stay camera service The structure of this end is still very confusing , I just watched it for a long time , To understand the relationship .
service This section includes the following header files :ICamera.h, ICameraService.h, CameraService.h, Corresponding implementation ICamera.cpp, ICameraService.cpp, CameraService.cpp.
CameraService Contains an inner class CameraService::Client, This CameraService::Client It's right ICamera The implementation of the ,camera client Got ICamera This is this. CameraService::Client.
That is to say, with camera client Real communication , This is it CameraService::Client. Let's analyze it step by step service The realization of this .
1.ICameraService
(1)ICameraService.h
It only defines 3 A way :
virtual int32_t getNumberOfCameras() = 0;
virtual status_t getCameraInfo(int cameraId, struct CameraInfo* cameraInfo) = 0;
virtual sp<ICamera> connect(const sp<ICameraClient>& cameraClient, int cameraId) = 0;
(2) ICameraService.cpp
Look at the code :
status_t BnCameraService::onTransact( uint32_t code, const Parcel& data, Parcel* reply, uint32_t flags)
{
switch(code) {
case GET_NUMBER_OF_CAMERAS: {
CHECK_INTERFACE(ICameraService, data, reply);
reply->writeInt32(getNumberOfCameras());
return NO_ERROR;
} break;
case GET_CAMERA_INFO: {
CHECK_INTERFACE(ICameraService, data, reply);
CameraInfo cameraInfo;
memset(&cameraInfo, 0, sizeof(cameraInfo));
status_t result = getCameraInfo(data.readInt32(), &cameraInfo);
reply->writeInt32(cameraInfo.facing);
reply->writeInt32(cameraInfo.orientation);
reply->writeInt32(result);
return NO_ERROR;
} break;
case CONNECT: {
CHECK_INTERFACE(ICameraService, data, reply);
sp<ICameraClient> cameraClient = interface_cast<ICameraClient>(data.readStrongBinder());
sp<ICamera> camera = connect(cameraClient, data.readInt32());
reply->writeStrongBinder(camera->asBinder());
return NO_ERROR;
} break;
default:
return BBinder::onTransact(code, data, reply, flags);
}
}
this 3 The real implementation of these functions is CameraService.cpp in .
sp<ICameraClient> cameraClient = interface_cast<ICameraClient>(data.readStrongBinder()); Get this connection from client, And pass it to connect Function . preservation client The purpose of information is to be kept in CameraService::Client in , Call back at the right time client.
2.CameraService
(1)CameraService.h
class CameraService : public BinderService<CameraService>, public BnCameraService
This BinderService<CameraService> What is it ? Look at its definition , stay frameworks/base/include/binder Next BinderService.h.
template<typename SERVICE>
class BinderService
{
public:
static status_t publish() {
sp<IServiceManager> sm(defaultServiceManager());
return sm->addService(String16(SERVICE::getServiceName()), new SERVICE());
}
static void publishAndJoinThreadPool() {
sp<ProcessState> proc(ProcessState::self());
sp<IServiceManager> sm(defaultServiceManager());
sm->addService(String16(SERVICE::getServiceName()), new SERVICE());
ProcessState::self()->startThreadPool();
IPCThreadState::self()->joinThreadPool();
}
static void instantiate() { publish(); }
static status_t shutdown() {
return NO_ERROR;
}
};
return sm->addService(String16(SERVICE::getServiceName()), new SERVICE()); From this code , It can be seen that , This is a native service In the SM register .
In fact, this template class , Is to native service It provides service The unified way of registration .
publish and publishAndJoinThreadPool The difference is that , Whether to open thread pool to listen after registration .
Because I've seen it before media server Code for , stay media server Of main In the function , That's what's called CameraService.instantiate To register the , because camera service It's running media server In progress , therefore camera service You don't need to turn on the thread to loop listening .
therefore , I feel like publish and publishAndJoinThreadPool The different scenes in the movie are : If this service It's in another process , Just call publish, If it's your own process , Just call publishAndJoinThreadPool.
(2)CameraService.cpp
Realize in ICameraService Defined 3 A function .
getNumberOfCameras() and getCameraInfo() Is very simple to implement .
int32_t CameraService::getNumberOfCameras() {
return mNumberOfCameras; //mNumberOfCameras Is initialized in the constructor ,mNumberOfCameras = HAL_getNumberOfCameras();
}
status_t CameraService::getCameraInfo(int cameraId,
struct CameraInfo* cameraInfo) {
if (cameraId < 0 || cameraId >= mNumberOfCameras) {
return BAD_VALUE;
}
HAL_getCameraInfo(cameraId, cameraInfo);
return OK;
}
It mainly depends on connect function :
sp<ICamera> CameraService::connect( const sp<ICameraClient>& cameraClient, int cameraId) {
sp<Client> client; //CameraService::Client
…………
if (mClient[cameraId] != 0) {
client = mClient[cameraId].promote();
if (client != 0) {
if (cameraClient->asBinder() == client->getCameraClient()->asBinder()) {
LOG1("CameraService::connect X (pid %d) (the same client)",
callingPid);
return client;
}
}
}
…………
sp<CameraHardwareInterface> hardware = HAL_openCameraHardware(cameraId); // obtain CameraHardwareInterface Interface , The code structure below Client When passing in
…………
CameraInfo info;
HAL_getCameraInfo(cameraId, &info);
client = new Client(this, cameraClient, hardware, cameraId, info.facing, callingPid); // This is what I said before , stay onTransact The saved client
mClient[cameraId] = client;
return client;
}
3.CameraService::Client
class Client : public BnCamera, Client It's right ICamera The implementation of the .
Constructors :
CameraService::Client::Client(const sp<CameraService>& cameraService,
const sp<ICameraClient>& cameraClient,
const sp<CameraHardwareInterface>& hardware,
int cameraId, int cameraFacing, int clientPid) {
int callingPid = getCallingPid();
LOG1("Client::Client E (pid %d)", callingPid);
mCameraService = cameraService;
mCameraClient = cameraClient;
mHardware = hardware;
mCameraId = cameraId;
mCameraFacing = cameraFacing;
mClientPid = clientPid;
mUseOverlay = mHardware->useOverlay();
mMsgEnabled = 0;
mHardware->setCallbacks(notifyCallback,
dataCallback,
dataCallbackTimestamp,
(void *)cameraId);
// Enable zoom, error, and focus messages by default
enableMsgType(CAMERA_MSG_ERROR |
CAMERA_MSG_ZOOM |
CAMERA_MSG_FOCUS);
mOverlayW = 0;
mOverlayH = 0;
// Callback is disabled by default
mPreviewCallbackFlag = FRAME_CALLBACK_FLAG_NOOP;
mOrientation = getOrientation(0, mCameraFacing == CAMERA_FACING_FRONT);
mOrientationChanged = false;
cameraService->setCameraBusy(cameraId);
cameraService->loadSound();
LOG1("Client::Client X (pid %d)", callingPid);
}
It is mainly used to initialize some member variables , There are mainly mCameraClient, mHardware etc. . It's all in CameraService::connect It's going on .
Client You can take a look at each function of , Mainly right mHardware Call to , This is a CameraHardwareInterface Interface , That is to say HAL A package of layers . such as stopRecording function :
// stop recording mode
void CameraService::Client::stopRecording() {
……
mCameraService->playSound(SOUND_RECORDING);
disableMsgType(CAMERA_MSG_VIDEO_FRAME);
mHardware->stopRecording();
…………
}
4.ICamera
Finally, let's talk about ICamera.
This ICamera The definition is actually camera client And camera service The interface of .
When camera client Connect camera service when , That is to call CameraService::connect when , Return to one ICamera The interface to camera client call , This ICamera The real implementation of the interface is CameraService::Client.