mpd/src/player/Thread.cxx

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/*
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* Copyright 2003-2018 The Music Player Daemon Project
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* 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.
*/
/* \file
*
* The player thread controls the playback. It acts as a bridge
* between the decoder thread and the output thread(s): it receives
* #MusicChunk objects from the decoder, optionally mixes them
* (cross-fading), applies software volume, and sends them to the
* audio outputs via audio_output_all_play().
*
* It is controlled by the main thread (the playlist code), see
* Control.hxx. The playlist enqueues new songs into the player
* thread and sends it commands.
*
* The player thread itself does not do any I/O. It synchronizes with
* other threads via #GMutex and #GCond objects, and passes
* #MusicChunk instances around in #MusicPipe objects.
*/
#include "config.h"
#include "Control.hxx"
#include "Outputs.hxx"
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#include "Listener.hxx"
#include "decoder/Control.hxx"
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#include "MusicPipe.hxx"
#include "MusicBuffer.hxx"
#include "MusicChunk.hxx"
#include "song/DetachedSong.hxx"
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#include "CrossFade.hxx"
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#include "tag/Tag.hxx"
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#include "Idle.hxx"
#include "util/Domain.hxx"
#include "thread/Name.hxx"
#include "Log.hxx"
#include <exception>
#include <memory>
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#include <string.h>
static constexpr Domain player_domain("player");
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/**
* Start playback as soon as enough data for this duration has been
* pushed to the decoder pipe.
*/
static constexpr auto buffer_before_play_duration = std::chrono::seconds(1);
class Player {
PlayerControl &pc;
DecoderControl &dc;
MusicBuffer &buffer;
std::shared_ptr<MusicPipe> pipe;
/**
* the song currently being played
*/
std::unique_ptr<DetachedSong> song;
/**
* The tag of the "next" song during cross-fade. It is
* postponed, and sent to the output thread when the new song
* really begins.
*/
std::unique_ptr<Tag> cross_fade_tag;
/**
* Start playback as soon as this number of chunks has been
* pushed to the decoder pipe. This is calculated based on
* #buffer_before_play_duration.
*/
unsigned buffer_before_play;
/**
* If the decoder pipe gets consumed below this threshold,
* it's time to wake up the decoder.
*
* It is calculated in a way which should prevent a wakeup
* after each single consumed chunk; it is more efficient to
* make the decoder decode a larger block at a time.
*/
const unsigned decoder_wakeup_threshold;
/**
* Are we waiting for #buffer_before_play?
*/
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bool buffering = true;
/**
* true if the decoder is starting and did not provide data
* yet
*/
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bool decoder_starting = false;
/**
* Did we wake up the DecoderThread recently? This avoids
* duplicate wakeup calls.
*/
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bool decoder_woken = false;
/**
* is the player paused?
*/
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bool paused = false;
/**
* is there a new song in pc.next_song?
*/
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bool queued = true;
/**
* Was any audio output opened successfully? It might have
* failed meanwhile, but was not explicitly closed by the
* player thread. When this flag is unset, some output
* methods must not be called.
*/
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bool output_open = false;
/**
* Is cross-fading to the next song enabled?
*/
enum class CrossFadeState : uint8_t {
/**
* The initial state: we don't know yet if we will
* cross-fade; it will be determined soon.
*/
UNKNOWN,
/**
* Cross-fading is disabled for the transition to the
* next song.
*/
DISABLED,
/**
* Cross-fading is enabled (but may not yet be in
* progress), will start near the end of the current
* song.
*/
ENABLED,
/**
* Currently cross-fading to the next song.
*/
ACTIVE,
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} xfade_state = CrossFadeState::UNKNOWN;
/**
* The number of chunks used for crossfading.
*/
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unsigned cross_fade_chunks = 0;
/**
* The current audio format for the audio outputs.
*/
AudioFormat play_audio_format = AudioFormat::Undefined();
/**
* The time stamp of the chunk most recently sent to the
* output thread. This attribute is only used if
* MultipleOutputs::GetElapsedTime() didn't return a usable
* value; the output thread can estimate the elapsed time more
* precisely.
*/
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SongTime elapsed_time = SongTime::zero();
/**
* If this is positive, then we need to ask the decoder to
* seek after it has completed startup. This is needed if the
* decoder is in the middle of startup while the player
* receives another seek command.
*
* This is only valid while #decoder_starting is true.
*/
SongTime pending_seek;
public:
Player(PlayerControl &_pc, DecoderControl &_dc,
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MusicBuffer &_buffer) noexcept
:pc(_pc), dc(_dc), buffer(_buffer),
decoder_wakeup_threshold(buffer.GetSize() * 3 / 4)
{
}
private:
/**
* Reset cross-fading to the initial state. A check to
* re-enable it at an appropriate time will be scheduled.
*/
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void ResetCrossFade() noexcept {
xfade_state = CrossFadeState::UNKNOWN;
}
template<typename P>
void ReplacePipe(P &&_pipe) noexcept {
ResetCrossFade();
pipe = std::forward<P>(_pipe);
}
/**
* Start the decoder.
*
* Caller must lock the mutex.
*/
void StartDecoder(std::shared_ptr<MusicPipe> pipe) noexcept;
/**
* The decoder has acknowledged the "START" command (see
* ActivateDecoder()). This function checks if the decoder
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* initialization has completed yet. If not, it will wait
* some more.
*
* Caller must lock the mutex.
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*
* @return false if the decoder has failed, true on success
* (though the decoder startup may or may not yet be finished)
*/
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bool CheckDecoderStartup() noexcept;
/**
* Stop the decoder and clears (and frees) its music pipe.
*
* Caller must lock the mutex.
*/
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void StopDecoder() noexcept;
/**
* Is the decoder still busy on the same song as the player?
*
* Note: this function does not check if the decoder is already
* finished.
*/
gcc_pure
bool IsDecoderAtCurrentSong() const noexcept {
assert(pipe != nullptr);
return dc.pipe == pipe;
}
/**
* Returns true if the decoder is decoding the next song (or has begun
* decoding it, or has finished doing it), and the player hasn't
* switched to that song yet.
*/
gcc_pure
bool IsDecoderAtNextSong() const noexcept {
return dc.pipe != nullptr && !IsDecoderAtCurrentSong();
}
/**
* Invoke DecoderControl::Seek() and update our state or
* handle errors.
*
* Caller must lock the mutex.
*
* @return false if the decoder has failed
*/
bool SeekDecoder(SongTime seek_time) noexcept;
/**
* This is the handler for the #PlayerCommand::SEEK command.
*
* Caller must lock the mutex.
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*
* @return false if the decoder has failed
*/
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bool SeekDecoder() noexcept;
void CancelPendingSeek() noexcept {
pending_seek = SongTime::zero();
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pc.CancelPendingSeek();
}
/**
* Check if the decoder has reported an error, and forward it
* to PlayerControl::SetError().
*
* @return false if an error has occurred
*/
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bool ForwardDecoderError() noexcept;
/**
* After the decoder has been started asynchronously, activate
* it for playback. That is, make the currently decoded song
* active (assign it to #song), clear PlayerControl::next_song
* and #queued, initialize #elapsed_time, and set
* #decoder_starting.
*
* When returning, the decoder may not have completed startup
* yet, therefore we don't know the audio format yet. To
* finish decoder startup, call CheckDecoderStartup().
*
* Caller must lock the mutex.
*/
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void ActivateDecoder() noexcept;
/**
* Wrapper for MultipleOutputs::Open(). Upon failure, it
* pauses the player.
*
* Caller must lock the mutex.
*
* @return true on success
*/
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bool OpenOutput() noexcept;
/**
* Obtains the next chunk from the music pipe, optionally applies
* cross-fading, and sends it to all audio outputs.
*
* @return true on success, false on error (playback will be stopped)
*/
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bool PlayNextChunk() noexcept;
unsigned UnlockCheckOutputs() noexcept {
const ScopeUnlock unlock(pc.mutex);
return pc.outputs.CheckPipe();
}
/**
* Player lock must be held before calling.
*
* @return false to stop playback
*/
bool ProcessCommand() noexcept;
/**
* This is called at the border between two songs: the audio output
* has consumed all chunks of the current song, and we should start
* sending chunks from the next one.
*
* Caller must lock the mutex.
*/
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void SongBorder() noexcept;
public:
/*
* The main loop of the player thread, during playback. This
* is basically a state machine, which multiplexes data
* between the decoder thread and the output threads.
*/
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void Run() noexcept;
};
void
Player::StartDecoder(std::shared_ptr<MusicPipe> _pipe) noexcept
{
assert(queued || pc.command == PlayerCommand::SEEK);
assert(pc.next_song != nullptr);
/* copy ReplayGain parameters to the decoder */
dc.replay_gain_mode = pc.replay_gain_mode;
SongTime start_time = pc.next_song->GetStartTime() + pc.seek_time;
dc.Start(std::make_unique<DetachedSong>(*pc.next_song),
start_time, pc.next_song->GetEndTime(),
buffer, std::move(_pipe));
}
void
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Player::StopDecoder() noexcept
{
const PlayerControl::ScopeOccupied occupied(pc);
dc.Stop();
if (dc.pipe != nullptr) {
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/* clear and free the decoder pipe */
dc.pipe->Clear();
dc.pipe.reset();
/* just in case we've been cross-fading: cancel it
now, because we just deleted the new song's decoder
pipe */
ResetCrossFade();
}
}
bool
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Player::ForwardDecoderError() noexcept
{
try {
dc.CheckRethrowError();
} catch (...) {
pc.SetError(PlayerError::DECODER, std::current_exception());
return false;
}
return true;
}
void
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Player::ActivateDecoder() noexcept
{
assert(queued || pc.command == PlayerCommand::SEEK);
assert(pc.next_song != nullptr);
queued = false;
pc.ClearTaggedSong();
song = std::exchange(pc.next_song, nullptr);
elapsed_time = pc.seek_time;
/* set the "starting" flag, which will be cleared by
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CheckDecoderStartup() */
decoder_starting = true;
pending_seek = SongTime::zero();
/* update PlayerControl's song information */
pc.total_time = song->GetDuration();
pc.bit_rate = 0;
pc.audio_format.Clear();
{
/* call syncPlaylistWithQueue() in the main thread */
const ScopeUnlock unlock(pc.mutex);
pc.listener.OnPlayerSync();
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}
}
/**
* Returns the real duration of the song, comprising the duration
* indicated by the decoder plugin.
*/
static SignedSongTime
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real_song_duration(const DetachedSong &song,
SignedSongTime decoder_duration) noexcept
{
if (decoder_duration.IsNegative())
/* the decoder plugin didn't provide information; fall
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back to Song::GetDuration() */
return song.GetDuration();
const SongTime start_time = song.GetStartTime();
const SongTime end_time = song.GetEndTime();
if (end_time.IsPositive() && end_time < SongTime(decoder_duration))
return SignedSongTime(end_time - start_time);
return SignedSongTime(SongTime(decoder_duration) - start_time);
}
bool
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Player::OpenOutput() noexcept
{
assert(play_audio_format.IsDefined());
assert(pc.state == PlayerState::PLAY ||
pc.state == PlayerState::PAUSE);
try {
const ScopeUnlock unlock(pc.mutex);
pc.outputs.Open(play_audio_format);
} catch (...) {
LogError(std::current_exception());
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output_open = false;
/* pause: the user may resume playback as soon as an
audio output becomes available */
paused = true;
pc.SetOutputError(std::current_exception());
idle_add(IDLE_PLAYER);
return false;
}
output_open = true;
paused = false;
pc.state = PlayerState::PLAY;
idle_add(IDLE_PLAYER);
return true;
}
bool
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Player::CheckDecoderStartup() noexcept
{
assert(decoder_starting);
if (!ForwardDecoderError()) {
/* the decoder failed */
return false;
} else if (!dc.IsStarting()) {
/* the decoder is ready and ok */
if (output_open &&
!pc.WaitOutputConsumed(1))
/* the output devices havn't finished playing
all chunks yet - wait for that */
return true;
pc.total_time = real_song_duration(*dc.song,
dc.total_time);
pc.audio_format = dc.in_audio_format;
play_audio_format = dc.out_audio_format;
decoder_starting = false;
const size_t buffer_before_play_size =
play_audio_format.TimeToSize(buffer_before_play_duration);
buffer_before_play =
(buffer_before_play_size + sizeof(MusicChunk::data) - 1)
/ sizeof(MusicChunk::data);
idle_add(IDLE_PLAYER);
if (pending_seek > SongTime::zero()) {
assert(pc.seeking);
bool success = SeekDecoder(pending_seek);
pc.seeking = false;
pc.ClientSignal();
if (!success)
return false;
/* re-fill the buffer after seeking */
buffering = true;
} else if (pc.seeking) {
pc.seeking = false;
pc.ClientSignal();
/* re-fill the buffer after seeking */
buffering = true;
}
if (!paused && !OpenOutput()) {
FormatError(player_domain,
"problems opening audio device "
"while playing \"%s\"",
dc.song->GetURI());
return true;
}
return true;
} else {
/* the decoder is not yet ready; wait
some more */
dc.WaitForDecoder();
return true;
}
}
bool
Player::SeekDecoder(SongTime seek_time) noexcept
{
assert(song);
assert(!decoder_starting);
if (!pc.total_time.IsNegative()) {
const SongTime total_time(pc.total_time);
if (seek_time > total_time)
seek_time = total_time;
}
try {
const PlayerControl::ScopeOccupied occupied(pc);
dc.Seek(song->GetStartTime() + seek_time);
} catch (...) {
/* decoder failure */
pc.SetError(PlayerError::DECODER, std::current_exception());
return false;
}
elapsed_time = seek_time;
return true;
}
inline bool
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Player::SeekDecoder() noexcept
{
assert(pc.next_song != nullptr);
CancelPendingSeek();
{
const ScopeUnlock unlock(pc.mutex);
pc.outputs.Cancel();
}
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idle_add(IDLE_PLAYER);
if (!dc.IsSeekableCurrentSong(*pc.next_song)) {
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/* the decoder is already decoding the "next" song -
stop it and start the previous song again */
StopDecoder();
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/* clear music chunks which might still reside in the
pipe */
pipe->Clear();
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/* re-start the decoder */
StartDecoder(pipe);
ActivateDecoder();
pc.seeking = true;
pc.CommandFinished();
assert(xfade_state == CrossFadeState::UNKNOWN);
return true;
} else {
if (!IsDecoderAtCurrentSong()) {
/* the decoder is already decoding the "next" song,
but it is the same song file; exchange the pipe */
ReplacePipe(dc.pipe);
}
pc.next_song.reset();
queued = false;
if (decoder_starting) {
/* wait for the decoder to complete
initialization; postpone the SEEK
command */
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pending_seek = pc.seek_time;
pc.seeking = true;
pc.CommandFinished();
return true;
} else {
/* send the SEEK command */
if (!SeekDecoder(pc.seek_time)) {
pc.CommandFinished();
return false;
}
}
}
pc.CommandFinished();
assert(xfade_state == CrossFadeState::UNKNOWN);
/* re-fill the buffer after seeking */
buffering = true;
return true;
}
inline bool
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Player::ProcessCommand() noexcept
{
switch (pc.command) {
case PlayerCommand::NONE:
break;
case PlayerCommand::STOP:
case PlayerCommand::EXIT:
case PlayerCommand::CLOSE_AUDIO:
return false;
case PlayerCommand::UPDATE_AUDIO:
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{
const ScopeUnlock unlock(pc.mutex);
pc.outputs.EnableDisable();
}
pc.CommandFinished();
break;
case PlayerCommand::QUEUE:
assert(pc.next_song != nullptr);
assert(!queued);
assert(!IsDecoderAtNextSong());
queued = true;
pc.CommandFinished();
if (dc.IsIdle())
StartDecoder(std::make_shared<MusicPipe>());
break;
case PlayerCommand::PAUSE:
paused = !paused;
if (paused) {
pc.state = PlayerState::PAUSE;
const ScopeUnlock unlock(pc.mutex);
pc.outputs.Pause();
} else if (!play_audio_format.IsDefined()) {
/* the decoder hasn't provided an audio format
yet - don't open the audio device yet */
pc.state = PlayerState::PLAY;
} else {
OpenOutput();
}
pc.CommandFinished();
break;
case PlayerCommand::SEEK:
return SeekDecoder();
case PlayerCommand::CANCEL:
if (pc.next_song == nullptr)
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/* the cancel request arrived too late, we're
already playing the queued song... stop
everything now */
return false;
if (IsDecoderAtNextSong())
/* the decoder is already decoding the song -
stop it and reset the position */
StopDecoder();
pc.next_song.reset();
queued = false;
pc.CommandFinished();
break;
case PlayerCommand::REFRESH:
if (output_open && !paused) {
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const ScopeUnlock unlock(pc.mutex);
pc.outputs.CheckPipe();
}
pc.elapsed_time = !pc.outputs.GetElapsedTime().IsNegative()
? SongTime(pc.outputs.GetElapsedTime())
: elapsed_time;
pc.CommandFinished();
break;
}
return true;
}
inline void
PlayerControl::LockUpdateSongTag(DetachedSong &song,
const Tag &new_tag) noexcept
{
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if (song.IsFile())
/* don't update tags of local files, only remote
streams may change tags dynamically */
return;
song.SetTag(new_tag);
LockSetTaggedSong(song);
/* the main thread will update the playlist version when he
receives this event */
listener.OnPlayerTagModified();
/* notify all clients that the tag of the current song has
changed */
idle_add(IDLE_PLAYER);
}
inline void
PlayerControl::PlayChunk(DetachedSong &song, MusicChunkPtr chunk,
const AudioFormat &format)
{
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assert(chunk->CheckFormat(format));
if (chunk->tag != nullptr)
LockUpdateSongTag(song, *chunk->tag);
if (chunk->IsEmpty())
return;
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{
const std::lock_guard<Mutex> lock(mutex);
bit_rate = chunk->bit_rate;
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}
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/* send the chunk to the audio outputs */
const double chunk_length(chunk->length);
outputs.Play(std::move(chunk));
total_play_time += format.SizeToTime<decltype(total_play_time)>(chunk_length);
}
inline bool
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Player::PlayNextChunk() noexcept
{
if (!pc.LockWaitOutputConsumed(64))
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/* the output pipe is still large enough, don't send
another chunk */
return true;
/* activate cross-fading? */
if (xfade_state == CrossFadeState::ENABLED &&
IsDecoderAtNextSong() &&
pipe->GetSize() <= cross_fade_chunks) {
/* beginning of the cross fade - adjust
cross_fade_chunks which might be bigger than the
remaining number of chunks in the old song */
cross_fade_chunks = pipe->GetSize();
xfade_state = CrossFadeState::ACTIVE;
}
MusicChunkPtr chunk;
if (xfade_state == CrossFadeState::ACTIVE) {
/* perform cross fade */
assert(IsDecoderAtNextSong());
unsigned cross_fade_position = pipe->GetSize();
assert(cross_fade_position <= cross_fade_chunks);
auto other_chunk = dc.pipe->Shift();
if (other_chunk != nullptr) {
chunk = pipe->Shift();
assert(chunk != nullptr);
assert(chunk->other == nullptr);
/* don't send the tags of the new song (which
is being faded in) yet; postpone it until
the current song is faded out */
cross_fade_tag = Tag::Merge(std::move(cross_fade_tag),
std::move(other_chunk->tag));
if (pc.cross_fade.mixramp_delay <= FloatDuration::zero()) {
chunk->mix_ratio = ((float)cross_fade_position)
/ cross_fade_chunks;
} else {
chunk->mix_ratio = -1;
}
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if (other_chunk->IsEmpty()) {
/* the "other" chunk was a MusicChunk
which had only a tag, but no music
data - we cannot cross-fade that;
but since this happens only at the
beginning of the new song, we can
easily recover by throwing it away
now */
other_chunk.reset();
}
chunk->other = std::move(other_chunk);
} else {
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/* there are not enough decoded chunks yet */
const std::lock_guard<Mutex> lock(pc.mutex);
if (dc.IsIdle()) {
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/* the decoder isn't running, abort
cross fading */
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xfade_state = CrossFadeState::DISABLED;
} else {
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/* wait for the decoder */
dc.Signal();
dc.WaitForDecoder();
return true;
}
}
}
if (chunk == nullptr)
chunk = pipe->Shift();
assert(chunk != nullptr);
/* insert the postponed tag if cross-fading is finished */
if (xfade_state != CrossFadeState::ACTIVE && cross_fade_tag != nullptr) {
chunk->tag = Tag::Merge(std::move(chunk->tag),
std::move(cross_fade_tag));
cross_fade_tag = nullptr;
}
/* play the current chunk */
try {
pc.PlayChunk(*song, std::move(chunk),
play_audio_format);
} catch (...) {
LogError(std::current_exception());
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chunk.reset();
/* pause: the user may resume playback as soon as an
audio output becomes available */
paused = true;
pc.LockSetOutputError(std::current_exception());
idle_add(IDLE_PLAYER);
return false;
}
const std::lock_guard<Mutex> lock(pc.mutex);
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/* this formula should prevent that the decoder gets woken up
with each chunk; it is more efficient to make it decode a
larger block at a time */
if (!dc.IsIdle() && dc.pipe->GetSize() <= decoder_wakeup_threshold) {
if (!decoder_woken) {
decoder_woken = true;
dc.Signal();
}
} else
decoder_woken = false;
return true;
}
inline void
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Player::SongBorder() noexcept
{
{
const ScopeUnlock unlock(pc.mutex);
FormatDefault(player_domain, "played \"%s\"", song->GetURI());
ReplacePipe(dc.pipe);
pc.outputs.SongBorder();
}
ActivateDecoder();
const bool border_pause = pc.ApplyBorderPause();
if (border_pause) {
paused = true;
pc.listener.OnBorderPause();
pc.outputs.Pause();
idle_add(IDLE_PLAYER);
}
}
inline void
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Player::Run() noexcept
{
pipe = std::make_shared<MusicPipe>();
const std::lock_guard<Mutex> lock(pc.mutex);
StartDecoder(pipe);
ActivateDecoder();
pc.state = PlayerState::PLAY;
pc.CommandFinished();
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while (ProcessCommand()) {
if (decoder_starting) {
/* wait until the decoder is initialized completely */
if (!CheckDecoderStartup())
break;
continue;
}
if (buffering) {
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/* buffering at the start of the song - wait
until the buffer is large enough, to
prevent stuttering on slow machines */
if (pipe->GetSize() < buffer_before_play &&
!dc.IsIdle() && !buffer.IsFull()) {
/* not enough decoded buffer space yet */
dc.WaitForDecoder();
continue;
} else {
/* buffering is complete */
buffering = false;
}
}
if (dc.IsIdle() && queued && dc.pipe == pipe) {
/* the decoder has finished the current song;
make it decode the next song */
assert(dc.pipe == nullptr || dc.pipe == pipe);
StartDecoder(std::make_shared<MusicPipe>());
}
if (/* no cross-fading if MPD is going to pause at the
end of the current song */
!pc.border_pause &&
IsDecoderAtNextSong() &&
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xfade_state == CrossFadeState::UNKNOWN &&
!dc.IsStarting()) {
/* enable cross fading in this song? if yes,
calculate how many chunks will be required
for it */
cross_fade_chunks =
pc.cross_fade.Calculate(dc.total_time,
dc.replay_gain_db,
dc.replay_gain_prev_db,
dc.GetMixRampStart(),
dc.GetMixRampPreviousEnd(),
dc.out_audio_format,
play_audio_format,
buffer.GetSize() -
buffer_before_play);
if (cross_fade_chunks > 0)
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xfade_state = CrossFadeState::ENABLED;
else
/* cross fading is disabled or the
next song is too short */
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xfade_state = CrossFadeState::DISABLED;
}
if (paused) {
if (pc.command == PlayerCommand::NONE)
pc.Wait();
} else if (!pipe->IsEmpty()) {
/* at least one music chunk is ready - send it
to the audio output */
const ScopeUnlock unlock(pc.mutex);
PlayNextChunk();
} else if (UnlockCheckOutputs() > 0) {
/* not enough data from decoder, but the
output thread is still busy, so it's
okay */
/* wake up the decoder (just in case it's
waiting for space in the MusicBuffer) and
wait for it */
// TODO: eliminate this kludge
dc.Signal();
dc.WaitForDecoder();
} else if (IsDecoderAtNextSong()) {
/* at the beginning of a new song */
SongBorder();
} else if (dc.IsIdle()) {
/* check the size of the pipe again, because
the decoder thread may have added something
since we last checked */
if (pipe->IsEmpty()) {
/* wait for the hardware to finish
playback */
const ScopeUnlock unlock(pc.mutex);
pc.outputs.Drain();
break;
}
} else if (output_open) {
/* the decoder is too busy and hasn't provided
new PCM data in time: wait for the
decoder */
/* wake up the decoder (just in case it's
waiting for space in the MusicBuffer) and
wait for it */
// TODO: eliminate this kludge
dc.Signal();
dc.WaitForDecoder();
}
}
CancelPendingSeek();
StopDecoder();
pipe.reset();
cross_fade_tag.reset();
if (song != nullptr) {
FormatDefault(player_domain, "played \"%s\"", song->GetURI());
song.reset();
}
pc.ClearTaggedSong();
if (queued) {
assert(pc.next_song != nullptr);
pc.next_song.reset();
}
pc.state = PlayerState::STOP;
}
static void
do_play(PlayerControl &pc, DecoderControl &dc,
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MusicBuffer &buffer) noexcept
{
Player player(pc, dc, buffer);
player.Run();
}
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void
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PlayerControl::RunThread() noexcept
try {
SetThreadName("player");
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DecoderControl dc(mutex, cond,
configured_audio_format,
replay_gain_config);
dc.StartThread();
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MusicBuffer buffer(buffer_chunks);
const std::lock_guard<Mutex> lock(mutex);
while (1) {
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switch (command) {
case PlayerCommand::SEEK:
case PlayerCommand::QUEUE:
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assert(next_song != nullptr);
{
const ScopeUnlock unlock(mutex);
do_play(*this, dc, buffer);
listener.OnPlayerSync();
}
break;
case PlayerCommand::STOP:
{
const ScopeUnlock unlock(mutex);
outputs.Cancel();
}
/* fall through */
case PlayerCommand::PAUSE:
next_song.reset();
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CommandFinished();
break;
case PlayerCommand::CLOSE_AUDIO:
{
const ScopeUnlock unlock(mutex);
outputs.Release();
}
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CommandFinished();
assert(buffer.IsEmptyUnsafe());
break;
case PlayerCommand::UPDATE_AUDIO:
{
const ScopeUnlock unlock(mutex);
outputs.EnableDisable();
}
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CommandFinished();
break;
case PlayerCommand::EXIT:
{
const ScopeUnlock unlock(mutex);
dc.Quit();
outputs.Close();
}
CommandFinished();
return;
case PlayerCommand::CANCEL:
next_song.reset();
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CommandFinished();
break;
case PlayerCommand::REFRESH:
/* no-op when not playing */
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CommandFinished();
break;
case PlayerCommand::NONE:
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Wait();
break;
}
}
} catch (...) {
/* exceptions caught here are thrown during initialization;
the main loop doesn't throw */
LogError(std::current_exception());
/* TODO: what now? How will the main thread learn about this
failure? */
}