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Attribute the contributions made by members of the community, but avoid unweildy and inconsistent copyright notices at the top of each file. Existing contributor copyright notices have been left as-is.
228 lines
7.5 KiB
C
228 lines
7.5 KiB
C
/*
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Copyright (c) 2017-2025, Feral Interactive and the GameMode contributors
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All rights reserved.
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Redistribution and use in source and binary forms, with or without
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modification, are permitted provided that the following conditions are met:
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* Redistributions of source code must retain the above copyright notice,
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this list of conditions and the following disclaimer.
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* Redistributions in binary form must reproduce the above copyright
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notice, this list of conditions and the following disclaimer in the
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documentation and/or other materials provided with the distribution.
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* Neither the name of Feral Interactive nor the names of its contributors
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may be used to endorse or promote products derived from this software
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without specific prior written permission.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
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LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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POSSIBILITY OF SUCH DAMAGE.
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*/
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#pragma once
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#include <stdbool.h>
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#include <stdint.h>
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#include <sys/types.h>
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#define INVALID_PROCFD -1
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typedef int procfd_t;
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/**
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* Opaque types
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*/
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typedef struct GameModeContext GameModeContext;
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typedef struct GameModeConfig GameModeConfig;
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typedef struct GameModeClient GameModeClient;
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/**
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* GameModeClient related functions
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*/
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/**
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* Decrement the usage count of client.
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*/
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void game_mode_client_unref(GameModeClient *client);
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/**
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* Increment the usage count of client.
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*/
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void game_mode_client_ref(GameModeClient *client);
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/**
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* The process identifier of the client.
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*/
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pid_t game_mode_client_get_pid(GameModeClient *client);
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/**
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* The path to the executable of client.
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*/
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const char *game_mode_client_get_executable(GameModeClient *client);
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/**
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* The process identifier of the requester.
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*/
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pid_t game_mode_client_get_requester(GameModeClient *client);
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/**
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* The time that game mode was requested for the client.
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*/
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u_int64_t game_mode_client_get_timestamp(GameModeClient *client);
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/**
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* Return the singleton instance
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*/
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GameModeContext *game_mode_context_instance(void);
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/**
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* Initialise the GameModeContext
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*
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* This is performed in a thread-safe fashion.
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*/
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void game_mode_context_init(GameModeContext *self);
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/**
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* Destroy the previously initialised GameModeContext.
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*
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* This is performed in a thread safe fashion.
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*/
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void game_mode_context_destroy(GameModeContext *self);
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/**
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* Query the number of currently registered clients.
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*
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* @returns The number of clients. A number > 0 means that gamemode is active.
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*/
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int game_mode_context_num_clients(GameModeContext *self);
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/**
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* List the currently active clients.
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* @param out holds the number of active clients.
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*
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* @returns A array of pid_t or NULL if there are no active clients.
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*/
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pid_t *game_mode_context_list_clients(GameModeContext *self, unsigned int *count);
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/**
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* Lookup up information about a client via the pid;
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*
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* @returns A pointer to a GameModeClient struct or NULL in case no client
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* with the corresponding id could be found. Adds a reference to
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* GameModeClient that needs to be released.
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*/
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GameModeClient *game_mode_context_lookup_client(GameModeContext *self, pid_t client);
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/**
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* Register a new game client with the context
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*
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* @param pid Process ID for the remote client
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* @param requester Process ID for the remote requestor
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* @returns 0 if the request was accepted and the client could be registered
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* -1 if the request was accepted but the client could not be registered
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* -2 if the request was rejected
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*/
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int game_mode_context_register(GameModeContext *self, pid_t pid, pid_t requester);
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/**
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* Unregister an existing remote game client from the context
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*
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* @param pid Process ID for the remote client
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* @param requester Process ID for the remote requestor
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* @returns 0 if the request was accepted and the client existed
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* -1 if the request was accepted but the client did not exist
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* -2 if the request was rejected
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*/
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int game_mode_context_unregister(GameModeContext *self, pid_t pid, pid_t requester);
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/**
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* Query the current status of gamemode
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*
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* @param pid Process ID for the remote client
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* @returns Positive if gamemode is active
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* 1 if gamemode is active but the client is not registered
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* 2 if gamemode is active and the client is registered
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* -2 if this requester was rejected
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*/
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int game_mode_context_query_status(GameModeContext *self, pid_t pid, pid_t requester);
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/**
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* Query the config of a gamemode context
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*
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* @param context A gamemode context
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* @returns Configuration from the gamemode context
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*/
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GameModeConfig *game_mode_config_from_context(const GameModeContext *context);
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/*
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* Reload the current configuration
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*/
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int game_mode_reload_config(GameModeContext *context);
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/** gamemode-ioprio.c
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* Provides internal API functions specific to adjusting process
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* IO priorities.
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*/
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int game_mode_get_ioprio(const pid_t client);
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void game_mode_apply_ioprio(const GameModeContext *self, const pid_t client, int expected);
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/** gamemode-sched.c
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* Provides internal API functions specific to adjusting process
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* scheduling.
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*/
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int game_mode_get_renice(const pid_t client);
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void game_mode_apply_renice(const GameModeContext *self, const pid_t client, int expected);
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void game_mode_apply_scheduling(const GameModeContext *self, const pid_t client);
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/** gamemode-wine.c
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* Provides internal API functions specific to handling wine
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* prefixes.
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*/
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char *game_mode_resolve_wine_preloader(const char *exe, const pid_t pid);
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/** gamemode-tests.c
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* Provides a test suite to verify gamemode behaviour
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*/
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int game_mode_run_client_tests(void);
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/** gamemode-gpu.c
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* Provides internal APU functions to apply optimisations to gpus
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*/
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typedef struct GameModeGPUInfo GameModeGPUInfo;
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int game_mode_initialise_gpu(GameModeConfig *config, GameModeGPUInfo **info);
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void game_mode_free_gpu(GameModeGPUInfo **info);
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int game_mode_apply_gpu(const GameModeGPUInfo *info);
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int game_mode_get_gpu(GameModeGPUInfo *info);
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/** gamemode-cpu.c
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* Provides internal functions to apply optimisations to cpus
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*/
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typedef struct GameModeCPUInfo GameModeCPUInfo;
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int game_mode_initialise_cpu(GameModeConfig *config, GameModeCPUInfo **info);
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void game_mode_free_cpu(GameModeCPUInfo **info);
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void game_mode_reconfig_cpu(GameModeConfig *config, GameModeCPUInfo **info);
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int game_mode_park_cpu(const GameModeCPUInfo *info);
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int game_mode_unpark_cpu(const GameModeCPUInfo *info);
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void game_mode_apply_core_pinning(const GameModeCPUInfo *info, const pid_t client,
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const bool be_silent);
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void game_mode_undo_core_pinning(const GameModeCPUInfo *info, const pid_t client);
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/** gamemode-dbus.c
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* Provides an API interface for using dbus
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*/
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typedef struct GameModeIdleInhibitor GameModeIdleInhibitor;
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void game_mode_context_loop(GameModeContext *context) __attribute__((noreturn));
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GameModeIdleInhibitor *game_mode_create_idle_inhibitor(void);
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void game_mode_destroy_idle_inhibitor(GameModeIdleInhibitor *inhibitor);
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void game_mode_client_registered(pid_t);
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void game_mode_client_unregistered(pid_t);
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