mpd/src/PlayerControl.hxx

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/*
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* Copyright (C) 2003-2011 The Music Player Daemon Project
* http://www.musicpd.org
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along
* with this program; if not, write to the Free Software Foundation, Inc.,
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#ifndef MPD_PLAYER_H
#define MPD_PLAYER_H
#include "audio_format.h"
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#include <glib.h>
#include <stdint.h>
struct decoder_control;
enum player_state {
PLAYER_STATE_STOP = 0,
PLAYER_STATE_PAUSE,
PLAYER_STATE_PLAY
};
enum player_command {
PLAYER_COMMAND_NONE = 0,
PLAYER_COMMAND_EXIT,
PLAYER_COMMAND_STOP,
PLAYER_COMMAND_PAUSE,
PLAYER_COMMAND_SEEK,
PLAYER_COMMAND_CLOSE_AUDIO,
/**
* At least one audio_output.enabled flag has been modified;
* commit those changes to the output threads.
*/
PLAYER_COMMAND_UPDATE_AUDIO,
/** player_control.next_song has been updated */
PLAYER_COMMAND_QUEUE,
/**
* cancel pre-decoding player_control.next_song; if the player
* has already started playing this song, it will completely
* stop
*/
PLAYER_COMMAND_CANCEL,
/**
* Refresh status information in the #player_control struct,
* e.g. elapsed_time.
*/
PLAYER_COMMAND_REFRESH,
};
enum player_error {
PLAYER_ERROR_NONE = 0,
/**
* The decoder has failed to decode the song.
*/
PLAYER_ERROR_DECODER,
/**
* The audio output has failed.
*/
PLAYER_ERROR_OUTPUT,
};
struct player_status {
enum player_state state;
uint16_t bit_rate;
struct audio_format audio_format;
float total_time;
float elapsed_time;
};
struct player_control {
unsigned buffer_chunks;
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unsigned int buffered_before_play;
/** the handle of the player thread, or NULL if the player
thread isn't running */
GThread *thread;
/**
* This lock protects #command, #state, #error.
*/
GMutex *mutex;
/**
* Trigger this object after you have modified #command.
*/
GCond *cond;
enum player_command command;
enum player_state state;
enum player_error error_type;
/**
* The error that occurred in the player thread. This
* attribute is only valid if #error is not
* #PLAYER_ERROR_NONE. The object must be freed when this
* object transitions back to #PLAYER_ERROR_NONE.
*/
GError *error;
uint16_t bit_rate;
struct audio_format audio_format;
float total_time;
float elapsed_time;
/**
* The next queued song.
*
* This is a duplicate, and must be freed when this attribute
* is cleared.
*/
struct song *next_song;
double seek_where;
float cross_fade_seconds;
float mixramp_db;
float mixramp_delay_seconds;
double total_play_time;
/**
* If this flag is set, then the player will be auto-paused at
* the end of the song, before the next song starts to play.
*
* This is a copy of the queue's "single" flag most of the
* time.
*/
bool border_pause;
player_control(unsigned buffer_chunks,
unsigned buffered_before_play);
~player_control();
};
/**
* Locks the #player_control object.
*/
static inline void
player_lock(struct player_control *pc)
{
g_mutex_lock(pc->mutex);
}
/**
* Unlocks the #player_control object.
*/
static inline void
player_unlock(struct player_control *pc)
{
g_mutex_unlock(pc->mutex);
}
/**
* Waits for a signal on the #player_control object. This function is
* only valid in the player thread. The object must be locked prior
* to calling this function.
*/
static inline void
player_wait(struct player_control *pc)
{
g_cond_wait(pc->cond, pc->mutex);
}
/**
* Waits for a signal on the #player_control object. This function is
* only valid in the player thread. The #decoder_control object must
* be locked prior to calling this function.
*
* Note the small difference to the player_wait() function!
*/
void
player_wait_decoder(struct player_control *pc, struct decoder_control *dc);
/**
* Signals the #player_control object. The object should be locked
* prior to calling this function.
*/
static inline void
player_signal(struct player_control *pc)
{
g_cond_signal(pc->cond);
}
/**
* Signals the #player_control object. The object is temporarily
* locked by this function.
*/
static inline void
player_lock_signal(struct player_control *pc)
{
player_lock(pc);
player_signal(pc);
player_unlock(pc);
}
/**
* @param song the song to be queued; the given instance will be owned
* and freed by the player
*/
void
pc_play(struct player_control *pc, struct song *song);
/**
* see PLAYER_COMMAND_CANCEL
*/
void
pc_cancel(struct player_control *pc);
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void
pc_set_pause(struct player_control *pc, bool pause_flag);
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void
pc_pause(struct player_control *pc);
/**
* Set the player's #border_pause flag.
*/
void
pc_set_border_pause(struct player_control *pc, bool border_pause);
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void
pc_kill(struct player_control *pc);
void
pc_get_status(struct player_control *pc, struct player_status *status);
static inline enum player_state
pc_get_state(struct player_control *pc)
{
return pc->state;
}
/**
* Set the error. Discards any previous error condition.
*
* Caller must lock the object.
*
* @param type the error type; must not be #PLAYER_ERROR_NONE
* @param error detailed error information; must not be NULL; the
* #player_control takes over ownership of this #GError instance
*/
void
pc_set_error(struct player_control *pc, enum player_error type,
GError *error);
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void
pc_clear_error(struct player_control *pc);
/**
* Returns the human-readable message describing the last error during
* playback, NULL if no error occurred. The caller has to free the
* returned string.
*/
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char *
pc_get_error_message(struct player_control *pc);
static inline enum player_error
pc_get_error_type(struct player_control *pc)
{
return pc->error_type;
}
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void
pc_stop(struct player_control *pc);
void
pc_update_audio(struct player_control *pc);
/**
* @param song the song to be queued; the given instance will be owned
* and freed by the player
*/
void
pc_enqueue_song(struct player_control *pc, struct song *song);
/**
* Makes the player thread seek the specified song to a position.
*
* @param song the song to be queued; the given instance will be owned
* and freed by the player
* @return true on success, false on failure (e.g. if MPD isn't
* playing currently)
*/
bool
pc_seek(struct player_control *pc, struct song *song, float seek_time);
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void
pc_set_cross_fade(struct player_control *pc, float cross_fade_seconds);
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float
pc_get_cross_fade(const struct player_control *pc);
void
pc_set_mixramp_db(struct player_control *pc, float mixramp_db);
static inline float
pc_get_mixramp_db(const struct player_control *pc)
{
return pc->mixramp_db;
}
void
pc_set_mixramp_delay(struct player_control *pc, float mixramp_delay_seconds);
static inline float
pc_get_mixramp_delay(const struct player_control *pc)
{
return pc->mixramp_delay_seconds;
}
static inline double
pc_get_total_play_time(const struct player_control *pc)
{
return pc->total_play_time;
}
Initial cut of fork() => pthreads() for decoder and player I initially started to do a heavy rewrite that changed the way processes communicated, but that was too much to do at once. So this change only focuses on replacing the player and decode processes with threads and using condition variables instead of polling in loops; so the changeset itself is quiet small. * The shared output buffer variables will still need locking to guard against race conditions. So in this effect, we're probably just as buggy as before. The reduced context-switching overhead of using threads instead of processes may even make bugs show up more or less often... * Basic functionality appears to be working for playing local (and NFS) audio, including: play, pause, stop, seek, previous, next, and main playlist editing * I haven't tested HTTP streams yet, they should work. * I've only tested ALSA and Icecast. ALSA works fine, Icecast metadata seems to get screwy at times and breaks song advancement in the playlist at times. * state file loading works, too (after some last-minute hacks with non-blocking wakeup functions) * The non-blocking (*_nb) variants of the task management functions are probably overused. They're more lenient and easier to use because much of our code is still based on our previous polling-based system. * It currently segfaults on exit. I haven't paid much attention to the exit/signal-handling routines other than ensuring it compiles. At least the state file seems to work. We don't do any cleanups of the threads on exit, yet. * Update is still done in a child process and not in a thread. To do this in a thread, we'll need to ensure it does proper locking and communication with the main thread; but should require less memory in the end because we'll be updating the database "in-place" rather than updating a copy and then bulk-loading when done. * We're more sensitive to bugs in 3rd party libraries now. My plan is to eventually use a master process which forks() and restarts the child when it dies: locking and communication with the main thread; but should require less memory in the end because we'll be updating the database "in-place" rather than updating a copy and then bulk-loading when done. * We're more sensitive to bugs in 3rd party libraries now. My plan is to eventually use a master process which forks() and restarts the child when it dies: master - just does waitpid() + fork() in a loop \- main thread \- decoder thread \- player thread At the beginning of every song, the main thread will set a dirty flag and update the state file. This way, if we encounter a song that triggers a segfault killing the main thread, the master will start the replacement main on the next song. * The main thread still wakes up every second on select() to check for signals; which affects power management. [merged r7138 from branches/ew] git-svn-id: https://svn.musicpd.org/mpd/trunk@7240 09075e82-0dd4-0310-85a5-a0d7c8717e4f
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#endif