/* * Copyright (C) 2007 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. */ #define LOG_TAG "BootAnimation" #include #include #include #include #include #include #include #include #include #include #include #include "BootAnimation.h" #include "BootAnimationUtil.h" #include "audioplay.h" using namespace android; // --------------------------------------------------------------------------- namespace { // Create a typedef for readability. typedef android::BootAnimation::Animation Animation; static const char PLAY_SOUND_PROP_NAME[] = "persist.sys.bootanim.play_sound"; static const char BOOT_COMPLETED_PROP_NAME[] = "sys.boot_completed"; static const char POWER_CTL_PROP_NAME[] = "sys.powerctl"; static const char BOOTREASON_PROP_NAME[] = "ro.boot.bootreason"; static const std::vector PLAY_SOUND_BOOTREASON_BLACKLIST { "kernel_panic", "Panic", "Watchdog", }; class InitAudioThread : public Thread { public: InitAudioThread(uint8_t* exampleAudioData, int exampleAudioLength) : Thread(false), mExampleAudioData(exampleAudioData), mExampleAudioLength(exampleAudioLength) {} private: virtual bool threadLoop() { audioplay::create(mExampleAudioData, mExampleAudioLength); // Exit immediately return false; } uint8_t* mExampleAudioData; int mExampleAudioLength; }; bool playSoundsAllowed() { // Only play sounds for system boots, not runtime restarts. if (android::base::GetBoolProperty(BOOT_COMPLETED_PROP_NAME, false)) { return false; } // no audio while shutting down if (!android::base::GetProperty(POWER_CTL_PROP_NAME, "").empty()) { return false; } // Read the system property to see if we should play the sound. // If it's not present, default to allowed. if (!property_get_bool(PLAY_SOUND_PROP_NAME, 1)) { return false; } // Don't play sounds if this is a reboot due to an error. char bootreason[PROPERTY_VALUE_MAX]; if (property_get(BOOTREASON_PROP_NAME, bootreason, nullptr) > 0) { for (const auto& str : PLAY_SOUND_BOOTREASON_BLACKLIST) { if (strcasecmp(str.c_str(), bootreason) == 0) { return false; } } } return true; } class AudioAnimationCallbacks : public android::BootAnimation::Callbacks { public: void init(const Vector& parts) override { const Animation::Part* partWithAudio = nullptr; for (const Animation::Part& part : parts) { if (part.audioData != nullptr) { partWithAudio = ∂ } } if (partWithAudio == nullptr) { return; } ALOGD("found audio.wav, creating playback engine"); initAudioThread = new InitAudioThread(partWithAudio->audioData, partWithAudio->audioLength); initAudioThread->run("BootAnimation::InitAudioThread", PRIORITY_NORMAL); }; void playPart(int partNumber, const Animation::Part& part, int playNumber) override { // only play audio file the first time we animate the part if (playNumber == 0 && part.audioData && playSoundsAllowed()) { ALOGD("playing clip for part%d, size=%d", partNumber, part.audioLength); // Block until the audio engine is finished initializing. if (initAudioThread != nullptr) { initAudioThread->join(); } audioplay::playClip(part.audioData, part.audioLength); } }; void shutdown() override { // we've finally played everything we're going to play audioplay::setPlaying(false); audioplay::destroy(); }; private: sp initAudioThread = nullptr; }; } // namespace int main() { setpriority(PRIO_PROCESS, 0, ANDROID_PRIORITY_DISPLAY); bool noBootAnimation = bootAnimationDisabled(); ALOGI_IF(noBootAnimation, "boot animation disabled"); if (!noBootAnimation) { sp proc(ProcessState::self()); ProcessState::self()->startThreadPool(); waitForSurfaceFlinger(); // create the boot animation object sp boot = new BootAnimation(new AudioAnimationCallbacks()); ALOGV("Boot animation set up. Joining pool."); IPCThreadState::self()->joinThreadPool(); } ALOGV("Boot animation exit"); return 0; }