diff options
| author | Berke Güzel <wenekar1@gmail.com> | 2026-10-13 23:52:22 +0300 |
|---|---|---|
| committer | Berke Güzel <wenekar1@gmail.com> | 2026-10-13 23:52:22 +0300 |
| commit | 563b23a33726289387193b85d90fb569631ee05f (patch) | |
| tree | ddf438338034b5ab2690b531684906999e56df44 /examples/game.c | |
| parent | 76073fe5fad8799e5850805f2f090af2cb62c741 (diff) | |
Reconnect to a restarted Wayland compositor
Windows now outlive the compositor. On connection loss YASL sends
DISPLAY_LOST instead of closing every window, retries the connection on
a loop timer, rebuilds each toplevel with its title, size, state and GL
context, and sends DISPLAY_RESTORED. CPU windows keep their pixels;
GPU renderers drop Vulkan surfaces and GL objects on loss and rebuild
them on restore.
- Free the dead connection's objects on the next wait, after the
application has released GPU objects built on them.
- Report a lost connection as an event rather than a failed wait.
- Refuse window and Vulkan surface creation while offline with the new
YASL_ERROR_DISCONNECTED.
- Close popups, cancel drags and fail pending clipboard requests on loss.
- Print only protocol errors, not ordinary disconnects.
- Examples survive a restart; game.c rebinds its GL context.
- Add an end-to-end test that kills Weston under CPU, GL and Vulkan
windows and requires them to recover.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Diffstat (limited to 'examples/game.c')
| -rw-r--r-- | examples/game.c | 17 |
1 files changed, 11 insertions, 6 deletions
diff --git a/examples/game.c b/examples/game.c index 79beb7c..0be4461 100644 --- a/examples/game.c +++ b/examples/game.c @@ -29,15 +29,20 @@ int main(int argc, char **argv) } yasl_gl_swap_interval(s, 1); int result = 0, frames = 0; + bool online = true; for (bool running = true; running;) { + /* Drain events before each frame; while the display is gone, block until it returns. */ yasl_event e; - int n; - while ((n = yasl_wait_event(&e, 0)) > 0) { - if (e.type == YASL_EVENT_CLOSE || e.type == YASL_EVENT_QUIT || - (e.type == YASL_EVENT_KEY && e.key.key == YASL_KEY_ESCAPE)) running = false; - if (e.type == YASL_EVENT_DISPLAY_LOST) { result = 1; running = false; } - } + int n = yasl_wait_event(&e, online ? 0 : -1); if (n < 0) { result = 1; break; } + if (e.type == YASL_EVENT_CLOSE || e.type == YASL_EVENT_QUIT || + (e.type == YASL_EVENT_KEY && e.key.key == YASL_KEY_ESCAPE)) running = false; + if (e.type == YASL_EVENT_DISPLAY_LOST) online = false; + if (e.type == YASL_EVENT_DISPLAY_RESTORED) { + /* The context is new: bind it again and restore GL state here. */ + online = yasl_gl_make_current(s) && yasl_gl_swap_interval(s, 1); + } + if (n > 0 || !online || !running) continue; int w, h; yasl_surface_get_framebuffer_size(s, &w, &h); viewport(0, 0, w, h); |
