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authorJesse Hall <jessehall@google.com>2012-07-11 16:25:37 -0700
committerJesse Hall <jessehall@google.com>2012-07-11 16:45:58 -0700
commitdca7f2a6ac56567850e0e03a063e1739e43c5ce2 (patch)
treedb0b5bd48d23a9bd1e03c23f1995802222516775 /emulator/opengl/shared/OpenglCodecCommon/Win32PipeStream.h
parent310777dae93bc4e402ec8a807ce3151271d1038b (diff)
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Use a per-process server address for the GLES server
Previously we used a hardcoded address (tcp port, unix pipe path, etc.) for the OpenGLRender system. Multiple emulators would all try to listen on the same address, with the system non-deterministically (?) choosing which one accepted each new connection. This resulted in frames going to the wrong emulator window, one emulator shutting down another's OpenGL system, etc. Now the OpenGLRender server requests an unused tcp port or derives a path from the pid, and reports the address back to the emulator client to use for future connections from the guest. Change-Id: I6af2eac0c7f27670a3b6595772eebc7aa2b24688
Diffstat (limited to 'emulator/opengl/shared/OpenglCodecCommon/Win32PipeStream.h')
-rw-r--r--emulator/opengl/shared/OpenglCodecCommon/Win32PipeStream.h4
1 files changed, 2 insertions, 2 deletions
diff --git a/emulator/opengl/shared/OpenglCodecCommon/Win32PipeStream.h b/emulator/opengl/shared/OpenglCodecCommon/Win32PipeStream.h
index 4114545..0897e55 100644
--- a/emulator/opengl/shared/OpenglCodecCommon/Win32PipeStream.h
+++ b/emulator/opengl/shared/OpenglCodecCommon/Win32PipeStream.h
@@ -23,9 +23,9 @@ class Win32PipeStream : public SocketStream {
public:
explicit Win32PipeStream(size_t bufsize = 10000);
virtual ~Win32PipeStream();
- virtual int listen(unsigned short port);
+ virtual int listen(char addrstr[MAX_ADDRSTR_LEN]);
virtual SocketStream *accept();
- virtual int connect(unsigned short port);
+ virtual int connect(const char* addr);
virtual int commitBuffer(size_t size);
virtual const unsigned char *readFully(void *buf, size_t len);