Reload color sysprops after failing

During OTA, sysprops aren't load as fast as during regular boot.
This causes the animation to not be able to pick up the dynamic colors.

We can mitigate this issue by trying to reload the sysprops at the
beginning of each animation part.

Test: manual
Bug: 227381265
Change-Id: I4397079aacc52acb5cda54a925f70e4f5c745b3f
diff --git a/cmds/bootanimation/BootAnimation.cpp b/cmds/bootanimation/BootAnimation.cpp
index f9317eb..968be3e 100644
--- a/cmds/bootanimation/BootAnimation.cpp
+++ b/cmds/bootanimation/BootAnimation.cpp
@@ -1425,12 +1425,17 @@
 
 void BootAnimation::initDynamicColors() {
     for (int i = 0; i < DYNAMIC_COLOR_COUNT; i++) {
-        parseColorDecimalString(
-            android::base::GetProperty("persist.bootanim.color" + std::to_string(i + 1), ""),
+        const auto syspropName = "persist.bootanim.color" + std::to_string(i + 1);
+        const auto syspropValue = android::base::GetProperty(syspropName, "");
+        if (syspropValue != "") {
+            SLOGI("Loaded dynamic color: %s -> %s", syspropName.c_str(), syspropValue.c_str());
+            mDynamicColorsApplied = true;
+        }
+        parseColorDecimalString(syspropValue,
             mAnimation->endColors[i], mAnimation->startColors[i]);
     }
     glUseProgram(mImageShader);
-    SLOGI("[BootAnimation] Dynamically coloring boot animation.");
+    SLOGI("Dynamically coloring boot animation. Sysprops loaded? %i", mDynamicColorsApplied);
     for (int i = 0; i < DYNAMIC_COLOR_COUNT; i++) {
         float *startColor = mAnimation->startColors[i];
         float *endColor = mAnimation->endColors[i];
@@ -1465,6 +1470,11 @@
             continue; //to next part
         }
 
+        if (animation.dynamicColoringEnabled && part.useDynamicColoring && !mDynamicColorsApplied) {
+            SLOGD("Trying to load dynamic color sysprops.");
+            initDynamicColors();
+        }
+
         // process the part not only while the count allows but also if already fading
         for (int r=0 ; !part.count || r<part.count || fadedFramesCount > 0 ; r++) {
             if (shouldStopPlayingPart(part, fadedFramesCount, lastDisplayedProgress)) break;