mpd/src/player/Thread.cxx

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/*
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* Copyright 2003-2017 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.
*/
#include "config.h"
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#include "Thread.hxx"
#include "Listener.hxx"
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#include "decoder/DecoderThread.hxx"
#include "decoder/DecoderControl.hxx"
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#include "MusicPipe.hxx"
#include "MusicBuffer.hxx"
#include "MusicChunk.hxx"
#include "pcm/Silence.hxx"
#include "DetachedSong.hxx"
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#include "CrossFade.hxx"
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#include "Control.hxx"
#include "output/MultipleOutputs.hxx"
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#include "tag/Tag.hxx"
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#include "Idle.hxx"
#include "system/PeriodClock.hxx"
#include "util/Domain.hxx"
#include "thread/Name.hxx"
#include "Log.hxx"
#include <stdexcept>
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#include <string.h>
static constexpr Domain player_domain("player");
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class Player {
PlayerControl &pc;
DecoderControl &dc;
MusicBuffer &buffer;
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MusicPipe *pipe;
/**
* are we waiting for buffered_before_play?
*/
bool buffering;
/**
* true if the decoder is starting and did not provide data
* yet
*/
bool decoder_starting;
/**
* Did we wake up the DecoderThread recently? This avoids
* duplicate wakeup calls.
*/
bool decoder_woken;
/**
* is the player paused?
*/
bool paused;
/**
* is there a new song in pc.next_song?
*/
bool queued;
/**
* 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.
*/
bool output_open;
/**
* the song currently being played
*/
DetachedSong *song;
/**
* 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,
} xfade_state;
/**
* The number of chunks used for crossfading.
*/
unsigned cross_fade_chunks;
/**
* The tag of the "next" song during cross-fade. It is
* postponed, and sent to the output thread when the new song
* really begins.
*/
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Tag *cross_fade_tag;
/**
* 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.
*/
SongTime elapsed_time;
PeriodClock throttle_silence_log;
public:
Player(PlayerControl &_pc, DecoderControl &_dc,
MusicBuffer &_buffer)
:pc(_pc), dc(_dc), buffer(_buffer),
buffering(true),
decoder_starting(false),
decoder_woken(false),
paused(false),
queued(true),
output_open(false),
song(nullptr),
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xfade_state(CrossFadeState::UNKNOWN),
cross_fade_chunks(0),
cross_fade_tag(nullptr),
elapsed_time(SongTime::zero()) {}
private:
/**
* Reset cross-fading to the initial state. A check to
* re-enable it at an appropriate time will be scheduled.
*/
void ResetCrossFade() {
xfade_state = CrossFadeState::UNKNOWN;
}
void ClearAndDeletePipe() {
pipe->Clear(buffer);
delete pipe;
}
void ClearAndReplacePipe(MusicPipe *_pipe) {
ResetCrossFade();
ClearAndDeletePipe();
pipe = _pipe;
}
void ReplacePipe(MusicPipe *_pipe) {
ResetCrossFade();
delete pipe;
pipe = _pipe;
}
/**
* Start the decoder.
*
* Player lock is not held.
*/
void StartDecoder(MusicPipe &pipe);
/**
* The decoder has acknowledged the "START" command (see
* ActivateDecoder()). This function checks if the decoder
* initialization has completed yet.
*
* Caller must lock the mutex.
*/
bool CheckDecoderStartup();
/**
* Call CheckDecoderStartup() repeatedly until the decoder has
* finished startup. Returns false on decoder error (and
* finishes the #PlayerCommand).
*
* This method does not check for commands. It is only
* allowed to be used while a command is being handled.
*/
bool WaitDecoderStartup() {
const std::lock_guard<Mutex> lock(pc.mutex);
while (decoder_starting) {
if (!CheckDecoderStartup()) {
/* if decoder startup fails, make sure
the previous song is not being
played anymore */
{
const ScopeUnlock unlock(pc.mutex);
pc.outputs.Cancel();
}
pc.CommandFinished();
return false;
}
}
return true;
}
/**
* Stop the decoder and clears (and frees) its music pipe.
*
* Player lock is not held.
*/
void StopDecoder();
/**
* 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();
}
/**
* This is the handler for the #PlayerCommand::SEEK command.
*
* The player lock is not held.
*/
bool SeekDecoder();
/**
* Check if the decoder has reported an error, and forward it
* to PlayerControl::SetError().
*
* @return false if an error has occurred
*/
bool ForwardDecoderError();
/**
* 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().
*
* The player lock is not held.
*/
void ActivateDecoder();
/**
* Wrapper for MultipleOutputs::Open(). Upon failure, it
* pauses the player.
*
* Caller must lock the mutex.
*
* @return true on success
*/
bool OpenOutput();
/**
* 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)
*/
bool PlayNextChunk();
/**
* Sends a chunk of silence to the audio outputs. This is
* called when there is not enough decoded data in the pipe
* yet, to prevent underruns in the hardware buffers.
*
* The player lock is not held.
*/
bool SendSilence();
/**
* Player lock must be held before calling.
*/
void ProcessCommand();
/**
* 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.
*
* The player lock is not held.
*/
void SongBorder();
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.
*/
void Run();
};
void
Player::StartDecoder(MusicPipe &_pipe)
{
assert(queued || pc.command == PlayerCommand::SEEK);
assert(pc.next_song != nullptr);
{
/* copy ReplayGain parameters to the decoder */
const std::lock_guard<Mutex> protect(pc.mutex);
dc.replay_gain_mode = pc.replay_gain_mode;
}
SongTime start_time = pc.next_song->GetStartTime() + pc.seek_time;
dc.Start(new DetachedSong(*pc.next_song),
start_time, pc.next_song->GetEndTime(),
buffer, _pipe);
}
void
Player::StopDecoder()
{
dc.Stop();
if (dc.pipe != nullptr) {
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/* clear and free the decoder pipe */
dc.pipe->Clear(buffer);
if (dc.pipe != pipe)
delete dc.pipe;
dc.pipe = nullptr;
/* just in case we've been cross-fading: cancel it
now, because we just deleted the new song's decoder
pipe */
ResetCrossFade();
}
}
bool
Player::ForwardDecoderError()
{
try {
dc.CheckRethrowError();
} catch (...) {
pc.SetError(PlayerError::DECODER, std::current_exception());
return false;
}
return true;
}
void
Player::ActivateDecoder()
{
assert(queued || pc.command == PlayerCommand::SEEK);
assert(pc.next_song != nullptr);
queued = false;
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{
const std::lock_guard<Mutex> lock(pc.mutex);
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pc.ClearTaggedSong();
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delete song;
song = pc.next_song;
pc.next_song = nullptr;
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elapsed_time = pc.seek_time;
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/* set the "starting" flag, which will be cleared by
player_check_decoder_startup() */
decoder_starting = true;
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/* update PlayerControl's song information */
pc.total_time = song->GetDuration();
pc.bit_rate = 0;
pc.audio_format.Clear();
}
/* call syncPlaylistWithQueue() in the main thread */
pc.listener.OnPlayerSync();
}
/**
* Returns the real duration of the song, comprising the duration
* indicated by the decoder plugin.
*/
static SignedSongTime
real_song_duration(const DetachedSong &song, SignedSongTime decoder_duration)
{
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
Player::OpenOutput()
{
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, buffer);
} catch (const std::runtime_error &e) {
LogError(e);
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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
Player::CheckDecoderStartup()
{
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;
idle_add(IDLE_PLAYER);
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::SendSilence()
{
assert(output_open);
assert(play_audio_format.IsDefined());
MusicChunk *chunk = buffer.Allocate();
if (chunk == nullptr) {
/* this is non-fatal, because this means that the
decoder has filled to buffer completely meanwhile;
by ignoring the error, we work around this race
condition */
LogDebug(player_domain, "Failed to allocate silence buffer");
return true;
}
#ifndef NDEBUG
chunk->audio_format = play_audio_format;
#endif
const size_t frame_size = play_audio_format.GetFrameSize();
/* this formula ensures that we don't send
partial frames */
unsigned num_frames = sizeof(chunk->data) / frame_size;
chunk->time = SignedSongTime::Negative(); /* undefined time stamp */
chunk->length = num_frames * frame_size;
PcmSilence({chunk->data, chunk->length}, play_audio_format.format);
try {
pc.outputs.Play(chunk);
} catch (const std::runtime_error &e) {
LogError(e);
buffer.Return(chunk);
return false;
}
return true;
}
inline bool
Player::SeekDecoder()
{
assert(pc.next_song != nullptr);
pc.outputs.Cancel();
const SongTime start_time = pc.next_song->GetStartTime();
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if (!dc.LockIsCurrentSong(*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(buffer);
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/* re-start the decoder */
StartDecoder(*pipe);
ActivateDecoder();
if (!WaitDecoderStartup())
return false;
} else {
if (!IsDecoderAtCurrentSong()) {
/* the decoder is already decoding the "next" song,
but it is the same song file; exchange the pipe */
ClearAndReplacePipe(dc.pipe);
}
delete pc.next_song;
pc.next_song = nullptr;
queued = false;
/* wait for the decoder to complete initialization
(just in case that happens to be still in
progress) */
if (!WaitDecoderStartup())
return false;
/* send the SEEK command */
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SongTime where = pc.seek_time;
if (!pc.total_time.IsNegative()) {
const SongTime total_time(pc.total_time);
if (where > total_time)
where = total_time;
}
try {
dc.Seek(where + start_time);
} catch (...) {
/* decoder failure */
pc.SetError(PlayerError::DECODER,
std::current_exception());
pc.LockCommandFinished();
return false;
}
elapsed_time = where;
}
pc.LockCommandFinished();
assert(xfade_state == CrossFadeState::UNKNOWN);
/* re-fill the buffer after seeking */
buffering = true;
return true;
}
inline void
Player::ProcessCommand()
{
switch (pc.command) {
case PlayerCommand::NONE:
case PlayerCommand::STOP:
case PlayerCommand::EXIT:
case PlayerCommand::CLOSE_AUDIO:
break;
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();
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{
const ScopeUnlock unlock(pc.mutex);
if (dc.LockIsIdle())
StartDecoder(*new 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:
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{
const ScopeUnlock unlock(pc.mutex);
SeekDecoder();
}
break;
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 */
pc.command = PlayerCommand::STOP;
return;
}
if (IsDecoderAtNextSong()) {
/* the decoder is already decoding the song -
stop it and reset the position */
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const ScopeUnlock unlock(pc.mutex);
StopDecoder();
}
delete pc.next_song;
pc.next_song = nullptr;
queued = false;
pc.CommandFinished();
break;
case PlayerCommand::REFRESH:
if (output_open && !paused) {
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const ScopeUnlock unlock(pc.mutex);
pc.outputs.Check();
}
pc.elapsed_time = !pc.outputs.GetElapsedTime().IsNegative()
? SongTime(pc.outputs.GetElapsedTime())
: elapsed_time;
pc.CommandFinished();
break;
}
}
static void
update_song_tag(PlayerControl &pc, DetachedSong &song, const Tag &new_tag)
{
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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);
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pc.LockSetTaggedSong(song);
/* the main thread will update the playlist version when he
receives this event */
pc.listener.OnPlayerTagModified();
/* notify all clients that the tag of the current song has
changed */
idle_add(IDLE_PLAYER);
}
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/**
* Plays a #MusicChunk object (after applying software volume). If
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* it contains a (stream) tag, copy it to the current song, so MPD's
* playlist reflects the new stream tag.
*
* Player lock is not held.
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*/
static void
play_chunk(PlayerControl &pc,
DetachedSong &song, MusicChunk *chunk,
MusicBuffer &buffer,
const AudioFormat format)
{
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assert(chunk->CheckFormat(format));
if (chunk->tag != nullptr)
update_song_tag(pc, song, *chunk->tag);
if (chunk->IsEmpty()) {
buffer.Return(chunk);
return;
}
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{
const std::lock_guard<Mutex> lock(pc.mutex);
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pc.bit_rate = chunk->bit_rate;
}
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/* send the chunk to the audio outputs */
pc.outputs.Play(chunk);
pc.total_play_time += (double)chunk->length /
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format.GetTimeToSize();
}
inline bool
Player::PlayNextChunk()
{
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;
}
MusicChunk *chunk = nullptr;
if (xfade_state == CrossFadeState::ACTIVE) {
/* perform cross fade */
assert(IsDecoderAtNextSong());
unsigned cross_fade_position = pipe->GetSize();
assert(cross_fade_position <= cross_fade_chunks);
MusicChunk *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::MergeReplace(cross_fade_tag,
other_chunk->tag);
other_chunk->tag = nullptr;
if (pc.cross_fade.mixramp_delay <= 0) {
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 */
buffer.Return(other_chunk);
other_chunk = nullptr;
}
chunk->other = 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::MergeReplace(chunk->tag, cross_fade_tag);
cross_fade_tag = nullptr;
}
/* play the current chunk */
try {
play_chunk(pc, *song, chunk, buffer, play_audio_format);
} catch (const std::runtime_error &e) {
LogError(e);
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buffer.Return(chunk);
/* 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() <= (pc.buffered_before_play +
buffer.GetSize() * 3) / 4) {
if (!decoder_woken) {
decoder_woken = true;
dc.Signal();
}
} else
decoder_woken = false;
return true;
}
inline void
Player::SongBorder()
{
FormatDefault(player_domain, "played \"%s\"", song->GetURI());
throttle_silence_log.Reset();
ReplacePipe(dc.pipe);
pc.outputs.SongBorder();
ActivateDecoder();
const bool border_pause = pc.LockApplyBorderPause();
if (border_pause) {
paused = true;
idle_add(IDLE_PLAYER);
}
}
inline void
Player::Run()
{
pipe = new MusicPipe();
StartDecoder(*pipe);
ActivateDecoder();
pc.Lock();
pc.state = PlayerState::PLAY;
pc.CommandFinished();
while (true) {
ProcessCommand();
if (pc.command == PlayerCommand::STOP ||
pc.command == PlayerCommand::EXIT ||
pc.command == PlayerCommand::CLOSE_AUDIO) {
pc.Unlock();
pc.outputs.Cancel();
break;
}
pc.Unlock();
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() < pc.buffered_before_play &&
!dc.LockIsIdle()) {
/* not enough decoded buffer space yet */
if (!paused && output_open &&
pc.outputs.Check() < 4 &&
!SendSilence())
break;
pc.Lock();
/* XXX race condition: check decoder again */
dc.WaitForDecoder();
continue;
} else {
/* buffering is complete */
buffering = false;
}
}
if (decoder_starting) {
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/* wait until the decoder is initialized completely */
pc.Lock();
if (!CheckDecoderStartup()) {
pc.Unlock();
break;
}
continue;
}
#ifndef NDEBUG
/*
music_pipe_check_format(&play_audio_format,
next_song_chunk,
&dc.out_audio_format);
*/
#endif
if (dc.LockIsIdle() && 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(*new 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.LockIsStarting()) {
/* 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() -
pc.buffered_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) {
pc.Lock();
if (pc.command == PlayerCommand::NONE)
pc.Wait();
continue;
} else if (!pipe->IsEmpty()) {
/* at least one music chunk is ready - send it
to the audio output */
PlayNextChunk();
} else if (pc.outputs.Check() > 0) {
/* not enough data from decoder, but the
output thread is still busy, so it's
okay */
pc.Lock();
/* wake up the decoder (just in case it's
waiting for space in the MusicBuffer) and
wait for it */
dc.Signal();
dc.WaitForDecoder();
continue;
} else if (IsDecoderAtNextSong()) {
/* at the beginning of a new song */
SongBorder();
} else if (dc.LockIsIdle()) {
/* 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 */
pc.outputs.Drain();
break;
}
} else if (output_open) {
/* the decoder is too busy and hasn't provided
new PCM data in time: send silence (if the
output pipe is empty) */
if (throttle_silence_log.CheckUpdate(std::chrono::seconds(5)))
FormatWarning(player_domain, "Decoder is too slow; playing silence to avoid xrun");
if (!SendSilence())
break;
}
pc.Lock();
}
StopDecoder();
ClearAndDeletePipe();
delete cross_fade_tag;
if (song != nullptr) {
FormatDefault(player_domain, "played \"%s\"", song->GetURI());
delete song;
}
pc.Lock();
pc.ClearTaggedSong();
if (queued) {
assert(pc.next_song != nullptr);
delete pc.next_song;
pc.next_song = nullptr;
}
pc.state = PlayerState::STOP;
pc.Unlock();
}
static void
do_play(PlayerControl &pc, DecoderControl &dc,
MusicBuffer &buffer)
{
Player player(pc, dc, buffer);
player.Run();
}
static void
player_task(void *arg)
{
PlayerControl &pc = *(PlayerControl *)arg;
SetThreadName("player");
DecoderControl dc(pc.mutex, pc.cond,
pc.configured_audio_format,
pc.replay_gain_config);
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decoder_thread_start(dc);
MusicBuffer buffer(pc.buffer_chunks);
pc.Lock();
while (1) {
switch (pc.command) {
case PlayerCommand::SEEK:
case PlayerCommand::QUEUE:
assert(pc.next_song != nullptr);
pc.Unlock();
do_play(pc, dc, buffer);
pc.listener.OnPlayerSync();
pc.Lock();
break;
case PlayerCommand::STOP:
pc.Unlock();
pc.outputs.Cancel();
pc.Lock();
/* fall through */
case PlayerCommand::PAUSE:
delete pc.next_song;
pc.next_song = nullptr;
pc.CommandFinished();
break;
case PlayerCommand::CLOSE_AUDIO:
pc.Unlock();
pc.outputs.Release();
pc.Lock();
pc.CommandFinished();
assert(buffer.IsEmptyUnsafe());
break;
case PlayerCommand::UPDATE_AUDIO:
pc.Unlock();
pc.outputs.EnableDisable();
pc.Lock();
pc.CommandFinished();
break;
case PlayerCommand::EXIT:
pc.Unlock();
dc.Quit();
pc.outputs.Close();
pc.LockCommandFinished();
return;
case PlayerCommand::CANCEL:
delete pc.next_song;
pc.next_song = nullptr;
pc.CommandFinished();
break;
case PlayerCommand::REFRESH:
/* no-op when not playing */
pc.CommandFinished();
break;
case PlayerCommand::NONE:
pc.Wait();
break;
}
}
}
void
StartPlayerThread(PlayerControl &pc)
{
assert(!pc.thread.IsDefined());
pc.thread.Start(player_task, &pc);
}