#include "session.h" #include "settings/streamingpreferences.h" #include "streaming/streamutils.h" #include #include #include "utils.h" #ifdef HAVE_FFMPEG #include "video/ffmpeg.h" #endif #ifdef HAVE_SLVIDEO #include "video/sl.h" #endif #ifdef Q_OS_WIN32 // Scaling the icon down on Win32 looks dreadful, so render at lower res #define ICON_SIZE 32 #else #define ICON_SIZE 64 #endif #include #include #include #include #include #include #include CONNECTION_LISTENER_CALLBACKS Session::k_ConnCallbacks = { Session::clStageStarting, nullptr, Session::clStageFailed, nullptr, Session::clConnectionTerminated, nullptr, nullptr, Session::clLogMessage, Session::clRumble }; AUDIO_RENDERER_CALLBACKS Session::k_AudioCallbacks = { Session::arInit, nullptr, nullptr, Session::arCleanup, Session::arDecodeAndPlaySample, CAPABILITY_DIRECT_SUBMIT }; Session* Session::s_ActiveSession; QSemaphore Session::s_ActiveSessionSemaphore(1); void Session::clStageStarting(int stage) { // We know this is called on the same thread as LiStartConnection() // which happens to be the main thread, so it's cool to interact // with the GUI in these callbacks. emit s_ActiveSession->stageStarting(QString::fromLocal8Bit(LiGetStageName(stage))); QCoreApplication::processEvents(QEventLoop::ExcludeUserInputEvents); } void Session::clStageFailed(int stage, long errorCode) { // We know this is called on the same thread as LiStartConnection() // which happens to be the main thread, so it's cool to interact // with the GUI in these callbacks. emit s_ActiveSession->stageFailed(QString::fromLocal8Bit(LiGetStageName(stage)), errorCode); QCoreApplication::processEvents(QEventLoop::ExcludeUserInputEvents); } void Session::clConnectionTerminated(long errorCode) { // Display the termination dialog if this was not intended if (errorCode != 0) { s_ActiveSession->m_UnexpectedTermination = true; emit s_ActiveSession->displayLaunchError("Connection terminated"); } SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Connection terminated: %ld", errorCode); // Push a quit event to the main loop SDL_Event event; event.type = SDL_QUIT; event.quit.timestamp = SDL_GetTicks(); SDL_PushEvent(&event); } void Session::clLogMessage(const char* format, ...) { va_list ap; va_start(ap, format); SDL_LogMessageV(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO, format, ap); va_end(ap); } void Session::clRumble(unsigned short controllerNumber, unsigned short lowFreqMotor, unsigned short highFreqMotor) { // The input handler can be closed during the stream if LiStopConnection() hasn't completed yet // but the stream has been stopped by the user. In this case, just discard the rumble. SDL_AtomicLock(&s_ActiveSession->m_InputHandlerLock); if (s_ActiveSession->m_InputHandler != nullptr) { s_ActiveSession->m_InputHandler->rumble(controllerNumber, lowFreqMotor, highFreqMotor); } SDL_AtomicUnlock(&s_ActiveSession->m_InputHandlerLock); } #define CALL_INITIALIZE(dec) (dec)->initialize(vds, window, videoFormat, width, height, frameRate, enableVsync, enableFramePacing) bool Session::chooseDecoder(StreamingPreferences::VideoDecoderSelection vds, SDL_Window* window, int videoFormat, int width, int height, int frameRate, bool enableVsync, bool enableFramePacing, bool testOnly, IVideoDecoder*& chosenDecoder) { SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "V-sync %s", enableVsync ? "enabled" : "disabled"); #ifdef HAVE_SLVIDEO chosenDecoder = new SLVideoDecoder(testOnly); if (CALL_INITIALIZE(chosenDecoder)) { SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "SLVideo video decoder chosen"); return true; } else { SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Unable to load SLVideo decoder"); delete chosenDecoder; chosenDecoder = nullptr; } #endif #ifdef HAVE_FFMPEG chosenDecoder = new FFmpegVideoDecoder(testOnly); if (CALL_INITIALIZE(chosenDecoder)) { SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "FFmpeg-based video decoder chosen"); return true; } else { SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Unable to load FFmpeg decoder"); delete chosenDecoder; chosenDecoder = nullptr; } #endif #if !defined(HAVE_FFMPEG) && !defined(HAVE_SLVIDEO) #error No video decoding libraries available! #endif // If we reach this, we didn't initialize any decoders successfully return false; } int Session::drSetup(int videoFormat, int width, int height, int frameRate, void *, int) { s_ActiveSession->m_ActiveVideoFormat = videoFormat; s_ActiveSession->m_ActiveVideoWidth = width; s_ActiveSession->m_ActiveVideoHeight = height; s_ActiveSession->m_ActiveVideoFrameRate = frameRate; // Defer decoder setup until we've started streaming so we // don't have to hide and show the SDL window (which seems to // cause pointer hiding to break on Windows). SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Video stream is %dx%dx%d (format 0x%x)", width, height, frameRate, videoFormat); return 0; } int Session::drSubmitDecodeUnit(PDECODE_UNIT du) { // Use a lock since we'll be yanking this decoder out // from underneath the session when we initiate destruction. // We need to destroy the decoder on the main thread to satisfy // some API constraints (like DXVA2). If we can't acquire it, // that means the decoder is about to be destroyed, so we can // safely return DR_OK and wait for m_NeedsIdr to be set by // the decoder reinitialization code. if (SDL_AtomicTryLock(&s_ActiveSession->m_DecoderLock)) { if (s_ActiveSession->m_NeedsIdr) { // If we reset our decoder, we'll need to request an IDR frame s_ActiveSession->m_NeedsIdr = false; SDL_AtomicUnlock(&s_ActiveSession->m_DecoderLock); return DR_NEED_IDR; } IVideoDecoder* decoder = s_ActiveSession->m_VideoDecoder; if (decoder != nullptr) { int ret = decoder->submitDecodeUnit(du); SDL_AtomicUnlock(&s_ActiveSession->m_DecoderLock); return ret; } else { SDL_AtomicUnlock(&s_ActiveSession->m_DecoderLock); return DR_OK; } } else { // Decoder is going away. Ignore anything coming in until // the lock is released. return DR_OK; } } bool Session::isHardwareDecodeAvailable(StreamingPreferences::VideoDecoderSelection vds, int videoFormat, int width, int height, int frameRate) { IVideoDecoder* decoder; if (SDL_InitSubSystem(SDL_INIT_VIDEO) != 0) { SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL_InitSubSystem(SDL_INIT_VIDEO) failed: %s", SDL_GetError()); return false; } SDL_Window* window = SDL_CreateWindow("", 0, 0, width, height, SDL_WINDOW_HIDDEN); if (!window) { SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to create window for hardware decode test: %s", SDL_GetError()); SDL_QuitSubSystem(SDL_INIT_VIDEO); return false; } if (!chooseDecoder(vds, window, videoFormat, width, height, frameRate, true, false, true, decoder)) { SDL_DestroyWindow(window); SDL_QuitSubSystem(SDL_INIT_VIDEO); return false; } bool ret = decoder->isHardwareAccelerated(); delete decoder; // This must be called after the decoder is deleted, because // the renderer may want to interact with the window SDL_DestroyWindow(window); SDL_QuitSubSystem(SDL_INIT_VIDEO); return ret; } int Session::getDecoderCapabilities(StreamingPreferences::VideoDecoderSelection vds, int videoFormat, int width, int height, int frameRate) { IVideoDecoder* decoder; if (SDL_InitSubSystem(SDL_INIT_VIDEO) != 0) { SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL_InitSubSystem(SDL_INIT_VIDEO) failed: %s", SDL_GetError()); return false; } SDL_Window* window = SDL_CreateWindow("", 0, 0, width, height, SDL_WINDOW_HIDDEN); if (!window) { SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to create window for hardware decode test: %s", SDL_GetError()); SDL_QuitSubSystem(SDL_INIT_VIDEO); return false; } if (!chooseDecoder(vds, window, videoFormat, width, height, frameRate, true, false, true, decoder)) { SDL_DestroyWindow(window); SDL_QuitSubSystem(SDL_INIT_VIDEO); return false; } int caps = decoder->getDecoderCapabilities(); delete decoder; // This must be called after the decoder is deleted, because // the renderer may want to interact with the window SDL_DestroyWindow(window); SDL_QuitSubSystem(SDL_INIT_VIDEO); return caps; } Session::Session(NvComputer* computer, NvApp& app, StreamingPreferences *preferences) : m_Preferences(preferences ? preferences : new StreamingPreferences(this)), m_Computer(computer), m_App(app), m_Window(nullptr), m_VideoDecoder(nullptr), m_DecoderLock(0), m_NeedsIdr(false), m_AudioDisabled(false), m_DisplayOriginX(0), m_DisplayOriginY(0), m_PendingWindowedTransition(false), m_UnexpectedTermination(true), // Failure prior to streaming is unexpected m_InputHandler(nullptr), m_InputHandlerLock(0), m_OpusDecoder(nullptr), m_AudioRenderer(nullptr), m_AudioSampleCount(0) { } // NB: This may not get destroyed for a long time! Don't put any vital cleanup here. // Use Session::exec() or DeferredSessionCleanupTask instead. Session::~Session() { // Acquire session semaphore to ensure all cleanup is done before the destructor returns // and the object is deallocated. s_ActiveSessionSemaphore.acquire(); s_ActiveSessionSemaphore.release(); } void Session::initialize() { qInfo() << "Server GPU:" << m_Computer->gpuModel; qInfo() << "Server GFE version:" << m_Computer->gfeVersion; LiInitializeVideoCallbacks(&m_VideoCallbacks); m_VideoCallbacks.setup = drSetup; m_VideoCallbacks.submitDecodeUnit = drSubmitDecodeUnit; // Slice up to 4 times for parallel decode, once slice per core int slices = qMin(MAX_SLICES, SDL_GetCPUCount()); m_VideoCallbacks.capabilities |= CAPABILITY_SLICES_PER_FRAME(slices); SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Encoder configured for %d slices per frame", slices); LiInitializeStreamConfiguration(&m_StreamConfig); m_StreamConfig.width = m_Preferences->width; m_StreamConfig.height = m_Preferences->height; m_StreamConfig.fps = m_Preferences->fps; m_StreamConfig.bitrate = m_Preferences->bitrateKbps; m_StreamConfig.hevcBitratePercentageMultiplier = 75; m_StreamConfig.streamingRemotely = STREAM_CFG_AUTO; m_StreamConfig.packetSize = 1392; SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Video bitrate: %d kbps", m_StreamConfig.bitrate); RAND_bytes(reinterpret_cast(m_StreamConfig.remoteInputAesKey), sizeof(m_StreamConfig.remoteInputAesKey)); // Only the first 4 bytes are populated in the RI key IV RAND_bytes(reinterpret_cast(m_StreamConfig.remoteInputAesIv), 4); switch (m_Preferences->audioConfig) { case StreamingPreferences::AC_STEREO: m_StreamConfig.audioConfiguration = AUDIO_CONFIGURATION_STEREO; break; case StreamingPreferences::AC_51_SURROUND: m_StreamConfig.audioConfiguration = AUDIO_CONFIGURATION_51_SURROUND; break; } SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Audio configuration: %d", m_StreamConfig.audioConfiguration); switch (m_Preferences->videoCodecConfig) { case StreamingPreferences::VCC_AUTO: // TODO: Determine if HEVC is better depending on the decoder m_StreamConfig.supportsHevc = isHardwareDecodeAvailable(m_Preferences->videoDecoderSelection, VIDEO_FORMAT_H265, m_StreamConfig.width, m_StreamConfig.height, m_StreamConfig.fps); #ifdef Q_OS_DARWIN { // Prior to GFE 3.11, GFE did not allow us to constrain // the number of reference frames, so we have to fixup the SPS // to allow decoding via VideoToolbox on macOS. Since we don't // have fixup code for HEVC, just avoid it if GFE is too old. QVector gfeVersion = NvHTTP::parseQuad(m_Computer->gfeVersion); if (gfeVersion.isEmpty() || // Very old versions don't have GfeVersion at all gfeVersion[0] < 3 || (gfeVersion[0] == 3 && gfeVersion[1] < 11)) { SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "Disabling HEVC on macOS due to old GFE version"); m_StreamConfig.supportsHevc = false; } } #endif m_StreamConfig.enableHdr = false; break; case StreamingPreferences::VCC_FORCE_H264: m_StreamConfig.supportsHevc = false; m_StreamConfig.enableHdr = false; break; case StreamingPreferences::VCC_FORCE_HEVC: m_StreamConfig.supportsHevc = true; m_StreamConfig.enableHdr = false; break; case StreamingPreferences::VCC_FORCE_HEVC_HDR: m_StreamConfig.supportsHevc = true; m_StreamConfig.enableHdr = true; break; } switch (m_Preferences->windowMode) { case StreamingPreferences::WM_FULLSCREEN_DESKTOP: m_FullScreenFlag = SDL_WINDOW_FULLSCREEN_DESKTOP; break; case StreamingPreferences::WM_FULLSCREEN: default: m_FullScreenFlag = SDL_WINDOW_FULLSCREEN; break; } } void Session::emitLaunchWarning(QString text) { // Emit the warning to the UI emit displayLaunchWarning(text); // Wait a little bit so the user can actually read what we just said. // This wait is a little longer than the actual toast timeout (3 seconds) // to allow it to transition off the screen before continuing. uint32_t start = SDL_GetTicks(); while (!SDL_TICKS_PASSED(SDL_GetTicks(), start + 3500)) { // Pump the UI loop while we wait SDL_Delay(5); QCoreApplication::processEvents(QEventLoop::ExcludeUserInputEvents); } } bool Session::validateLaunch() { QStringList warningList; if (m_Preferences->videoDecoderSelection == StreamingPreferences::VDS_FORCE_SOFTWARE) { emitLaunchWarning("Your settings selection to force software decoding may cause poor streaming performance."); } if (m_Preferences->unsupportedFps && m_StreamConfig.fps > 60) { emitLaunchWarning("Using unsupported FPS options may cause stuttering or lag."); if (m_Preferences->enableVsync) { emitLaunchWarning("V-sync will be disabled when streaming at a higher frame rate than the display."); } } if (m_StreamConfig.supportsHevc) { bool hevcForced = m_Preferences->videoCodecConfig == StreamingPreferences::VCC_FORCE_HEVC || m_Preferences->videoCodecConfig == StreamingPreferences::VCC_FORCE_HEVC_HDR; if (!isHardwareDecodeAvailable(m_Preferences->videoDecoderSelection, VIDEO_FORMAT_H265, m_StreamConfig.width, m_StreamConfig.height, m_StreamConfig.fps) && m_Preferences->videoDecoderSelection == StreamingPreferences::VDS_AUTO) { if (hevcForced) { emitLaunchWarning("Using software decoding due to your selection to force HEVC without GPU support. This may cause poor streaming performance."); } else { emitLaunchWarning("This PC's GPU doesn't support HEVC decoding."); m_StreamConfig.supportsHevc = false; } } if (hevcForced) { if (m_Computer->maxLumaPixelsHEVC == 0) { emitLaunchWarning("Your host PC GPU doesn't support HEVC. " "A GeForce GTX 900-series (Maxwell) or later GPU is required for HEVC streaming."); // Moonlight-common-c will handle this case already, but we want // to set this explicitly here so we can do our hardware acceleration // check below. m_StreamConfig.supportsHevc = false; } } } if (m_StreamConfig.enableHdr) { // Turn HDR back off unless all criteria are met. m_StreamConfig.enableHdr = false; // Check that the app supports HDR if (!m_App.hdrSupported) { emitLaunchWarning(m_App.name + " doesn't support HDR10."); } // Check that the server GPU supports HDR else if (!(m_Computer->serverCodecModeSupport & 0x200)) { emitLaunchWarning("Your host PC GPU doesn't support HDR streaming. " "A GeForce GTX 1000-series (Pascal) or later GPU is required for HDR streaming."); } else if (!isHardwareDecodeAvailable(m_Preferences->videoDecoderSelection, VIDEO_FORMAT_H265_MAIN10, m_StreamConfig.width, m_StreamConfig.height, m_StreamConfig.fps)) { emitLaunchWarning("This PC's GPU doesn't support HEVC Main10 decoding for HDR streaming."); } else { // TODO: Also validate display capabilites // Validation successful so HDR is good to go m_StreamConfig.enableHdr = true; } } if (m_StreamConfig.width >= 3840) { // Only allow 4K on GFE 3.x+ if (m_Computer->gfeVersion.isEmpty() || m_Computer->gfeVersion.startsWith("2.")) { emitLaunchWarning("GeForce Experience 3.0 or higher is required for 4K streaming."); m_StreamConfig.width = 1920; m_StreamConfig.height = 1080; } } // Test if audio works at the specified audio configuration bool audioTestPassed = testAudio(m_StreamConfig.audioConfiguration); // Gracefully degrade to stereo if 5.1 doesn't work if (!audioTestPassed && m_StreamConfig.audioConfiguration == AUDIO_CONFIGURATION_51_SURROUND) { audioTestPassed = testAudio(AUDIO_CONFIGURATION_STEREO); if (audioTestPassed) { m_StreamConfig.audioConfiguration = AUDIO_CONFIGURATION_STEREO; emitLaunchWarning("5.1 surround sound is not supported by the current audio device."); } } // If nothing worked, warn the user that audio will not work m_AudioDisabled = !audioTestPassed; if (m_AudioDisabled) { emitLaunchWarning("Failed to open audio device. Audio will be unavailable during this session."); } // Check for unmapped gamepads if (!SdlInputHandler::getUnmappedGamepads().isEmpty()) { emitLaunchWarning("An attached gamepad has no mapping and won't be usable. Visit the Moonlight help to resolve this."); } if (m_Preferences->videoDecoderSelection == StreamingPreferences::VDS_FORCE_HARDWARE && !isHardwareDecodeAvailable(m_Preferences->videoDecoderSelection, m_StreamConfig.supportsHevc ? VIDEO_FORMAT_H265 : VIDEO_FORMAT_H264, m_StreamConfig.width, m_StreamConfig.height, m_StreamConfig.fps)) { if (m_Preferences->videoCodecConfig == StreamingPreferences::VCC_AUTO) { emit displayLaunchError("Your selection to force hardware decoding cannot be satisfied due to missing hardware decoding support on this PC's GPU."); } else { emit displayLaunchError("Your codec selection and force hardware decoding setting are not compatible. This PC's GPU lacks support for decoding your chosen codec."); } // Fail the launch, because we won't manage to get a decoder for the actual stream return false; } // Add the capability flags from the chosen decoder/renderer m_VideoCallbacks.capabilities |= getDecoderCapabilities(m_Preferences->videoDecoderSelection, m_StreamConfig.supportsHevc ? VIDEO_FORMAT_H265 : VIDEO_FORMAT_H264, m_StreamConfig.width, m_StreamConfig.height, m_StreamConfig.fps); return true; } class DeferredSessionCleanupTask : public QRunnable { public: DeferredSessionCleanupTask(Session* session) : m_Session(session) {} private: virtual ~DeferredSessionCleanupTask() override { // Allow another session to start now that we're cleaned up Session::s_ActiveSession = nullptr; Session::s_ActiveSessionSemaphore.release(); } void run() override { // Only quit the running app if our session terminated gracefully bool shouldQuit = !m_Session->m_UnexpectedTermination && m_Session->m_Preferences->quitAppAfter; // Notify the UI if (shouldQuit) { emit m_Session->quitStarting(); } else { emit m_Session->sessionFinished(); } // Finish cleanup of the connection state LiStopConnection(); // Perform a best-effort app quit if (shouldQuit) { NvHTTP http(m_Session->m_Computer->activeAddress, m_Session->m_Computer->serverCert); // Logging is already done inside NvHTTP try { http.quitApp(); } catch (const GfeHttpResponseException&) { } catch (const QtNetworkReplyException&) { } // Session is finished now emit m_Session->sessionFinished(); } } Session* m_Session; }; void Session::getWindowDimensions(int& x, int& y, int& width, int& height) { int displayIndex = 0; bool fullScreen; if (m_Window != nullptr) { displayIndex = SDL_GetWindowDisplayIndex(m_Window); SDL_assert(displayIndex >= 0); fullScreen = (SDL_GetWindowFlags(m_Window) & SDL_WINDOW_FULLSCREEN); } // Create our window on the same display that Qt's UI // was being displayed on. else { SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Qt UI screen is at (%d,%d)", m_DisplayOriginX, m_DisplayOriginY); for (int i = 0; i < SDL_GetNumVideoDisplays(); i++) { SDL_Rect displayBounds; if (SDL_GetDisplayBounds(i, &displayBounds) == 0) { if (displayBounds.x == m_DisplayOriginX && displayBounds.y == m_DisplayOriginY) { SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "SDL found matching display %d", i); displayIndex = i; break; } } else { SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "SDL_GetDisplayBounds(%d) failed: %s", i, SDL_GetError()); } } fullScreen = (m_Preferences->windowMode != StreamingPreferences::WM_WINDOWED); } SDL_Rect usableBounds; if (fullScreen && SDL_GetDisplayBounds(displayIndex, &usableBounds) == 0) { width = usableBounds.w; height = usableBounds.h; } else if (SDL_GetDisplayUsableBounds(displayIndex, &usableBounds) == 0) { width = usableBounds.w; height = usableBounds.h; if (m_Window != nullptr) { int top, left, bottom, right; if (SDL_GetWindowBordersSize(m_Window, &top, &left, &bottom, &right) == 0) { width -= left + right; height -= top + bottom; } else { SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "Unable to get window border size: %s", SDL_GetError()); } // If the stream window can fit within the usable drawing area with 1:1 // scaling, do that rather than filling the screen. if (m_StreamConfig.width < width && m_StreamConfig.height < height) { width = m_StreamConfig.width; height = m_StreamConfig.height; } } } else { SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL_GetDisplayUsableBounds() failed: %s", SDL_GetError()); width = m_StreamConfig.width; height = m_StreamConfig.height; } x = y = SDL_WINDOWPOS_CENTERED_DISPLAY(displayIndex); } void Session::updateOptimalWindowDisplayMode() { SDL_DisplayMode desktopMode, bestMode, mode; int displayIndex = SDL_GetWindowDisplayIndex(m_Window); // Try the current display mode first. On macOS, this will be the normal // scaled desktop resolution setting. if (SDL_GetDesktopDisplayMode(displayIndex, &desktopMode) == 0) { // If this doesn't fit the selected resolution, use the native // resolution of the panel (unscaled). if (desktopMode.w < m_ActiveVideoWidth || desktopMode.h < m_ActiveVideoHeight) { if (!StreamUtils::getRealDesktopMode(displayIndex, &desktopMode)) { return; } } } else { SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "SDL_GetDesktopDisplayMode() failed: %s", SDL_GetError()); return; } // Start with the native desktop resolution and try to find // the highest refresh rate that our stream FPS evenly divides. bestMode = desktopMode; bestMode.refresh_rate = 0; for (int i = 0; i < SDL_GetNumDisplayModes(displayIndex); i++) { if (SDL_GetDisplayMode(displayIndex, i, &mode) == 0) { if (mode.w == desktopMode.w && mode.h == desktopMode.h && mode.refresh_rate % m_StreamConfig.fps == 0) { if (mode.refresh_rate > bestMode.refresh_rate) { bestMode = mode; } } } } if (bestMode.refresh_rate == 0) { // We may find no match if the user has moved a 120 FPS // stream onto a 60 Hz monitor (since no refresh rate can // divide our FPS setting). We'll stick to the default in // this case. SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "No matching refresh rate found; using desktop mode"); bestMode = desktopMode; } if ((SDL_GetWindowFlags(m_Window) & SDL_WINDOW_FULLSCREEN_DESKTOP) == SDL_WINDOW_FULLSCREEN) { // Only print when the window is actually in full-screen exclusive mode, // otherwise we're not actually using the mode we've set here SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Chosen best display mode: %dx%dx%d", bestMode.w, bestMode.h, bestMode.refresh_rate); } SDL_SetWindowDisplayMode(m_Window, &bestMode); } void Session::toggleFullscreen() { bool fullScreen = !(SDL_GetWindowFlags(m_Window) & m_FullScreenFlag); if (fullScreen) { SDL_SetWindowResizable(m_Window, SDL_FALSE); SDL_SetWindowFullscreen(m_Window, m_FullScreenFlag); } else { SDL_SetWindowFullscreen(m_Window, 0); SDL_SetWindowResizable(m_Window, SDL_TRUE); // Reposition the window when the resize is complete m_PendingWindowedTransition = true; } } void Session::exec(int displayOriginX, int displayOriginY) { m_DisplayOriginX = displayOriginX; m_DisplayOriginY = displayOriginY; // Complete initialization in this deferred context to avoid // calling expensive functions in the constructor (during the // process of loading the StreamSegue). initialize(); // Check for validation errors/warnings and emit // signals for them, if appropriate if (!validateLaunch()) { emit sessionFinished(); return; } // Wait 1.5 seconds before connecting to let the user // have time to read any messages present on the segue uint32_t start = SDL_GetTicks(); while (!SDL_TICKS_PASSED(SDL_GetTicks(), start + 1500)) { // Pump the UI loop while we wait SDL_Delay(5); QCoreApplication::processEvents(QEventLoop::ExcludeUserInputEvents); } // Wait for any old session to finish cleanup s_ActiveSessionSemaphore.acquire(); // We're now active s_ActiveSession = this; // Initialize the gamepad code with our preferences StreamingPreferences prefs; m_InputHandler = new SdlInputHandler(prefs, m_Computer, m_StreamConfig.width, m_StreamConfig.height); // The UI should have ensured the old game was already quit // if we decide to stream a different game. Q_ASSERT(m_Computer->currentGameId == 0 || m_Computer->currentGameId == m_App.id); // SOPS will set all settings to 720p60 if it doesn't recognize // the chosen resolution. Avoid that by disabling SOPS when it // is not streaming a supported resolution. bool enableGameOptimizations = false; for (const NvDisplayMode &mode : m_Computer->displayModes) { if (mode.width == m_StreamConfig.width && mode.height == m_StreamConfig.height) { SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Found host supported resolution: %dx%d", mode.width, mode.height); enableGameOptimizations = prefs.gameOptimizations; break; } } try { NvHTTP http(m_Computer->activeAddress, m_Computer->serverCert); if (m_Computer->currentGameId != 0) { http.resumeApp(&m_StreamConfig); } else { http.launchApp(m_App.id, &m_StreamConfig, enableGameOptimizations, prefs.playAudioOnHost, m_InputHandler->getAttachedGamepadMask()); } } catch (const GfeHttpResponseException& e) { emit displayLaunchError(e.toQString()); QThreadPool::globalInstance()->start(new DeferredSessionCleanupTask(this)); return; } catch (const QtNetworkReplyException& e) { emit displayLaunchError(e.toQString()); QThreadPool::globalInstance()->start(new DeferredSessionCleanupTask(this)); return; } SDL_assert(!SDL_WasInit(SDL_INIT_VIDEO)); if (SDL_InitSubSystem(SDL_INIT_VIDEO) != 0) { SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL_InitSubSystem(SDL_INIT_VIDEO) failed: %s", SDL_GetError()); emit displayLaunchError(QString::fromLocal8Bit(SDL_GetError())); QThreadPool::globalInstance()->start(new DeferredSessionCleanupTask(this)); return; } QByteArray hostnameStr = m_Computer->activeAddress.toLatin1(); QByteArray siAppVersion = m_Computer->appVersion.toLatin1(); SERVER_INFORMATION hostInfo; hostInfo.address = hostnameStr.data(); hostInfo.serverInfoAppVersion = siAppVersion.data(); // Older GFE versions didn't have this field QByteArray siGfeVersion; if (!m_Computer->gfeVersion.isEmpty()) { siGfeVersion = m_Computer->gfeVersion.toLatin1(); } if (!siGfeVersion.isEmpty()) { hostInfo.serverInfoGfeVersion = siGfeVersion.data(); } int err = LiStartConnection(&hostInfo, &m_StreamConfig, &k_ConnCallbacks, &m_VideoCallbacks, m_AudioDisabled ? nullptr : &k_AudioCallbacks, NULL, 0, NULL, 0); if (err != 0) { // We already displayed an error dialog in the stage failure // listener. SDL_QuitSubSystem(SDL_INIT_VIDEO); QThreadPool::globalInstance()->start(new DeferredSessionCleanupTask(this)); return; } // Pump the message loop to update the UI emit connectionStarted(); QCoreApplication::processEvents(QEventLoop::ExcludeUserInputEvents); int x, y, width, height; getWindowDimensions(x, y, width, height); m_Window = SDL_CreateWindow("Moonlight", x, y, width, height, SDL_WINDOW_ALLOW_HIGHDPI); if (!m_Window) { SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL_CreateWindow() failed: %s", SDL_GetError()); SDL_QuitSubSystem(SDL_INIT_VIDEO); QThreadPool::globalInstance()->start(new DeferredSessionCleanupTask(this)); return; } QSvgRenderer svgIconRenderer(QString(":/res/moonlight.svg")); QImage svgImage(ICON_SIZE, ICON_SIZE, QImage::Format_RGBA8888); svgImage.fill(0); QPainter svgPainter(&svgImage); svgIconRenderer.render(&svgPainter); SDL_Surface* iconSurface = SDL_CreateRGBSurfaceWithFormatFrom((void*)svgImage.constBits(), svgImage.width(), svgImage.height(), 32, 4 * svgImage.width(), SDL_PIXELFORMAT_RGBA32); #ifndef Q_OS_DARWIN // Other platforms seem to preserve our Qt icon when creating a new window. if (iconSurface != nullptr) { // This must be called before entering full-screen mode on Windows // or our icon will not persist when toggling to windowed mode SDL_SetWindowIcon(m_Window, iconSurface); } #endif // For non-full screen windows, call getWindowDimensions() // again after creating a window to allow it to account // for window chrome size. if (m_Preferences->windowMode == StreamingPreferences::WM_WINDOWED) { getWindowDimensions(x, y, width, height); // We must set the size before the position because centering // won't work unless it knows the final size of the window. SDL_SetWindowSize(m_Window, width, height); SDL_SetWindowPosition(m_Window, x, y); // Passing SDL_WINDOW_RESIZABLE to set this during window // creation causes our window to be full screen for some reason SDL_SetWindowResizable(m_Window, SDL_TRUE); } else { // Update the window display mode based on our current monitor updateOptimalWindowDisplayMode(); // Enter full screen SDL_SetWindowFullscreen(m_Window, m_FullScreenFlag); } #ifndef QT_DEBUG // Capture the mouse by default on release builds only. // This prevents the mouse from becoming trapped inside // Moonlight when it's halted at a debug break. if (m_Preferences->windowMode != StreamingPreferences::WM_WINDOWED) { SDL_SetRelativeMouseMode(SDL_TRUE); } #endif // Stop text input. SDL enables it by default // when we initialize the video subsystem, but this // causes an IME popup when certain keys are held down // on macOS. SDL_StopTextInput(); // Disable the screen saver SDL_DisableScreenSaver(); // Set timer resolution to 1 ms on Windows for greater // sleep precision and more accurate callback timing. SDL_SetHint(SDL_HINT_TIMER_RESOLUTION, "1"); // Raise the priority of the main thread, since it handles // time-sensitive video rendering if (SDL_SetThreadPriority(SDL_THREAD_PRIORITY_HIGH) < 0) { SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "Unable to set main thread to high priority: %s", SDL_GetError()); } int currentDisplayIndex = SDL_GetWindowDisplayIndex(m_Window); // Now that we're about to stream, any SDL_QUIT event is expected // unless it comes from the connection termination callback where // (m_UnexpectedTermination is set back to true). m_UnexpectedTermination = false; // Hijack this thread to be the SDL main thread. We have to do this // because we want to suspend all Qt processing until the stream is over. SDL_Event event; for (;;) { // We explicitly use SDL_PollEvent() and SDL_Delay() because // SDL_WaitEvent() has an internal SDL_Delay(10) inside which // blocks this thread too long for high polling rate mice and high // refresh rate displays. if (!SDL_PollEvent(&event)) { SDL_Delay(1); continue; } switch (event.type) { case SDL_QUIT: SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Quit event received"); goto DispatchDeferredCleanup; case SDL_USEREVENT: { SDL_Event nextEvent; SDL_assert(event.user.code == SDL_CODE_FRAME_READY); // Drop any earlier frames while (SDL_PeepEvents(&nextEvent, 1, SDL_GETEVENT, SDL_USEREVENT, SDL_USEREVENT) == 1) { m_VideoDecoder->dropFrame(&event.user); event = nextEvent; } // Render the last frame m_VideoDecoder->renderFrame(&event.user); break; } case SDL_WINDOWEVENT: // Capture mouse cursor when user actives the window by clicking on // window's client area (borders and title bar excluded). // Without this you would have to click the window twice (once to // activate it, second time to enable capture). With this you need to // click it only once. // On Linux, the button press event is delivered after the focus gain // so this is not neccessary (and leads to a click sent to the host // when focusing the window by clicking). // By excluding window's borders and title bar out, lets user still // interact with them without mouse capture kicking in. #if defined(Q_OS_WIN32) || defined(Q_OS_DARWIN) if (event.window.event == SDL_WINDOWEVENT_FOCUS_GAINED) { int mouseX, mouseY; Uint32 mouseState = SDL_GetGlobalMouseState(&mouseX, &mouseY); if (mouseState & SDL_BUTTON(SDL_BUTTON_LEFT)) { int x, y, width, height; SDL_GetWindowPosition(m_Window, &x, &y); SDL_GetWindowSize(m_Window, &width, &height); if (mouseX > x && mouseX < x+width && mouseY > y && mouseY < y+height) { SDL_SetRelativeMouseMode(SDL_TRUE); } } } #endif if (event.window.event == SDL_WINDOWEVENT_FOCUS_LOST) { // Release mouse cursor when another window is activated (e.g. by using ALT+TAB). // This lets user to interact with our window's title bar and with the buttons in it. // Doing this while the window is full-screen breaks the transition out of FS // (desktop and exclusive), so we must check for that before releasing mouse capture. if (!(SDL_GetWindowFlags(m_Window) & SDL_WINDOW_FULLSCREEN)) { SDL_SetRelativeMouseMode(SDL_FALSE); } // Raise all keys that are currently pressed. If we don't do this, certain keys // used in shortcuts that cause focus loss (such as Alt+Tab) may get stuck down. m_InputHandler->raiseAllKeys(); } // We want to recreate the decoder for resizes (full-screen toggles) and the initial shown event. // We use SDL_WINDOWEVENT_SIZE_CHANGED rather than SDL_WINDOWEVENT_RESIZED because the latter doesn't // seem to fire when switching from windowed to full-screen on X11. if (event.window.event != SDL_WINDOWEVENT_SIZE_CHANGED && event.window.event != SDL_WINDOWEVENT_SHOWN) { // Check that the window display hasn't changed. If it has, we want // to recreate the decoder to allow it to adapt to the new display. // This will allow Pacer to pull the new display refresh rate. if (SDL_GetWindowDisplayIndex(m_Window) == currentDisplayIndex) { break; } } // Complete any repositioning that was deferred until // the resize from full-screen to windowed had completed. // If we try to do this immediately, the resize won't take effect // properly on Windows. if (m_PendingWindowedTransition) { m_PendingWindowedTransition = false; int x, y, width, height; getWindowDimensions(x, y, width, height); SDL_SetWindowSize(m_Window, width, height); SDL_SetWindowPosition(m_Window, x, y); } // Fall through case SDL_RENDER_DEVICE_RESET: case SDL_RENDER_TARGETS_RESET: SDL_AtomicLock(&m_DecoderLock); // Destroy the old decoder delete m_VideoDecoder; // Flush any other pending window events that could // send us back here immediately SDL_PumpEvents(); SDL_FlushEvent(SDL_WINDOWEVENT); // Update the window display mode based on our current monitor currentDisplayIndex = SDL_GetWindowDisplayIndex(m_Window); updateOptimalWindowDisplayMode(); // Now that the old decoder is dead, flush any events it may // have queued to reset itself (if this reset was the result // of state loss). SDL_PumpEvents(); SDL_FlushEvent(SDL_RENDER_DEVICE_RESET); SDL_FlushEvent(SDL_RENDER_TARGETS_RESET); { // If the stream exceeds the display refresh rate (plus some slack), // forcefully disable V-sync to allow the stream to render faster // than the display. int displayHz = StreamUtils::getDisplayRefreshRate(m_Window); bool enableVsync = m_Preferences->enableVsync; if (displayHz + 5 < m_StreamConfig.fps) { SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "Disabling V-sync because refresh rate limit exceeded"); enableVsync = false; } // Choose a new decoder (hopefully the same one, but possibly // not if a GPU was removed or something). if (!chooseDecoder(m_Preferences->videoDecoderSelection, m_Window, m_ActiveVideoFormat, m_ActiveVideoWidth, m_ActiveVideoHeight, m_ActiveVideoFrameRate, enableVsync, enableVsync && m_Preferences->framePacing, false, s_ActiveSession->m_VideoDecoder)) { SDL_AtomicUnlock(&m_DecoderLock); SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to recreate decoder after reset"); emit displayLaunchError("Unable to initialize video decoder. Please check your streaming settings and try again."); goto DispatchDeferredCleanup; } } // Request an IDR frame to complete the reset m_NeedsIdr = true; SDL_AtomicUnlock(&m_DecoderLock); break; case SDL_KEYUP: case SDL_KEYDOWN: m_InputHandler->handleKeyEvent(&event.key); break; case SDL_MOUSEBUTTONDOWN: case SDL_MOUSEBUTTONUP: m_InputHandler->handleMouseButtonEvent(&event.button); break; case SDL_MOUSEMOTION: m_InputHandler->handleMouseMotionEvent(&event.motion); break; case SDL_MOUSEWHEEL: m_InputHandler->handleMouseWheelEvent(&event.wheel); break; case SDL_CONTROLLERAXISMOTION: m_InputHandler->handleControllerAxisEvent(&event.caxis); break; case SDL_CONTROLLERBUTTONDOWN: case SDL_CONTROLLERBUTTONUP: m_InputHandler->handleControllerButtonEvent(&event.cbutton); break; case SDL_CONTROLLERDEVICEADDED: case SDL_CONTROLLERDEVICEREMOVED: m_InputHandler->handleControllerDeviceEvent(&event.cdevice); break; case SDL_JOYDEVICEADDED: m_InputHandler->handleJoystickArrivalEvent(&event.jdevice); break; // SDL2 sends touch events from trackpads by default on // macOS. This totally screws our actual mouse handling, // so we must explicitly ignore touch events on macOS. #ifndef Q_OS_DARWIN case SDL_FINGERDOWN: case SDL_FINGERMOTION: case SDL_FINGERUP: m_InputHandler->handleTouchFingerEvent(&event.tfinger); break; #endif } } DispatchDeferredCleanup: // Uncapture the mouse and hide the window immediately, // so we can return to the Qt GUI ASAP. SDL_SetRelativeMouseMode(SDL_FALSE); SDL_EnableScreenSaver(); SDL_SetHint(SDL_HINT_TIMER_RESOLUTION, "0"); // Raise any keys that are still down m_InputHandler->raiseAllKeys(); // Destroy the input handler now. Any rumble callbacks that // occur after this point will be discarded. This must be destroyed // before allow the UI to continue execution or it could interfere // with SDLGamepadKeyNavigation. SDL_AtomicLock(&m_InputHandlerLock); delete m_InputHandler; m_InputHandler = nullptr; SDL_AtomicUnlock(&m_InputHandlerLock); // Destroy the decoder, since this must be done on the main thread SDL_AtomicLock(&m_DecoderLock); delete m_VideoDecoder; m_VideoDecoder = nullptr; SDL_AtomicUnlock(&m_DecoderLock); // This must be called after the decoder is deleted, because // the renderer may want to interact with the window SDL_DestroyWindow(m_Window); if (iconSurface != nullptr) { SDL_FreeSurface(iconSurface); } SDL_QuitSubSystem(SDL_INIT_VIDEO); SDL_assert(!SDL_WasInit(SDL_INIT_VIDEO)); // Cleanup can take a while, so dispatch it to a worker thread. // When it is complete, it will release our s_ActiveSessionSemaphore // reference. QThreadPool::globalInstance()->start(new DeferredSessionCleanupTask(this)); }