/* * 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.annotation.Hide; import android.annotation.IntDef; import android.annotation.MainThread; import android.annotation.NonNull; import android.annotation.Nullable; import android.annotation.RequiresPermission; import android.annotation.SystemApi; import android.app.ActivityTaskManager; import android.app.Instrumentation; import android.content.Context; import android.content.Intent; import android.content.res.Configuration; import android.graphics.Rect; import android.os.Binder; import android.os.Bundle; import android.os.Handler; import android.os.Looper; import android.os.RemoteException; import android.os.UserHandle; import android.util.Slog; import android.view.SurfaceControlViewHost; import android.view.View; import android.view.ViewGroup; import android.widget.FrameLayout; import com.android.internal.annotations.VisibleForTesting; import com.android.internal.infra.AndroidFuture; import com.android.internal.util.function.pooled.PooledLambda; import java.lang.annotation.Retention; import java.lang.annotation.RetentionPolicy; import java.util.Objects; import java.util.concurrent.Executor; /** * An active game session, providing a facility for the implementation to interact with the game. * * A Game Service provider should extend the {@link GameSession} to provide their own implementation * which is then returned when a game session is created via * {@link GameSessionService#onNewSession(CreateGameSessionRequest)}. * * This class exposes various lifecycle methods which are guaranteed to be called in the following * fashion: * * {@link #onCreate()}: Will always be the first lifecycle method to be called, once the game * session is created. * * {@link #onGameTaskFocusChanged(boolean)}: Will be called after {@link #onCreate()} with * focused=true when the game task first comes into focus (if it does). If the game task is focused * when the game session is created, this method will be called immediately after * {@link #onCreate()} with focused=true. After this method is called with focused=true, it will be * called again with focused=false when the task goes out of focus. If this method is ever called * with focused=true, it is guaranteed to be called again with focused=false before * {@link #onDestroy()} is called. If the game task never comes into focus during the session * lifetime, this method will never be called. * * {@link #onDestroy()}: Will always be called after {@link #onCreate()}. If the game task ever * comes into focus before the game session is destroyed, then this method will be called after one * or more pairs of calls to {@link #onGameTaskFocusChanged(boolean)}. * * @hide */ @SystemApi public abstract class GameSession { private static final String TAG = "GameSession"; private static final boolean DEBUG = false; final IGameSession mInterface = new IGameSession.Stub() { @Override public void onDestroyed() { Handler.getMain().executeOrSendMessage(PooledLambda.obtainMessage( GameSession::doDestroy, GameSession.this)); } @Override public void onTransientSystemBarVisibilityFromRevealGestureChanged( boolean visibleDueToGesture) { Handler.getMain().executeOrSendMessage(PooledLambda.obtainMessage( GameSession::dispatchTransientSystemBarVisibilityFromRevealGestureChanged, GameSession.this, visibleDueToGesture)); } @Override public void onTaskFocusChanged(boolean focused) { Handler.getMain().executeOrSendMessage(PooledLambda.obtainMessage( GameSession::moveToState, GameSession.this, focused ? LifecycleState.TASK_FOCUSED : LifecycleState.TASK_UNFOCUSED)); } }; /** * @hide */ @VisibleForTesting public enum LifecycleState { // Initial state; may transition to CREATED. INITIALIZED, // May transition to TASK_FOCUSED or DESTROYED. CREATED, // May transition to TASK_UNFOCUSED. TASK_FOCUSED, // May transition to TASK_FOCUSED or DESTROYED. TASK_UNFOCUSED, // May not transition once reached. DESTROYED } private LifecycleState mLifecycleState = LifecycleState.INITIALIZED; private boolean mAreTransientInsetsVisibleDueToGesture = false; private IGameSessionController mGameSessionController; private Context mContext; private int mTaskId; private GameSessionRootView mGameSessionRootView; private SurfaceControlViewHost mSurfaceControlViewHost; /** * @hide */ @VisibleForTesting public void attach( IGameSessionController gameSessionController, int taskId, @NonNull Context context, @NonNull SurfaceControlViewHost surfaceControlViewHost, int widthPx, int heightPx) { mGameSessionController = gameSessionController; mTaskId = taskId; mContext = context; mSurfaceControlViewHost = surfaceControlViewHost; mGameSessionRootView = new GameSessionRootView(context, mSurfaceControlViewHost); surfaceControlViewHost.setView(mGameSessionRootView, widthPx, heightPx); } @Hide void doCreate() { moveToState(LifecycleState.CREATED); } @Hide private void doDestroy() { mSurfaceControlViewHost.release(); moveToState(LifecycleState.DESTROYED); } /** @hide */ @VisibleForTesting @MainThread public void dispatchTransientSystemBarVisibilityFromRevealGestureChanged( boolean visibleDueToGesture) { boolean didValueChange = mAreTransientInsetsVisibleDueToGesture != visibleDueToGesture; mAreTransientInsetsVisibleDueToGesture = visibleDueToGesture; if (didValueChange) { onTransientSystemBarVisibilityFromRevealGestureChanged(visibleDueToGesture); } } /** * @hide */ @VisibleForTesting @MainThread public void moveToState(LifecycleState newLifecycleState) { if (DEBUG) { Slog.d(TAG, "moveToState: " + mLifecycleState + " -> " + newLifecycleState); } if (Looper.myLooper() != Looper.getMainLooper()) { throw new RuntimeException("moveToState should be used only from the main thread"); } if (mLifecycleState == newLifecycleState) { // Nothing to do. return; } switch (mLifecycleState) { case INITIALIZED: if (newLifecycleState == LifecycleState.CREATED) { onCreate(); } else if (newLifecycleState == LifecycleState.DESTROYED) { onCreate(); onDestroy(); } else { if (DEBUG) { Slog.d(TAG, "Ignoring moveToState: INITIALIZED -> " + newLifecycleState); } return; } break; case CREATED: if (newLifecycleState == LifecycleState.TASK_FOCUSED) { onGameTaskFocusChanged(/*focused=*/ true); } else if (newLifecycleState == LifecycleState.DESTROYED) { onDestroy(); } else { if (DEBUG) { Slog.d(TAG, "Ignoring moveToState: CREATED -> " + newLifecycleState); } return; } break; case TASK_FOCUSED: if (newLifecycleState == LifecycleState.TASK_UNFOCUSED) { onGameTaskFocusChanged(/*focused=*/ false); } else if (newLifecycleState == LifecycleState.DESTROYED) { onGameTaskFocusChanged(/*focused=*/ false); onDestroy(); } else { if (DEBUG) { Slog.d(TAG, "Ignoring moveToState: TASK_FOCUSED -> " + newLifecycleState); } return; } break; case TASK_UNFOCUSED: if (newLifecycleState == LifecycleState.TASK_FOCUSED) { onGameTaskFocusChanged(/*focused=*/ true); } else if (newLifecycleState == LifecycleState.DESTROYED) { onDestroy(); } else { if (DEBUG) { Slog.d(TAG, "Ignoring moveToState: TASK_UNFOCUSED -> " + newLifecycleState); } return; } break; case DESTROYED: if (DEBUG) { Slog.d(TAG, "Ignoring moveToState: DESTROYED -> " + newLifecycleState); } return; } mLifecycleState = newLifecycleState; } /** * Initializer called when the game session is starting. * * This should be used perform any setup required now that the game session is created. */ public void onCreate() { } /** * Finalizer called when the game session is ending. This method will always be called after a * call to {@link #onCreate()}. If the game task is ever in focus, this method will be called * after one or more pairs of calls to {@link #onGameTaskFocusChanged(boolean)}. * * This should be used to perform any cleanup before the game session is destroyed. */ public void onDestroy() { } /** * Called when the game task for this session is or unfocused. The initial call to this method * will always come after a call to {@link #onCreate()} with focused=true (when the game task * first comes into focus after the session is created, or immediately after the session is * created if the game task is already focused). * * This should be used to perform any setup required when the game task comes into focus or any * cleanup that is required when the game task goes out of focus. * * @param focused True if the game task is focused, false if the game task is unfocused. */ public void onGameTaskFocusChanged(boolean focused) { } /** * Called when the visibility of the transient system bars changed due to the user performing * the reveal gesture. The reveal gesture is defined as a swipe to reveal the transient system * bars that originates from the system bars. * * @param visibleDueToGesture if the transient bars triggered by the reveal gesture are visible. * This is {@code true} when the transient system bars become visible * due to user performing the reveal gesture. This is {@code false} * when the transient system bars are hidden or become permanently * visible. */ public void onTransientSystemBarVisibilityFromRevealGestureChanged( boolean visibleDueToGesture) { } /** * Sets the task overlay content to an explicit view. This view is placed directly into the game * session's task overlay view hierarchy. It can itself be a complex view hierarchy. The size * the task overlay view will always match the dimensions of the associated task's window. The * {@code View} may not be cleared once set, but may be replaced by invoking * {@link #setTaskOverlayView(View, ViewGroup.LayoutParams)} again. * *
WARNING: Callers must ensure that only trusted views are provided.
*
* @param view The desired content to display.
* @param layoutParams Layout parameters for the view.
*/
public void setTaskOverlayView(
@NonNull View view,
@NonNull ViewGroup.LayoutParams layoutParams) {
mGameSessionRootView.removeAllViews();
mGameSessionRootView.addView(view, layoutParams);
}
/**
* Attempts to force stop and relaunch the game associated with the current session. This may
* be useful, for example, after applying settings that will not take effect until the game is
* restarted.
*
* @return {@code true} if the game was successfully restarted; otherwise, {@code false}.
*/
@RequiresPermission(android.Manifest.permission.MANAGE_GAME_ACTIVITY)
public final boolean restartGame() {
try {
mGameSessionController.restartGame(mTaskId);
} catch (RemoteException e) {
Slog.w(TAG, "Failed to restart game", e);
return false;
}
return true;
}
/**
* Root view of the {@link SurfaceControlViewHost} associated with the {@link GameSession}
* instance. It is responsible for observing changes in the size of the window and resizing
* itself to match.
*/
private static final class GameSessionRootView extends FrameLayout {
private final SurfaceControlViewHost mSurfaceControlViewHost;
GameSessionRootView(@NonNull Context context,
SurfaceControlViewHost surfaceControlViewHost) {
super(context);
mSurfaceControlViewHost = surfaceControlViewHost;
}
@Override
protected void onConfigurationChanged(Configuration newConfig) {
super.onConfigurationChanged(newConfig);
// TODO(b/204504596): Investigate skipping the relayout in cases where the size has
// not changed.
Rect bounds = newConfig.windowConfiguration.getBounds();
mSurfaceControlViewHost.relayout(bounds.width(), bounds.height());
}
}
/**
* Interface for handling result of {@link #takeScreenshot}.
*/
public interface ScreenshotCallback {
/**
* The status of a failed screenshot attempt provided by {@link #onFailure}.
*
* @hide
*/
@IntDef(flag = false, prefix = {"ERROR_TAKE_SCREENSHOT_"}, value = {
ERROR_TAKE_SCREENSHOT_INTERNAL_ERROR, // 0
})
@Retention(RetentionPolicy.SOURCE)
@interface ScreenshotFailureStatus {
}
/**
* An error code indicating that an internal error occurred when attempting to take a
* screenshot of the game task. If this code is returned, the caller should verify that the
* conditions for taking a screenshot are met (device screen is on and the game task is
* visible). To do so, the caller can monitor the lifecycle methods for this session to
* make sure that the game task is focused. If the conditions are met, then the caller may
* try again immediately.
*/
int ERROR_TAKE_SCREENSHOT_INTERNAL_ERROR = 0;
/**
* Called when taking the screenshot failed.
*
* @param statusCode Indicates the reason for failure.
*/
void onFailure(@ScreenshotFailureStatus int statusCode);
/**
* Called when taking the screenshot succeeded.
*/
void onSuccess();
}
/**
* Takes a screenshot of the associated game. For this call to succeed, the device screen
* must be turned on and the game task must be visible.
*
* If the callback is called with {@link ScreenshotCallback#onSuccess}, the screenshot is
* taken successfully.
*
* If the callback is called with {@link ScreenshotCallback#onFailure}, the provided status
* code should be checked.
*
* If the status code is {@link ScreenshotCallback#ERROR_TAKE_SCREENSHOT_INTERNAL_ERROR},
* then the caller should verify that the conditions for calling this method are met (device
* screen is on and the game task is visible). To do so, the caller can monitor the lifecycle
* methods for this session to make sure that the game task is focused. If the conditions are
* met, then the caller may try again immediately.
*
* @param executor Executor on which to run the callback.
* @param callback The callback invoked when taking screenshot has succeeded
* or failed.
* @throws IllegalStateException if this method is called prior to {@link #onCreate}.
*/
@RequiresPermission(android.Manifest.permission.MANAGE_GAME_ACTIVITY)
public void takeScreenshot(@NonNull Executor executor, @NonNull ScreenshotCallback callback) {
if (mGameSessionController == null) {
throw new IllegalStateException("Can not call before onCreate()");
}
AndroidFuture Any activity that an app would normally be able to start via {@link
* android.app.Activity#startActivityForResult} will be startable via this method.
*
* Started activities may see a different calling package than the game session's package
* when calling {@link android.app.Activity#getCallingPackage()}.
*
* If an exception is thrown while handling {@code intent},
* {@link GameSessionActivityCallback#onActivityStartFailed(Throwable)} will be called instead
* of {@link GameSessionActivityCallback#onActivityResult(int, Intent)}.
*
* @param intent The intent to start.
* @param options Additional options for how the Activity should be started. See
* {@link android.app.Activity#startActivityForResult(Intent, int, Bundle)} for
* more details. This value may be null.
* @param executor Executor on which {@code callback} should be invoked.
* @param callback Callback to be invoked once the started activity has finished.
*/
@RequiresPermission(android.Manifest.permission.MANAGE_GAME_ACTIVITY)
public final void startActivityFromGameSessionForResult(
@NonNull Intent intent, @Nullable Bundle options, @NonNull Executor executor,
@NonNull GameSessionActivityCallback callback) {
Objects.requireNonNull(intent);
Objects.requireNonNull(executor);
Objects.requireNonNull(callback);
AndroidFuture