mirror of
https://github.com/FeralInteractive/gamemode.git
synced 2025-06-06 15:47:20 +02:00
210 lines
6.6 KiB
C
210 lines
6.6 KiB
C
/*
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Copyright (c) 2017-2019, Feral Interactive
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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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/**
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* Simple daemon to allow user space programs to control the CPU governors
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*
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* The main process is responsible for bootstrapping the D-BUS daemon, caching
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* the initial governor settings, and then responding to requests over D-BUS.
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*
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* Clients register their pid(s) with the service, which are routinely checked
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* to see if they've expired. Once we reach our first actively registered client
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* we put the system into "game mode", i.e. move the CPU governor into a performance
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* mode.
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*
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* Upon exit, or when all clients have stopped running, we put the system back
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* into the default governor policy, which is invariably powersave or similar
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* on laptops. This ensures that the system is obtaining the maximum performance
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* whilst gaming, and allowed to sanely return to idle once the workload is
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* complete.
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*/
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#define _GNU_SOURCE
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#include "config.h"
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#include "daemonize.h"
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#include "dbus_messaging.h"
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#include "gamemode.h"
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#include "gamemode_client.h"
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#include "logging.h"
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#include <signal.h>
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#include <stdlib.h>
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#include <string.h>
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#include <systemd/sd-daemon.h>
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#include <unistd.h>
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#define USAGE_TEXT \
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"Usage: %s [-d] [-l] [-r] [-t] [-h] [-v]\n\n" \
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" -d daemonize self after launch\n" \
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" -l log to syslog\n" \
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" -r request gamemode and pause\n" \
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" -t run tests\n" \
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" -h print this help\n" \
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" -v print version\n" \
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"\n" \
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"See man page for more information.\n"
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#define VERSION_TEXT "gamemode version: v" GAMEMODE_VERSION "\n"
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static void sigint_handler(__attribute__((unused)) int signo)
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{
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LOG_MSG("Quitting by request...\n");
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sd_notify(0, "STATUS=GameMode is quitting by request...\n");
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/* Clean up nicely */
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game_mode_context_destroy(game_mode_context_instance());
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_Exit(EXIT_SUCCESS);
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}
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static void sigint_handler_noexit(__attribute__((unused)) int signo)
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{
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LOG_MSG("Quitting by request...\n");
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}
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/**
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* Main bootstrap entry into gamemoded
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*/
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int main(int argc, char *argv[])
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{
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GameModeContext *context = NULL;
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/* Gather command line options */
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bool daemon = false;
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bool use_syslog = false;
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int opt = 0;
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int status;
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while ((opt = getopt(argc, argv, "dlsrtvh")) != -1) {
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switch (opt) {
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case 'd':
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daemon = true;
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break;
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case 'l':
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use_syslog = true;
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break;
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case 's': {
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if ((status = gamemode_query_status()) < 0) {
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LOG_ERROR("gamemode status request failed: %s\n", gamemode_error_string());
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exit(EXIT_FAILURE);
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} else if (status > 0) {
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LOG_MSG("gamemode is active\n");
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} else {
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LOG_MSG("gamemode is inactive\n");
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}
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exit(EXIT_SUCCESS);
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break;
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}
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case 'r':
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if (gamemode_request_start() < 0) {
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LOG_ERROR("gamemode request failed: %s\n", gamemode_error_string());
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exit(EXIT_FAILURE);
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}
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if ((status = gamemode_query_status()) == 2) {
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LOG_MSG("gamemode request succeeded and is active\n");
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} else if (status == 1) {
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LOG_ERROR("gamemode request succeeded and is active but registration failed\n");
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exit(EXIT_FAILURE);
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} else {
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LOG_ERROR("gamemode request succeeded but is not active\n");
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exit(EXIT_FAILURE);
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}
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// Simply pause and wait a SIGINT
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if (signal(SIGINT, sigint_handler_noexit) == SIG_ERR) {
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FATAL_ERRORNO("Could not catch SIGINT");
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}
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pause();
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// Explicitly clean up
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if (gamemode_request_end() < 0) {
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LOG_ERROR("gamemode request failed: %s\n", gamemode_error_string());
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exit(EXIT_FAILURE);
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}
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exit(EXIT_SUCCESS);
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break;
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case 't':
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status = game_mode_run_client_tests();
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exit(status);
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break;
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case 'v':
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LOG_MSG(VERSION_TEXT);
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exit(EXIT_SUCCESS);
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break;
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case 'h':
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LOG_MSG(USAGE_TEXT, argv[0]);
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exit(EXIT_SUCCESS);
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break;
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default:
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fprintf(stderr, USAGE_TEXT, argv[0]);
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exit(EXIT_FAILURE);
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break;
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}
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}
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/* If syslog is requested, set it up with our process name */
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if (use_syslog) {
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set_use_syslog(argv[0]);
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}
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/* Daemonize ourselves first if asked */
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if (daemon) {
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daemonize(argv[0]);
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}
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/* Log a version message on startup */
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LOG_MSG("v%s\n", GAMEMODE_VERSION);
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/* Set up the game mode context */
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context = game_mode_context_instance();
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game_mode_context_init(context);
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/* Handle quits cleanly */
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if (signal(SIGINT, sigint_handler) == SIG_ERR) {
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FATAL_ERRORNO("Could not catch SIGINT");
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}
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if (signal(SIGTERM, sigint_handler) == SIG_ERR) {
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FATAL_ERRORNO("Could not catch SIGTERM");
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}
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/* Run the main dbus message loop */
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game_mode_context_loop(context);
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game_mode_context_destroy(context);
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/* Log we're finished */
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LOG_MSG("Quitting naturally...\n");
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sd_notify(0, "STATUS=GameMode is quitting naturally...\n");
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}
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