Expose a 'prebuilt_server' option to pass the path of the prebuilt
binary, so that the build does not require Android SDK.
Usage:
meson builddir -Dprebuilt_server=/tmp/my_prebuilt_server.jar
The custom target used to invoke Gradle from Meson should always
be built, otherwise, the server would not be rebuilt on source changes.
However, when enabling "build_always", gradle is invoked as root on
"sudo ninja install" after "ninja", so it downloads the whole Gradle
world into /root/.gradle.
To avoid the problem, just do not call gradle if the effective user id
is 0.
Since Meson 0.44, subproject_dir may not be '.' anymore. This implies we
must move app/ and server/ to a subprojects/ directory, which requires
to also change some gradle files.
Instead, just use subdir(), with options to disable building of the app
or the server.
The client was built with Meson, the server with Gradle, and were run by
a Makefile.
Add a Meson script for the server (which delegates to Gradle), and a
parent script to build and install both the client and the server to the
system, typically with:
meson --buildtype release build
cd build
ninja
sudo ninja install
In addition, use a separate Makefile to build a "portable" version of
the application (where the client expects the server to be in the
current directory). Typically:
make release-portable
cd dist/scrcpy
./scrcpy
This is especially useful for Windows builds, which are not "installed".
The current meson version is able to generate a config.h from a
configuration data object without any template.
However, older versions of meson require a template, so provide it for
compatibility.
Characters like 'é' or 'î' are not resolved by getEvents(). For example,
getEvents("é") returns null.
However, it is possible to decompose them. For example,
getEvents("\u0301e") returns the events generating "é".
Thank you Philippe! ;)
The SDL clean up does not crash anymore on exit, probably since the
memory corruption caused by calling SDLNet_TCP_Close() too early has
been resolved.
On startup, the client has to:
1. listen on a port
2. push and start the server to the device
3. wait for the server to connect (accept)
4. read device name and size
5. initialize SDL
6. initialize the window and renderer
7. show the window
From the execution of the app_process command to start the server on the
device, to the execution of the java main method, it takes ~800ms. As a
consequence, step 3 also takes ~800ms on the client.
Once complete, the client initializes SDL, which takes ~500ms.
These two expensive actions are executed sequentially:
HOST DEVICE
listen on port | |
push/start the server |----------------->|| app_process loads the jar
accept the connection . ^ ||
. | ||
. | WASTE ||
. | OF ||
. | TIME ||
. | ||
. | ||
. v X execution of our java main
connection accepted |<-----------------| connect to the host
init SDL || |
|| ,----------------| send frames
|| |,---------------|
|| ||,--------------|
|| |||,-------------|
|| ||||,------------|
init window/renderer | |||||,-----------|
display frames |<++++++-----------|
(many frames skipped)
The rationale for step 3 occuring before step 5 is that initializing
SDL replaces the SIGTERM handler to receive the event in the event loop,
so pressing Ctrl+C during step 5 would not work (since it blocks the
event loop).
But this is not so important; let's parallelize the SDL initialization
with the app_process execution (we'll just add a timeout to the
connection):
HOST DEVICE
listen on port | |
push/start the server |----------------->||app_process loads the jar
init SDL || ||
|| ||
|| ||
|| ||
|| ||
|| ||
accept the connection . ||
. X execution of our java main
connection accepted |<-----------------| connect to the host
init window/renderer | |
display frames |<-----------------| send frames
|<-----------------|
In addition, show the window only once the first frame is available to
avoid flickering (opening a black window for 100~200ms).
Note: the window and renderer are initialized after the connection is
accepted because they use the device information received from the
device.
SDLNet_TCP_Close() not only closes, but also release the resources.
Therefore, we must not close the socket if another thread attempts to
read it.
For that purpose, move socket closing from server_stop() to
server_destroy().
Replace screen_update() by a higher-level screen_update_frame() handling
the whole frame updating, so that scrcpy.c just call it without managing
implementation details.
Do not wait 100ms anymore to let the server print any exception: we
justly want to ignore them.
Moreover, there is no nanosleep() on Windows, so this solve another
problem.
When the video stream socket is closed and read_packey() returns -1,
av_read_frame() still returns 0.
To detect EOF, check the flag eof_reached in the AVIOContext.
This avoids garbage errors on closing.
Expose frames_offer_decoded_frame() and frames_consume_rendered_frame()
so that callers are not exposed to frame swapping (between the decoding
and rendering frames) details.
In handleEvent(), connection.receiveControlEvent() may never return
null: either it returns a valid ControlEvent, either it throws an
Exception.
Therefore, there is no need to propagate a flag to indicate whether it
returned a valid ControlEvent.
On some devices, we can reuse the same codec and display, but on some
others (e.g. Nexus 5X with Android 7.1.2), it crashes on codec.stop()
with an IllegalStateException.
Therefore, always recreate the codec and display, so that it works on
all devices.
The skip_frames flag was a non-configurable runtime flag. Since it is
not exposed to the user, there is no need for a (possible) runtime cost.
For testing purpose, we still want it to be configurable, so make it a
compilation flag.