/* Copyright (c) 2017-2018, Feral Interactive All rights reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: * Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. * Neither the name of Feral Interactive nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ #pragma once #include #include #define INVALID_PROCFD -1 typedef int procfd_t; /** * Opaque types */ typedef struct GameModeContext GameModeContext; typedef struct GameModeConfig GameModeConfig; /** * Return the singleton instance */ GameModeContext *game_mode_context_instance(void); /** * Initialise the GameModeContext * * This is performed in a thread-safe fashion. */ void game_mode_context_init(GameModeContext *self); /** * Destroy the previously initialised GameModeContext. * * This is performed in a thread safe fashion. */ void game_mode_context_destroy(GameModeContext *self); /** * Register a new game client with the context * * @param pid Process ID for the remote client * @returns True if the new client could be registered */ bool game_mode_context_register(GameModeContext *self, pid_t pid); /** * Unregister an existing remote game client from the context * * @param pid Process ID for the remote client * @returns True if the client was removed, and existed. */ bool game_mode_context_unregister(GameModeContext *self, pid_t pid); /** * Query the current status of gamemode * * @param pid Process ID for the remote client * @returns Positive if gamemode is active * 1 if gamemode is active but the client is not registered * 2 if gamemode is active and the client is registered */ int game_mode_context_query_status(GameModeContext *self, pid_t pid); /** * Query the config of a gamemode context * * @param context A gamemode context * @returns Configuration from the gamemode context */ GameModeConfig *game_mode_config_from_context(const GameModeContext *context); /** gamemode-env.c * Provides internal API functions specific to working environment * variables. */ char *game_mode_lookup_proc_env(const procfd_t proc_fd, const char *var); char *game_mode_lookup_user_home(void); /** gamemode-ioprio.c * Provides internal API functions specific to adjusting process * IO priorities. */ void game_mode_apply_ioprio(const GameModeContext *self, const pid_t client); /** gamemode-proc.c * Provides internal API functions specific to working with process * environments. */ procfd_t game_mode_open_proc(const pid_t pid); int game_mode_close_proc(const procfd_t procfd); /** gamemode-sched.c * Provides internal API functions specific to adjusting process * scheduling. */ void game_mode_apply_renice(const GameModeContext *self, const pid_t client); void game_mode_apply_scheduling(const GameModeContext *self, const pid_t client);