| /* |
| * Copyright (C) 2007 The Android Open Source Project |
| * |
| * Licensed under the Apache License, Version 2.0 (the "License"); |
| * you may not use this file except in compliance with the License. |
| * You may obtain a copy of the License at |
| * |
| * http://www.apache.org/licenses/LICENSE-2.0 |
| * |
| * Unless required by applicable law or agreed to in writing, software |
| * distributed under the License is distributed on an "AS IS" BASIS, |
| * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. |
| * See the License for the specific language governing permissions and |
| * limitations under the License. |
| */ |
| |
| #define LOG_TAG "BootAnimation" |
| |
| #include <stdint.h> |
| #include <inttypes.h> |
| |
| #include <binder/IPCThreadState.h> |
| #include <binder/ProcessState.h> |
| #include <binder/IServiceManager.h> |
| #include <cutils/properties.h> |
| #include <sys/resource.h> |
| #include <utils/Log.h> |
| #include <utils/SystemClock.h> |
| #include <utils/threads.h> |
| #include <android-base/properties.h> |
| |
| #include "BootAnimation.h" |
| #include "audioplay.h" |
| |
| using namespace android; |
| |
| // --------------------------------------------------------------------------- |
| |
| namespace { |
| |
| // Create a typedef for readability. |
| typedef android::BootAnimation::Animation Animation; |
| |
| static const char PLAY_SOUND_PROP_NAME[] = "persist.sys.bootanim.play_sound"; |
| static const char BOOT_COMPLETED_PROP_NAME[] = "sys.boot_completed"; |
| static const char POWER_CTL_PROP_NAME[] = "sys.powerctl"; |
| static const char BOOTREASON_PROP_NAME[] = "ro.boot.bootreason"; |
| static const std::vector<std::string> PLAY_SOUND_BOOTREASON_BLACKLIST { |
| "kernel_panic", |
| "Panic", |
| "Watchdog", |
| }; |
| |
| class InitAudioThread : public Thread { |
| public: |
| InitAudioThread(uint8_t* exampleAudioData, int exampleAudioLength) |
| : Thread(false), |
| mExampleAudioData(exampleAudioData), |
| mExampleAudioLength(exampleAudioLength) {} |
| private: |
| virtual bool threadLoop() { |
| audioplay::create(mExampleAudioData, mExampleAudioLength); |
| // Exit immediately |
| return false; |
| } |
| |
| uint8_t* mExampleAudioData; |
| int mExampleAudioLength; |
| }; |
| |
| bool playSoundsAllowed() { |
| // Only play sounds for system boots, not runtime restarts. |
| if (android::base::GetBoolProperty(BOOT_COMPLETED_PROP_NAME, false)) { |
| return false; |
| } |
| // no audio while shutting down |
| if (!android::base::GetProperty(POWER_CTL_PROP_NAME, "").empty()) { |
| return false; |
| } |
| // Read the system property to see if we should play the sound. |
| // If it's not present, default to allowed. |
| if (!property_get_bool(PLAY_SOUND_PROP_NAME, 1)) { |
| return false; |
| } |
| |
| // Don't play sounds if this is a reboot due to an error. |
| char bootreason[PROPERTY_VALUE_MAX]; |
| if (property_get(BOOTREASON_PROP_NAME, bootreason, nullptr) > 0) { |
| for (const auto& str : PLAY_SOUND_BOOTREASON_BLACKLIST) { |
| if (strcasecmp(str.c_str(), bootreason) == 0) { |
| return false; |
| } |
| } |
| } |
| return true; |
| } |
| |
| } // namespace |
| |
| |
| int main() |
| { |
| setpriority(PRIO_PROCESS, 0, ANDROID_PRIORITY_DISPLAY); |
| |
| char value[PROPERTY_VALUE_MAX]; |
| property_get("debug.sf.nobootanimation", value, "0"); |
| int noBootAnimation = atoi(value); |
| if (!noBootAnimation) { |
| property_get("ro.boot.quiescent", value, "0"); |
| noBootAnimation = atoi(value); |
| } |
| ALOGI_IF(noBootAnimation, "boot animation disabled"); |
| if (!noBootAnimation) { |
| |
| sp<ProcessState> proc(ProcessState::self()); |
| ProcessState::self()->startThreadPool(); |
| |
| // TODO: replace this with better waiting logic in future, b/35253872 |
| int64_t waitStartTime = elapsedRealtime(); |
| sp<IServiceManager> sm = defaultServiceManager(); |
| const String16 name("SurfaceFlinger"); |
| const int SERVICE_WAIT_SLEEP_MS = 100; |
| const int LOG_PER_RETRIES = 10; |
| int retry = 0; |
| while (sm->checkService(name) == nullptr) { |
| retry++; |
| if ((retry % LOG_PER_RETRIES) == 0) { |
| ALOGW("Waiting for SurfaceFlinger, waited for %" PRId64 " ms", |
| elapsedRealtime() - waitStartTime); |
| } |
| usleep(SERVICE_WAIT_SLEEP_MS * 1000); |
| }; |
| int64_t totalWaited = elapsedRealtime() - waitStartTime; |
| if (totalWaited > SERVICE_WAIT_SLEEP_MS) { |
| ALOGI("Waiting for SurfaceFlinger took %" PRId64 " ms", totalWaited); |
| } |
| |
| // TODO: Move audio code to a new class that just exports the callbacks. |
| sp<InitAudioThread> initAudioThread = nullptr; |
| |
| auto initCallback = [&](const Vector<Animation::Part>& parts) { |
| const Animation::Part* partWithAudio = nullptr; |
| for (const Animation::Part& part : parts) { |
| if (part.audioData != nullptr) { |
| partWithAudio = ∂ |
| } |
| } |
| |
| if (partWithAudio == nullptr) { |
| return; |
| } |
| |
| ALOGD("found audio.wav, creating playback engine"); |
| initAudioThread = new InitAudioThread(partWithAudio->audioData, |
| partWithAudio->audioLength); |
| initAudioThread->run("BootAnimation::InitAudioThread", PRIORITY_NORMAL); |
| |
| }; |
| |
| auto partCallback = [&](int partNumber, const Animation::Part& part, |
| int playNumber) { |
| // only play audio file the first time we animate the part |
| if (playNumber == 0 && part.audioData && playSoundsAllowed()) { |
| ALOGD("playing clip for part%d, size=%d", |
| partNumber, part.audioLength); |
| // Block until the audio engine is finished initializing. |
| if (initAudioThread != nullptr) { |
| initAudioThread->join(); |
| } |
| audioplay::playClip(part.audioData, part.audioLength); |
| } |
| }; |
| |
| // create the boot animation object |
| sp<BootAnimation> boot = new BootAnimation(initCallback, partCallback); |
| |
| IPCThreadState::self()->joinThreadPool(); |
| |
| // we've finally played everything we're going to play |
| audioplay::setPlaying(false); |
| audioplay::destroy(); |
| } |
| return 0; |
| } |