aaudio test: add test of improper handling of disconnect
Just start a new stream without stopping or closing the old disconnected
stream.
Bug: 67664976
Test: this is a test
Change-Id: I674626d0d365ed3a72e079212c6aceed9b0c85fc
diff --git a/media/libaaudio/tests/Android.mk b/media/libaaudio/tests/Android.mk
index 37b010d..4120f7f 100644
--- a/media/libaaudio/tests/Android.mk
+++ b/media/libaaudio/tests/Android.mk
@@ -80,3 +80,13 @@
LOCAL_SHARED_LIBRARIES := libaaudio libbinder libcutils libutils
LOCAL_MODULE := test_n_streams
include $(BUILD_NATIVE_TEST)
+
+include $(CLEAR_VARS)
+LOCAL_C_INCLUDES := \
+ $(call include-path-for, audio-utils) \
+ frameworks/av/media/libaaudio/include \
+ frameworks/av/media/libaaudio/src
+LOCAL_SRC_FILES:= test_bad_disconnect.cpp
+LOCAL_SHARED_LIBRARIES := libaaudio libbinder libcutils libutils
+LOCAL_MODULE := test_bad_disconnect
+include $(BUILD_NATIVE_TEST)
diff --git a/media/libaaudio/tests/test_bad_disconnect.cpp b/media/libaaudio/tests/test_bad_disconnect.cpp
new file mode 100644
index 0000000..aa00ec9
--- /dev/null
+++ b/media/libaaudio/tests/test_bad_disconnect.cpp
@@ -0,0 +1,169 @@
+/*
+ * Copyright (C) 2017 The Android Open Source Project
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+
+/**
+ * Handle a DISCONNECT by only opening and starting a new stream
+ * without stopping and closing the old one.
+ * This caused the new stream to use the old disconnected device.
+ */
+
+#include <stdio.h>
+#include <thread>
+#include <unistd.h>
+
+#include <aaudio/AAudio.h>
+
+#define DEFAULT_TIMEOUT_NANOS ((int64_t)1000000000)
+
+static void s_myErrorCallbackProc(
+ AAudioStream *stream,
+ void *userData,
+ aaudio_result_t error);
+
+struct AudioEngine {
+ AAudioStreamBuilder *builder = nullptr;
+ AAudioStream *stream = nullptr;
+ std::thread *thread = nullptr;
+ int64_t framesRead = 0;
+};
+
+AudioEngine s_AudioEngine;
+
+// Callback function that fills the audio output buffer.
+static aaudio_data_callback_result_t s_myDataCallbackProc(
+ AAudioStream *stream,
+ void *userData,
+ void *audioData,
+ int32_t numFrames
+) {
+ stream;
+ (void) userData;
+ (void) audioData;
+ (void) numFrames;
+ s_AudioEngine.framesRead = AAudioStream_getFramesRead(stream);
+ return AAUDIO_CALLBACK_RESULT_CONTINUE;
+}
+
+static aaudio_result_t s_StartAudio() {
+ int32_t framesPerBurst = 0;
+ int32_t deviceId = 0;
+
+ // Use an AAudioStreamBuilder to contain requested parameters.
+ aaudio_result_t result = AAudio_createStreamBuilder(&s_AudioEngine.builder);
+ if (result != AAUDIO_OK) {
+ printf("AAudio_createStreamBuilder returned %s",
+ AAudio_convertResultToText(result));
+ return result;
+ }
+
+ // Request stream properties.
+ AAudioStreamBuilder_setFormat(s_AudioEngine.builder, AAUDIO_FORMAT_PCM_FLOAT);
+ AAudioStreamBuilder_setPerformanceMode(s_AudioEngine.builder, AAUDIO_PERFORMANCE_MODE_LOW_LATENCY);
+ AAudioStreamBuilder_setDataCallback(s_AudioEngine.builder, s_myDataCallbackProc, nullptr);
+ AAudioStreamBuilder_setErrorCallback(s_AudioEngine.builder, s_myErrorCallbackProc, nullptr);
+
+ // Create an AAudioStream using the Builder.
+ result = AAudioStreamBuilder_openStream(s_AudioEngine.builder, &s_AudioEngine.stream);
+ if (result != AAUDIO_OK) {
+ printf("AAudioStreamBuilder_openStream returned %s",
+ AAudio_convertResultToText(result));
+ return result;
+ }
+
+ result = AAudioStream_requestStart(s_AudioEngine.stream);
+ if (result != AAUDIO_OK) {
+ printf("AAudioStream_requestStart returned %s",
+ AAudio_convertResultToText(result));
+ }
+
+ // Check to see what kind of stream we actually got.
+ deviceId = AAudioStream_getDeviceId(s_AudioEngine.stream);
+ framesPerBurst = AAudioStream_getFramesPerBurst(s_AudioEngine.stream);
+
+ printf("-------- started: deviceId = %3d, framesPerBurst = %3d\n", deviceId, framesPerBurst);
+
+ return result;
+}
+
+static aaudio_result_t s_StopAudio() {
+ aaudio_result_t result = AAUDIO_OK;
+ if (s_AudioEngine.stream != nullptr) {
+ result = AAudioStream_requestStop(s_AudioEngine.stream);
+ if (result != AAUDIO_OK) {
+ printf("AAudioStream_requestStop returned %s\n",
+ AAudio_convertResultToText(result));
+ }
+ result = AAudioStream_close(s_AudioEngine.stream);
+ if (result != AAUDIO_OK) {
+ printf("AAudioStream_close returned %s\n",
+ AAudio_convertResultToText(result));
+ }
+ s_AudioEngine.stream = nullptr;
+ AAudioStreamBuilder_delete(s_AudioEngine.builder);
+ s_AudioEngine.builder = nullptr;
+ }
+ return result;
+}
+
+static void s_StartThreadProc() {
+ // A good app would call s_StopAudio here! This test simulates a bad app.
+ s_StartAudio();
+ s_AudioEngine.thread = nullptr;
+}
+
+static void s_myErrorCallbackProc(
+ AAudioStream *stream __unused,
+ void *userData __unused,
+ aaudio_result_t error) {
+ if (error == AAUDIO_ERROR_DISCONNECTED) {
+ // Handle stream restart on a separate thread
+ if (s_AudioEngine.thread == nullptr) {
+ s_AudioEngine.thread = new std::thread(s_StartThreadProc);
+ }
+ }
+}
+
+int main(int argc, char **argv) {
+ (void) argc;
+ (void *)argv;
+
+ aaudio_result_t result = AAUDIO_OK;
+
+ // Make printf print immediately so that debug info is not stuck
+ // in a buffer if we hang or crash.
+ setvbuf(stdout, nullptr, _IONBF, (size_t) 0);
+
+ printf("Test Bad Disconnect V1.0\n");
+ printf("\n=========== Please PLUG and UNPLUG headphones! ==============\n\n");
+ printf("You should see the deviceID change on each plug event.\n");
+ printf("Headphones will generally get a new deviceId each time.\n");
+ printf("Speakers will have the same deviceId each time.\n");
+ printf("The framesRead should reset on each plug event then increase over time.\n");
+ printf("\n");
+
+ result = s_StartAudio();
+
+ if (result == AAUDIO_OK) {
+ for (int i = 20; i > 0; i--) {
+ sleep(1);
+ printf("playing silence #%d, framesRead = %d\n", i, (int) s_AudioEngine.framesRead);
+ }
+ }
+
+ s_StopAudio();
+
+ printf("result = %d = %s\n", result, AAudio_convertResultToText(result));
+}