//------------------------------------------------------------------------------ // Copyright (c) 2001-2005, Haiku, Inc. // // Permission is hereby granted, free of charge, to any person obtaining a // copy of this software and associated documentation files (the "Software"), // to deal in the Software without restriction, including without limitation // the rights to use, copy, modify, merge, publish, distribute, sublicense, // and/or sell copies of the Software, and to permit persons to whom the // Software is furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER // DEALINGS IN THE SOFTWARE. // // File Name: AppServer.cpp // Author: DarkWyrm // Description: main manager object for the app_server // //------------------------------------------------------------------------------ #include #include #include #include #include #include #include #include #include #include "BitmapManager.h" #include "ColorSet.h" #include "CursorManager.h" #include "DefaultDecorator.h" #include "Desktop.h" #include "DisplayDriver.h" #include "FontServer.h" #include "RegistrarDefs.h" #include "RGBColor.h" #include "RootLayer.h" #include "ServerApp.h" #include "ServerCursor.h" #include "ServerProtocol.h" #include "ServerWindow.h" #include "SystemPalette.h" #include "Utils.h" #include "AppServer.h" //#define DEBUG_KEYHANDLING //#define DEBUG_SERVER #ifdef DEBUG_KEYHANDLING # include # define KBTRACE(x) printf x #else # define KBTRACE(x) ; #endif #ifdef DEBUG_SERVER # include # define STRACE(x) printf x #else # define STRACE(x) ; #endif // Globals Desktop *gDesktop; port_id gAppServerPort; //! Used to access the app_server from new_decorator static AppServer *sAppServer = NULL; //! Default background color for workspaces //RGBColor workspace_default_color(51,102,160); //! System-wide GUI color object ColorSet gui_colorset; /*! \brief Constructor This loads the default fonts, allocates all the major global variables, spawns the main housekeeping threads, loads user preferences for the UI and decorator, and allocates various locks. */ #if TEST_MODE AppServer::AppServer(void) : BApplication (SERVER_SIGNATURE), #else AppServer::AppServer(void) : #endif fCursorSem(-1), fCursorArea(-1) { fMessagePort = create_port(200, SERVER_PORT_NAME); if (fMessagePort == B_NO_MORE_PORTS) debugger("app_server could not create message port"); gAppServerPort = fMessagePort; // Create the input port. The input_server will send it's messages here. // TODO: If we want multiple user support we would need an individual // port for each user and do the following for each RootLayer. fServerInputPort = create_port(200, SERVER_INPUT_PORT); if (fServerInputPort == B_NO_MORE_PORTS) debugger("app_server could not create input port"); fAppList = new BList(); fQuittingServer = false; make_decorator = NULL; // We need this in order for new_decorator to be able to instantiate new decorators sAppServer = this; // Create the font server and scan the proper directories. fontserver = new FontServer; fontserver->Lock(); // Used for testing purposes // TODO: Re-enable scanning of all font directories when server is actually put to use fontserver->ScanDirectory("/boot/beos/etc/fonts/ttfonts/"); // fontserver->ScanDirectory("/boot/beos/etc/fonts/PS-Type1/"); // fontserver->ScanDirectory("/boot/home/config/fonts/ttfonts/"); // fontserver->ScanDirectory("/boot/home/config/fonts/psfonts/"); fontserver->SaveList(); if (!fontserver->SetSystemPlain(DEFAULT_PLAIN_FONT_FAMILY, DEFAULT_PLAIN_FONT_STYLE, DEFAULT_PLAIN_FONT_SIZE) && !fontserver->SetSystemPlain(FALLBACK_PLAIN_FONT_FAMILY, DEFAULT_PLAIN_FONT_STYLE, DEFAULT_PLAIN_FONT_SIZE)) { printf("Couldn't set plain to %s (fallback: %s), %s %d pt\n", DEFAULT_PLAIN_FONT_FAMILY, FALLBACK_PLAIN_FONT_FAMILY, DEFAULT_PLAIN_FONT_STYLE, DEFAULT_PLAIN_FONT_SIZE); } if (!fontserver->SetSystemBold(DEFAULT_BOLD_FONT_FAMILY, DEFAULT_BOLD_FONT_STYLE, DEFAULT_BOLD_FONT_SIZE) && !fontserver->SetSystemBold(FALLBACK_BOLD_FONT_FAMILY, DEFAULT_BOLD_FONT_STYLE, DEFAULT_BOLD_FONT_SIZE)) { printf("Couldn't set bold to %s (fallback: %s), %s %d pt\n", DEFAULT_BOLD_FONT_FAMILY, FALLBACK_BOLD_FONT_FAMILY, DEFAULT_BOLD_FONT_STYLE, DEFAULT_BOLD_FONT_SIZE); } if (!fontserver->SetSystemFixed(DEFAULT_FIXED_FONT_FAMILY, DEFAULT_FIXED_FONT_STYLE, DEFAULT_FIXED_FONT_SIZE) && !fontserver->SetSystemFixed(FALLBACK_FIXED_FONT_FAMILY, DEFAULT_FIXED_FONT_STYLE, DEFAULT_FIXED_FONT_SIZE)) { printf("Couldn't set fixed to %s (fallback: %s), %s %d pt\n", DEFAULT_FIXED_FONT_FAMILY, FALLBACK_FIXED_FONT_FAMILY, DEFAULT_FIXED_FONT_STYLE, DEFAULT_FIXED_FONT_SIZE); } fontserver->Unlock(); // Load the GUI colors here and set the global set to the values contained therein. If this // is not possible, set colors to the defaults if (!LoadGUIColors(&gui_colorset)) gui_colorset.SetToDefaults(); InitDecorators(); // Set up the Desktop gDesktop = new Desktop(); gDesktop->Init(); // TODO: Maybe this is not the best place for this InitializeColorMap(); // Create the bitmap allocator. Object declared in BitmapManager.cpp bitmapmanager = new BitmapManager(); // This is necessary to mediate access between the Poller and app_server threads fActiveAppLock = create_sem(1,"app_server_active_sem"); // This locker is for app_server and Picasso to vy for control of the ServerApp list fAppListLock = create_sem(1,"app_server_applist_sem"); // This locker is to mediate access to the make_decorator pointer fDecoratorLock = create_sem(1,"app_server_decor_sem"); // Spawn our thread-monitoring thread fPicassoThreadID = spawn_thread(PicassoThread, "picasso", B_NORMAL_PRIORITY, this); if (fPicassoThreadID >= 0) resume_thread(fPicassoThreadID); fDecoratorName ="Default"; #if 0 LaunchCursorThread(); #endif } /*! \brief Destructor Reached only when the server is asked to shut down in Test mode. Kills all apps, shuts down the desktop, kills the housekeeping threads, etc. */ AppServer::~AppServer(void) { debugger("We shouldn't be here! MainLoop()::B_QUIT_REQUESTED should see if we can exit the server.\n"); /* ServerApp *tempapp; int32 i; acquire_sem(fAppListLock); for(i=0;iCountItems();i++) { tempapp=(ServerApp *)fAppList->ItemAt(i); if(tempapp!=NULL) delete tempapp; } delete fAppList; release_sem(fAppListLock); delete bitmapmanager; delete gDesktop; // If these threads are still running, kill them - after this, if exit_poller // is deleted, who knows what will happen... These things will just return an // error and fail if the threads have already exited. kill_thread(fPicassoThreadID); kill_thread(fCursorThreadID); kill_thread(fISThreadID); delete fontserver; make_decorator=NULL; */ } /*! \brief Thread function for watching for dead apps \param data Pointer to the app_server to which the thread belongs \return Throwaway value - always 0 */ int32 AppServer::PicassoThread(void *data) { for (;;) { acquire_sem(sAppServer->fAppListLock); for (int32 i = 0;;) { ServerApp *app = (ServerApp *)sAppServer->fAppList->ItemAt(i++); if (!app) break; app->PingTarget(); } release_sem(sAppServer->fAppListLock); // we do this every other second so as not to suck *too* many CPU cycles snooze(1000000); } return 0; } /*! \brief Starts Input Server */ void AppServer::LaunchInputServer() { // We are supposed to start the input_server, but it's a BApplication // that depends on the registrar running, which is started after app_server // so we wait on roster thread to launch the input server fISThreadID = B_ERROR; while (find_thread(BPrivate::kRosterThreadName) == B_NAME_NOT_FOUND && !fQuittingServer) { snooze(250000); } // we sleep a bit more snooze(1000000); if (fQuittingServer) return; // we use an area for cursor data communication with input_server // area id and sem id are sent to the input_server if (fCursorArea < B_OK) fCursorArea = create_area("isCursor", (void**) &fCursorAddr, B_ANY_ADDRESS, B_PAGE_SIZE, B_FULL_LOCK, B_READ_AREA | B_WRITE_AREA); if (fCursorSem < B_OK) fCursorSem = create_sem(0, "isSem"); int32 arg_c = 1; char **arg_v = (char **)malloc(sizeof(char *) * (arg_c + 1)); #if TEST_MODE arg_v[0] = strdup("/boot/home/svnhaiku/trunk/distro/x86.R1/beos/system/servers/input_server"); #else arg_v[0] = strdup("/system/servers/input_server"); #endif arg_v[1] = NULL; fISThreadID = load_image(arg_c, (const char**)arg_v, (const char **)environ); free(arg_v[0]); int32 tmpbuf[2] = {fCursorSem, fCursorArea}; int32 code = 0; send_data(fISThreadID, code, (void *)tmpbuf, sizeof(tmpbuf)); resume_thread(fISThreadID); setpgid(fISThreadID, 0); // we receive thread_id sender; code = receive_data(&sender, (void *)tmpbuf, sizeof(tmpbuf)); fISASPort = tmpbuf[0]; fISPort = tmpbuf[1]; // if at any time, one of these ports is error prone, it might mean input_server is gone // then relaunch input_server } /*! \brief Starts the Cursor Thread */ void AppServer::LaunchCursorThread() { // Spawn our cursor thread fCursorThreadID = spawn_thread(CursorThread, "CursorThreadOfTheDeath", B_REAL_TIME_DISPLAY_PRIORITY - 1, this); if (fCursorThreadID >= 0) resume_thread(fCursorThreadID); } /*! \brief The Cursor Thread task */ int32 AppServer::CursorThread(void* data) { AppServer *app = (AppServer *)data; BPoint p; app->LaunchInputServer(); do { while (acquire_sem(app->fCursorSem) == B_OK) { p.y = *app->fCursorAddr & 0x7fff; p.x = *app->fCursorAddr >> 15 & 0x7fff; gDesktop->GetDisplayDriver()->MoveCursorTo(p.x, p.y); STRACE(("CursorThread : %f, %f\n", p.x, p.y)); } snooze(100000); } while (!app->fQuittingServer); return B_OK; } /*! \brief The call that starts it all... \return Always 0 */ thread_id AppServer::Run(void) { MainLoop(); kill_thread(fPicassoThreadID); return 0; } //! Main message-monitoring loop for the regular message port - no input messages! void AppServer::MainLoop(void) { BPrivate::PortLink pmsg(-1, fMessagePort); while (1) { STRACE(("info: AppServer::MainLoop listening on port %ld.\n", fMessagePort)); int32 code; status_t err = pmsg.GetNextMessage(code); if (err < B_OK) { STRACE(("MainLoop:pmsg.GetNextMessage() failed\n")); continue; } switch (code) { case B_QUIT_REQUESTED: case AS_CREATE_APP: case AS_DELETE_APP: case AS_UPDATED_CLIENT_FONTLIST: case AS_QUERY_FONTS_CHANGED: case AS_SET_UI_COLORS: case AS_GET_UI_COLOR: case AS_SET_DECORATOR: case AS_GET_DECORATOR: case AS_R5_SET_DECORATOR: DispatchMessage(code, pmsg); break; default: { STRACE(("Server::MainLoop received unexpected code %ld (offset %ld)\n", code, code - SERVER_TRUE)); break; } } } } /*! \brief Loads the specified decorator and sets the system's decorator to it. \param path Path to the decorator to load \return True if successful, false if not. If the server cannot load the specified decorator, nothing changes. Passing a NULL string to this function sets the decorator to the internal one. */ bool AppServer::LoadDecorator(const char *path) { // Loads a window decorator based on the supplied path and forces a decorator update. // If it cannot load the specified decorator, it will retain the current one and // return false. Note that passing a NULL string to this function sets the decorator // to the internal one. // passing the string "Default" will set the window decorator to the app_server's // internal one if(!path) { make_decorator= NULL; return true; } create_decorator *pcreatefunc= NULL; status_t stat; image_id addon; addon = load_add_on(path); if (addon < B_OK) return false; // As of now, we do nothing with decorator versions, but the possibility exists // that the API will change even though I cannot forsee any reason to do so. If // we *did* do anything with decorator versions, the assignment to a global would // go here. // Get the instantiation function stat = get_image_symbol(addon, "instantiate_decorator", B_SYMBOL_TYPE_TEXT, (void**)&pcreatefunc); if (stat != B_OK) { unload_add_on(addon); return false; } BPath temppath(path); fDecoratorName=temppath.Leaf(); acquire_sem(fDecoratorLock); make_decorator=pcreatefunc; fDecoratorID=addon; release_sem(fDecoratorLock); return true; } //! Loads decorator settings on disk or the default if settings are invalid void AppServer::InitDecorators(void) { BMessage settings; BDirectory dir; if (dir.SetTo(SERVER_SETTINGS_DIR) == B_ENTRY_NOT_FOUND) create_directory(SERVER_SETTINGS_DIR, 0777); BString path(SERVER_SETTINGS_DIR); path += "DecoratorSettings"; BFile file(path.String(), B_READ_ONLY); if (file.InitCheck() == B_OK && settings.Unflatten(&file) == B_OK) { BString itemtext; if (settings.FindString("decorator", &itemtext) == B_OK) { path.SetTo(DECORATORS_DIR); path += itemtext; if (LoadDecorator(path.String())) return; } } // We got this far, so something must have gone wrong. We set make_decorator // to NULL so that the decorator allocation routine knows to utilize the included // default decorator instead of an addon. make_decorator = NULL; } /*! \brief Message handling function for all messages sent to the app_server \param code ID of the message sent \param buffer Attachment buffer for the message. */ void AppServer::DispatchMessage(int32 code, BPrivate::PortLink &msg) { switch (code) { case AS_CREATE_APP: { // Create the ServerApp to node monitor a new BApplication // Attached data: // 1) port_id - receiver port of a regular app // 2) port_id - client looper port - for send messages to the client // 2) team_id - app's team ID // 3) int32 - handler token of the regular app // 4) char * - signature of the regular app // Find the necessary data team_id clientTeamID = -1; port_id clientLooperPort = -1; port_id clientReplyPort = -1; int32 htoken = B_NULL_TOKEN; char *appSignature = NULL; msg.Read(&clientReplyPort); msg.Read(&clientLooperPort); msg.Read(&clientTeamID); msg.Read(&htoken); if (msg.ReadString(&appSignature) != B_OK) break; port_id serverListen = create_port(DEFAULT_MONITOR_PORT_SIZE, appSignature); if (serverListen < B_OK) { printf("No more ports left. Time to crash. Have a nice day! :)\n"); break; } // we let the application own the port, so that we get aware when it's gone if (set_port_owner(serverListen, clientTeamID) < B_OK) { delete_port(serverListen); printf("Could not transfer port ownership to client %ld!\n", clientTeamID); break; } // Create the ServerApp subthread for this app acquire_sem(fAppListLock); ServerApp *app = new ServerApp(clientReplyPort, serverListen, clientLooperPort, clientTeamID, htoken, appSignature); // add the new ServerApp to the known list of ServerApps fAppList->AddItem(app); release_sem(fAppListLock); BPrivate::PortLink replylink(clientReplyPort); replylink.StartMessage(SERVER_TRUE); replylink.Attach(serverListen); replylink.Flush(); // This is necessary because BPortLink::ReadString allocates memory free(appSignature); break; } case AS_DELETE_APP: { // Delete a ServerApp. Received only from the respective ServerApp when a // BApplication asks it to quit. // Attached Data: // 1) thread_id - thread ID of the ServerApp to be deleted int32 i = 0, appnum = fAppList->CountItems(); ServerApp *srvapp = NULL; thread_id srvapp_id = -1; if (msg.Read(&srvapp_id) < B_OK) break; acquire_sem(fAppListLock); // Run through the list of apps and nuke the proper one for (i = 0; i < appnum; i++) { srvapp = (ServerApp *)fAppList->ItemAt(i); if (srvapp != NULL && srvapp->MonitorThreadID() == srvapp_id) { srvapp = (ServerApp *)fAppList->RemoveItem(i); if (srvapp) { delete srvapp; srvapp = NULL; } break; // jump out of our for() loop } } release_sem(fAppListLock); break; } case AS_UPDATED_CLIENT_FONTLIST: { // received when the client-side global font list has been // refreshed fontserver->Lock(); fontserver->FontsUpdated(); fontserver->Unlock(); break; } case AS_QUERY_FONTS_CHANGED: { // Client application is asking if the font list has changed since // the last client-side refresh // Attached data: // 1) port_id reply port fontserver->Lock(); bool needs_update=fontserver->FontsNeedUpdated(); fontserver->Unlock(); // Seeing how the client merely wants an answer, we'll skip the BPortLink // and all its overhead and just write the code to port. port_id replyport; if (msg.Read(&replyport) < B_OK) break; BPrivate::PortLink replylink(replyport); replylink.StartMessage(needs_update ? SERVER_TRUE : SERVER_FALSE); replylink.Flush(); break; } case AS_SET_DECORATOR: { // Received from an application when the user wants to set the window // decorator to a new one // Attached Data: // char * name of the decorator in the decorators path to use char *decname=NULL; msg.ReadString(&decname); if (decname) { if (strcmp(decname, "Default") != 0) { BString decpath; decpath.SetTo(DECORATORS_DIR); decpath += decname; if (LoadDecorator(decpath.String())) Broadcast(AS_UPDATE_DECORATOR); } else { LoadDecorator(NULL); Broadcast(AS_UPDATE_DECORATOR); } } free(decname); break; } case AS_GET_DECORATOR: { // Attached Data: // 1) port_id reply port port_id replyport = -1; if (msg.Read(&replyport)(&decindex)CountItems(); i++) { app = (ServerApp*)fAppList->ItemAt(i); if (!app) continue; // Instead of calling wait_for_thread, we will wait a bit, check for the // thread_id. We will only wait so long, because then the app is probably crashed // or hung. Seeing that being the case, we'll kill its BApp team and fake the // quit message if (get_thread_info(app->MonitorThreadID(), &tinfo)==B_OK) { bool killteam = true; for (int32 j = 0; j < 5; j++) { snooze(500000); // wait half a second for it to quit if (get_thread_info(app->MonitorThreadID(), &tinfo) != B_OK) { killteam = false; break; } } if (killteam) { kill_team(app->ClientTeamID()); app->PostMessage(B_QUIT_REQUESTED); } } } kill_thread(fPicassoThreadID); release_sem(fAppListLock); delete gDesktop; delete fAppList; delete bitmapmanager; delete fontserver; // we are now clear to exit exit_thread(0); #endif break; } case AS_SET_SYSCURSOR_DEFAULTS: { // although this isn't pretty, ATM we only have RootLayer. // this messages should be handled somewhere into a RootLayer // specific area - this set is intended for a RootLayer. gDesktop->ActiveRootLayer()->GetCursorManager().SetDefaults(); break; } default: // we should never get here. break; } } /*! \brief Send a quick (no attachments) message to all applications Quite useful for notification for things like server shutdown, system color changes, etc. */ void AppServer::Broadcast(int32 code) { acquire_sem(fAppListLock); for (int32 i = 0; i < fAppList->CountItems(); i++) { ServerApp *app = (ServerApp *)fAppList->ItemAt(i); if (!app) { printf("PANIC in AppServer::Broadcast()\n"); continue; } app->PostMessage(code); } release_sem(fAppListLock); } /*! \brief Finds the application with the given signature \param sig MIME signature of the application to find \return the corresponding ServerApp or NULL if not found This call should be made only when necessary because it locks the app list while it does its searching. */ ServerApp * AppServer::FindApp(const char *sig) { if (!sig) return NULL; ServerApp *foundapp=NULL; acquire_sem(fAppListLock); for(int32 i=0; iCountItems();i++) { foundapp=(ServerApp*)fAppList->ItemAt(i); if(foundapp && foundapp->Title() == sig) { release_sem(fAppListLock); return foundapp; } } release_sem(fAppListLock); // couldn't find a match return NULL; } // #pragma mark - /*! \brief Creates a new decorator instance \param rect Frame size \param title Title string for the "window" \param wlook Window look type. See Window.h \param wfeel Window feel type. See Window.h \param wflags Window flags. See Window.h If a decorator has not been set, we use the default one packaged in with the app_server being that we can't do anything with a window without one. */ Decorator * new_decorator(BRect rect, const char *title, int32 wlook, int32 wfeel, int32 wflags, DisplayDriver *ddriver) { Decorator *dec=NULL; if (!sAppServer->make_decorator) dec = new DefaultDecorator(rect, wlook, wfeel, wflags); else dec = sAppServer->make_decorator(rect, wlook, wfeel, wflags); gui_colorset.Lock(); dec->SetDriver(ddriver); dec->SetColors(gui_colorset); dec->SetTitle(title); gui_colorset.Unlock(); return dec; } /*! \brief Entry function to run the entire server \param argc Number of command-line arguments present \param argv String array of the command-line arguments \return -1 if the app_server is already running, 0 if everything's OK. */ int main(int argc, char** argv) { // There can be only one.... if (find_port(SERVER_PORT_NAME) >= B_OK) return -1; srand(real_time_clock_usecs()); AppServer app_server; app_server.Run(); return 0; }