mirror of
https://github.com/moonlight-stream/moonlight-qt
synced 2025-02-26 03:37:09 +00:00
Simplify app quitting implementation a bit
This commit is contained in:
parent
2eee839eaa
commit
5029c855f0
6 changed files with 71 additions and 59 deletions
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@ -1,7 +1,6 @@
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#include "computermanager.h"
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#include "nvhttp.h"
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#include "settings/streamingpreferences.h"
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#include "streaming/session.h"
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#include <Limelight.h>
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#include <QtEndian>
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@ -479,11 +478,6 @@ void ComputerManager::quitRunningApp(NvComputer* computer)
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QThreadPool::globalInstance()->start(quit);
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}
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void ComputerManager::quitRunningApp(Session *session)
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{
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quitRunningApp(session->getComputer());
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}
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void ComputerManager::stopPollingAsync()
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{
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QWriteLocker lock(&m_Lock);
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@ -14,8 +14,6 @@
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#include <QSettings>
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#include <QRunnable>
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class Session;
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class MdnsPendingComputer : public QObject
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{
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Q_OBJECT
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@ -74,7 +72,6 @@ public:
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void pairHost(NvComputer* computer, QString pin);
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void quitRunningApp(NvComputer* computer);
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Q_INVOKABLE void quitRunningApp(Session* session);
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QVector<NvComputer*> getComputers();
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@ -57,13 +57,8 @@ NvHTTP::getCurrentGame(QString serverInfo)
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// GFE 2.8 started keeping currentgame set to the last game played. As a result, it no longer
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// has the semantics that its name would indicate. To contain the effects of this change as much
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// as possible, we'll force the current game to zero if the server isn't in a streaming session.
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//
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// However, current game info must be available also in other states than just _SERVER_BUSY as
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// it is required for quitting currently running app. Quitting app occurs at end of stream if
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// configured so. At that point the server state may be in some other state than _SERVER_BUSY
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// for a short while, but that must not prevent quitting of the app.
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QString serverState = getXmlString(serverInfo, "state");
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if (serverState != nullptr && !serverState.endsWith("_SERVER_AVAILABLE"))
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if (serverState != nullptr && serverState.endsWith("_SERVER_BUSY"))
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{
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return getXmlString(serverInfo, "currentgame").toInt();
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}
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@ -12,7 +12,6 @@ Item {
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property string appName
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property string stageText : "Starting " + appName + "..."
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property bool quitAfter : false
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property bool sessionLaunched : false
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anchors.fill: parent
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@ -61,17 +60,27 @@ Item {
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toast.visible = true
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}
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function streamingFinished() {
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function quitStarting()
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{
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// Avoid the push transition animation
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var component = Qt.createComponent("QuitSegue.qml")
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stackView.replace(stackView.currentItem, component.createObject(stackView, {"appName": appName}), StackView.Immediate)
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// Show the Qt window again to show quit segue
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window.visible = true
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}
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function sessionFinished()
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{
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if (quitAfter) {
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window.visible = false
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Qt.quit()
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} else {
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// Show the Qt window again after streaming
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window.visible = true
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// Exit this view
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stackView.pop()
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// Show the Qt window again after streaming
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window.visible = true
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// Display any launch errors. We do this after
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// the Qt UI is visible again to prevent losing
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// focus on the dialog which would impact gamepad
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@ -91,12 +100,6 @@ Item {
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onVisibleChanged: {
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if (visible) {
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// Prevent session restart after execution returns from QuitSegue
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if (sessionLaunched) {
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return
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}
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sessionLaunched = true
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// Hide the toolbar before we start loading
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toolBar.visible = false
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@ -114,21 +117,11 @@ Item {
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session.connectionStarted.connect(connectionStarted)
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session.displayLaunchError.connect(displayLaunchError)
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session.displayLaunchWarning.connect(displayLaunchWarning)
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session.quitStarting.connect(quitStarting)
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session.sessionFinished.connect(sessionFinished)
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// Run the streaming session to completion
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session.exec(Screen.virtualX, Screen.virtualY);
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if (!errorDialog.text && session.shouldQuitAppAfter()) {
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// Show the Qt window again to show quit segue
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window.visible = true
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var component = Qt.createComponent("QuitSegue.qml")
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stackView.push(component.createObject(stackView, {"appName": appName}))
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// Quit app
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ComputerManager.quitAppCompleted.connect(streamingFinished)
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ComputerManager.quitRunningApp(session)
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} else {
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streamingFinished()
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}
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session.exec(Screen.virtualX, Screen.virtualY)
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}
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else if (!quitAfter) {
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// Show the toolbar again when we become hidden
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@ -275,16 +275,6 @@ int Session::getDecoderCapabilities(StreamingPreferences::VideoDecoderSelection
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return caps;
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}
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NvComputer *Session::getComputer() const
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{
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return m_Computer;
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}
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bool Session::shouldQuitAppAfter() const
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{
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return m_Preferences->quitAppAfter;
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}
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Session::Session(NvComputer* computer, NvApp& app, StreamingPreferences *preferences)
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: m_Preferences(preferences ? preferences : new StreamingPreferences(this)),
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m_Computer(computer),
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@ -303,6 +293,14 @@ Session::Session(NvComputer* computer, NvApp& app, StreamingPreferences *prefere
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{
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}
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Session::~Session()
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{
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// Acquire session semaphore to ensure all cleanup is done before the destructor returns
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// and the object is deallocated.
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s_ActiveSessionSemaphore.acquire();
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s_ActiveSessionSemaphore.release();
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}
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void Session::initialize()
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{
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qInfo() << "Server GPU:" << m_Computer->gpuModel;
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@ -561,15 +559,48 @@ bool Session::validateLaunch()
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class DeferredSessionCleanupTask : public QRunnable
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{
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void run() override
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{
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// Finish cleanup of the connection state
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LiStopConnection();
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public:
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DeferredSessionCleanupTask(Session* session) :
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m_Session(session) {}
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private:
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virtual ~DeferredSessionCleanupTask() override
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{
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// Allow another session to start now that we're cleaned up
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Session::s_ActiveSession = nullptr;
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Session::s_ActiveSessionSemaphore.release();
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}
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void run() override
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{
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// Notify the UI
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if (!m_Session->m_Preferences->quitAppAfter) {
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emit m_Session->sessionFinished();
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}
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else {
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emit m_Session->quitStarting();
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}
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// Finish cleanup of the connection state
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LiStopConnection();
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// Perform a best-effort app quit
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if (m_Session->m_Preferences->quitAppAfter) {
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NvHTTP http(m_Session->m_Computer->activeAddress);
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// Logging is already done inside NvHTTP
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try {
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http.quitApp();
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} catch (const GfeHttpResponseException&) {
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} catch (const QtNetworkReplyException&) {
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}
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// Session is finished now
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emit m_Session->sessionFinished();
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}
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}
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Session* m_Session;
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};
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void Session::getWindowDimensions(int& x, int& y,
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@ -1162,6 +1193,6 @@ DispatchDeferredCleanup:
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// Cleanup can take a while, so dispatch it to a worker thread.
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// When it is complete, it will release our s_ActiveSessionSemaphore
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// reference.
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QThreadPool::globalInstance()->start(new DeferredSessionCleanupTask());
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QThreadPool::globalInstance()->start(new DeferredSessionCleanupTask(this));
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}
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@ -20,6 +20,8 @@ class Session : public QObject
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public:
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explicit Session(NvComputer* computer, NvApp& app, StreamingPreferences *preferences = nullptr);
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virtual ~Session();
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Q_INVOKABLE void exec(int displayOriginX, int displayOriginY);
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static
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int getDecoderCapabilities(StreamingPreferences::VideoDecoderSelection vds,
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int videoFormat, int width, int height, int frameRate);
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NvComputer* getComputer() const;
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Q_INVOKABLE bool shouldQuitAppAfter() const;
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signals:
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void stageStarting(QString stage);
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void displayLaunchWarning(QString text);
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void quitStarting();
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void sessionFinished();
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private:
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void initialize();
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