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GamingAnywhere

GamingAnywhere: An Open Cloud Gaming System

Overview

GamingAnywhere is an open-source clouding gaming platform. In addition to its openness, we design GamingAnywhere for high extensibility, portability, and reconfigurability. GamingAnywhere currently supports Windows and Linux, and can be ported to other OS's including OS X and Android.

Documents

Quick Notes

  • Recommended development platforms Ubuntu Linux x86_64.

  • Required packages on Linux OS (both runtime and development files): libx11, libxext, libxtst, libfreetype6, libgl1-mesa, libglu1-mesa, libpulse, libasound2, lib32z1

  • Sample command to install required packages on Ubuntu Linux:

    apt-get  install patch make cmake g++ pkg-config \
      	libx11-dev libxext-dev libxtst-dev libfreetype6-dev \
      	libgl1-mesa-dev libglu1-mesa-dev \
      	libpulse-dev libasound2-dev lib32z1
    

gaminganywhere's People

Contributors

chunying avatar dongyuguo avatar lambertwang avatar smusamashah avatar yunyu-mr avatar

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gaminganywhere's Issues

Problems with keyboard

Hello,
I have a problem with keyboard:

  1. In multi-language keyboards (english and russian) there are situations when local PC has english language but remote PC has russian language. Hitting hot keys on local PC and changing the language doesn't work: local language become russian, but remote language become english.
    Is it possible to check this situations and sync languages?

  2. Some keys in russian keyboard doesn't work:
    image

  3. "Enter" key on numpad doesn't work.

  4. Some keys doesn't work in games.
    Keys are: left, right, up, down, PageUp, PageDown

Thank you

Degraded video quality on Android client

Hi Chun-Ying,

First of all, thank you for this amazing work! I have been dealing with GamingAnywhere since last week, it is very promising. I am particularly interested by the Android client. I made a couple of pull requests about "quality of life" (#13 and #14) but that's not my point here.

On the Android client, there's a very degraded video quality (see screenshot, when playing Limbo). It looks like the rendering is buggy (buffer size or whatever).

screenshot_2015-09-23-16-48-48

The truth is I don't really know where to look for to solve the problem... Is is OpenGL? Is it in the Android libraries or in the client module? Maybe the server module?

I am extremely willing to dedicate time to improve GamingAnywhere, so if you could give me some leads I would be grateful.

Thanks again!

Compiling ffmpeg > 2.8 and using server-ffmpeg crashes client

Hi,

FFMpeg version 2.8.8 works well with module server-ffmpeg, I tsted with periodic server @desktop configuration.
Upgrading FFmpeg to 3.0 version or newer crashes the client at the method:

continueAfterDESCRIBE(RTSPClient* rtspClient, int resultCode, char* resultString)

in the following method code:

if (resultCode != 0) {
env << *rtspClient << "Failed to get a SDP description: " << resultString << "\n";
break;
}
(The resultCode argument != 0).

The consequence is a segmentation fault while managing this error.
This can be verified using FFmpeg 3.0.8 "Einstein" release, for example.
This is the only change, just upgrade library.

Any help with this issue will be very appreciated; I am interested in upgrading FFmpeg version.
Thanks very much in advance.

Android client doesn't connect

When I point my android client at my server, it opens, then waits, then shows "Connection Terminated" and never connects.

I have both the server and client connected to the same wifi network. Android 7 for the client and ubuntu 16.04LTS for the server.

Failed to build gaming anywhere on Android Studio

I have imported the source file for Gaming Anywhere, and when I try to build it, it says:

Error:Execution failed for task ':app:compileDebugNdk'.

Error: Your project contains C++ files but it is not using a supported native build system.
Consider using CMake or ndk-build integration with the stable Android Gradle plugin:
https://developer.android.com/studio/projects/add-native-code.html
or use the experimental plugin:
https://developer.android.com/studio/build/experimental-plugin.html.

I have installed CMake, NDK, and LLDB, as suggested from the error, but it still pop the error whenever I try to build it. What steps did I miss?

Btw, I imported the project to Android Studio from "...\gaminganywhere-0.8.0-all-in-one\gaminganywhere-0.8.0\ga"

libga.so eror

I am trying to install gaminganywhere in my ubuntu 12.04 and I get this errors while running ga in "make all" command. If some one has solved this, please let me know. The error is" libga.so"
geethanjali@geethanjali-HP-Pavilion-15-Notebook-PC:/Downloads/gaminganywhere-0.8.0/ga$ make all
make -C core
make[1]: Entering directory /home/geethanjali/Downloads/gaminganywhere-0.8.0/ga/core' g++ -shared -o libga.so ga-common.o ga-conf.o ga-confvar.o ga-module.o ga-avcodec.o ga-crc.o rtspconf.o dpipe.o vconverter.o vsource.o asource.o encoder-common.o controller.o -pthread -L/usr/local/lib -lpostproc -lavdevice -lavfilter -lswscale -lavformat -lavcodec -lva-x11 -lva -lxcb -lX11 -ljack -lasound -lSDL -lz -lswresample -lavutil -lrt -lm /usr/bin/ld: /usr/local/lib/libswscale.a(utils.o): relocation R_X86_64_32S against .bss' can not be used when making a shared object; recompile with -fPIC
/usr/local/lib/libswscale.a: could not read symbols: Bad value
collect2: ld returned 1 exit status
make[1]: *** [libga.so] Error 1
make[1]: Leaving directory `/home/geethanjali/Downloads/gaminganywhere-0.8.0/ga/core'
make: *** [core] Error 2
geethanjali@geethanjali-HP-Pavilion-15-Notebook-PC:
/Downloads/gaminganywhere-0.8.0/ga$

error building on windows. According to site docs Step 3: running 'nmake /f NMakefile all' command in the 'ga'

output:
encoder-video.cpp(178) : warning C4018: '<' : signed/unsigned mismatch
encoder-video.cpp(181) : error C2668: 'std::to_string' : ambiguous call to overloaded function
C:\Program Files (x86)\Microsoft Visual Studio 10.0\VC\include\string(688): could be 'std::string std::to_string(long double)'
C:\Program Files (x86)\Microsoft Visual Studio 10.0\VC\include\string(680): or 'std::string std::to_string(_ULonglong)'
C:\Program Files (x86)\Microsoft Visual Studio 10.0\VC\include\string(672): or 'std::string std::to_string(_Longlong)'
while trying to match the argument list '(int)'
encoder-video.cpp(186) : error C2668: 'std::to_string' : ambiguous call to overloaded function
C:\Program Files (x86)\Microsoft Visual Studio 10.0\VC\include\string(688): could be 'std::string std::to_string(long double)'
C:\Program Files (x86)\Microsoft Visual Studio 10.0\VC\include\string(680): or 'std::string std::to_string(_ULonglong)'
C:\Program Files (x86)\Microsoft Visual Studio 10.0\VC\include\string(672): or 'std::string std::to_string(_Longlong)'
while trying to match the argument list '(int)'
NMAKE : fatal error U1077: '"C:\Program Files (x86)\Microsoft Visual Studio 10.0\VC\BIN\cl.EXE"' : return code '0x2'
Stop.
NMAKE : fatal error U1077: 'cd' : return code '0x2'
Stop.
NMAKE : fatal error U1077: 'cd' : return code '0x2'
Stop.

Client machine screen small | Mouse response slow

I was able to stream the game from a server machine to a client laptop.
Issue1

How do i ensure the gaming screen goes full screen on the client machine,by default the screen size is small

Issue 2

the response time of the mouse is very slow(i doubt its network related as server and client machine running on my home network), how can i improve the response time of the mouse.

Ubuntu 16.04 can`t install ga-server-event-driven

I follow your guide from your homepage,and after i 'make install' in ga directory,there is no 'ga-server-event-driven',and only have 'config','FreeSans.tty','ga-client','ga-server-periodic','libga.so','mod'.
I don`t know if this is my configue problems or your bug.
Wish for your reply,Thanks!

trouble setting ld.so

hello.
I'm having trouble setting ld.so.
I read your previous post and edited the ld.so.conf file(include /home/ga-server/deps.posix/lib) but the error (error while loading shared libraries: libva.so.1: cannot open shared object file: No such file or directory) continues to load the libraries. I use ubuntu 12.04 lts.
Could you show an example of this configuration?

Using streamer-omx

Hello

in fact i see a module gaminganywhere/ga/module/streamer-omx/
Plz how can we activate it ?

The version on the download page in website is not the version in github.
There are many usefull modules. How does it work these modules plz ?

Thank you

Getting Error: ./ga-server-event-driven: error while loading shared libraries: libva.so.1: cannot open shared object file: No such file or directory

So I have downloaded the precompiled gaminganywhere on Linux Mint. I then run the command "./ga-server-event-driven", but the terminal gives the error "./ga-server-event-driven: error while loading shared libraries: libva.so.1: cannot open shared object file: No such file or directory". I have added the file 'gaminganywhere-linux.conf ' inside /etc/ld.so.conf.d, where it points to my deps.posix/lib directory, but still doesn't work. I also have installed the necessary packages. What am I doing wrong?

Phony dependencies make building unnecessarily difficult

The current dependencies are implicitly phony, therefore they are always rebuilt. This is unnecessary and when a build fails, all dependencies are rebuilt, even those that were successfully built.

I suggest using make as (I think) it is intended to, and let the target specify a file that must be newer than the source files.

libvorbis does not build on armv7l

cd libvorbis-1.3.4; ./configure --prefix=/home/osmc/myprog/gaminganywhere/deps.posix --build=armv7l --with-pic
checking build system type... Invalid configuration `armv7l': machine `armv7l' not recognized

libvorbis and libvorbis-dev are already installed on my system (Raspbian)
I will remove it from the package list in the Makefile, and see whether it works with the system installed libvorbis.
It would be nice if the system detects this and does not try to build unnecessarily.

Nvenc encoder

Hi, I compiled nvenc,but when rename encoder-nvenc.dll(size 87kb) to encoder-video.dll(I read the forum, this works with mfx), looks works, but when the client attempts to connect:

[8436] 1475161034.744901 # include: config\common\server-common.conf
[8436] 1475161034.748401 # include: config\common\controller.conf
[8436] 1475161034.750900 # include: config\common\video-x264.conf
[8436] 1475161034.753400 # include: config\common\audio-opus.conf
[8436] 1475161034.755400 # RTSP[config]: using 'udp' for RTP flows.
[8436] 1475161034.757901 # RTSP[config]: controller port = 8555
[8436] 1475161034.759901 # RTSP[config]: controller via 'udp' protocol.
[8436] 1475161034.762401 # RTSP[config]: video-encoder = libx264 (libx264 H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10)
[8436] 1475161034.765905 # RTSP[config]: audio-encoder = libopus (libopus Opus)
[8436] 1475161034.768906 *** Crop disabled.
[8436] 1475161034.771906 sink server: live555-rtsp-server registered
[8436] 1475161034.773905 key-blocking initialized: 0+0 keys blocked.
[8436] 1475161034.776907 sdl_replayer: sizeof(sdlmsg) = 64
[8436] 1475161034.778906 sdl replayer: Replay using SendInput(), screen-size=1600x900
[8436] 1475161034.781906 sdl replayer: mouse coordinate scale factor = (2.500,1.875)
[8436] 1475161034.784946 dpipe: 'video-0' initialized, 8 frames, framesize = 16384096
[8436] 1475161034.853933 video-source: video-0 initialized max-curr-out = (2560x1600)-(1600x900)-(640x480)
[8436] 1475161034.860929 Frame converter created: from (1600,900)[30] -> (640,480)[0]
[8436] 1475161034.864435 dpipe: 'filter-0' initialized, 8 frames, framesize = 16384096
[8436] 1475161034.934439 GA_ROOT not set.
[8436] 1475161034.942445 WAVEFORMATEX: samplerate=48000, bitspersample=32
[8436] 1475161034.949944 audio source: setup chunk=4800, samplerate=48000, bps=16, channels=2
[8436] 1475161034.953445 audio encoder: encoder_size=3840, frame_size=960, dstlines[0] = 3840
[8436] 1475161034.956446 audio encoder: initialized.
[8436] 1475161034.957945 video encoder: nvenc-video-encoder registered
[8436] 1475161034.960446 RGB2YUV filter[3464]: pipe#0 from 'video-0' to 'filter-0' (output-resolution=640x480)
[8436] 1475161034.960446 audio encoder: ffmpeg-audio-encoder registered
[8436] 1475161034.960446 video source thread started: tid=3892
[8436] 1475161034.960945 controller socket: socket address [0.0.0.0:8555]
[8436] 1475161034.964446 audio source thread started: tid=252
[8436] 1475161034.969947 encoder: packet queue initialized (3x3145728 bytes)
[8436] 1475161034.971954 controller server started: tid=8816.
[8436] 1475161034.977955 WASAPI: estimated trimmed frames = 1344
[8436] 1475161034.980955 qos-measurement: initialized.
[8436] 1475161034.990961 (Use port 80 for optional RTSP-over-HTTP tunneling.)
[8436] 1475161039.992501 GA_ROOT not set.
[8436] 1475161039.994002 encoder client registered: total 1 clients.
[8436] 1475161039.994501 +++ NVENC thread process +++
[8436] 1475161039.997001 encoder: pktqueue #0 callback registered (58584A90)
[8436] 1475161039.997503 audio encoding started: tid=8572 channels=2, frames=960 (3840/3840 bytes), chunk_size=4800 (19200 bytes), delay=312
[8436] 1475161040.001512 unable to get SPS from nvenc-video-encoder, err=-4

fixed BGRA in DX10

https://github.com/chunying/gaminganywhere/blob/fd3886ecd0b2a0d48c65158e549ff8608a9bb1c5/ga/server/event-driven/hook-function.cpp#L720

frame->pixelformat = PIX_FMT_BGRA;

In this line pixelformat is being hardcoded which causes incorrect colors in Dragon Prophet in my case.

Conflicting types for ‘max_align_t’ (while building libvpx dep)

The title is self-explanatory:

In file included from test/../nestegg/halloc/src/halloc.c:19:0:
test/../nestegg/halloc/src/align.h:33:25: error: conflicting types for ‘max_align_t’
 typedef union max_align max_align_t;
                         ^
In file included from test/../nestegg/halloc/src/../halloc.h:18:0,
                 from test/../nestegg/halloc/src/halloc.c:18:
/usr/lib/gcc/x86_64-unknown-linux-gnu/5.2.0/include/stddef.h:429:3: note: previous declaration of ‘max_align_t’ was here
 } max_align_t;

This could be circumvented on my side by commenting/removing the corresponding line in halloc.h, but I guess it's here for a reason in the first place, still on some systems this may cause trouble as max_align_t is already defined in standard headers (with gcc 5.2.0 at least).

ga-hook-coreaudio.so LD_PRELOAD error (ubuntu - event driven)

When running an sdl game (assault cube or neverball) with the event-driven server on ubuntu 32 or 64 bit , I'm getting the same preload errors .
I'm using the precompiled ga binaries.
The game starts and runs fine thought ! but the server isn't .

A) on assault cube:

ERROR: ld.so: object '/home/user//home/user/Desktop/bin/ga-hook-sdl.so' from LD_PRELOAD cannot be preloaded (cannot open shared object file): ignored.

B) on neverball:

ERROR: ld.so: object '/home/user//home/user/Desktop/bin/ga-hook-sdl.so' from LD_PRELOAD cannot be preloaded (cannot open shared object file): ignored.

ERROR: ld.so: object '/home/user//home/user/Desktop/bin/ga-hook-coreaudio.so' from LD_PRELOAD cannot be preloaded (cannot open shared object file): ignored.

Below I've uploaded two files for more detailed output.
ac.txt
neverball.txt

Best regards.

Is ga supports x86_64?

When I compile it, it reports error like this:

cast from ?.oid*?.to ?.nt?.loses precision

Should I compile it in 32bit mode?

is this dead?

no commit over 4 months, is this just stall or dead?

Trying to use visual studio 2017

Hi, Trying to clean solution / rebuild however im containing over 100 errors,

any advice? I can see that this uses VS 2010 but should it have been upgraded?

Compilation failed on raspberry pi 3

I follow the quickstart on: http://gaminganywhere.org/doc/quick_start.html
When i execute "make" on deps.src folder i get the follow error:
Makefile:37: recipe for target 'sdl2' failed.

And previous a get this error:
/home/pi/gaminganywhere/deps.src/SDL2-2.0.3/src/render/software/SDL_blendpoint.c: In function ‘SDL_BlendPoint_RGB565’:
/home/pi/gaminganywhere/deps.src/SDL2-2.0.3/src/render/software/SDL_blendpoint.c:53:1: internal compiler error: Violación de segmento
SDL_BlendPoint_RGB565(SDL_Surface * dst, int x, int y, SDL_BlendMode blendMode, Uint8 r,
^
Please submit a full bug report,
with preprocessed source if appropriate.
See file:///usr/share/doc/gcc-4.9/README.Bugs for instructions.
The bug is not reproducible, so it is likely a hardware or OS problem.
Makefile:402: recipe for target 'build/SDL_blendpoint.lo' failed
make[1]: *** [build/SDL_blendpoint.lo] Error 1

This code is compatible with raspberry pi 3?

Step by step install guide

As this is the first issue I simply have to say this first:
This is an absolutely amazing project.

I haven't installed it yet (or even tried to) but I have read through the documentation and the quick start guide. I was wondering if it is possible to add a step-by-step installation guide because I find the current guide to be a bit vague at times. Even better would be an install script for (both server and client) Linux, Mac and Windows respectively.

What I mean with "a bit vague" for example is:

On Linux, you have to add 'deps.posix/lib' into system-wide ld.so search path. In addition, you have to modify 'bin/config/common/server-common.conf' and at least ensure that 'display' is set to an accessible X-Window desktop with XTEST extension enabled. The X-Window desktop can be a VNC or Xvfb desktop.

What is system-wilde ld.so, where do I find it, ...
Perhaps provide an example value for 'display' (I'm assuming it's an IP address and port?)

The ga-server-periodic will stream the entire desktop to a client. If you plan to streaming only a (game) window, you can add the options:

  1. find-window-name = [window name], or
  2. find-window-class = [window class]
    into the configuration file. The ga-server-periodic will attempt to find the specified window, move the window to top-left corner of the desktop, and capture only the client area of the specified window.

Where/how do I find the correct window name and class?

I think better documentation might help to get this project more accessible and known to the masses.

Again I want to stress that I think this is an absolutely amazing project and I hope to use it in the near future.

Double image and bad colors Remote Desktop

I am getting a strange problem when trying to run Fiesta. I get the image like this.
double image h264 encoding

Strange thing is that i get the images fine if the machine running the game is connected using remote desktop. Also it is only there on windows 7. On windows 8.1 there is no double image and strange colors with or without remote desktop.

What is going on here?

audio video off sync (audio delay)

Hi, I have a problem of audio/video sync (precisely, audio has a delay of about 1 second). I'm using ubuntu 15.04 32bit with assaultcube. I tried with libmp3lame, libopus and pcm but nothing change. Please, can you give me some advises? The problem remains with new commit cbf5c0f

Thank you

wrong ELF class: ELFCLASS64 on ga-server-event-driven

Hello,
I am not able to launch ga-server-event-driven, I have this error message :
./ga-server-event-driven: error while loading shared libraries: libga.so: wrong ELF class: ELFCLASS64
I am on Linux Mint x86_64.
I tried to force the 64bits compilation by adding the '-m64' flag to CFLAGS in ga/core/Makefile, but it didn't resolve the problem.
Is this cool project able to run on my architecture or not? Or am I way off the mark?

Keep the good work!

syntax error : expected ':' or '=' separaror

When I compile by runnnng command 'nmake /f NMakefile all' it gives the following error in file 'ga/server/periodic/NMakefile'

fatal error U1035 : syntax error : expected ':' or '=' separator
stop.

I re-downloaded source many times and tried but same error existing.

libga.so: wrong ELF class: ELFCLASS64

I am trying to run assultcube (downloaded from gaminganywhere website and config edited)
When I run the following command:
./ga-server-event-driven config/server.assaultcube.linux.conf
I get ERROR:
./ga-server-event-driven: error while loading shared libraries:
libga.so: wrong ELF class: ELFCLASS64
Previously ./ga-server-periodic common/server-common.conf Did not give any such problem.
I am on 64bit Ubuntu 12.08.
After digging up farther, I found "ga-server-event-driven" is basically 32bit while "ga-server-periodic" is 64bit. My libga.so is also 64-bit.
So now the question is when I built the GA from source it just built the "ga-server-periodic" and why not "ga-server-event-driven" ?
How to build "ga-server-event-driven" ?

Using visual studio 10

Using vs2010 download the git, follow build instructions

NMAKE : fatal error U1077: '"C:\Program Files (x86)\Microsoft Visual Studio 10.0\VC\BIN\cl.EXE"' : return code '0x2'
Stop.
NMAKE : fatal error U1077: 'cd' : return code '0x2'
Stop.
NMAKE : fatal error U1077: 'cd' : return code '0x2'
Stop.

this is the error im receiving. This build does not seem to work.

Getting Error after 'make all' in ga directory :- /usr/bin/ld: warning: libx265.so.79, needed by /home/asimniazi63/myprog/gaminganywhere/deps.posix/lib/libavcodec.so, not found (try using -rpath or -rpath-link)

here is the terminal output:-

make[2]: Entering directory /home/asimniazi63/Desktop/gaminganywhere/ga/server/periodic' g++ -o ga-server-periodic ga-server-periodic.o -L/home/asimniazi63/myprog/gaminganywhere/deps.posix/lib -Wl,-rpath,\$ORIGIN -lpthread -rdynamic -L../../core -lga -L/home/asimniazi63/myprog/gaminganywhere/deps.posix/lib -lswscale -lswresample -lpostproc -lavdevice -lavfilter -lavcodec -lavformat -lavutil -lSDL2_ttf -lSDL2 -lasound -lX11 -lXext -lXtst /usr/bin/ld: warning: libx265.so.79, needed by /home/asimniazi63/myprog/gaminganywhere/deps.posix/lib/libavcodec.so, not found (try using -rpath or -rpath-link) /home/asimniazi63/myprog/gaminganywhere/deps.posix/lib/libavcodec.so: undefined reference to x265_api_get_79'
collect2: error: ld returned 1 exit status
make[2]: *** [ga-server-periodic] Error 1
make[2]: Leaving directory /home/asimniazi63/Desktop/gaminganywhere/ga/server/periodic' make[1]: *** [all] Error 1 make[1]: Leaving directory /home/asimniazi63/Desktop/gaminganywhere/ga/server'
make: *** [server] Error 2

Gaming with EC2

If I wanted to try and hook my Android tablet to an Amazon Cloud computer, to get PC Games on aa portable device, would Gaming Anywhere be an ideal system? Or is the underlying hardware and latency not ready for primetime?

x264-snapshot build fails on archlinux

I'm trying to get this packaged for archlinux, but it won't compile in the standard enviroment. I think I've got the dependencies more-or-less right.

make -C x264-snapshot-20151001-2245 -j5
make[1]: Entering directory '/home/alex/gaming-anywhere-git/src/gaminganywhere/deps.src/x264-snapshot-20151001-2245'
dependency file generation...
gcc -Wno-maybe-uninitialized -Wshadow -O3 -ffast-math -m64 -march=x86-64 -mtune=generic -O2 -pipe -fstack-protector-strong -Wall -I. -I. -std=gnu99 -mpreferred-stack-boundary=5     -fPIC -fomit-frame-pointer -fno-tree-vectorize -D_FORTIFY_SOURCE=2  -c -o x264.o x264.c
gcc -Wno-maybe-uninitialized -Wshadow -O3 -ffast-math -m64 -march=x86-64 -mtune=generic -O2 -pipe -fstack-protector-strong -Wall -I. -I. -std=gnu99 -mpreferred-stack-boundary=5     -fPIC -fomit-frame-pointer -fno-tree-vectorize -D_FORTIFY_SOURCE=2  -c -o input/input.o input/input.c
gcc -Wno-maybe-uninitialized -Wshadow -O3 -ffast-math -m64 -march=x86-64 -mtune=generic -O2 -pipe -fstack-protector-strong -Wall -I. -I. -std=gnu99 -mpreferred-stack-boundary=5     -fPIC -fomit-frame-pointer -fno-tree-vectorize -D_FORTIFY_SOURCE=2  -c -o input/timecode.o input/timecode.c
gcc -Wno-maybe-uninitialized -Wshadow -O3 -ffast-math -m64 -march=x86-64 -mtune=generic -O2 -pipe -fstack-protector-strong -Wall -I. -I. -std=gnu99 -mpreferred-stack-boundary=5     -fPIC -fomit-frame-pointer -fno-tree-vectorize -D_FORTIFY_SOURCE=2  -c -o input/raw.o input/raw.c
gcc -Wno-maybe-uninitialized -Wshadow -O3 -ffast-math -m64 -march=x86-64 -mtune=generic -O2 -pipe -fstack-protector-strong -Wall -I. -I. -std=gnu99 -mpreferred-stack-boundary=5     -fPIC -fomit-frame-pointer -fno-tree-vectorize -D_FORTIFY_SOURCE=2  -c -o input/y4m.o input/y4m.c
x264.c: In function ‘print_csp_names’:
x264.c:445:15: error: variable ‘i’ has initializer but incomplete type
     for( enum PixelFormat i = AV_PIX_FMT_NONE+1; i < AV_PIX_FMT_NB; i++ )
               ^~~~~~~~~~~
x264.c:445:27: error: storage size of ‘i’ isn’t known
     for( enum PixelFormat i = AV_PIX_FMT_NONE+1; i < AV_PIX_FMT_NB; i++ )
                           ^
x264.c:445:5: error: ‘enum PixelFormat’ declared in ‘for’ loop initial declaration
     for( enum PixelFormat i = AV_PIX_FMT_NONE+1; i < AV_PIX_FMT_NB; i++ )
     ^~~
x264.c:445:27: warning: unused variable ‘i’ [-Wunused-variable]
     for( enum PixelFormat i = AV_PIX_FMT_NONE+1; i < AV_PIX_FMT_NB; i++ )
                           ^
gcc -Wno-maybe-uninitialized -Wshadow -O3 -ffast-math -m64 -march=x86-64 -mtune=generic -O2 -pipe -fstack-protector-strong -Wall -I. -I. -std=gnu99 -mpreferred-stack-boundary=5     -fPIC -fomit-frame-pointer -fno-tree-vectorize -D_FORTIFY_SOURCE=2  -c -o output/raw.o output/raw.c
gcc -Wno-maybe-uninitialized -Wshadow -O3 -ffast-math -m64 -march=x86-64 -mtune=generic -O2 -pipe -fstack-protector-strong -Wall -I. -I. -std=gnu99 -mpreferred-stack-boundary=5     -fPIC -fomit-frame-pointer -fno-tree-vectorize -D_FORTIFY_SOURCE=2  -c -o output/matroska.o output/matroska.c
gcc -Wno-maybe-uninitialized -Wshadow -O3 -ffast-math -m64 -march=x86-64 -mtune=generic -O2 -pipe -fstack-protector-strong -Wall -I. -I. -std=gnu99 -mpreferred-stack-boundary=5     -fPIC -fomit-frame-pointer -fno-tree-vectorize -D_FORTIFY_SOURCE=2  -c -o output/matroska_ebml.o output/matroska_ebml.c
make[1]: *** [<builtin>: x264.o] Error 1
make[1]: *** Waiting for unfinished jobs....
make[1]: Leaving directory '/home/alex/gaming-anywhere-git/src/gaminganywhere/deps.src/x264-snapshot-20151001-2245'
make: *** [Makefile:125: x264] Error 2
==> ERROR: A failure occurred in build().
    Aborting...

Build for Steam OS

Could something like this either backpack or replace inhome streaming, install on top of Steam OS and stream games elsewhere?

"ntwin32.mak file not found" error when attempting to build

Using the quickstart guide on the official website I've been stuck on step 4 that says:
"Build GA by running 'nmake /f NMakefile all' command in the 'ga' directory."
It gives me the error mentioned above. I installed microsoft sdk and VS 2010 C++ redistributable (from the same installer) successfully, acquired a ntwin32.mak file from the internet and pasted it into the only include folder withing the entire project and still it doesnt work, can anyone help? My system is 64 bit just in case.

Microsoft (R) Program Maintenance Utility Version 11.00.61030.0
Copyright (C) Microsoft Corporation. All rights reserved.

    cd core && nmake /f NMakefile && cd ..

Microsoft (R) Program Maintenance Utility Version 11.00.61030.0
Copyright (C) Microsoft Corporation. All rights reserved.

..\NMakefile.def(10) : fatal error U1052: file 'ntwin32.mak' not found
Stop.
NMAKE : fatal error U1077: 'cd' : return code '0x2'
Stop.

Is there any solution mapping customized keyboard..?

Hello
I am looking for How to mapping customized keyboard key ( ex. Hangul function key ... ) on Linux
When I pressed the some specific Key ( this is Hangul function Key ) , After running gaminganywhere ,
the following waring message is output and that key does not work.

Here is output message :
The key you just pressed is not recognized by SDL. To help get this fixed, please report this to the SDL mailing list [email protected] X11 KeyCode 130 (122), X11 KeySym 0xFF31 (Hangul)

So , I tried to add some code into libsdl and modify X11 Symbols , But It's still not work ..

Is there any body to know mapping customized Keyboard Key .. ?

Error to compile c++ native files via ndk-build

Since I haven't solved issue #49 yet, I decided to just use ndk-build command to build the gaminganywhere. I have copied all ".a" and ".so" referenced in Android.prebuild file (I even make my own "lib" folder inside the /src/main/jni folder to store those files. However, this error shows up instead:

Android NDK: android-9 is unsupported. Using minimum supported version android-14.
[armeabi-v7a] Install : libSDL2.so => libs/armeabi-v7a/libSDL2.so
.../Android/Sdk/ndk-bundle/toolchains/arm-linux-androideabi-4.9/prebuilt/linux-x86_64/bin/arm-linux-androideabi-strip: .../gaminganywhere/src/main/libs/armeabi-v7a/libSDL2.so: File format not recognized
make: *** [.../gaminganywhere/src/main/libs/armeabi-v7a/libSDL2.so] Error 1
make: *** Deleting file `.../gaminganywhere/src/main/libs/armeabi-v7a/libSDL2.so'

I'm using Ubuntu 17.04 64 bit via Virtual Box, and I have installed all neccessary packages specified on the Readme.

Use autotools instead of pure Makefiles

Hi, why not use autotools? It would be a lot easier to maintain a packaging if using it.
I'm trying to create an ebuild for gentoo and it is hard to override those dependencies on deps.src because would be better to use system's packages.

x264-snapsshot "make" filed

when I input "configure" x264, it's ok. And I get the out put bellow:
$ configure
platform: X86
byte order: little-endian
system: WINDOWS
cli: yes
libx264: internal
shared: no
static: no
asm: yes
interlaced: yes
avs: avisynth
lavf: no
ffms: no
mp4: no
gpl: yes
thread: win32
opencl: yes
filters: crop select_every
lto: no
debug: no
gprof: no
strip: no
PIC: no
bit depth: 8
chroma format: all

You can run 'make' or 'make fprofiled' now.
And then I input make, the output is bellow:
$ make
cat common/opencl/x264-cl.h common/opencl/bidir.cl common/opencl/downscale.cl common/opencl/weightp.cl common/opencl/intra.cl common/opencl/subpel.cl common/opencl/motionsearch.cl | ./tools/cltostr.sh common/oclobj.h
dependency file generation...
gcc.exe: error: unrecognized command line option '-m'
gcc.exe: fatal error: no input files
compilation terminated.
Makefile:227: recipe for target '.depend' failed
make: *** [.depend] Error 1

what's wrong with it? Is The problem occurring in x264 or gcc? And what should i do?

Thanks very much!

WASAPI hooking issues

Hi there. Is this repo actively maintained?
I was messing around with some of its modules.And I can see that WASAPI based audio hook doesn't work well.At least not with Unity3D based apps.

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