;
}
signals:
void stageStarting(QString stage);
@@ -41,14 +50,21 @@ signals:
void displayLaunchWarning(QString text);
private:
void initialize();
void quitStarting();
bool validateLaunch();
void sessionFinished();
private:
bool initialize();
bool validateLaunch(SDL_Window* testWindow);
void emitLaunchWarning(QString text);
int getDecoderCapabilities();
static
int getDecoderCapabilities(SDL_Window* window,
StreamingPreferences::VideoDecoderSelection vds,
int videoFormat, int width, int height, int frameRate);
IAudioRenderer* createAudioRenderer();
@@ -66,7 +82,9 @@ private:
static
bool chooseDecoder(StreamingPreferences::VideoDecoderSelection vds,
SDL_Window* window, int videoFormat, int width, int height,
int frameRate, bool enableVsync, IVideoDecoder*& chosenDecoder);
int frameRate, bool enableVsync, bool enableFramePacing,
bool testOnly,
IVideoDecoder*& chosenDecoder);
static
void clStageStarting(int stage);
@@ -80,6 +98,12 @@ private:
static
void clLogMessage(const char* format, ...);
static
void clRumble(unsigned short controllerNumber, unsigned short lowFreqMotor, unsigned short highFreqMotor);
static
void clConnectionStatusUpdate(int connectionStatus);
static
int arInit(int audioConfiguration,
const POPUS_MULTISTREAM_CONFIGURATION opusConfig,
@@ -114,6 +138,9 @@ private:
int m_DisplayOriginX;
int m_DisplayOriginY;
bool m_PendingWindowedTransition;
bool m_UnexpectedTermination;
SdlInputHandler* m_InputHandler;
SDL_SpinLock m_InputHandlerLock;
int m_ActiveVideoFormat;
int m_ActiveVideoWidth;
@@ -125,6 +152,9 @@ private:
IAudioRenderer* m_AudioRenderer;
OPUS_MULTISTREAM_CONFIGURATION m_AudioConfig;
int m_AudioSampleCount;
Uint32 m_DropAudioEndTime;
Overlay::OverlayManager m_OverlayManager;
static AUDIO_RENDERER_CALLBACKS k_AudioCallbacks;
static CONNECTION_LISTENER_CALLBACKS k_ConnCallbacks;
+5 -1
View File
@@ -12,11 +12,14 @@ typedef struct _VIDEO_STATS {
uint32_t receivedFrames;
uint32_t decodedFrames;
uint32_t renderedFrames;
uint32_t totalFrames;
uint32_t networkDroppedFrames;
uint32_t pacerDroppedFrames;
uint32_t totalReassemblyTime;
uint32_t totalDecodeTime;
uint32_t totalPacerTime;
uint32_t totalRenderTime;
float totalFps;
float receivedFps;
float decodedFps;
float renderedFps;
@@ -32,7 +35,8 @@ public:
int width,
int height,
int frameRate,
bool enableVsync) = 0;
bool enableVsync,
bool enableFramePacing) = 0;
virtual bool isHardwareAccelerated() = 0;
virtual int getDecoderCapabilities() = 0;
virtual int submitDecodeUnit(PDECODE_UNIT du) = 0;
+269 -63
View File
@@ -2,6 +2,7 @@
#include "dxva2.h"
#include "../ffmpeg.h"
#include <streaming/streamutils.h>
#include <streaming/session.h>
#include <SDL_syswm.h>
@@ -25,7 +26,10 @@ DXVA2Renderer::DXVA2Renderer() :
m_RenderTarget(nullptr),
m_ProcService(nullptr),
m_Processor(nullptr),
m_FrameIndex(0)
m_FrameIndex(0),
m_DebugOverlayFont(nullptr),
m_StatusOverlayFont(nullptr),
m_BlockingPresent(false)
{
RtlZeroMemory(m_DecSurfaces, sizeof(m_DecSurfaces));
RtlZeroMemory(&m_DXVAContext, sizeof(m_DXVAContext));
@@ -44,6 +48,8 @@ DXVA2Renderer::~DXVA2Renderer()
SAFE_COM_RELEASE(m_RenderTarget);
SAFE_COM_RELEASE(m_ProcService);
SAFE_COM_RELEASE(m_Processor);
SAFE_COM_RELEASE(m_DebugOverlayFont);
SAFE_COM_RELEASE(m_StatusOverlayFont);
for (int i = 0; i < ARRAYSIZE(m_DecSurfaces); i++) {
SAFE_COM_RELEASE(m_DecSurfaces[i]);
@@ -256,68 +262,120 @@ bool DXVA2Renderer::initializeRenderer()
m_DisplayWidth = renderTargetDesc.Width;
m_DisplayHeight = renderTargetDesc.Height;
hr = DXVA2CreateVideoService(m_Device, IID_IDirectXVideoProcessorService,
reinterpret_cast<void**>(&m_ProcService));
if (!isDXVideoProcessorAPIBlacklisted()) {
hr = DXVA2CreateVideoService(m_Device, IID_IDirectXVideoProcessorService,
reinterpret_cast<void**>(&m_ProcService));
if (FAILED(hr)) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"DXVA2CreateVideoService(IID_IDirectXVideoProcessorService) failed: %x",
hr);
return false;
}
if (FAILED(hr)) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"DXVA2CreateVideoService(IID_IDirectXVideoProcessorService) failed: %x",
hr);
return false;
}
DXVA2_VideoProcessorCaps caps;
hr = m_ProcService->GetVideoProcessorCaps(DXVA2_VideoProcProgressiveDevice, &m_Desc, renderTargetDesc.Format, &caps);
if (FAILED(hr)) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"GetVideoProcessorCaps() failed for DXVA2_VideoProcProgressiveDevice: %x",
hr);
return false;
}
DXVA2_VideoProcessorCaps caps;
hr = m_ProcService->GetVideoProcessorCaps(DXVA2_VideoProcProgressiveDevice, &m_Desc, renderTargetDesc.Format, &caps);
if (FAILED(hr)) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"GetVideoProcessorCaps() failed for DXVA2_VideoProcProgressiveDevice: %x",
hr);
return false;
}
if (!(caps.DeviceCaps & DXVA2_VPDev_HardwareDevice)) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"DXVA2_VideoProcProgressiveDevice is not hardware: %x",
caps.DeviceCaps);
return false;
}
else if (!(caps.VideoProcessorOperations & DXVA2_VideoProcess_YUV2RGB) &&
!(caps.VideoProcessorOperations & DXVA2_VideoProcess_YUV2RGBExtended)) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"DXVA2_VideoProcProgressiveDevice can't convert YUV2RGB: %x",
caps.VideoProcessorOperations);
return false;
}
else if (!(caps.VideoProcessorOperations & DXVA2_VideoProcess_StretchX) ||
!(caps.VideoProcessorOperations & DXVA2_VideoProcess_StretchY)) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"DXVA2_VideoProcProgressiveDevice can't stretch video: %x",
caps.VideoProcessorOperations);
return false;
}
if (!(caps.DeviceCaps & DXVA2_VPDev_HardwareDevice)) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"DXVA2_VideoProcProgressiveDevice is not hardware: %x",
caps.DeviceCaps);
return false;
}
else if (!(caps.VideoProcessorOperations & DXVA2_VideoProcess_YUV2RGB) &&
!(caps.VideoProcessorOperations & DXVA2_VideoProcess_YUV2RGBExtended)) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"DXVA2_VideoProcProgressiveDevice can't convert YUV2RGB: %x",
caps.VideoProcessorOperations);
return false;
}
else if (!(caps.VideoProcessorOperations & DXVA2_VideoProcess_StretchX) ||
!(caps.VideoProcessorOperations & DXVA2_VideoProcess_StretchY)) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"DXVA2_VideoProcProgressiveDevice can't stretch video: %x",
caps.VideoProcessorOperations);
return false;
}
if (caps.DeviceCaps & DXVA2_VPDev_EmulatedDXVA1) {
// DXVA2 over DXVA1 may have bad performance
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"DXVA2_VideoProcProgressiveDevice is DXVA1");
}
if (caps.DeviceCaps & DXVA2_VPDev_EmulatedDXVA1) {
// DXVA2 over DXVA1 may have bad performance
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"DXVA2_VideoProcProgressiveDevice is DXVA1");
}
m_ProcService->GetProcAmpRange(DXVA2_VideoProcProgressiveDevice, &m_Desc, renderTargetDesc.Format, DXVA2_ProcAmp_Brightness, &m_BrightnessRange);
m_ProcService->GetProcAmpRange(DXVA2_VideoProcProgressiveDevice, &m_Desc, renderTargetDesc.Format, DXVA2_ProcAmp_Contrast, &m_ContrastRange);
m_ProcService->GetProcAmpRange(DXVA2_VideoProcProgressiveDevice, &m_Desc, renderTargetDesc.Format, DXVA2_ProcAmp_Hue, &m_HueRange);
m_ProcService->GetProcAmpRange(DXVA2_VideoProcProgressiveDevice, &m_Desc, renderTargetDesc.Format, DXVA2_ProcAmp_Saturation, &m_SaturationRange);
m_ProcService->GetProcAmpRange(DXVA2_VideoProcProgressiveDevice, &m_Desc, renderTargetDesc.Format, DXVA2_ProcAmp_Brightness, &m_BrightnessRange);
m_ProcService->GetProcAmpRange(DXVA2_VideoProcProgressiveDevice, &m_Desc, renderTargetDesc.Format, DXVA2_ProcAmp_Contrast, &m_ContrastRange);
m_ProcService->GetProcAmpRange(DXVA2_VideoProcProgressiveDevice, &m_Desc, renderTargetDesc.Format, DXVA2_ProcAmp_Hue, &m_HueRange);
m_ProcService->GetProcAmpRange(DXVA2_VideoProcProgressiveDevice, &m_Desc, renderTargetDesc.Format, DXVA2_ProcAmp_Saturation, &m_SaturationRange);
hr = m_ProcService->CreateVideoProcessor(DXVA2_VideoProcProgressiveDevice, &m_Desc, renderTargetDesc.Format, 0, &m_Processor);
if (FAILED(hr)) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"CreateVideoProcessor() failed for DXVA2_VideoProcProgressiveDevice: %x",
hr);
return false;
hr = m_ProcService->CreateVideoProcessor(DXVA2_VideoProcProgressiveDevice, &m_Desc, renderTargetDesc.Format, 0, &m_Processor);
if (FAILED(hr)) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"CreateVideoProcessor() failed for DXVA2_VideoProcProgressiveDevice: %x",
hr);
return false;
}
}
return true;
}
bool DXVA2Renderer::isDXVideoProcessorAPIBlacklisted()
{
IDirect3D9* d3d9;
HRESULT hr;
bool result = false;
if (qgetenv("DXVA2_DISABLE_VIDPROC_BLACKLIST") == "1") {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"IDirectXVideoProcessor blacklist is disabled");
return false;
}
hr = m_Device->GetDirect3D(&d3d9);
if (SUCCEEDED(hr)) {
D3DCAPS9 caps;
hr = m_Device->GetDeviceCaps(&caps);
if (SUCCEEDED(hr)) {
D3DADAPTER_IDENTIFIER9 id;
hr = d3d9->GetAdapterIdentifier(caps.AdapterOrdinal, 0, &id);
if (SUCCEEDED(hr) && id.VendorId == 0x8086) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Avoiding IDirectXVideoProcessor API on Intel GPU");
// On Intel GPUs, we can get unwanted video "enhancements" due to post-processing
// effects that the GPU driver forces on us. In many cases, this makes the video
// actually look worse. We can avoid these by using StretchRect() instead on these
// platforms.
result = true;
}
else {
result = false;
}
}
else {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"GetDeviceCaps() failed: %x", hr);
}
d3d9->Release();
}
else {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"GetDirect3D() failed: %x", hr);
}
return result;
}
bool DXVA2Renderer::isDecoderBlacklisted()
{
IDirect3D9* d3d9;
@@ -327,6 +385,12 @@ bool DXVA2Renderer::isDecoderBlacklisted()
// TODO: Update for HEVC Main10
SDL_assert(m_VideoFormat != VIDEO_FORMAT_H265_MAIN10);
if (qgetenv("DXVA2_DISABLE_DECODER_BLACKLIST") == "1") {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"DXVA2 decoder blacklist is disabled");
return false;
}
hr = m_Device->GetDirect3D(&d3d9);
if (SUCCEEDED(hr)) {
D3DCAPS9 caps;
@@ -512,6 +576,8 @@ bool DXVA2Renderer::initializeDevice(SDL_Window* window, bool enableVsync)
d3dpp.BackBufferCount = 1;
}
m_BlockingPresent = false;
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Windowed mode with DWM running");
}
@@ -521,6 +587,7 @@ bool DXVA2Renderer::initializeDevice(SDL_Window* window, bool enableVsync)
d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferCount = 1;
m_BlockingPresent = true;
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"V-Sync enabled");
@@ -531,6 +598,7 @@ bool DXVA2Renderer::initializeDevice(SDL_Window* window, bool enableVsync)
d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferCount = 1;
m_BlockingPresent = false;
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"V-Sync disabled in tearing mode");
@@ -591,9 +659,13 @@ bool DXVA2Renderer::initialize(SDL_Window* window, int videoFormat, int width, i
int alignment;
// HEVC using DXVA requires 128B alignment
// HEVC using DXVA requires 128 pixel alignment, however Intel GPUs decoding HEVC
// using StretchRect() to render draw a translucent green line at the top of
// the screen in full-screen mode at 720p/1080p unless we use 32 pixel alignment.
// This appears to work without issues on AMD and Nvidia GPUs too, so we will
// do it unconditionally for now.
if (m_VideoFormat & VIDEO_FORMAT_MASK_H265) {
alignment = 128;
alignment = 32;
}
else {
alignment = 16;
@@ -627,7 +699,7 @@ bool DXVA2Renderer::initialize(SDL_Window* window, int videoFormat, int width, i
// input focus. This glitches out the renderer and a bunch of other stuff.
// Direct3D9Ex itself seems to have this minimize on focus loss behavior on its
// own, so just disable SDL's handling of the focus loss event.
SDL_SetHint(SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS, "0");
SDL_SetHintWithPriority(SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS, "0", SDL_HINT_OVERRIDE);
return true;
}
@@ -644,12 +716,70 @@ int DXVA2Renderer::getDecoderCapabilities()
return 0;
}
IFFmpegRenderer::VSyncConstraint DXVA2Renderer::getVsyncConstraint()
IFFmpegRenderer::FramePacingConstraint DXVA2Renderer::getFramePacingConstraint()
{
return VSYNC_ANY;
return PACING_ANY;
}
void DXVA2Renderer::renderFrameAtVsync(AVFrame *frame)
void DXVA2Renderer::notifyOverlayUpdated(Overlay::OverlayType type)
{
HRESULT hr;
switch (type)
{
case Overlay::OverlayDebug:
if (m_DebugOverlayFont == nullptr) {
hr = D3DXCreateFontA(m_Device,
Session::get()->getOverlayManager().getOverlayFontSize(Overlay::OverlayDebug),
0,
FW_HEAVY,
1,
false,
ANSI_CHARSET,
OUT_DEFAULT_PRECIS,
DEFAULT_QUALITY,
DEFAULT_PITCH | FF_DONTCARE,
"",
&m_DebugOverlayFont);
if (FAILED(hr)) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"D3DXCreateFontA() failed: %x",
hr);
m_DebugOverlayFont = nullptr;
}
}
break;
case Overlay::OverlayStatusUpdate:
if (m_StatusOverlayFont == nullptr) {
hr = D3DXCreateFontA(m_Device,
Session::get()->getOverlayManager().getOverlayFontSize(Overlay::OverlayStatusUpdate),
0,
FW_HEAVY,
1,
false,
ANSI_CHARSET,
OUT_DEFAULT_PRECIS,
DEFAULT_QUALITY,
DEFAULT_PITCH | FF_DONTCARE,
"",
&m_StatusOverlayFont);
if (FAILED(hr)) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"D3DXCreateFontA() failed: %x",
hr);
m_StatusOverlayFont = nullptr;
}
}
break;
default:
SDL_assert(false);
break;
}
}
void DXVA2Renderer::renderFrame(AVFrame *frame)
{
IDirect3DSurface9* surface = reinterpret_cast<IDirect3DSurface9*>(frame->data[3]);
HRESULT hr;
@@ -785,12 +915,10 @@ void DXVA2Renderer::renderFrameAtVsync(AVFrame *frame)
bltParams.Alpha = DXVA2_Fixed32OpaqueAlpha();
m_Device->Clear(0, nullptr, D3DCLEAR_TARGET, D3DCOLOR_ARGB(255, 0, 0, 0), 0.0f, 0);
hr = m_Processor->VideoProcessBlt(m_RenderTarget, &bltParams, &sample, 1, nullptr);
hr = m_Device->Clear(0, nullptr, D3DCLEAR_TARGET, D3DCOLOR_ARGB(255, 0, 0, 0), 0.0f, 0);
if (FAILED(hr)) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"VideoProcessBlt() failed: %x",
"Clear() failed: %x",
hr);
SDL_Event event;
event.type = SDL_RENDER_TARGETS_RESET;
@@ -798,7 +926,85 @@ void DXVA2Renderer::renderFrameAtVsync(AVFrame *frame)
return;
}
hr = m_Device->PresentEx(nullptr, nullptr, nullptr, nullptr, 0);
hr = m_Device->BeginScene();
if (FAILED(hr)) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"BeginScene() failed: %x",
hr);
SDL_Event event;
event.type = SDL_RENDER_TARGETS_RESET;
SDL_PushEvent(&event);
return;
}
if (m_Processor) {
hr = m_Processor->VideoProcessBlt(m_RenderTarget, &bltParams, &sample, 1, nullptr);
if (FAILED(hr)) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"VideoProcessBlt() failed, falling back to StretchRect(): %x",
hr);
m_Processor->Release();
m_Processor = nullptr;
}
}
if (!m_Processor) {
// This function doesn't trigger any of Intel's garbage video "enhancements"
hr = m_Device->StretchRect(surface, &sample.SrcRect, m_RenderTarget, &sample.DstRect, D3DTEXF_NONE);
if (FAILED(hr)) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"StretchRect() failed: %x",
hr);
SDL_Event event;
event.type = SDL_RENDER_TARGETS_RESET;
SDL_PushEvent(&event);
return;
}
}
if (m_DebugOverlayFont != nullptr) {
if (Session::get()->getOverlayManager().isOverlayEnabled(Overlay::OverlayDebug)) {
SDL_Color color = Session::get()->getOverlayManager().getOverlayColor(Overlay::OverlayDebug);
m_DebugOverlayFont->DrawTextA(nullptr,
Session::get()->getOverlayManager().getOverlayText(Overlay::OverlayDebug),
-1,
&sample.DstRect,
DT_LEFT | DT_NOCLIP,
D3DCOLOR_ARGB(color.a, color.r, color.g, color.b));
}
}
if (m_StatusOverlayFont != nullptr) {
if (Session::get()->getOverlayManager().isOverlayEnabled(Overlay::OverlayStatusUpdate)) {
SDL_Color color = Session::get()->getOverlayManager().getOverlayColor(Overlay::OverlayStatusUpdate);
m_StatusOverlayFont->DrawTextA(nullptr,
Session::get()->getOverlayManager().getOverlayText(Overlay::OverlayStatusUpdate),
-1,
&sample.DstRect,
DT_RIGHT | DT_NOCLIP,
D3DCOLOR_ARGB(color.a, color.r, color.g, color.b));
}
}
hr = m_Device->EndScene();
if (FAILED(hr)) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"EndScene() failed: %x",
hr);
SDL_Event event;
event.type = SDL_RENDER_TARGETS_RESET;
SDL_PushEvent(&event);
return;
}
do {
// Use D3DPRESENT_DONOTWAIT if present may block in order to avoid holding the giant
// lock around this D3D device for excessive lengths of time (blocking concurrent decoding tasks).
hr = m_Device->PresentEx(nullptr, nullptr, nullptr, nullptr, m_BlockingPresent ? D3DPRESENT_DONOTWAIT : 0);
if (hr == D3DERR_WASSTILLDRAWING) {
SDL_Delay(1);
}
} while (hr == D3DERR_WASSTILLDRAWING);
if (FAILED(hr)) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"PresentEx() failed: %x",
+12 -6
View File
@@ -4,6 +4,7 @@
#include "pacer/pacer.h"
#include <d3d9.h>
#include <d3dx9.h>
#include <dxva2api.h>
extern "C" {
@@ -20,18 +21,20 @@ public:
int width,
int height,
int maxFps,
bool enableVsync);
virtual bool prepareDecoderContext(AVCodecContext* context);
virtual void renderFrameAtVsync(AVFrame* frame);
virtual bool needsTestFrame();
virtual int getDecoderCapabilities();
virtual VSyncConstraint getVsyncConstraint();
bool enableVsync) override;
virtual bool prepareDecoderContext(AVCodecContext* context) override;
virtual void renderFrame(AVFrame* frame) override;
virtual bool needsTestFrame() override;
virtual int getDecoderCapabilities() override;
virtual FramePacingConstraint getFramePacingConstraint() override;
virtual void notifyOverlayUpdated(Overlay::OverlayType) override;
private:
bool initializeDecoder();
bool initializeRenderer();
bool initializeDevice(SDL_Window* window, bool enableVsync);
bool isDecoderBlacklisted();
bool isDXVideoProcessorAPIBlacklisted();
static
AVBufferRef* ffPoolAlloc(void* opaque, int size);
@@ -67,4 +70,7 @@ private:
DXVA2_ValueRange m_SaturationRange;
DXVA2_VideoDesc m_Desc;
REFERENCE_TIME m_FrameIndex;
LPD3DXFONT m_DebugOverlayFont;
LPD3DXFONT m_StatusOverlayFont;
bool m_BlockingPresent;
};
@@ -76,7 +76,11 @@ int DxVsyncSource::vsyncThread(void* context)
{
DxVsyncSource* me = reinterpret_cast<DxVsyncSource*>(context);
#if SDL_VERSION_ATLEAST(2, 0, 9)
SDL_SetThreadPriority(SDL_THREAD_PRIORITY_TIME_CRITICAL);
#else
SDL_SetThreadPriority(SDL_THREAD_PRIORITY_HIGH);
#endif
D3DKMT_OPENADAPTERFROMHDC openAdapterParams = {};
HMONITOR lastMonitor = nullptr;
@@ -33,7 +33,11 @@ int NullThreadedVsyncSource::vsyncThread(void* context)
{
NullThreadedVsyncSource* me = reinterpret_cast<NullThreadedVsyncSource*>(context);
#if SDL_VERSION_ATLEAST(2, 0, 9)
SDL_SetThreadPriority(SDL_THREAD_PRIORITY_TIME_CRITICAL);
#else
SDL_SetThreadPriority(SDL_THREAD_PRIORITY_HIGH);
#endif
while (SDL_AtomicGet(&me->m_Stopping) == 0) {
me->m_Pacer->vsyncCallback(1000 / me->m_DisplayFps);
@@ -8,10 +8,15 @@
#endif
#ifdef Q_OS_WIN32
#define WIN32_LEAN_AND_MEAN
#include <Windows.h>
#include <VersionHelpers.h>
#include "dxvsyncsource.h"
#endif
#define FRAME_HISTORY_ENTRIES 8
// Limit the number of queued frames to prevent excessive memory consumption
// if the V-Sync source or renderer is blocked for a while.
#define MAX_QUEUED_FRAMES 8
// We may be woken up slightly late so don't go all the way
// up to the next V-sync since we may accidentally step into
@@ -21,7 +26,8 @@
#define TIMER_SLACK_MS 3
Pacer::Pacer(IFFmpegRenderer* renderer, PVIDEO_STATS videoStats) :
m_FrameQueueLock(0),
m_RenderThread(nullptr),
m_Stopping(false),
m_VsyncSource(nullptr),
m_VsyncRenderer(renderer),
m_MaxVideoFps(0),
@@ -37,10 +43,76 @@ Pacer::~Pacer()
delete m_VsyncSource;
m_VsyncSource = nullptr;
while (!m_FrameQueue.isEmpty()) {
AVFrame* frame = m_FrameQueue.dequeue();
// Stop the render thread
m_Stopping = true;
if (m_RenderThread != nullptr) {
m_RenderQueueNotEmpty.wakeAll();
SDL_WaitThread(m_RenderThread, nullptr);
}
// Delete any remaining unconsumed frames
while (!m_RenderQueue.isEmpty()) {
AVFrame* frame = m_RenderQueue.dequeue();
av_frame_free(&frame);
}
while (!m_PacingQueue.isEmpty()) {
AVFrame* frame = m_PacingQueue.dequeue();
av_frame_free(&frame);
}
}
int Pacer::renderThread(void* context)
{
Pacer* me = reinterpret_cast<Pacer*>(context);
if (SDL_SetThreadPriority(SDL_THREAD_PRIORITY_HIGH) < 0) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"Unable to set render thread to high priority: %s",
SDL_GetError());
}
while (!me->m_Stopping) {
// Acquire the frame queue lock to protect the queue and
// the not empty condition
me->m_FrameQueueLock.lock();
// Wait for a frame to be ready to render
while (!me->m_Stopping && me->m_RenderQueue.isEmpty()) {
me->m_RenderQueueNotEmpty.wait(&me->m_FrameQueueLock);
}
if (me->m_Stopping) {
// Exit this thread
me->m_FrameQueueLock.unlock();
break;
}
// Dequeue the most recent frame for rendering and free the others.
// NB: m_FrameQueueLock still held here!
AVFrame* lastFrame = nullptr;
while (!me->m_RenderQueue.isEmpty()) {
if (lastFrame != nullptr) {
// Don't hold the frame queue lock across av_frame_free(),
// since it could need to talk to the GPU driver. This is safe
// because we're guaranteed that the queue will not shrink during
// this time (and so dequeue() below will always get something).
me->m_FrameQueueLock.unlock();
av_frame_free(&lastFrame);
me->m_VideoStats->pacerDroppedFrames++;
me->m_FrameQueueLock.lock();
}
lastFrame = me->m_RenderQueue.dequeue();
}
// Release the frame queue lock before rendering
me->m_FrameQueueLock.unlock();
// Render and free the mot current frame
me->renderFrame(lastFrame);
}
return 0;
}
// Called in an arbitrary thread by the IVsyncSource on V-sync
@@ -52,9 +124,7 @@ void Pacer::vsyncCallback(int timeUntilNextVsyncMillis)
SDL_assert(timeUntilNextVsyncMillis >= TIMER_SLACK_MS);
Uint32 vsyncCallbackStartTime = SDL_GetTicks();
SDL_AtomicLock(&m_FrameQueueLock);
m_FrameQueueLock.lock();
// If the queue length history entries are large, be strict
// about dropping excess frames.
@@ -64,8 +134,8 @@ void Pacer::vsyncCallback(int timeUntilNextVsyncMillis)
// frame history to drop frames only if consistently above the
// one queued frame mark.
if (m_MaxVideoFps >= m_DisplayFps) {
for (int i = 0; i < m_FrameQueueHistory.count(); i++) {
if (m_FrameQueueHistory[i] <= 1) {
for (int queueHistoryEntry : m_PacingQueueHistory) {
if (queueHistoryEntry <= 1) {
// Be lenient as long as the queue length
// resolves before the end of frame history
frameDropTarget = 3;
@@ -73,70 +143,59 @@ void Pacer::vsyncCallback(int timeUntilNextVsyncMillis)
}
}
if (m_FrameQueueHistory.count() == FRAME_HISTORY_ENTRIES) {
m_FrameQueueHistory.dequeue();
// Keep a rolling 500 ms window of pacing queue history
if (m_PacingQueueHistory.count() == m_DisplayFps / 2) {
m_PacingQueueHistory.dequeue();
}
m_FrameQueueHistory.enqueue(m_FrameQueue.count());
m_PacingQueueHistory.enqueue(m_PacingQueue.count());
}
// Catch up if we're several frames ahead
while (m_FrameQueue.count() > frameDropTarget) {
AVFrame* frame = m_FrameQueue.dequeue();
while (m_PacingQueue.count() > frameDropTarget) {
AVFrame* frame = m_PacingQueue.dequeue();
// Drop the lock while we call av_frame_free()
m_FrameQueueLock.unlock();
m_VideoStats->pacerDroppedFrames++;
av_frame_free(&frame);
m_FrameQueueLock.lock();
}
if (m_FrameQueue.isEmpty()) {
SDL_AtomicUnlock(&m_FrameQueueLock);
while (!SDL_TICKS_PASSED(SDL_GetTicks(),
vsyncCallbackStartTime + timeUntilNextVsyncMillis - TIMER_SLACK_MS)) {
SDL_Delay(1);
SDL_AtomicLock(&m_FrameQueueLock);
if (!m_FrameQueue.isEmpty()) {
// Don't release the lock
goto RenderNextFrame;
}
SDL_AtomicUnlock(&m_FrameQueueLock);
if (m_PacingQueue.isEmpty()) {
// Wait for a frame to arrive or our V-sync timeout to expire
if (!m_PacingQueueNotEmpty.wait(&m_FrameQueueLock, timeUntilNextVsyncMillis - TIMER_SLACK_MS)) {
// Wait timed out - unlock and bail
m_FrameQueueLock.unlock();
return;
}
// Nothing to render at this time
return;
}
RenderNextFrame:
// Grab the first frame
AVFrame* frame = m_FrameQueue.dequeue();
SDL_AtomicUnlock(&m_FrameQueueLock);
// Render it
Uint32 beforeRender = SDL_GetTicks();
m_VsyncRenderer->renderFrameAtVsync(frame);
m_VideoStats->totalRenderTime += SDL_GetTicks() - beforeRender;
m_VideoStats->renderedFrames++;
// Free the frame
av_frame_free(&frame);
// Place the first frame on the render queue
dropFrameForEnqueue(m_RenderQueue);
m_RenderQueue.enqueue(m_PacingQueue.dequeue());
m_FrameQueueLock.unlock();
m_RenderQueueNotEmpty.wakeOne();
}
bool Pacer::initialize(SDL_Window* window, int maxVideoFps, bool enableVsync)
bool Pacer::initialize(SDL_Window* window, int maxVideoFps, bool enablePacing)
{
m_MaxVideoFps = maxVideoFps;
m_EnableVsync = enableVsync;
m_DisplayFps = StreamUtils::getDisplayRefreshRate(window);
if (m_EnableVsync) {
if (enablePacing) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Frame pacing in tear-free mode: target %d Hz with %d FPS stream",
"Frame pacing active: target %d Hz with %d FPS stream",
m_DisplayFps, m_MaxVideoFps);
#if defined(Q_OS_DARWIN)
m_VsyncSource = DisplayLinkVsyncSourceFactory::createVsyncSource(this);
#elif defined(Q_OS_WIN32)
m_VsyncSource = new DxVsyncSource(this);
// Don't use D3DKMTWaitForVerticalBlankEvent() on Windows 7, because
// it blocks during other concurrent DX operations (like actually rendering).
if (IsWindows8OrGreater()) {
m_VsyncSource = new DxVsyncSource(this);
}
#else
// Platforms without a VsyncSource will just render frames
// immediately like they used to.
@@ -148,36 +207,92 @@ bool Pacer::initialize(SDL_Window* window, int maxVideoFps, bool enableVsync)
}
else {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Minimal latency tearing mode: target %d Hz with %d FPS stream",
"Frame pacing disabled: target %d Hz with %d FPS stream",
m_DisplayFps, m_MaxVideoFps);
}
m_RenderThread = SDL_CreateThread(Pacer::renderThread, "Pacer Render Thread", this);
return true;
}
void Pacer::renderFrame(AVFrame* frame)
{
// Count time spent in Pacer's queues
Uint32 beforeRender = SDL_GetTicks();
m_VideoStats->totalPacerTime += beforeRender - frame->pts;
// Render it
m_VsyncRenderer->renderFrame(frame);
Uint32 afterRender = SDL_GetTicks();
m_VideoStats->totalRenderTime += afterRender - beforeRender;
m_VideoStats->renderedFrames++;
av_frame_free(&frame);
// Drop frames if we have too many queued up for a while
m_FrameQueueLock.lock();
int frameDropTarget = 0;
for (int queueHistoryEntry : m_RenderQueueHistory) {
if (queueHistoryEntry == 0) {
// Be lenient as long as the queue length
// resolves before the end of frame history
frameDropTarget = 2;
break;
}
}
// Keep a rolling 500 ms window of render queue history
if (m_RenderQueueHistory.count() == m_MaxVideoFps / 2) {
m_RenderQueueHistory.dequeue();
}
m_RenderQueueHistory.enqueue(m_RenderQueue.count());
// Catch up if we're several frames ahead
while (m_RenderQueue.count() > frameDropTarget) {
AVFrame* frame = m_RenderQueue.dequeue();
// Drop the lock while we call av_frame_free()
m_FrameQueueLock.unlock();
m_VideoStats->pacerDroppedFrames++;
av_frame_free(&frame);
m_FrameQueueLock.lock();
}
m_FrameQueueLock.unlock();
}
void Pacer::dropFrameForEnqueue(QQueue<AVFrame*>& queue)
{
SDL_assert(queue.size() <= MAX_QUEUED_FRAMES);
if (queue.size() == MAX_QUEUED_FRAMES) {
AVFrame* frame = queue.dequeue();
av_frame_free(&frame);
}
}
void Pacer::submitFrame(AVFrame* frame)
{
// Make sure initialize() has been called
SDL_assert(m_MaxVideoFps != 0);
// Queue the frame until the V-sync callback if
// we have a V-sync source, otherwise deliver it
// immediately and hope for the best.
if (isUsingFrameQueue()) {
SDL_AtomicLock(&m_FrameQueueLock);
m_FrameQueue.enqueue(frame);
SDL_AtomicUnlock(&m_FrameQueueLock);
// Queue the frame and possibly wake up the render thread
m_FrameQueueLock.lock();
if (m_VsyncSource != nullptr) {
dropFrameForEnqueue(m_PacingQueue);
m_PacingQueue.enqueue(frame);
}
else {
Uint32 beforeRender = SDL_GetTicks();
m_VsyncRenderer->renderFrameAtVsync(frame);
m_VideoStats->totalRenderTime += SDL_GetTicks() - beforeRender;
m_VideoStats->renderedFrames++;
av_frame_free(&frame);
dropFrameForEnqueue(m_RenderQueue);
m_RenderQueue.enqueue(frame);
}
m_FrameQueueLock.unlock();
if (m_VsyncSource != nullptr) {
m_PacingQueueNotEmpty.wakeOne();
}
else {
m_RenderQueueNotEmpty.wakeOne();
}
}
bool Pacer::isUsingFrameQueue()
{
return m_VsyncSource != nullptr;
}
@@ -4,6 +4,8 @@
#include "../renderer.h"
#include <QQueue>
#include <QMutex>
#include <QWaitCondition>
class IVsyncSource {
public:
@@ -20,21 +22,30 @@ public:
void submitFrame(AVFrame* frame);
bool initialize(SDL_Window* window, int maxVideoFps, bool enableVsync);
bool initialize(SDL_Window* window, int maxVideoFps, bool enablePacing);
void vsyncCallback(int timeUntilNextVsyncMillis);
bool isUsingFrameQueue();
private:
QQueue<AVFrame*> m_FrameQueue;
QQueue<int> m_FrameQueueHistory;
SDL_SpinLock m_FrameQueueLock;
static int renderThread(void* context);
void renderFrame(AVFrame* frame);
void dropFrameForEnqueue(QQueue<AVFrame*>& queue);
QQueue<AVFrame*> m_RenderQueue;
QQueue<AVFrame*> m_PacingQueue;
QQueue<int> m_PacingQueueHistory;
QQueue<int> m_RenderQueueHistory;
QMutex m_FrameQueueLock;
QWaitCondition m_RenderQueueNotEmpty;
QWaitCondition m_PacingQueueNotEmpty;
SDL_Thread* m_RenderThread;
bool m_Stopping;
IVsyncSource* m_VsyncSource;
IFFmpegRenderer* m_VsyncRenderer;
int m_MaxVideoFps;
int m_DisplayFps;
bool m_EnableVsync;
PVIDEO_STATS m_VideoStats;
};
+13 -28
View File
@@ -2,19 +2,20 @@
#include <SDL.h>
#include "streaming/video/overlaymanager.h"
extern "C" {
#include <libavcodec/avcodec.h>
}
class IFFmpegRenderer {
class IFFmpegRenderer : public Overlay::IOverlayRenderer {
public:
enum VSyncConstraint {
VSYNC_FORCE_OFF,
VSYNC_FORCE_ON,
VSYNC_ANY
enum FramePacingConstraint {
PACING_FORCE_OFF,
PACING_FORCE_ON,
PACING_ANY
};
virtual ~IFFmpegRenderer() {}
virtual bool initialize(SDL_Window* window,
int videoFormat,
int width,
@@ -22,29 +23,13 @@ public:
int maxFps,
bool enableVsync) = 0;
virtual bool prepareDecoderContext(AVCodecContext* context) = 0;
virtual void renderFrameAtVsync(AVFrame* frame) = 0;
virtual void renderFrame(AVFrame* frame) = 0;
virtual bool needsTestFrame() = 0;
virtual int getDecoderCapabilities() = 0;
virtual VSyncConstraint getVsyncConstraint() = 0;
};
virtual FramePacingConstraint getFramePacingConstraint() = 0;
class SdlRenderer : public IFFmpegRenderer {
public:
SdlRenderer();
virtual ~SdlRenderer();
virtual bool initialize(SDL_Window* window,
int videoFormat,
int width,
int height,
int maxFps,
bool enableVsync);
virtual bool prepareDecoderContext(AVCodecContext* context);
virtual void renderFrameAtVsync(AVFrame* frame);
virtual bool needsTestFrame();
virtual int getDecoderCapabilities();
virtual VSyncConstraint getVsyncConstraint();
private:
SDL_Renderer* m_Renderer;
SDL_Texture* m_Texture;
// IOverlayRenderer
virtual void notifyOverlayUpdated(Overlay::OverlayType) override {
// Nothing
}
};
+145 -4
View File
@@ -1,4 +1,9 @@
#include "renderer.h"
#include "sdlvid.h"
#include "streaming/session.h"
#include "path.h"
#include <QDir>
#include <Limelight.h>
@@ -6,11 +11,42 @@ SdlRenderer::SdlRenderer()
: m_Renderer(nullptr),
m_Texture(nullptr)
{
SDL_assert(TTF_WasInit() == 0);
if (TTF_Init() != 0) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"TTF_Init() failed: %s",
TTF_GetError());
return;
}
SDL_zero(m_OverlayFonts);
SDL_zero(m_OverlaySurfaces);
SDL_zero(m_OverlayTextures);
}
SdlRenderer::~SdlRenderer()
{
for (int i = 0; i < Overlay::OverlayMax; i++) {
if (m_OverlayFonts[i] != nullptr) {
TTF_CloseFont(m_OverlayFonts[i]);
}
}
TTF_Quit();
SDL_assert(TTF_WasInit() == 0);
for (int i = 0; i < Overlay::OverlayMax; i++) {
if (m_OverlayTextures[i] != nullptr) {
SDL_DestroyTexture(m_OverlayTextures[i]);
}
}
for (int i = 0; i < Overlay::OverlayMax; i++) {
if (m_OverlaySurfaces[i] != nullptr) {
SDL_FreeSurface(m_OverlaySurfaces[i]);
}
}
if (m_Texture != nullptr) {
SDL_DestroyTexture(m_Texture);
}
@@ -43,9 +79,50 @@ int SdlRenderer::getDecoderCapabilities()
return CAPABILITY_REFERENCE_FRAME_INVALIDATION_AVC;
}
IFFmpegRenderer::VSyncConstraint SdlRenderer::getVsyncConstraint()
IFFmpegRenderer::FramePacingConstraint SdlRenderer::getFramePacingConstraint()
{
return VSYNC_ANY;
return PACING_ANY;
}
void SdlRenderer::notifyOverlayUpdated(Overlay::OverlayType type)
{
// Construct the required font to render the overlay
if (m_OverlayFonts[type] == nullptr) {
QByteArray fontData = Path::readDataFile("ModeSeven.ttf");
if (fontData.isEmpty()) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Unable to load SDL overlay font");
return;
}
m_OverlayFonts[type] = TTF_OpenFontRW(SDL_RWFromConstMem(fontData.constData(), fontData.size()),
1,
Session::get()->getOverlayManager().getOverlayFontSize(type));
if (m_OverlayFonts[type] == nullptr) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"TTF_OpenFont() failed: %s",
TTF_GetError());
// Can't proceed without a font
return;
}
}
SDL_Surface* oldSurface = (SDL_Surface*)SDL_AtomicGetPtr((void**)&m_OverlaySurfaces[type]);
// Free the old surface
if (oldSurface != nullptr && SDL_AtomicCASPtr((void**)&m_OverlaySurfaces[type], oldSurface, nullptr)) {
SDL_FreeSurface(oldSurface);
}
if (Session::get()->getOverlayManager().isOverlayEnabled(type)) {
// The _Wrapped variant is required for line breaks to work
SDL_Surface* surface = TTF_RenderText_Blended_Wrapped(m_OverlayFonts[type],
Session::get()->getOverlayManager().getOverlayText(type),
Session::get()->getOverlayManager().getOverlayColor(type),
1000);
SDL_AtomicSetPtr((void**)&m_OverlaySurfaces[type], surface);
}
}
bool SdlRenderer::initialize(SDL_Window* window,
@@ -66,6 +143,14 @@ bool SdlRenderer::initialize(SDL_Window* window,
}
}
#ifdef Q_OS_WIN32
// We render on a different thread than the main thread which is handling window
// messages. Without D3DCREATE_MULTITHREADED, this can cause a deadlock by blocking
// on a window message being processed while the main thread is blocked waiting for
// the render thread to finish.
SDL_SetHintWithPriority(SDL_HINT_RENDER_DIRECT3D_THREADSAFE, "1", SDL_HINT_OVERRIDE);
#endif
m_Renderer = SDL_CreateRenderer(window, -1, rendererFlags);
if (!m_Renderer) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
@@ -95,10 +180,58 @@ bool SdlRenderer::initialize(SDL_Window* window,
return false;
}
#ifdef Q_OS_WIN32
// For some reason, using Direct3D9Ex breaks this with multi-monitor setups.
// When focus is lost, the window is minimized then immediately restored without
// input focus. This glitches out the renderer and a bunch of other stuff.
// Direct3D9Ex itself seems to have this minimize on focus loss behavior on its
// own, so just disable SDL's handling of the focus loss event.
SDL_SetHintWithPriority(SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS, "0", SDL_HINT_OVERRIDE);
#endif
return true;
}
void SdlRenderer::renderFrameAtVsync(AVFrame* frame)
void SdlRenderer::renderOverlay(Overlay::OverlayType type)
{
if (Session::get()->getOverlayManager().isOverlayEnabled(type)) {
// If a new surface has been created for updated overlay data, convert it into a texture.
// NB: We have to do this conversion at render-time because we can only interact
// with the renderer on a single thread.
SDL_Surface* surface = (SDL_Surface*)SDL_AtomicGetPtr((void**)&m_OverlaySurfaces[type]);
if (surface != nullptr && SDL_AtomicCASPtr((void**)&m_OverlaySurfaces[type], surface, nullptr)) {
if (m_OverlayTextures[type] != nullptr) {
SDL_DestroyTexture(m_OverlayTextures[type]);
}
if (type == Overlay::OverlayStatusUpdate) {
// Bottom Left
int unused;
SDL_RenderGetLogicalSize(m_Renderer, &unused, &m_OverlayRects[type].y);
m_OverlayRects[type].x = 0;
m_OverlayRects[type].y -= surface->h;
}
else if (type == Overlay::OverlayDebug) {
// Top left
m_OverlayRects[type].x = 0;
m_OverlayRects[type].y = 0;
}
m_OverlayRects[type].w = surface->w;
m_OverlayRects[type].h = surface->h;
m_OverlayTextures[type] = SDL_CreateTextureFromSurface(m_Renderer, surface);
SDL_FreeSurface(surface);
}
// If we have an overlay texture, render it too
if (m_OverlayTextures[type] != nullptr) {
SDL_RenderCopy(m_Renderer, m_OverlayTextures[type], nullptr, &m_OverlayRects[type]);
}
}
}
void SdlRenderer::renderFrame(AVFrame* frame)
{
SDL_UpdateYUVTexture(m_Texture, nullptr,
frame->data[0],
@@ -109,6 +242,14 @@ void SdlRenderer::renderFrameAtVsync(AVFrame* frame)
frame->linesize[2]);
SDL_RenderClear(m_Renderer);
// Draw the video content itself
SDL_RenderCopy(m_Renderer, m_Texture, nullptr, nullptr);
// Draw the overlays
for (int i = 0; i < Overlay::OverlayMax; i++) {
renderOverlay((Overlay::OverlayType)i);
}
SDL_RenderPresent(m_Renderer);
}
@@ -0,0 +1,34 @@
#pragma once
#include "renderer.h"
#include <SDL_ttf.h>
class SdlRenderer : public IFFmpegRenderer {
public:
SdlRenderer();
virtual ~SdlRenderer() override;
virtual bool initialize(SDL_Window* window,
int videoFormat,
int width,
int height,
int maxFps,
bool enableVsync) override;
virtual bool prepareDecoderContext(AVCodecContext* context) override;
virtual void renderFrame(AVFrame* frame) override;
virtual bool needsTestFrame() override;
virtual int getDecoderCapabilities() override;
virtual FramePacingConstraint getFramePacingConstraint() override;
virtual void notifyOverlayUpdated(Overlay::OverlayType) override;
private:
void renderOverlay(Overlay::OverlayType type);
SDL_Renderer* m_Renderer;
SDL_Texture* m_Texture;
TTF_Font* m_OverlayFonts[Overlay::OverlayMax];
SDL_Surface* m_OverlaySurfaces[Overlay::OverlayMax];
SDL_Texture* m_OverlayTextures[Overlay::OverlayMax];
SDL_Rect m_OverlayRects[Overlay::OverlayMax];
};
+20 -3
View File
@@ -1,3 +1,5 @@
#include <QString>
#include "vaapi.h"
#include <streaming/streamutils.h>
@@ -114,6 +116,21 @@ VAAPIRenderer::initialize(SDL_Window* window, int, int width, int height, int, b
"Driver: %s",
vendorString ? vendorString : "<unknown>");
// AMD's Gallium VAAPI driver has a nasty memory leak
// that causes memory to be leaked for each submitted frame.
// The Flatpak runtime has a VDPAU driver in place that works
// well, so use that instead on AMD systems.
if (vendorString && qgetenv("FORCE_VAAPI") != "1") {
QString vendorStr(vendorString);
if (vendorStr.contains("AMD", Qt::CaseInsensitive) ||
vendorStr.contains("Radeon", Qt::CaseInsensitive)) {
// Fail and let VDPAU pick this up
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"Avoiding VAAPI on AMD driver");
return false;
}
}
// This will populate the driver_quirks
err = av_hwdevice_ctx_init(m_HwContext);
if (err < 0) {
@@ -160,13 +177,13 @@ VAAPIRenderer::getDecoderCapabilities()
return 0;
}
IFFmpegRenderer::VSyncConstraint VAAPIRenderer::getVsyncConstraint()
IFFmpegRenderer::FramePacingConstraint VAAPIRenderer::getFramePacingConstraint()
{
return VSYNC_ANY;
return PACING_ANY;
}
void
VAAPIRenderer::renderFrameAtVsync(AVFrame* frame)
VAAPIRenderer::renderFrame(AVFrame* frame)
{
VASurfaceID surface = (VASurfaceID)(uintptr_t)frame->data[3];
AVHWDeviceContext* deviceContext = (AVHWDeviceContext*)m_HwContext->data;
+2 -2
View File
@@ -37,10 +37,10 @@ public:
int maxFps,
bool enableVsync);
virtual bool prepareDecoderContext(AVCodecContext* context);
virtual void renderFrameAtVsync(AVFrame* frame);
virtual void renderFrame(AVFrame* frame);
virtual bool needsTestFrame();
virtual int getDecoderCapabilities();
virtual VSyncConstraint getVsyncConstraint();
virtual FramePacingConstraint getFramePacingConstraint();
private:
int m_WindowSystem;
@@ -246,12 +246,12 @@ int VDPAURenderer::getDecoderCapabilities()
return 0;
}
IFFmpegRenderer::VSyncConstraint VDPAURenderer::getVsyncConstraint()
IFFmpegRenderer::FramePacingConstraint VDPAURenderer::getFramePacingConstraint()
{
return VSYNC_ANY;
return PACING_ANY;
}
void VDPAURenderer::renderFrameAtVsync(AVFrame* frame)
void VDPAURenderer::renderFrame(AVFrame* frame)
{
VdpStatus status;
VdpVideoSurface videoSurface = (VdpVideoSurface)(uintptr_t)frame->data[3];
@@ -335,8 +335,8 @@ void VDPAURenderer::renderFrameAtVsync(AVFrame* frame)
0, nullptr,
&sourceRect,
chosenSurface,
&outputRect,
nullptr,
&outputRect,
0,
nullptr);
if (status != VDP_STATUS_OK) {
+2 -2
View File
@@ -20,10 +20,10 @@ public:
int maxFps,
bool enableVsync);
virtual bool prepareDecoderContext(AVCodecContext* context);
virtual void renderFrameAtVsync(AVFrame* frame);
virtual void renderFrame(AVFrame* frame);
virtual bool needsTestFrame();
virtual int getDecoderCapabilities();
virtual VSyncConstraint getVsyncConstraint();
virtual FramePacingConstraint getFramePacingConstraint();
private:
uint32_t m_VideoWidth, m_VideoHeight;
+94 -16
View File
@@ -7,11 +7,13 @@
#include <SDL_syswm.h>
#include <Limelight.h>
#include <streaming/session.h>
#include <mach/mach_time.h>
#import <Cocoa/Cocoa.h>
#import <VideoToolbox/VideoToolbox.h>
#import <AVFoundation/AVFoundation.h>
#import <dispatch/dispatch.h>
class VTRenderer : public IFFmpegRenderer
{
@@ -20,11 +22,12 @@ public:
: m_HwContext(nullptr),
m_DisplayLayer(nullptr),
m_FormatDesc(nullptr),
m_View(nullptr)
m_StreamView(nullptr)
{
SDL_zero(m_OverlayTextFields);
}
virtual ~VTRenderer()
virtual ~VTRenderer() override
{
if (m_HwContext != nullptr) {
av_buffer_unref(&m_HwContext);
@@ -34,13 +37,19 @@ public:
CFRelease(m_FormatDesc);
}
if (m_View != nullptr) {
[m_View removeFromSuperview];
for (int i = 0; i < Overlay::OverlayMax; i++) {
if (m_OverlayTextFields[i] != nullptr) {
[m_OverlayTextFields[i] removeFromSuperview];
}
}
if (m_StreamView != nullptr) {
[m_StreamView removeFromSuperview];
}
}
// Caller frees frame after we return
virtual void renderFrameAtVsync(AVFrame* frame) override
virtual void renderFrame(AVFrame* frame) override
{
OSStatus status;
CVPixelBufferRef pixBuf = reinterpret_cast<CVPixelBufferRef>(frame->data[3]);
@@ -159,21 +168,21 @@ public:
// SDL adds its own content view to listen for events.
// We need to add a subview for our display layer.
NSView* contentView = info.info.cocoa.window.contentView;
m_View = [[NSView alloc] initWithFrame:contentView.bounds];
m_StreamView = [[NSView alloc] initWithFrame:contentView.bounds];
m_DisplayLayer = [[AVSampleBufferDisplayLayer alloc] init];
m_DisplayLayer.bounds = m_View.bounds;
m_DisplayLayer.position = CGPointMake(CGRectGetMidX(m_View.bounds), CGRectGetMidY(m_View.bounds));
m_DisplayLayer.bounds = m_StreamView.bounds;
m_DisplayLayer.position = CGPointMake(CGRectGetMidX(m_StreamView.bounds), CGRectGetMidY(m_StreamView.bounds));
m_DisplayLayer.videoGravity = AVLayerVideoGravityResizeAspect;
// Create a layer-hosted view by setting the layer before wantsLayer
// This avoids us having to add our AVSampleBufferDisplayLayer as a
// sublayer of a layer-backed view which leaves a useless layer in
// the middle.
m_View.layer = m_DisplayLayer;
m_View.wantsLayer = YES;
m_StreamView.layer = m_DisplayLayer;
m_StreamView.wantsLayer = YES;
[contentView addSubview: m_View];
[contentView addSubview: m_StreamView];
err = av_hwdevice_ctx_create(&m_HwContext,
AV_HWDEVICE_TYPE_VIDEOTOOLBOX,
@@ -190,6 +199,71 @@ public:
return true;
}
void updateOverlayOnMainThread(Overlay::OverlayType type)
{
// Lazy initialization for the overlay
if (m_OverlayTextFields[type] == nullptr) {
m_OverlayTextFields[type] = [[NSTextField alloc] initWithFrame:m_StreamView.bounds];
[m_OverlayTextFields[type] setBezeled:NO];
[m_OverlayTextFields[type] setDrawsBackground:NO];
[m_OverlayTextFields[type] setEditable:NO];
[m_OverlayTextFields[type] setSelectable:NO];
switch (type) {
case Overlay::OverlayDebug:
[m_OverlayTextFields[type] setAlignment:NSLeftTextAlignment];
break;
case Overlay::OverlayStatusUpdate:
[m_OverlayTextFields[type] setAlignment:NSRightTextAlignment];
break;
default:
break;
}
SDL_Color color = Session::get()->getOverlayManager().getOverlayColor(type);
[m_OverlayTextFields[type] setTextColor:[NSColor colorWithSRGBRed:color.r / 255.0 green:color.g / 255.0 blue:color.b / 255.0 alpha:color.a / 255.0]];
[m_OverlayTextFields[type] setFont:[NSFont messageFontOfSize:Session::get()->getOverlayManager().getOverlayFontSize(type)]];
[m_StreamView addSubview: m_OverlayTextFields[type]];
}
// Update text contents
[m_OverlayTextFields[type] setStringValue: [NSString stringWithUTF8String:Session::get()->getOverlayManager().getOverlayText(type)]];
// Unhide if it's enabled
[m_OverlayTextFields[type] setHidden: !Session::get()->getOverlayManager().isOverlayEnabled(type)];
}
static void updateDebugOverlayOnMainThread(void* context)
{
VTRenderer* me = (VTRenderer*)context;
me->updateOverlayOnMainThread(Overlay::OverlayDebug);
}
static void updateStatusOverlayOnMainThread(void* context)
{
VTRenderer* me = (VTRenderer*)context;
me->updateOverlayOnMainThread(Overlay::OverlayStatusUpdate);
}
virtual void notifyOverlayUpdated(Overlay::OverlayType type) override
{
// We must do the actual UI updates on the main thread, so queue an
// async callback on the main thread via GCD to do the UI update.
switch (type) {
case Overlay::OverlayDebug:
dispatch_async_f(dispatch_get_main_queue(), this, updateDebugOverlayOnMainThread);
break;
case Overlay::OverlayStatusUpdate:
dispatch_async_f(dispatch_get_main_queue(), this, updateStatusOverlayOnMainThread);
break;
default:
break;
}
}
virtual bool prepareDecoderContext(AVCodecContext* context) override
{
context->hw_device_ctx = av_buffer_ref(m_HwContext);
@@ -202,8 +276,11 @@ public:
virtual bool needsTestFrame() override
{
// We query VT to determine whether the codec is supported
return false;
// We used to trust VT to tell us whether decode will work, but
// there are cases where it can lie because the hardware technically
// can decode the format but VT is unserviceable for some other reason.
// Decoding the test frame will tell us for sure whether it will work.
return true;
}
virtual int getDecoderCapabilities() override
@@ -211,19 +288,20 @@ public:
return 0;
}
virtual IFFmpegRenderer::VSyncConstraint getVsyncConstraint() override
virtual IFFmpegRenderer::FramePacingConstraint getFramePacingConstraint() override
{
// This renderer is inherently tied to V-sync due how we're
// rendering with AVSampleBufferDisplay layer. Running without
// the V-Sync source leads to massive stuttering.
return VSYNC_FORCE_ON;
return PACING_FORCE_ON;
}
private:
AVBufferRef* m_HwContext;
AVSampleBufferDisplayLayer* m_DisplayLayer;
CMVideoFormatDescriptionRef m_FormatDesc;
NSView* m_View;
NSView* m_StreamView;
NSTextField* m_OverlayTextFields[Overlay::OverlayMax];
};
IFFmpegRenderer* VTRendererFactory::createRenderer() {
+203 -139
View File
@@ -1,6 +1,11 @@
#include <Limelight.h>
#include "ffmpeg.h"
#include "streaming/streamutils.h"
#include "streaming/session.h"
#include <h264_stream.h>
#include "ffmpeg-renderers/sdlvid.h"
#ifdef Q_OS_WIN32
#include "ffmpeg-renderers/dxva2.h"
@@ -21,6 +26,8 @@
// This is gross but it allows us to use sizeof()
#include "ffmpeg_videosamples.cpp"
#define MAX_SPS_EXTRA_SIZE 16
#define FAILED_DECODES_RESET_THRESHOLD 20
bool FFmpegVideoDecoder::isHardwareAccelerated()
@@ -54,7 +61,7 @@ enum AVPixelFormat FFmpegVideoDecoder::ffGetFormat(AVCodecContext* context,
return AV_PIX_FMT_NONE;
}
FFmpegVideoDecoder::FFmpegVideoDecoder()
FFmpegVideoDecoder::FFmpegVideoDecoder(bool testOnly)
: m_VideoDecoderCtx(nullptr),
m_DecodeBuffer(1024 * 1024, 0),
m_HwDecodeCfg(nullptr),
@@ -62,10 +69,11 @@ FFmpegVideoDecoder::FFmpegVideoDecoder()
m_ConsecutiveFailedDecodes(0),
m_Pacer(nullptr),
m_LastFrameNumber(0),
m_StreamFps(0)
m_StreamFps(0),
m_NeedsSpsFixup(false),
m_TestOnly(testOnly)
{
av_init_packet(&m_Pkt);
SDL_AtomicSet(&m_QueuedFrames, 0);
SDL_zero(m_ActiveWndVideoStats);
SDL_zero(m_LastWndVideoStats);
@@ -78,6 +86,12 @@ FFmpegVideoDecoder::FFmpegVideoDecoder()
FFmpegVideoDecoder::~FFmpegVideoDecoder()
{
reset();
// Set log level back to default.
// NB: We don't do this in reset() because we want
// to preserve the log level across reset() during
// test initialization.
av_log_set_level(AV_LOG_INFO);
}
IFFmpegRenderer* FFmpegVideoDecoder::getRenderer()
@@ -87,28 +101,6 @@ IFFmpegRenderer* FFmpegVideoDecoder::getRenderer()
void FFmpegVideoDecoder::reset()
{
// Drop any frames still queued to ensure
// they are properly freed.
SDL_Event event;
while (SDL_AtomicGet(&m_QueuedFrames) > 0) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Waiting for %d frames to return",
SDL_AtomicGet(&m_QueuedFrames));
if (SDL_PeepEvents(&event,
1,
SDL_GETEVENT,
SDL_USEREVENT,
SDL_USEREVENT) == 1) {
dropFrame(&event.user);
}
else {
SDL_Delay(10);
SDL_PumpEvents();
}
}
delete m_Pacer;
m_Pacer = nullptr;
@@ -119,36 +111,53 @@ void FFmpegVideoDecoder::reset()
// need to delete in the renderer destructor.
avcodec_free_context(&m_VideoDecoderCtx);
if (!m_TestOnly) {
Session::get()->getOverlayManager().setOverlayRenderer(nullptr);
}
delete m_Renderer;
m_Renderer = nullptr;
logVideoStats(m_GlobalVideoStats, "Global video stats");
if (!m_TestOnly) {
logVideoStats(m_GlobalVideoStats, "Global video stats");
}
else {
// Test-only decoders can't have any frames submitted
SDL_assert(m_GlobalVideoStats.totalFrames == 0);
}
}
bool FFmpegVideoDecoder::completeInitialization(AVCodec* decoder, SDL_Window* window,
int videoFormat, int width, int height,
int maxFps, bool enableVsync, bool testOnly)
int maxFps, bool enableFramePacing, bool testFrame)
{
auto vsyncConstraint = m_Renderer->getVsyncConstraint();
if (vsyncConstraint == IFFmpegRenderer::VSYNC_FORCE_OFF && enableVsync) {
// In test-only mode, we should only see test frames
SDL_assert(!m_TestOnly || testFrame);
auto vsyncConstraint = m_Renderer->getFramePacingConstraint();
if (vsyncConstraint == IFFmpegRenderer::PACING_FORCE_OFF && enableFramePacing) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"V-sync is forcefully disabled by the active renderer");
enableVsync = false;
"Frame pacing is forcefully disabled by the active renderer");
enableFramePacing = false;
}
else if (vsyncConstraint == IFFmpegRenderer::VSYNC_FORCE_ON && !enableVsync) {
else if (vsyncConstraint == IFFmpegRenderer::PACING_FORCE_ON && !enableFramePacing) {
// FIXME: This duplicates logic in Session.cpp
int displayHz = StreamUtils::getDisplayRefreshRate(window);
if (displayHz + 5 >= maxFps) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"V-sync is forcefully enabled by the active renderer");
enableVsync = true;
"Frame pacing is forcefully enabled by the active renderer");
enableFramePacing = true;
}
}
m_StreamFps = maxFps;
m_Pacer = new Pacer(m_Renderer, &m_ActiveWndVideoStats);
if (!m_Pacer->initialize(window, maxFps, enableVsync)) {
return false;
// Don't bother initializing Pacer if we're not actually going to render
if (!testFrame) {
m_Pacer = new Pacer(m_Renderer, &m_ActiveWndVideoStats);
if (!m_Pacer->initialize(window, maxFps, enableFramePacing)) {
return false;
}
}
m_VideoDecoderCtx = avcodec_alloc_context3(decoder);
@@ -206,7 +215,7 @@ bool FFmpegVideoDecoder::completeInitialization(AVCodec* decoder, SDL_Window* wi
// our minds on the selected video codec, so we'll do a trial run
// now to see if things will actually work when the video stream
// comes in.
if (testOnly) {
if (testFrame) {
if (videoFormat & VIDEO_FORMAT_MASK_H264) {
m_Pkt.data = (uint8_t*)k_H264TestFrame;
m_Pkt.size = sizeof(k_H264TestFrame);
@@ -225,11 +234,20 @@ bool FFmpegVideoDecoder::completeInitialization(AVCodec* decoder, SDL_Window* wi
return false;
}
}
else {
if ((videoFormat & VIDEO_FORMAT_MASK_H264) &&
!(m_Renderer->getDecoderCapabilities() & CAPABILITY_REFERENCE_FRAME_INVALIDATION_AVC)) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Using H.264 SPS fixup");
m_NeedsSpsFixup = true;
}
else {
m_NeedsSpsFixup = false;
}
#ifdef QT_DEBUG
// Restore default log level before streaming
av_log_set_level(AV_LOG_INFO);
#endif
// Tell overlay manager to use this renderer
Session::get()->getOverlayManager().setOverlayRenderer(m_Renderer);
}
return true;
}
@@ -239,10 +257,12 @@ void FFmpegVideoDecoder::addVideoStats(VIDEO_STATS& src, VIDEO_STATS& dst)
dst.receivedFrames += src.receivedFrames;
dst.decodedFrames += src.decodedFrames;
dst.renderedFrames += src.renderedFrames;
dst.totalFrames += src.totalFrames;
dst.networkDroppedFrames += src.networkDroppedFrames;
dst.pacerDroppedFrames += src.pacerDroppedFrames;
dst.totalReassemblyTime += src.totalReassemblyTime;
dst.totalDecodeTime += src.totalDecodeTime;
dst.totalPacerTime += src.totalPacerTime;
dst.totalRenderTime += src.totalRenderTime;
Uint32 now = SDL_GetTicks();
@@ -255,56 +275,59 @@ void FFmpegVideoDecoder::addVideoStats(VIDEO_STATS& src, VIDEO_STATS& dst)
// The following code assumes the global measure was already started first
SDL_assert(dst.measurementStartTimestamp <= src.measurementStartTimestamp);
dst.totalFps = (float)dst.totalFrames / ((float)(now - dst.measurementStartTimestamp) / 1000);
dst.receivedFps = (float)dst.receivedFrames / ((float)(now - dst.measurementStartTimestamp) / 1000);
dst.decodedFps = (float)dst.decodedFrames / ((float)(now - dst.measurementStartTimestamp) / 1000);
dst.renderedFps = (float)dst.renderedFrames / ((float)(now - dst.measurementStartTimestamp) / 1000);
}
void FFmpegVideoDecoder::stringifyVideoStats(VIDEO_STATS& stats, char* output)
{
int offset = 0;
// Start with an empty string
output[offset] = 0;
if (stats.receivedFps > 0) {
offset += sprintf(&output[offset],
"Estimated host PC frame rate: %.2f FPS\n"
"Incoming frame rate from network: %.2f FPS\n"
"Decoding frame rate: %.2f FPS\n"
"Rendering frame rate: %.2f FPS\n",
stats.totalFps,
stats.receivedFps,
stats.decodedFps,
stats.renderedFps);
}
if (stats.renderedFrames != 0) {
offset += sprintf(&output[offset],
"Frames dropped by your network connection: %.2f%%\n"
"Frames dropped due to network jitter: %.2f%%\n"
"Average receive time: %.2f ms\n"
"Average decoding time: %.2f ms\n"
"Average frame queue delay: %.2f ms\n"
"Average rendering time (including monitor V-sync latency): %.2f ms\n",
(float)stats.networkDroppedFrames / stats.totalFrames * 100,
(float)stats.pacerDroppedFrames / stats.decodedFrames * 100,
(float)stats.totalReassemblyTime / stats.receivedFrames,
(float)stats.totalDecodeTime / stats.decodedFrames,
(float)stats.totalPacerTime / stats.renderedFrames,
(float)stats.totalRenderTime / stats.renderedFrames);
}
}
void FFmpegVideoDecoder::logVideoStats(VIDEO_STATS& stats, const char* title)
{
if (stats.renderedFps > 0 || stats.renderedFrames != 0) {
char videoStatsStr[512];
stringifyVideoStats(stats, videoStatsStr);
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"%s", title);
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"----------------------------------------------------------");
}
if (stats.renderedFps > 0) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Incoming frame rate from network: %.2f FPS",
stats.receivedFps);
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Decoding frame rate: %.2f FPS",
stats.decodedFps);
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Rendering frame rate: %.2f FPS",
stats.renderedFps);
}
if (stats.renderedFrames != 0) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Total frames received: %u",
stats.receivedFrames);
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Total frames decoded: %u",
stats.decodedFrames);
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Total frames rendered: %u",
stats.renderedFrames);
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Average reassembly time: %.2f ms",
(float)stats.totalReassemblyTime / stats.decodedFrames);
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Average decode time: %.2f ms",
(float)stats.totalDecodeTime / stats.decodedFrames);
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Average render time: %.2f ms",
(float)stats.totalRenderTime / stats.renderedFrames);
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Frames lost during network transmission: %.2f%%",
(float)stats.networkDroppedFrames / stats.decodedFrames);
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Frames dropped by frame pacing: %.2f%%",
(float)stats.pacerDroppedFrames / stats.decodedFrames);
"----------------------------------------------------------\n%s",
videoStatsStr);
}
}
@@ -344,14 +367,13 @@ bool FFmpegVideoDecoder::initialize(
int width,
int height,
int maxFps,
bool enableVsync)
bool enableVsync,
bool enableFramePacing)
{
AVCodec* decoder;
#ifdef QT_DEBUG
// Increase log level during initialization
// Increase log level until the first frame is decoded
av_log_set_level(AV_LOG_DEBUG);
#endif
if (videoFormat & VIDEO_FORMAT_MASK_H264) {
decoder = avcodec_find_decoder(AV_CODEC_ID_H264);
@@ -380,7 +402,7 @@ bool FFmpegVideoDecoder::initialize(
m_Renderer = new SdlRenderer();
if (vds != StreamingPreferences::VDS_FORCE_HARDWARE &&
m_Renderer->initialize(window, videoFormat, width, height, maxFps, enableVsync) &&
completeInitialization(decoder, window, videoFormat, width, height, maxFps, enableVsync, false)) {
completeInitialization(decoder, window, videoFormat, width, height, maxFps, enableFramePacing, m_TestOnly)) {
return true;
}
else {
@@ -397,13 +419,19 @@ bool FFmpegVideoDecoder::initialize(
m_HwDecodeCfg = config;
// Initialize the hardware codec and submit a test frame if the renderer needs it
if (m_Renderer->initialize(window, videoFormat, width, height, maxFps, enableVsync) &&
completeInitialization(decoder, window, videoFormat, width, height, maxFps, enableVsync, m_Renderer->needsTestFrame())) {
completeInitialization(decoder, window, videoFormat, width, height, maxFps, enableFramePacing, m_TestOnly || m_Renderer->needsTestFrame())) {
if (m_TestOnly) {
// This decoder is only for testing capabilities, so don't bother
// creating a usable renderer
return true;
}
if (m_Renderer->needsTestFrame()) {
// The test worked, so now let's initialize it for real
reset();
if ((m_Renderer = createAcceleratedRenderer(config)) != nullptr &&
m_Renderer->initialize(window, videoFormat, width, height, maxFps, enableVsync) &&
completeInitialization(decoder, window, videoFormat, width, height, maxFps, enableVsync, false)) {
completeInitialization(decoder, window, videoFormat, width, height, maxFps, enableFramePacing, false)) {
return true;
}
else {
@@ -424,21 +452,78 @@ bool FFmpegVideoDecoder::initialize(
}
}
void FFmpegVideoDecoder::writeBuffer(PLENTRY entry, int& offset)
{
if (m_NeedsSpsFixup && entry->bufferType == BUFFER_TYPE_SPS) {
const char naluHeader[] = {0x00, 0x00, 0x00, 0x01};
h264_stream_t* stream = h264_new();
int nalStart, nalEnd;
// Read the old NALU
find_nal_unit((uint8_t*)entry->data, entry->length, &nalStart, &nalEnd);
read_nal_unit(stream,
(unsigned char *)&entry->data[nalStart],
nalEnd - nalStart);
SDL_assert(nalStart == sizeof(naluHeader));
SDL_assert(nalEnd == entry->length);
// Fixup the SPS to what OS X needs to use hardware acceleration
stream->sps->num_ref_frames = 1;
stream->sps->vui.max_dec_frame_buffering = 1;
int initialOffset = offset;
// Copy the modified NALU data. This assumes a 3 byte prefix and
// begins writing from the 2nd byte, so we must write the data
// first, then go back and write the Annex B prefix.
offset += write_nal_unit(stream, (uint8_t*)&m_DecodeBuffer.data()[initialOffset + 3],
MAX_SPS_EXTRA_SIZE + entry->length - sizeof(naluHeader));
// Copy the NALU prefix over from the original SPS
memcpy(&m_DecodeBuffer.data()[initialOffset], naluHeader, sizeof(naluHeader));
offset += sizeof(naluHeader);
h264_free(stream);
}
else {
// Write the buffer as-is
memcpy(&m_DecodeBuffer.data()[offset],
entry->data,
entry->length);
offset += entry->length;
}
}
int FFmpegVideoDecoder::submitDecodeUnit(PDECODE_UNIT du)
{
PLENTRY entry = du->bufferList;
int err;
// Flip stats windows roughly every second
if (m_ActiveWndVideoStats.receivedFrames == m_StreamFps) {
#if 0
VIDEO_STATS lastTwoWndStats = {};
addVideoStats(m_LastWndVideoStats, lastTwoWndStats);
addVideoStats(m_ActiveWndVideoStats, lastTwoWndStats);
SDL_assert(!m_TestOnly);
// Print stats from the last 2 windows
logVideoStats(lastTwoWndStats, "Periodic video stats");
#endif
if (!m_LastFrameNumber) {
m_ActiveWndVideoStats.measurementStartTimestamp = SDL_GetTicks();
m_LastFrameNumber = du->frameNumber;
}
else {
// Any frame number greater than m_LastFrameNumber + 1 represents a dropped frame
m_ActiveWndVideoStats.networkDroppedFrames += du->frameNumber - (m_LastFrameNumber + 1);
m_ActiveWndVideoStats.totalFrames += du->frameNumber - (m_LastFrameNumber + 1);
m_LastFrameNumber = du->frameNumber;
}
// Flip stats windows roughly every second
if (SDL_TICKS_PASSED(SDL_GetTicks(), m_ActiveWndVideoStats.measurementStartTimestamp + 1000)) {
// Update overlay stats if it's enabled
if (Session::get()->getOverlayManager().isOverlayEnabled(Overlay::OverlayDebug)) {
VIDEO_STATS lastTwoWndStats = {};
addVideoStats(m_LastWndVideoStats, lastTwoWndStats);
addVideoStats(m_ActiveWndVideoStats, lastTwoWndStats);
stringifyVideoStats(lastTwoWndStats, Session::get()->getOverlayManager().getOverlayText(Overlay::OverlayDebug));
Session::get()->getOverlayManager().setOverlayTextUpdated(Overlay::OverlayDebug);
}
// Accumulate these values into the global stats
addVideoStats(m_ActiveWndVideoStats, m_GlobalVideoStats);
@@ -450,34 +535,25 @@ int FFmpegVideoDecoder::submitDecodeUnit(PDECODE_UNIT du)
}
m_ActiveWndVideoStats.receivedFrames++;
m_ActiveWndVideoStats.totalFrames++;
if (!m_LastFrameNumber) {
m_ActiveWndVideoStats.measurementStartTimestamp = SDL_GetTicks();
m_LastFrameNumber = du->frameNumber;
int requiredBufferSize = du->fullLength;
if (du->frameType == FRAME_TYPE_IDR) {
// Add some extra space in case we need to do an SPS fixup
requiredBufferSize += MAX_SPS_EXTRA_SIZE;
}
else {
// Any frame number greater than m_LastFrameNumber + 1 represents a dropped frame
m_ActiveWndVideoStats.networkDroppedFrames += du->frameNumber - (m_LastFrameNumber + 1);
m_LastFrameNumber = du->frameNumber;
}
if (du->fullLength + AV_INPUT_BUFFER_PADDING_SIZE > m_DecodeBuffer.length()) {
m_DecodeBuffer = QByteArray(du->fullLength + AV_INPUT_BUFFER_PADDING_SIZE, 0);
if (requiredBufferSize + AV_INPUT_BUFFER_PADDING_SIZE > m_DecodeBuffer.length()) {
m_DecodeBuffer = QByteArray(requiredBufferSize + AV_INPUT_BUFFER_PADDING_SIZE, 0);
}
int offset = 0;
while (entry != nullptr) {
memcpy(&m_DecodeBuffer.data()[offset],
entry->data,
entry->length);
offset += entry->length;
writeBuffer(entry, offset);
entry = entry->next;
}
SDL_assert(offset == du->fullLength);
m_Pkt.data = reinterpret_cast<uint8_t*>(m_DecodeBuffer.data());
m_Pkt.size = du->fullLength;
m_Pkt.size = offset;
m_ActiveWndVideoStats.totalReassemblyTime += LiGetMillis() - du->receiveTimeMs;
@@ -519,14 +595,19 @@ int FFmpegVideoDecoder::submitDecodeUnit(PDECODE_UNIT du)
// Reset failed decodes count if we reached this far
m_ConsecutiveFailedDecodes = 0;
// Queue the frame for rendering from the main thread
SDL_AtomicIncRef(&m_QueuedFrames);
queueFrame(frame);
// Restore default log level after a successful decode
av_log_set_level(AV_LOG_INFO);
// Capture a frame timestamp to measuring pacing delay
frame->pts = SDL_GetTicks();
// Count time in avcodec_send_packet() and avcodec_receive_frame()
// as time spent decoding
m_ActiveWndVideoStats.totalDecodeTime += SDL_GetTicks() - beforeDecode;
m_ActiveWndVideoStats.decodedFrames++;
// Queue the frame for rendering (or render now if pacer is disabled)
m_Pacer->submitFrame(frame);
}
else {
av_frame_free(&frame);
@@ -550,30 +631,13 @@ int FFmpegVideoDecoder::submitDecodeUnit(PDECODE_UNIT du)
}
// Called on main thread
void FFmpegVideoDecoder::renderFrame(SDL_UserEvent* event)
void FFmpegVideoDecoder::renderFrame(SDL_UserEvent*)
{
AVFrame* frame = reinterpret_cast<AVFrame*>(event->data1);
m_Pacer->submitFrame(frame);
SDL_AtomicDecRef(&m_QueuedFrames);
SDL_assert(false);
}
// Called on main thread
void FFmpegVideoDecoder::dropFrame(SDL_UserEvent* event)
void FFmpegVideoDecoder::dropFrame(SDL_UserEvent*)
{
AVFrame* frame = reinterpret_cast<AVFrame*>(event->data1);
// If Pacer is using a frame queue, we can just queue the
// frame and let it decide whether to drop or not. If Pacer
// is submitting directly for rendering, we drop the frame
// ourselves.
if (m_Pacer->isUsingFrameQueue()) {
m_Pacer->submitFrame(frame);
}
else {
av_frame_free(&frame);
// Since Pacer won't see this frame, we'll mark it as a drop
// on its behalf
m_ActiveWndVideoStats.pacerDroppedFrames++;
}
SDL_AtomicDecRef(&m_QueuedFrames);
SDL_assert(false);
}
+12 -5
View File
@@ -10,15 +10,16 @@ extern "C" {
class FFmpegVideoDecoder : public IVideoDecoder {
public:
FFmpegVideoDecoder();
virtual ~FFmpegVideoDecoder();
FFmpegVideoDecoder(bool testOnly);
virtual ~FFmpegVideoDecoder() override;
virtual bool initialize(StreamingPreferences::VideoDecoderSelection vds,
SDL_Window* window,
int videoFormat,
int width,
int height,
int maxFps,
bool enableVsync) override;
bool enableVsync,
bool enableFramePacing) override;
virtual bool isHardwareAccelerated() override;
virtual int getDecoderCapabilities() override;
virtual int submitDecodeUnit(PDECODE_UNIT du) override;
@@ -30,7 +31,9 @@ public:
private:
bool completeInitialization(AVCodec* decoder, SDL_Window* window,
int videoFormat, int width, int height,
int maxFps, bool enableVsync, bool testOnly);
int maxFps, bool enableFramePacing, bool testFrame);
void stringifyVideoStats(VIDEO_STATS& stats, char* output);
void logVideoStats(VIDEO_STATS& stats, const char* title);
@@ -40,6 +43,8 @@ private:
void reset();
void writeBuffer(PLENTRY entry, int& offset);
static
enum AVPixelFormat ffGetFormat(AVCodecContext* context,
const enum AVPixelFormat* pixFmts);
@@ -49,14 +54,16 @@ private:
QByteArray m_DecodeBuffer;
const AVCodecHWConfig* m_HwDecodeCfg;
IFFmpegRenderer* m_Renderer;
SDL_atomic_t m_QueuedFrames;
int m_ConsecutiveFailedDecodes;
Pacer* m_Pacer;
VIDEO_STATS m_ActiveWndVideoStats;
VIDEO_STATS m_LastWndVideoStats;
VIDEO_STATS m_GlobalVideoStats;
int m_LastFrameNumber;
int m_StreamFps;
bool m_NeedsSpsFixup;
bool m_TestOnly;
static const uint8_t k_H264TestFrame[];
static const uint8_t k_HEVCTestFrame[];

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