/* * Copyright (C) 2021 The Android Open Source Project * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ package android.service.games; import android.Manifest; import android.annotation.IntRange; import android.annotation.NonNull; import android.annotation.Nullable; import android.annotation.RequiresPermission; import android.annotation.SdkConstant; import android.annotation.SystemApi; import android.app.IGameManagerService; import android.app.Service; import android.content.Context; import android.content.Intent; import android.os.Handler; import android.os.IBinder; import android.os.RemoteException; import android.os.ServiceManager; import android.util.Log; import com.android.internal.util.function.pooled.PooledLambda; import java.util.Objects; /** * Top-level service of the game service, which provides support for determining * when a game session should begin. It is always kept running by the system. * Because of this it should be kept as lightweight as possible. * *

Instead of requiring permissions for sensitive actions (e.g., starting a new game session), * this class is provided with an {@link IGameServiceController} instance which exposes the * sensitive functionality. This controller is provided by the system server when calling the * {@link IGameService#connected(IGameServiceController)} method exposed by this class. The system * server does so only when creating the bound game service. * *

Heavyweight operations (such as showing UI) should be implemented in the * associated {@link GameSessionService} when a game session is taking place. Its * implementation should run in a separate process from the {@link GameService}. * *

To extend this class, you must declare the service in your manifest file with * the {@link android.Manifest.permission#BIND_GAME_SERVICE} permission * and include an intent filter with the {@link #SERVICE_INTERFACE} action. For example: *

 * <service android:name=".GameService"
 *          android:label="@string/service_name"
 *          android:permission="android.permission.BIND_GAME_SERVICE">
 *     <intent-filter>
 *         <action android:name="android.service.games.GameService" />
 *     </intent-filter>
 * </service>
 * 
* * @hide */ @SystemApi public class GameService extends Service { private static final String TAG = "GameService"; /** * The {@link Intent} that must be declared as handled by the service. * To be supported, the service must also require the * {@link android.Manifest.permission#BIND_GAME_SERVICE} permission so * that other applications can not abuse it. */ @SdkConstant(SdkConstant.SdkConstantType.SERVICE_ACTION) public static final String ACTION_GAME_SERVICE = "android.service.games.action.GAME_SERVICE"; /** * Name under which a GameService component publishes information about itself. * This meta-data should reference an XML resource containing a * <{@link * android.R.styleable#GameService game-session-service}> tag. */ public static final String SERVICE_META_DATA = "android.game_service"; private IGameServiceController mGameServiceController; private IGameManagerService mGameManagerService; private final IGameService mInterface = new IGameService.Stub() { @Override public void connected(IGameServiceController gameServiceController) { Handler.getMain().executeOrSendMessage(PooledLambda.obtainMessage( GameService::doOnConnected, GameService.this, gameServiceController)); } @Override public void disconnected() { Handler.getMain().executeOrSendMessage(PooledLambda.obtainMessage( GameService::onDisconnected, GameService.this)); } @Override public void gameStarted(GameStartedEvent gameStartedEvent) { Handler.getMain().executeOrSendMessage(PooledLambda.obtainMessage( GameService::onGameStarted, GameService.this, gameStartedEvent)); } }; private final IBinder.DeathRecipient mGameManagerServiceDeathRecipient = () -> { Log.w(TAG, "System service binder died. Shutting down"); Handler.getMain().executeOrSendMessage(PooledLambda.obtainMessage( GameService::onDisconnected, GameService.this)); }; @Override @Nullable public final IBinder onBind(@Nullable Intent intent) { if (ACTION_GAME_SERVICE.equals(intent.getAction())) { return mInterface.asBinder(); } return null; } private void doOnConnected(@NonNull IGameServiceController gameServiceController) { mGameManagerService = IGameManagerService.Stub.asInterface( ServiceManager.getService(Context.GAME_SERVICE)); Objects.requireNonNull(mGameManagerService); try { mGameManagerService.asBinder().linkToDeath(mGameManagerServiceDeathRecipient, 0); } catch (RemoteException e) { Log.w(TAG, "Unable to link to death with system service"); } mGameServiceController = gameServiceController; onConnected(); } /** * Called during service initialization to indicate that the system is ready * to receive interaction from it. You should generally do initialization here * rather than in {@link #onCreate}. */ public void onConnected() {} /** * Called during service de-initialization to indicate that the system is shutting the * service down. At this point this service may no longer be the active {@link GameService}. * The service should clean up any resources that it holds at this point. */ public void onDisconnected() {} /** * Called when a game task is started. It is the responsibility of the service to determine what * action to take (e.g., request that a game session be created). * * @param gameStartedEvent Contains information about the game being started. */ public void onGameStarted(@NonNull GameStartedEvent gameStartedEvent) {} /** * Call to create a new game session be created for a game. This method may be called * by a game service following {@link #onGameStarted}, using the task ID provided by the * provided {@link GameStartedEvent} (using {@link GameStartedEvent#getTaskId}). * * If a game session already exists for the game task, this call will be ignored and the * existing session will continue. * * @param taskId The taskId of the game. */ @RequiresPermission(Manifest.permission.MANAGE_GAME_ACTIVITY) public final void createGameSession(@IntRange(from = 0) int taskId) { if (mGameServiceController == null) { throw new IllegalStateException("Can not call before connected()"); } try { mGameServiceController.createGameSession(taskId); } catch (RemoteException e) { Log.e(TAG, "Request for game session failed", e); } } }