Add gamemode_query_status and teach gamemoded '-s'

This allows the client to query the daemon about the status of gamemode.

	Returns the following:
		 0 if gamemode is inactive
		 1 if gamemode is active
		 2 if gamemode is active and this client is registered
		-1 if the query failed

	Passing -s to gamemoded will simply query and print the current status.

	Allows for more comprehensive testing when using 'gamemoded -r' as well as more reactionary program behaviour
This commit is contained in:
Marc Di Luzio 2018-04-25 14:39:05 +01:00
parent 966c207a33
commit 4f3bc2c9a2
8 changed files with 140 additions and 4 deletions

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@ -68,7 +68,7 @@ Or, distribute `libgamemodeauto.so` and either add `-lgamemodeauto` to your link
--- ---
## Components ## Components
**gamemoded** runs in the background, activates game mode on request, refcounts and also checks caller PID lifetime. Accepts `-d` (daemonize) and `-l` (log to syslog). **gamemoded** runs in the background, activates game mode on request, refcounts and also checks caller PID lifetime. Run `man gamemoded` for command line options.
**libgamemode** is an internal library used to dispatch requests to the daemon. Note: `libgamemode` should never be linked with directly. **libgamemode** is an internal library used to dispatch requests to the daemon. Note: `libgamemode` should never be linked with directly.
@ -95,7 +95,6 @@ clang-format -i $(find . -name '*.[ch]' -not -path "*subprojects/*")
### Planned Features ### Planned Features
* Additional mode-switch plugins * Additional mode-switch plugins
* Improved client state tracking (PID is unreliable) * Improved client state tracking (PID is unreliable)
* API to query if game mode is active
### Maintained by ### Maintained by
Feral Interactive Feral Interactive

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@ -101,6 +101,26 @@ static int method_unregister_game(sd_bus_message *m, void *userdata,
return sd_bus_reply_method_return(m, "i", 0); return sd_bus_reply_method_return(m, "i", 0);
} }
/**
* Handles the QueryStatus D-BUS Method
*/
static int method_query_status(sd_bus_message *m, void *userdata,
__attribute__((unused)) sd_bus_error *ret_error)
{
int pid = 0;
GameModeContext *context = userdata;
int ret = sd_bus_message_read(m, "i", &pid);
if (ret < 0) {
LOG_ERROR("Failed to parse input parameters: %s\n", strerror(-ret));
return ret;
}
int status = game_mode_context_query_status(context, (pid_t)pid);
return sd_bus_reply_method_return(m, "i", status);
}
/** /**
* D-BUS vtable to dispatch virtual methods * D-BUS vtable to dispatch virtual methods
*/ */
@ -108,6 +128,7 @@ static const sd_bus_vtable gamemode_vtable[] =
{ SD_BUS_VTABLE_START(0), { SD_BUS_VTABLE_START(0),
SD_BUS_METHOD("RegisterGame", "i", "i", method_register_game, SD_BUS_VTABLE_UNPRIVILEGED), SD_BUS_METHOD("RegisterGame", "i", "i", method_register_game, SD_BUS_VTABLE_UNPRIVILEGED),
SD_BUS_METHOD("UnregisterGame", "i", "i", method_unregister_game, SD_BUS_VTABLE_UNPRIVILEGED), SD_BUS_METHOD("UnregisterGame", "i", "i", method_unregister_game, SD_BUS_VTABLE_UNPRIVILEGED),
SD_BUS_METHOD("QueryStatus", "i", "i", method_query_status, SD_BUS_VTABLE_UNPRIVILEGED),
SD_BUS_VTABLE_END }; SD_BUS_VTABLE_END };
/** /**

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@ -366,6 +366,40 @@ bool game_mode_context_unregister(GameModeContext *self, pid_t client)
return true; return true;
} }
int game_mode_context_query_status(GameModeContext *self, pid_t client)
{
GameModeClient *cl = NULL;
int ret = 0;
/*
* Check the current refcount on gamemode, this equates to whether gamemode is active or not,
* see game_mode_context_register and game_mode_context_unregister
*/
if (atomic_load_explicit(&self->refcount, memory_order_seq_cst)) {
ret++;
/* Check if the current client is registered */
/* Requires locking. */
pthread_rwlock_rdlock(&self->rwlock);
for (cl = self->client; cl; cl = cl->next) {
if (cl->pid != client) {
continue;
}
/* Found it */
ret++;
break;
}
/* Unlock here, potentially yielding */
pthread_rwlock_unlock(&self->rwlock);
}
return ret;
}
/** /**
* Construct a new GameModeClient for the given process ID * Construct a new GameModeClient for the given process ID
* *

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@ -73,3 +73,13 @@ bool game_mode_context_register(GameModeContext *self, pid_t pid);
* @returns True if the client was removed, and existed. * @returns True if the client was removed, and existed.
*/ */
bool game_mode_context_unregister(GameModeContext *self, pid_t pid); 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);

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@ -96,7 +96,7 @@ int main(int argc, char *argv[])
bool daemon = false; bool daemon = false;
bool use_syslog = false; bool use_syslog = false;
int opt = 0; int opt = 0;
while ((opt = getopt(argc, argv, "dlrvh")) != -1) { while ((opt = getopt(argc, argv, "dlsrvh")) != -1) {
switch (opt) { switch (opt) {
case 'd': case 'd':
daemon = true; daemon = true;
@ -104,13 +104,38 @@ int main(int argc, char *argv[])
case 'l': case 'l':
use_syslog = true; use_syslog = true;
break; break;
case 's': {
int status;
if ((status = gamemode_query_status()) < 0) {
fprintf(stderr, "gamemode status request failed: %s\n", gamemode_error_string());
exit(EXIT_FAILURE);
} else if (status > 0) {
fprintf(stdout, "gamemode is active\n");
} else {
fprintf(stdout, "gamemode is inactive\n");
}
exit(EXIT_SUCCESS);
break;
}
case 'r': case 'r':
if (gamemode_request_start() < 0) { if (gamemode_request_start() < 0) {
fprintf(stderr, "gamemode request failed: %s\n", gamemode_error_string()); fprintf(stderr, "gamemode request failed: %s\n", gamemode_error_string());
exit(EXIT_FAILURE); exit(EXIT_FAILURE);
} }
fprintf(stdout, "gamemode request succeeded...\n"); int status = gamemode_query_status();
if (status == 2) {
fprintf(stdout, "gamemode request succeeded and is active\n");
} else if (status == 1) {
fprintf(stderr,
"gamemode request succeeded and is active but registration failed\n");
exit(EXIT_FAILURE);
} else {
fprintf(stderr, "gamemode request succeeded but is not active\n");
exit(EXIT_FAILURE);
}
// Simply pause and wait for any signal // Simply pause and wait for any signal
pause(); pause();

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@ -22,6 +22,9 @@ Log to syslog
.B \-r .B \-r
Request gamemode and wait for any signal Request gamemode and wait for any signal
.TP 8 .TP 8
.B \-s
Query the current status of gamemode
.TP 8
.B \-h .B \-h
Print help text Print help text
.TP 8 .TP 8

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@ -105,3 +105,9 @@ extern int real_gamemode_request_end(void)
{ {
return gamemode_request("UnregisterGame"); return gamemode_request("UnregisterGame");
} }
// Wrapper to call UnregisterGame
extern int real_gamemode_query_status(void)
{
return gamemode_request("QueryStatus");
}

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@ -30,6 +30,28 @@ POSSIBILITY OF SUCH DAMAGE.
*/ */
#ifndef CLIENT_GAMEMODE_H #ifndef CLIENT_GAMEMODE_H
#define CLIENT_GAMEMODE_H #define CLIENT_GAMEMODE_H
/*
* GameMode supports the following client functions
* Requests are refcounted in the daemon
*
* int gamemode_request_start() - Request gamemode starts
* 0 if the request was sent successfully
* -1 if the request failed
*
* int gamemode_request_end() - Request gamemode ends
* 0 if the request was sent successfully
* -1 if the request failed
*
* int gamemode_query_status() - Query the current status of gamemode
* 0 if gamemode is inactive
* 1 if gamemode is active
* 2 if gamemode is active and this client is registered
* -1 if the query failed
*
* const char* gamemode_error_string() - Get an error string
* returns a string describing any of the above errors
*/
#include <stdio.h> #include <stdio.h>
#include <stdlib.h> #include <stdlib.h>
#include <unistd.h> #include <unistd.h>
@ -51,11 +73,13 @@ static volatile int internal_libgamemode_loaded = 1;
/* Typedefs for the functions to load */ /* Typedefs for the functions to load */
typedef int (*internal_gamemode_request_start)(void); typedef int (*internal_gamemode_request_start)(void);
typedef int (*internal_gamemode_request_end)(void); typedef int (*internal_gamemode_request_end)(void);
typedef int (*internal_gamemode_query_status)(void);
typedef const char *(*internal_gamemode_error_string)(void); typedef const char *(*internal_gamemode_error_string)(void);
/* Storage for functors */ /* Storage for functors */
static internal_gamemode_request_start REAL_internal_gamemode_request_start = NULL; static internal_gamemode_request_start REAL_internal_gamemode_request_start = NULL;
static internal_gamemode_request_end REAL_internal_gamemode_request_end = NULL; static internal_gamemode_request_end REAL_internal_gamemode_request_end = NULL;
static internal_gamemode_query_status REAL_internal_gamemode_query_status = NULL;
static internal_gamemode_error_string REAL_internal_gamemode_error_string = NULL; static internal_gamemode_error_string REAL_internal_gamemode_error_string = NULL;
/** /**
@ -111,6 +135,9 @@ __attribute__((always_inline)) static inline int internal_load_libgamemode(void)
{ "real_gamemode_request_end", { "real_gamemode_request_end",
(void **)&REAL_internal_gamemode_request_end, (void **)&REAL_internal_gamemode_request_end,
sizeof(REAL_internal_gamemode_request_end) }, sizeof(REAL_internal_gamemode_request_end) },
{ "real_gamemode_query_status",
(void **)&REAL_internal_gamemode_query_status,
sizeof(REAL_internal_gamemode_query_status) },
{ "real_gamemode_error_string", { "real_gamemode_error_string",
(void **)&REAL_internal_gamemode_error_string, (void **)&REAL_internal_gamemode_error_string,
sizeof(REAL_internal_gamemode_error_string) }, sizeof(REAL_internal_gamemode_error_string) },
@ -216,4 +243,15 @@ int gamemode_request_end(void)
return 0; return 0;
} }
/* Redirect to the real libgamemode */
__attribute__((always_inline)) static inline int gamemode_query_status(void)
{
/* Need to load gamemode */
if (internal_load_libgamemode() < 0) {
return -1;
}
return REAL_internal_gamemode_query_status();
}
#endif // CLIENT_GAMEMODE_H #endif // CLIENT_GAMEMODE_H