refactor(android): split session JNI into modules, HUD-gated stats, AAudio open retry
- native: the 756-line session.rs becomes session/{mod,connect,input,planes}.rs
around a SessionHandle (connect lifecycle + trust, input plane shims, plane
start/stop + stats drain).
- Decode-stats sampling is HUD-gated (nativeSetVideoStatsEnabled): with the
overlay hidden the decode thread skips the per-AU clock read + lock; enabling
resets the measurement window.
- audio: the AAudio open path is a per-sharing-mode try_open closure — the
realtime callback state (ring, prime, free-list) is rebuilt per attempt, so a
failed exclusive-mode try can't leak state into the shared-mode retry.
- Kotlin: ConnectScreen/StreamScreen slimmed by extracting ConnectDialogs,
StatsOverlay and TouchInput.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
@@ -0,0 +1,159 @@
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//! Input plane: Kotlin capture → `NativeClient::send_input`.
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//!
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//! All shims are `&self` on the `Sync` connector (send_input is a non-blocking datagram push), safe
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//! from the Kotlin UI thread. NOT android-gated — send_input exists on the host build too, so these
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//! compile everywhere (parity with nativeConnect/nativeClose). The wire codes are the GameStream
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//! conventions: buttons 1=left/2=middle/3=right/4=X1/5=X2; scroll axis 0=vertical/1=horizontal,
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//! signed 120-unit delta, +=up/right; keys are Windows VK (mapped from KEYCODE_* on the Kotlin side).
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use jni::objects::JObject;
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use jni::sys::{jboolean, jint, jlong};
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use jni::JNIEnv;
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use punktfunk_core::input::{InputEvent, InputKind};
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use super::SessionHandle;
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/// Shared shim body: guard against a `0` handle, deref, and push one [`InputEvent`].
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fn send_event(handle: jlong, kind: InputKind, code: u32, x: i32, y: i32, flags: u32) {
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if handle == 0 {
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return;
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}
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// SAFETY: live handle per the nativeConnect/nativeClose contract; send_input is &self.
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let h = unsafe { &*(handle as *const SessionHandle) };
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let _ = h.client.send_input(&InputEvent {
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kind,
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_pad: [0; 3],
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code,
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x,
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y,
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flags,
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});
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}
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/// `NativeBridge.nativeSendPointerMove(handle, dx, dy)` — relative mouse motion (screen +y down).
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#[no_mangle]
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pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeSendPointerMove(
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_env: JNIEnv,
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_this: JObject,
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handle: jlong,
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dx: jint,
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dy: jint,
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) {
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send_event(handle, InputKind::MouseMove, 0, dx, dy, 0);
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}
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/// `NativeBridge.nativeSendPointerAbs(handle, x, y, surfaceWidth, surfaceHeight)` — absolute cursor
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/// position: the host moves the pointer to `x`/`y` in a `surfaceWidth`×`surfaceHeight` pixel space,
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/// normalizing against the size packed into `flags` as `(w << 16) | h` and mapping into the output
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/// region (it drops the event if that size is zero). This is the touch "direct pointing" path — the
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/// cursor jumps to the finger — and matches the Apple client's absolute touch forwarding.
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#[no_mangle]
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pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeSendPointerAbs(
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_env: JNIEnv,
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_this: JObject,
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handle: jlong,
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x: jint,
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y: jint,
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surface_width: jint,
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surface_height: jint,
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) {
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let w = (surface_width.max(0) as u32) & 0xffff;
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let ht = (surface_height.max(0) as u32) & 0xffff;
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send_event(handle, InputKind::MouseMoveAbs, 0, x, y, (w << 16) | ht);
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}
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/// `NativeBridge.nativeSendPointerButton(handle, button, down)` — one button transition.
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/// `button`: GameStream id (1=left, 2=middle, 3=right, 4=X1, 5=X2). `down`: 1=press, 0=release.
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#[no_mangle]
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pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeSendPointerButton(
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_env: JNIEnv,
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_this: JObject,
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handle: jlong,
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button: jint,
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down: jboolean,
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) {
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let kind = if down != 0 {
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InputKind::MouseButtonDown
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} else {
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InputKind::MouseButtonUp
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};
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send_event(handle, kind, button as u32, 0, 0, 0);
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}
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/// `NativeBridge.nativeSendScroll(handle, axis, delta)` — one scroll step. `axis`: 0=vertical,
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/// 1=horizontal. `delta`: signed, WHEEL_DELTA(120)-scaled, +=up/right.
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#[no_mangle]
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pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeSendScroll(
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_env: JNIEnv,
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_this: JObject,
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handle: jlong,
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axis: jint,
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delta: jint,
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) {
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send_event(handle, InputKind::MouseScroll, axis as u32, delta, 0, 0);
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}
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/// `NativeBridge.nativeSendKey(handle, vk, down, mods)` — one key transition. `vk`: Windows
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/// Virtual-Key code (0 = unmapped → dropped). `down`: 1=press, 0=release. `mods`: VK modifier
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/// bitmask (0 for now — the host folds modifiers from the L/R modifier key events themselves).
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#[no_mangle]
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pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeSendKey(
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_env: JNIEnv,
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_this: JObject,
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handle: jlong,
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vk: jint,
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down: jboolean,
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mods: jint,
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) {
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if vk == 0 {
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return;
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}
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let kind = if down != 0 {
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InputKind::KeyDown
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} else {
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InputKind::KeyUp
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};
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send_event(handle, kind, vk as u32, 0, 0, mods as u32);
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}
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// ---- Gamepad: Kotlin captures (KeyEvent/MotionEvent) → NativeClient::send_input ---------------
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// Single-pad model: exactly one controller, forwarded as pad 0 (flags = 0). Buttons carry the
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// gamepad::BTN_* bit in `code` and pressed/released in `x` (1/0); axes carry the gamepad::AXIS_* id
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// in `code` and the value in `x` (sticks i16 −32768..32767, +y = up; triggers 0..255). The host
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// accumulates the incremental events into its virtual xpad. Wire contract: input.rs::gamepad.
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/// `NativeBridge.nativeSendGamepadButton(handle, bit, down)` — one gamepad button transition.
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/// `bit`: a `gamepad::BTN_*` bit (e.g. BTN_A = 0x1000). `down`: 1=press, 0=release.
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#[no_mangle]
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pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeSendGamepadButton(
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_env: JNIEnv,
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_this: JObject,
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handle: jlong,
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bit: jint,
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down: jboolean,
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) {
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// flags = 0: pad index 0 — single-pad model.
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send_event(
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handle,
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InputKind::GamepadButton,
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bit as u32,
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i32::from(down != 0),
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0,
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0,
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);
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}
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/// `NativeBridge.nativeSendGamepadAxis(handle, axisId, value)` — one gamepad axis update.
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/// `axisId`: a `gamepad::AXIS_*` id (LS_X=0..RT=5). `value`: stick i16 (−32768..32767, +y=up) or
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/// trigger 0..255.
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#[no_mangle]
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pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeSendGamepadAxis(
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_env: JNIEnv,
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_this: JObject,
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handle: jlong,
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axis_id: jint,
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value: jint,
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) {
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// flags = 0: pad index 0 — single-pad model.
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send_event(handle, InputKind::GamepadAxis, axis_id as u32, value, 0, 0);
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}
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