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Fix capture.get_jpg blocking during game load for Companion Mirror (#750)
Add a timeout and skip signalling to the D3D9 capture path so the API thread no longer waits indefinitely when Present stops during loading. Return the last successful JPEG frame as a fallback. ## Link to GitHub Issue or related Pull Request, if one exists #746 ## Description of change * Fix `capture.get_jpg` blocking indefinitely when D3D9 screen capture cannot complete during game loading (e.g. no Present calls). * Add a 2-second timeout to `graphics_capture_receive_jpeg()` and cancel pending capture requests on timeout. * Signal capture skip from D3D9 failure paths via `graphics_capture_skip()`. * Cache the last successful JPEG per screen and return it as a fallback when a new capture fails. Tested with **stock iOS Spice Companion** only. I have not tested Android or other Companion clients. The iOS client implementation differs from the others; this fix is server-side only. No config file, CLI option, or API schema changes. ## Testing * Built locally with llvm-mingw cross-compiler (WSL). * Docker build (`src/spice2x/build_docker.sh`): Pending * Tested with stock iOS Spice Companion on iPad: Mirror remains connected during game loading instead of returning to KeyPad.
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@@ -1,5 +1,7 @@
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#include "capture.h"
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#include <functional>
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#include <mutex>
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#include <unordered_map>
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#include "external/rapidjson/document.h"
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#include "hooks/graphics/graphics.h"
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#include "util/crypt.h"
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@@ -14,6 +16,56 @@ namespace api::modules {
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static thread_local std::vector<uint8_t> CAPTURE_BUFFER;
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struct CachedFrame {
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std::vector<uint8_t> jpeg;
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uint64_t timestamp = 0;
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int width = 0;
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int height = 0;
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};
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static std::mutex FRAME_CACHE_M;
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static std::unordered_map<int, CachedFrame> FRAME_CACHE;
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static void add_jpeg_response(
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int screen,
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uint64_t timestamp,
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int width,
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int height,
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const std::vector<uint8_t> &jpeg,
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Response &res) {
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auto encoded = crypt::base64_encode(jpeg.data(), jpeg.size());
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Value data;
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data.SetString(encoded.c_str(), encoded.length(), res.doc()->GetAllocator());
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res.add_data(timestamp);
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res.add_data(width);
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res.add_data(height);
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res.add_data(data);
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std::lock_guard<std::mutex> lock(FRAME_CACHE_M);
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FRAME_CACHE[screen] = {jpeg, timestamp, width, height};
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}
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static bool try_cached_response(int screen, Response &res) {
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std::lock_guard<std::mutex> lock(FRAME_CACHE_M);
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const auto pos = FRAME_CACHE.find(screen);
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if (pos == FRAME_CACHE.end() || pos->second.jpeg.empty()) {
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return false;
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}
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const auto &cached = pos->second;
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auto encoded = crypt::base64_encode(cached.jpeg.data(), cached.jpeg.size());
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Value data;
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data.SetString(encoded.c_str(), encoded.length(), res.doc()->GetAllocator());
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res.add_data(cached.timestamp);
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res.add_data(cached.width);
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res.add_data(cached.height);
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res.add_data(data);
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return true;
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}
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Capture::Capture() : Module("capture") {
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functions["get_screens"] = std::bind(&Capture::get_screens, this, _1, _2);
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functions["get_jpg"] = std::bind(&Capture::get_jpg, this, _1, _2);
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@@ -41,6 +93,7 @@ namespace api::modules {
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* reduce: uint for dividing image size
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*/
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void Capture::get_jpg(Request &req, Response &res) {
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CAPTURE_BUFFER.clear();
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CAPTURE_BUFFER.reserve(1024 * 128);
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// settings
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@@ -71,24 +124,15 @@ namespace api::modules {
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bool success = graphics_capture_receive_jpeg(screen, [] (uint8_t byte) {
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CAPTURE_BUFFER.push_back(byte);
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}, true, quality, true, divide, ×tamp, &width, &height);
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if (!success) {
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if (success) {
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add_jpeg_response(screen, timestamp, width, height, CAPTURE_BUFFER, res);
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CAPTURE_BUFFER.clear();
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return;
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}
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// encode to base64
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auto encoded = crypt::base64_encode(
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CAPTURE_BUFFER.data(),
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CAPTURE_BUFFER.size());
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// clear buffer
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// fall back to the last successful frame while the game is busy loading
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CAPTURE_BUFFER.clear();
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// add data to response
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Value data;
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data.SetString(encoded.c_str(), encoded.length(), res.doc()->GetAllocator());
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res.add_data(timestamp);
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res.add_data(width);
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res.add_data(height);
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res.add_data(data);
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try_cached_response(screen, res);
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}
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}
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