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hidpi
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hidpiscale
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238
DEVELOP.md
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238
DEVELOP.md
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# scrcpy for developers
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## Overview
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This application is composed of two parts:
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- the server (`scrcpy-server.jar`), to be executed on the device,
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- the client (the `scrcpy` binary), executed on the host computer.
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The client is responsible to push the server to the device and start its
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execution.
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Once the client and the server are connected to each other, the server initially
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sends device information (name and initial screen dimensions), then starts to
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send a raw H.264 video stream of the device screen. The client decodes the video
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frames, and display them as soon as possible, without buffering, to minimize
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latency. The client is not aware of the device rotation (which is handled by the
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server), it just knows the dimensions of the video frames.
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The client captures relevant keyboard and mouse events, that it transmits to the
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server, which injects them to the device.
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## Server
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### Privileges
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Capturing the screen requires some privileges, which are granted to `shell`.
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The server is a Java application (with a [`public static void main(String...
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args)`][main] method), compiled against the Android framework, and executed as
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`shell` on the Android device.
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[main]: server/src/main/java/com/genymobile/scrcpy/Server.java#L61
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To run such a Java application, the classes must be [_dexed_][dex] (typically,
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to `classes.dex`). If `my.package.MainClass` is the main class, compiled to
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`classes.dex`, pushed to the device in `/data/local/tmp`, then it can be run
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with:
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adb shell CLASSPATH=/data/local/tmp/classes.dex \
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app_process / my.package.MainClass
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_The path `/data/local/tmp` is a good candidate to push the server, since it's
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readable and writable by `shell`, but not world-writable, so a malicious
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application may not replace the server just before the client executes it._
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Instead of a raw _dex_ file, `app_process` accepts a _jar_ containing
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`classes.dex` (e.g. an [APK]). For simplicity, and to benefit from the gradle
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build system, the server is built to an (unsigned) APK (renamed to
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`scrcpy-server.jar`).
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[dex]: https://en.wikipedia.org/wiki/Dalvik_(software)
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[apk]: https://en.wikipedia.org/wiki/Android_application_package
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### Hidden methods
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Albeit compiled against the Android framework, [hidden] methods and classes are
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not directly accessible (and they may differ from one Android version to
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another).
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They can be called using reflection though. The communication with hidden
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components is provided by [_wrappers_ classes][wrappers] and [aidl].
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[hidden]: https://stackoverflow.com/a/31908373/1987178
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[wrappers]: https://github.com/Genymobile/scrcpy/blob/079d750d41b7849eb1b9caaa6151ef2429581584/server/src/main/java/com/genymobile/scrcpy/wrappers
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[aidl]: https://github.com/Genymobile/scrcpy/blob/079d750d41b7849eb1b9caaa6151ef2429581584/server/src/main/aidl/android/view
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### Threading
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The server uses 2 threads:
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- the **main** thread, encoding and streaming the video to the client;
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- the **controller** thread, listening for _control events_ (typically,
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keyboard and mouse events) from the client.
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Since the video encoding is typically hardware, there would be no benefit in
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encoding and streaming in two different threads.
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### Screen video encoding
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The encoding is managed by [`ScreenEncoder`].
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The video is encoded using the [`MediaCodec`] API. The codec takes its input
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from a [surface] associated to the display, and writes the resulting H.264
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stream to the provided output stream (the socket connected to the client).
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[`ScreenEncoder`]: https://github.com/Genymobile/scrcpy/blob/079d750d41b7849eb1b9caaa6151ef2429581584/server/src/main/java/com/genymobile/scrcpy/ScreenEncoder.java
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[`MediaCodec`]: https://developer.android.com/reference/android/media/MediaCodec.html
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[surface]: https://github.com/Genymobile/scrcpy/blob/079d750d41b7849eb1b9caaa6151ef2429581584/server/src/main/java/com/genymobile/scrcpy/ScreenEncoder.java#L63-L64
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On device [rotation], the codec, surface and display are reinitialized, and a
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new video stream is produced.
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New frames are produced only when changes occur on the surface. This is good
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because it avoids to send unnecessary frames, but there are drawbacks:
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- it does not send any frame on start if the device screen does not change,
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- after fast motion changes, the last frame may have poor quality.
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Both problems are [solved][repeat] by the flag
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[`KEY_REPEAT_PREVIOUS_FRAME_AFTER`][repeat-flag].
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[rotation]: https://github.com/Genymobile/scrcpy/blob/079d750d41b7849eb1b9caaa6151ef2429581584/server/src/main/java/com/genymobile/scrcpy/ScreenEncoder.java#L89-L92
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[repeat]: https://github.com/Genymobile/scrcpy/blob/079d750d41b7849eb1b9caaa6151ef2429581584/server/src/main/java/com/genymobile/scrcpy/ScreenEncoder.java#L125-L126
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[repeat-flag]: https://developer.android.com/reference/android/media/MediaFormat.html#KEY_REPEAT_PREVIOUS_FRAME_AFTER
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### Input events injection
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_Control events_ are received from the client by the [`EventController`] (run in
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a separate thread). There are 5 types of input events:
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- keycode (cf [`KeyEvent`]),
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- text (special characters may not be handled by keycodes directly),
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- mouse motion/click,
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- mouse scroll,
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- custom command (e.g. to switch the screen on).
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All of them may need to inject input events to the system. To do so, they use
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the _hidden_ method [`InputManager.injectInputEvent`] (exposed by our
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[`InputManager` wrapper][inject-wrapper]).
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[`EventController`]: https://github.com/Genymobile/scrcpy/blob/079d750d41b7849eb1b9caaa6151ef2429581584/server/src/main/java/com/genymobile/scrcpy/EventController.java#L70
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[`KeyEvent`]: https://developer.android.com/reference/android/view/KeyEvent.html
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[`MotionEvent`]: https://developer.android.com/reference/android/view/MotionEvent.html
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[`InputManager.injectInputEvent`]: https://android.googlesource.com/platform/frameworks/base/+/oreo-release/core/java/android/hardware/input/InputManager.java#857
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[inject-wrapper]: https://github.com/Genymobile/scrcpy/blob/079d750d41b7849eb1b9caaa6151ef2429581584/server/src/main/java/com/genymobile/scrcpy/wrappers/InputManager.java#L27
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## Client
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The client relies on [SDL], which provides cross-platform API for UI, input
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events, threading, etc.
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The video stream is decoded by [libav] (FFmpeg).
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[SDL]: https://www.libsdl.org
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[libav]: https://www.libav.org/
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### Initialization
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On startup, in addition to _libav_ and _SDL_ initialization, the client must
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push and start the server on the device, and open a socket so that they may
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communicate.
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Note that the client-server roles are expressed at the application level:
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- the server _serves_ video stream and handle requests from the client,
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- the client _controls_ the device through the server.
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However, the roles are inverted at the network level:
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- the client opens a server socket and listen on a port before starting the
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server,
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- the server connects to the client.
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This role inversion guarantees that the connection will not fail due to race
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conditions, and avoids polling.
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Once the server is connected, it sends the device information (name and initial
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screen dimensions). Thus, the client may init the window and renderer, before
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the first frame is available.
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To minimize startup time, SDL initialization is performed while listening for
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the connection from the server (see commit [90a46b4]).
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[90a46b4]: https://github.com/Genymobile/scrcpy/commit/90a46b4c45637d083e877020d85ade52a9a5fa8e
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### Threading
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The client uses 3 threads:
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- the **main** thread, executing the SDL event loop,
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- the **decoder** thread, decoding video frames,
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- the **controller** thread, sending _control events_ to the server.
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### Decoder
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The [decoder] runs in a separate thread. It uses _libav_ to decode the H.264
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stream from the socket, and notifies the main thread when a new frame is
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available.
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There are two [frames] simultaneously in memory:
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- the **decoding** frame, written by the decoder from the decoder thread,
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- the **rendering** frame, rendered in a texture from the main thread.
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When a new decoded frame is available, the decoder _swaps_ the decoding and
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rendering frame (with proper synchronization). Thus, it immediatly starts
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to decode a new frame while the main thread renders the last one.
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[decoder]: https://github.com/Genymobile/scrcpy/blob/079d750d41b7849eb1b9caaa6151ef2429581584/app/src/decoder.c
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[frames]: https://github.com/Genymobile/scrcpy/blob/079d750d41b7849eb1b9caaa6151ef2429581584/app/src/frames.h
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### Controller
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The [controller] is responsible to send _control events_ to the device. It runs
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in a separate thread, to avoid I/O on the main thread.
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On SDL event, received on the main thread, the [input manager][inputmanager]
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creates appropriate [_control events_][controlevent]. It is responsible to
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convert SDL events to Android events (using [convert]). It pushes the _control
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events_ to a blocking queue hold by the controller. On its own thread, the
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controller takes events from the queue, that it serializes and sends to the
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client.
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[controller]: https://github.com/Genymobile/scrcpy/blob/079d750d41b7849eb1b9caaa6151ef2429581584/app/src/controller.h
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[controlevent]: https://github.com/Genymobile/scrcpy/blob/079d750d41b7849eb1b9caaa6151ef2429581584/app/src/controlevent.h
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[inputmanager]: https://github.com/Genymobile/scrcpy/blob/079d750d41b7849eb1b9caaa6151ef2429581584/app/src/inputmanager.h
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[convert]: https://github.com/Genymobile/scrcpy/blob/079d750d41b7849eb1b9caaa6151ef2429581584/app/src/convert.h
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### UI and event loop
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Initialization, input events and rendering are all [managed][scrcpy] in the main
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thread.
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Events are handled in the [event loop], which either updates the [screen] or
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delegates to the [input manager][inputmanager].
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[scrcpy]: https://github.com/Genymobile/scrcpy/blob/079d750d41b7849eb1b9caaa6151ef2429581584/app/src/scrcpy.c
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[event loop]: https://github.com/Genymobile/scrcpy/blob/079d750d41b7849eb1b9caaa6151ef2429581584/app/src/scrcpy.c#L38
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[screen]: https://github.com/Genymobile/scrcpy/blob/079d750d41b7849eb1b9caaa6151ef2429581584/app/src/screen.h
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## Hack
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For more details, go read the code!
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If you find a bug, or have an awesome idea to implement, please discuss and
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contribute ;-)
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23
README.md
23
README.md
@@ -1,8 +1,8 @@
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# scrcpy
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This project displays screens of Android devices connected on USB, and allow to
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control them using the host mouse and keyboard. It does not require any _root_
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access. It works on _GNU/Linux_, _Windows_ and _Mac OS_.
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This application provides display and control of Android devices connected on
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USB. It does not require any _root_ access. It works on _GNU/Linux_, _Windows_
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and _Mac OS_.
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@@ -185,6 +185,23 @@ If several devices are listed in `adb devices`, you must specify the _serial_:
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| enable/disable FPS counter (on stdout) | `Ctrl`+`i` |
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## Why _scrcpy_?
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A colleague challenged me to find a name as unpronounceable as [gnirehtet].
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[`strcpy`] copies a **str**ing; `scrcpy` copies a **scr**een.
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[gnirehtet]: https://github.com/Genymobile/gnirehtet
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[`strcpy`]: http://man7.org/linux/man-pages/man3/strcpy.3.html
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## Developers
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Read the [developers page].
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[developers page]: DEVELOP.md
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## Licence
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Copyright (C) 2018 Genymobile
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@@ -8,6 +8,7 @@ src = [
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'src/device.c',
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'src/fpscounter.c',
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'src/frames.c',
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'src/hidpi.c',
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'src/inputmanager.c',
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'src/lockutil.c',
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'src/net.c',
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@@ -136,6 +136,7 @@ SDL_bool input_key_from_sdl_to_android(const SDL_KeyboardEvent *from,
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SDL_bool mouse_button_from_sdl_to_android(const SDL_MouseButtonEvent *from,
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struct size screen_size,
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struct hidpi_scale *hidpi_scale,
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struct control_event *to) {
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to->type = CONTROL_EVENT_TYPE_MOUSE;
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@@ -145,21 +146,30 @@ SDL_bool mouse_button_from_sdl_to_android(const SDL_MouseButtonEvent *from,
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to->mouse_event.buttons = convert_mouse_buttons(SDL_BUTTON(from->button));
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to->mouse_event.position.screen_size = screen_size;
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to->mouse_event.position.point.x = (Uint16) from->x;
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to->mouse_event.position.point.y = (Uint16) from->y;
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Sint32 x = from->x;
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Sint32 y = from->y;
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hidpi_unscale_coordinates(hidpi_scale, &x, &y);
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to->mouse_event.position.point.x = (Uint16) x;
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to->mouse_event.position.point.y = (Uint16) y;
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return SDL_TRUE;
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}
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SDL_bool mouse_motion_from_sdl_to_android(const SDL_MouseMotionEvent *from,
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struct size screen_size,
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struct hidpi_scale *hidpi_scale,
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struct control_event *to) {
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to->type = CONTROL_EVENT_TYPE_MOUSE;
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to->mouse_event.action = AMOTION_EVENT_ACTION_MOVE;
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to->mouse_event.buttons = convert_mouse_buttons(from->state);
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to->mouse_event.position.screen_size = screen_size;
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to->mouse_event.position.point.x = from->x;
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to->mouse_event.position.point.y = from->y;
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Sint32 x = from->x;
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Sint32 y = from->y;
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hidpi_unscale_coordinates(hidpi_scale, &x, &y);
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to->mouse_event.position.point.x = (Uint16) x;
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to->mouse_event.position.point.y = (Uint16) y;
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return SDL_TRUE;
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}
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@@ -3,7 +3,10 @@
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#include <SDL2/SDL_stdinc.h>
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#include <SDL2/SDL_events.h>
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#include "common.h"
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#include "controlevent.h"
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#include "hidpi.h"
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struct complete_mouse_motion_event {
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SDL_MouseMotionEvent *mouse_motion_event;
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@@ -19,12 +22,14 @@ SDL_bool input_key_from_sdl_to_android(const SDL_KeyboardEvent *from,
|
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struct control_event *to);
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SDL_bool mouse_button_from_sdl_to_android(const SDL_MouseButtonEvent *from,
|
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struct size screen_size,
|
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struct hidpi_scale *hidpi_scale,
|
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struct control_event *to);
|
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|
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// the video size may be different from the real device size, so we need the size
|
||||
// to which the absolute position apply, to scale it accordingly
|
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SDL_bool mouse_motion_from_sdl_to_android(const SDL_MouseMotionEvent *from,
|
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struct size screen_size,
|
||||
struct hidpi_scale *hidpi_scale,
|
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struct control_event *to);
|
||||
|
||||
// on Android, a scroll event requires the current mouse position
|
||||
|
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16
app/src/hidpi.c
Normal file
16
app/src/hidpi.c
Normal file
@@ -0,0 +1,16 @@
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#include "hidpi.h"
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void hidpi_get_scale(struct screen *screen, struct hidpi_scale *scale) {
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SDL_GL_GetDrawableSize(screen->window, &scale->horizontal.num, &scale->vertical.num);
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SDL_GetWindowSize(screen->window, &scale->horizontal.div, &scale->vertical.div);
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}
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|
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void hidpi_unscale_coordinates(struct hidpi_scale *scale, Sint32 *x, Sint32 *y) {
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// to unscale, we devide by the ratio (so num and div are reversed)
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if (scale->horizontal.num) {
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*x = ((Sint64) *x) * scale->horizontal.div / scale->horizontal.num;
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}
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if (scale->vertical.num) {
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*y = ((Sint64) *y) * scale->vertical.div / scale->vertical.num;
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}
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}
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24
app/src/hidpi.h
Normal file
24
app/src/hidpi.h
Normal file
@@ -0,0 +1,24 @@
|
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#ifndef HIDPI_H
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#define HIDPI_H
|
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|
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#include "common.h"
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||||
#include "screen.h"
|
||||
|
||||
// rational number p/q
|
||||
struct rational {
|
||||
int num;
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||||
int div;
|
||||
};
|
||||
|
||||
struct hidpi_scale {
|
||||
struct rational horizontal; // drawable.width / window.width
|
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struct rational vertical; // drawable.height / window.height
|
||||
};
|
||||
|
||||
void hidpi_get_scale(struct screen *screen, struct hidpi_scale *hidpi_scale);
|
||||
|
||||
// mouse location need to be "unscaled" if hidpi is enabled
|
||||
// <https://nlguillemot.wordpress.com/2016/12/11/high-dpi-rendering/>
|
||||
void hidpi_unscale_coordinates(struct hidpi_scale *hidpi_scale, Sint32 *x, Sint32 *y);
|
||||
|
||||
#endif
|
||||
@@ -1,13 +1,37 @@
|
||||
#include "inputmanager.h"
|
||||
|
||||
#include "convert.h"
|
||||
#include "hidpi.h"
|
||||
#include "lockutil.h"
|
||||
#include "log.h"
|
||||
|
||||
static struct point get_mouse_point(void) {
|
||||
int x;
|
||||
int y;
|
||||
SDL_GetMouseState(&x, &y);
|
||||
// Convert window coordinates (as provided by SDL_GetMouseState() to renderer coordinates (as provided in SDL mouse events)
|
||||
//
|
||||
// See my question:
|
||||
// <https://stackoverflow.com/questions/49111054/how-to-get-mouse-position-on-mouse-wheel-event>
|
||||
static void convert_to_renderer_coordinates(SDL_Renderer *renderer, int *x, int *y) {
|
||||
SDL_Rect viewport;
|
||||
float scale_x, scale_y;
|
||||
SDL_RenderGetViewport(renderer, &viewport);
|
||||
SDL_RenderGetScale(renderer, &scale_x, &scale_y);
|
||||
*x = (int) (*x / scale_x) - viewport.x;
|
||||
*y = (int) (*y / scale_y) - viewport.y;
|
||||
}
|
||||
|
||||
static struct point get_mouse_point(struct screen *screen) {
|
||||
int mx;
|
||||
int my;
|
||||
SDL_GetMouseState(&mx, &my);
|
||||
convert_to_renderer_coordinates(screen->renderer, &mx, &my);
|
||||
|
||||
struct hidpi_scale hidpi_scale;
|
||||
hidpi_get_scale(screen, &hidpi_scale);
|
||||
|
||||
// SDL sometimes uses "int", sometimes "Sint32"
|
||||
Sint32 x = mx;
|
||||
Sint32 y = my;
|
||||
hidpi_unscale_coordinates(&hidpi_scale, &x, &y);
|
||||
|
||||
SDL_assert_release(x >= 0 && x < 0x10000 && y >= 0 && y < 0x10000);
|
||||
return (struct point) {
|
||||
.x = (Uint16) x,
|
||||
@@ -178,8 +202,12 @@ void input_manager_process_mouse_motion(struct input_manager *input_manager,
|
||||
// do not send motion events when no button is pressed
|
||||
return;
|
||||
}
|
||||
|
||||
struct hidpi_scale hidpi_scale;
|
||||
hidpi_get_scale(input_manager->screen, &hidpi_scale);
|
||||
|
||||
struct control_event control_event;
|
||||
if (mouse_motion_from_sdl_to_android(event, input_manager->screen->frame_size, &control_event)) {
|
||||
if (mouse_motion_from_sdl_to_android(event, input_manager->screen->frame_size, &hidpi_scale, &control_event)) {
|
||||
if (!controller_push_event(input_manager->controller, &control_event)) {
|
||||
LOGW("Cannot send mouse motion event");
|
||||
}
|
||||
@@ -192,8 +220,12 @@ void input_manager_process_mouse_button(struct input_manager *input_manager,
|
||||
turn_screen_on(input_manager->controller);
|
||||
return;
|
||||
};
|
||||
|
||||
struct hidpi_scale hidpi_scale;
|
||||
hidpi_get_scale(input_manager->screen, &hidpi_scale);
|
||||
|
||||
struct control_event control_event;
|
||||
if (mouse_button_from_sdl_to_android(event, input_manager->screen->frame_size, &control_event)) {
|
||||
if (mouse_button_from_sdl_to_android(event, input_manager->screen->frame_size, &hidpi_scale, &control_event)) {
|
||||
if (!controller_push_event(input_manager->controller, &control_event)) {
|
||||
LOGW("Cannot send mouse button event");
|
||||
}
|
||||
@@ -204,7 +236,7 @@ void input_manager_process_mouse_wheel(struct input_manager *input_manager,
|
||||
const SDL_MouseWheelEvent *event) {
|
||||
struct position position = {
|
||||
.screen_size = input_manager->screen->frame_size,
|
||||
.point = get_mouse_point(),
|
||||
.point = get_mouse_point(input_manager->screen),
|
||||
};
|
||||
struct control_event control_event;
|
||||
if (mouse_wheel_from_sdl_to_android(event, position, &control_event)) {
|
||||
|
||||
@@ -71,6 +71,7 @@ static socket_t listen_on_port(Uint16 port) {
|
||||
|
||||
static void close_socket(socket_t *socket) {
|
||||
SDL_assert(*socket != INVALID_SOCKET);
|
||||
net_shutdown(*socket, SHUT_RDWR);
|
||||
if (!net_close(*socket)) {
|
||||
LOGW("Cannot close socket");
|
||||
return;
|
||||
|
||||
Reference in New Issue
Block a user