451b142e3a
This fixes a valgrind warning because `buffer_before_play` initialization needs to know the audio format from the decoder.
1214 lines
27 KiB
C++
1214 lines
27 KiB
C++
/*
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* Copyright 2003-2018 The Music Player Daemon Project
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* http://www.musicpd.org
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program; if not, write to the Free Software Foundation, Inc.,
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* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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/* \file
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*
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* The player thread controls the playback. It acts as a bridge
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* between the decoder thread and the output thread(s): it receives
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* #MusicChunk objects from the decoder, optionally mixes them
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* (cross-fading), applies software volume, and sends them to the
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* audio outputs via audio_output_all_play().
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*
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* It is controlled by the main thread (the playlist code), see
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* Control.hxx. The playlist enqueues new songs into the player
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* thread and sends it commands.
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*
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* The player thread itself does not do any I/O. It synchronizes with
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* other threads via #GMutex and #GCond objects, and passes
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* #MusicChunk instances around in #MusicPipe objects.
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*/
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#include "config.h"
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#include "Control.hxx"
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#include "Outputs.hxx"
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#include "Listener.hxx"
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#include "decoder/Control.hxx"
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#include "MusicPipe.hxx"
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#include "MusicBuffer.hxx"
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#include "MusicChunk.hxx"
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#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"
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#include "util/Domain.hxx"
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#include "thread/Name.hxx"
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#include "Log.hxx"
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#include <exception>
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#include <memory>
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#include <string.h>
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static constexpr Domain player_domain("player");
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/**
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* Start playback as soon as enough data for this duration has been
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* pushed to the decoder pipe.
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*/
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static constexpr auto buffer_before_play_duration = std::chrono::seconds(1);
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class Player {
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PlayerControl &pc;
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DecoderControl &dc;
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MusicBuffer &buffer;
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std::shared_ptr<MusicPipe> pipe;
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/**
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* the song currently being played
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*/
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std::unique_ptr<DetachedSong> song;
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/**
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* The tag of the "next" song during cross-fade. It is
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* postponed, and sent to the output thread when the new song
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* really begins.
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*/
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std::unique_ptr<Tag> cross_fade_tag;
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/**
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* Start playback as soon as this number of chunks has been
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* pushed to the decoder pipe. This is calculated based on
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* #buffer_before_play_duration.
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*/
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unsigned buffer_before_play;
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/**
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* If the decoder pipe gets consumed below this threshold,
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* it's time to wake up the decoder.
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*
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* It is calculated in a way which should prevent a wakeup
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* after each single consumed chunk; it is more efficient to
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* make the decoder decode a larger block at a time.
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*/
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const unsigned decoder_wakeup_threshold;
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/**
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* Are we waiting for #buffer_before_play?
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*/
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bool buffering = true;
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/**
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* true if the decoder is starting and did not provide data
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* yet
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*/
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bool decoder_starting = false;
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/**
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* Did we wake up the DecoderThread recently? This avoids
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* duplicate wakeup calls.
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*/
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bool decoder_woken = false;
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/**
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* is the player paused?
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*/
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bool paused = false;
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/**
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* is there a new song in pc.next_song?
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*/
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bool queued = true;
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/**
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* Was any audio output opened successfully? It might have
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* failed meanwhile, but was not explicitly closed by the
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* player thread. When this flag is unset, some output
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* methods must not be called.
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*/
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bool output_open = false;
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/**
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* Is cross-fading to the next song enabled?
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*/
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enum class CrossFadeState : uint8_t {
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/**
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* The initial state: we don't know yet if we will
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* cross-fade; it will be determined soon.
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*/
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UNKNOWN,
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/**
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* Cross-fading is disabled for the transition to the
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* next song.
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*/
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DISABLED,
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/**
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* Cross-fading is enabled (but may not yet be in
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* progress), will start near the end of the current
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* song.
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*/
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ENABLED,
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/**
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* Currently cross-fading to the next song.
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*/
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ACTIVE,
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} xfade_state = CrossFadeState::UNKNOWN;
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/**
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* The number of chunks used for crossfading.
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*/
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unsigned cross_fade_chunks = 0;
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/**
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* The current audio format for the audio outputs.
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*/
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AudioFormat play_audio_format = AudioFormat::Undefined();
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/**
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* The time stamp of the chunk most recently sent to the
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* output thread. This attribute is only used if
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* MultipleOutputs::GetElapsedTime() didn't return a usable
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* value; the output thread can estimate the elapsed time more
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* precisely.
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*/
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SongTime elapsed_time = SongTime::zero();
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/**
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* If this is positive, then we need to ask the decoder to
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* seek after it has completed startup. This is needed if the
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* decoder is in the middle of startup while the player
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* receives another seek command.
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*
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* This is only valid while #decoder_starting is true.
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*/
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SongTime pending_seek;
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public:
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Player(PlayerControl &_pc, DecoderControl &_dc,
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MusicBuffer &_buffer) noexcept
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:pc(_pc), dc(_dc), buffer(_buffer),
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decoder_wakeup_threshold(buffer.GetSize() * 3 / 4)
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{
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}
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private:
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/**
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* Reset cross-fading to the initial state. A check to
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* re-enable it at an appropriate time will be scheduled.
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*/
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void ResetCrossFade() noexcept {
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xfade_state = CrossFadeState::UNKNOWN;
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}
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template<typename P>
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void ReplacePipe(P &&_pipe) noexcept {
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ResetCrossFade();
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pipe = std::forward<P>(_pipe);
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}
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/**
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* Start the decoder.
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*
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* Caller must lock the mutex.
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*/
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void StartDecoder(std::shared_ptr<MusicPipe> pipe) noexcept;
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/**
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* The decoder has acknowledged the "START" command (see
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* ActivateDecoder()). This function checks if the decoder
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* initialization has completed yet. If not, it will wait
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* some more.
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*
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* Caller must lock the mutex.
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*
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* @return false if the decoder has failed, true on success
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* (though the decoder startup may or may not yet be finished)
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*/
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bool CheckDecoderStartup() noexcept;
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/**
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* Stop the decoder and clears (and frees) its music pipe.
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*
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* Caller must lock the mutex.
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*/
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void StopDecoder() noexcept;
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/**
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* Is the decoder still busy on the same song as the player?
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*
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* Note: this function does not check if the decoder is already
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* finished.
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*/
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gcc_pure
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bool IsDecoderAtCurrentSong() const noexcept {
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assert(pipe != nullptr);
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return dc.pipe == pipe;
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}
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/**
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* Returns true if the decoder is decoding the next song (or has begun
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* decoding it, or has finished doing it), and the player hasn't
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* switched to that song yet.
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*/
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gcc_pure
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bool IsDecoderAtNextSong() const noexcept {
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return dc.pipe != nullptr && !IsDecoderAtCurrentSong();
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}
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/**
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* Invoke DecoderControl::Seek() and update our state or
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* handle errors.
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*
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* Caller must lock the mutex.
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*
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* @return false if the decoder has failed
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*/
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bool SeekDecoder(SongTime seek_time) noexcept;
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/**
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* This is the handler for the #PlayerCommand::SEEK command.
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*
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* Caller must lock the mutex.
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*
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* @return false if the decoder has failed
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*/
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bool SeekDecoder() noexcept;
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void CancelPendingSeek() noexcept {
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pending_seek = SongTime::zero();
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pc.CancelPendingSeek();
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}
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/**
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* Check if the decoder has reported an error, and forward it
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* to PlayerControl::SetError().
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*
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* @return false if an error has occurred
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*/
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bool ForwardDecoderError() noexcept;
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/**
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* After the decoder has been started asynchronously, activate
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* it for playback. That is, make the currently decoded song
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* active (assign it to #song), clear PlayerControl::next_song
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* and #queued, initialize #elapsed_time, and set
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* #decoder_starting.
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*
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* When returning, the decoder may not have completed startup
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* yet, therefore we don't know the audio format yet. To
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* finish decoder startup, call CheckDecoderStartup().
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*
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* Caller must lock the mutex.
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*/
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void ActivateDecoder() noexcept;
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/**
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* Wrapper for MultipleOutputs::Open(). Upon failure, it
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* pauses the player.
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*
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* Caller must lock the mutex.
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*
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* @return true on success
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*/
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bool OpenOutput() noexcept;
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/**
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* Obtains the next chunk from the music pipe, optionally applies
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* cross-fading, and sends it to all audio outputs.
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*
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* @return true on success, false on error (playback will be stopped)
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*/
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bool PlayNextChunk() noexcept;
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unsigned UnlockCheckOutputs() noexcept {
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const ScopeUnlock unlock(pc.mutex);
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return pc.outputs.CheckPipe();
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}
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/**
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* Player lock must be held before calling.
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*
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* @return false to stop playback
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*/
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bool ProcessCommand() noexcept;
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/**
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* This is called at the border between two songs: the audio output
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* has consumed all chunks of the current song, and we should start
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* sending chunks from the next one.
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*
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* Caller must lock the mutex.
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*/
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void SongBorder() noexcept;
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public:
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/*
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* The main loop of the player thread, during playback. This
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* is basically a state machine, which multiplexes data
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* between the decoder thread and the output threads.
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*/
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void Run() noexcept;
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};
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void
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Player::StartDecoder(std::shared_ptr<MusicPipe> _pipe) noexcept
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{
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assert(queued || pc.command == PlayerCommand::SEEK);
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assert(pc.next_song != nullptr);
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/* copy ReplayGain parameters to the decoder */
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dc.replay_gain_mode = pc.replay_gain_mode;
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SongTime start_time = pc.next_song->GetStartTime() + pc.seek_time;
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dc.Start(std::make_unique<DetachedSong>(*pc.next_song),
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start_time, pc.next_song->GetEndTime(),
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buffer, std::move(_pipe));
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}
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void
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Player::StopDecoder() noexcept
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{
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const PlayerControl::ScopeOccupied occupied(pc);
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dc.Stop();
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if (dc.pipe != nullptr) {
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/* clear and free the decoder pipe */
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dc.pipe->Clear();
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dc.pipe.reset();
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/* just in case we've been cross-fading: cancel it
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now, because we just deleted the new song's decoder
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pipe */
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ResetCrossFade();
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}
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}
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bool
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Player::ForwardDecoderError() noexcept
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{
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try {
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dc.CheckRethrowError();
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} catch (...) {
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pc.SetError(PlayerError::DECODER, std::current_exception());
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return false;
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}
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return true;
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}
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void
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Player::ActivateDecoder() noexcept
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{
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assert(queued || pc.command == PlayerCommand::SEEK);
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assert(pc.next_song != nullptr);
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queued = false;
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pc.ClearTaggedSong();
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song = std::exchange(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
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CheckDecoderStartup() */
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decoder_starting = true;
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pending_seek = SongTime::zero();
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/* update PlayerControl's song information */
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pc.total_time = song->GetDuration();
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pc.bit_rate = 0;
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pc.audio_format.Clear();
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{
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/* call syncPlaylistWithQueue() in the main thread */
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const ScopeUnlock unlock(pc.mutex);
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pc.listener.OnPlayerSync();
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}
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}
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/**
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* Returns the real duration of the song, comprising the duration
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* indicated by the decoder plugin.
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*/
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static SignedSongTime
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real_song_duration(const DetachedSong &song,
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SignedSongTime decoder_duration) noexcept
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{
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if (decoder_duration.IsNegative())
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/* the decoder plugin didn't provide information; fall
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back to Song::GetDuration() */
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return song.GetDuration();
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const SongTime start_time = song.GetStartTime();
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const SongTime end_time = song.GetEndTime();
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if (end_time.IsPositive() && end_time < SongTime(decoder_duration))
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return SignedSongTime(end_time - start_time);
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return SignedSongTime(SongTime(decoder_duration) - start_time);
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}
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bool
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Player::OpenOutput() noexcept
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{
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assert(play_audio_format.IsDefined());
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assert(pc.state == PlayerState::PLAY ||
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pc.state == PlayerState::PAUSE);
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try {
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const ScopeUnlock unlock(pc.mutex);
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pc.outputs.Open(play_audio_format);
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} catch (...) {
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LogError(std::current_exception());
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output_open = false;
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/* pause: the user may resume playback as soon as an
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audio output becomes available */
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paused = true;
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pc.SetOutputError(std::current_exception());
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idle_add(IDLE_PLAYER);
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return false;
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}
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output_open = true;
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paused = false;
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pc.state = PlayerState::PLAY;
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idle_add(IDLE_PLAYER);
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return true;
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}
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bool
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Player::CheckDecoderStartup() noexcept
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{
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assert(decoder_starting);
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if (!ForwardDecoderError()) {
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/* the decoder failed */
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return false;
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} else if (!dc.IsStarting()) {
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/* the decoder is ready and ok */
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if (output_open &&
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!pc.WaitOutputConsumed(1))
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/* the output devices havn't finished playing
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all chunks yet - wait for that */
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return true;
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pc.total_time = real_song_duration(*dc.song,
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dc.total_time);
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pc.audio_format = dc.in_audio_format;
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play_audio_format = dc.out_audio_format;
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decoder_starting = false;
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const size_t buffer_before_play_size =
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play_audio_format.TimeToSize(buffer_before_play_duration);
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buffer_before_play =
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(buffer_before_play_size + sizeof(MusicChunk::data) - 1)
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/ sizeof(MusicChunk::data);
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idle_add(IDLE_PLAYER);
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if (pending_seek > SongTime::zero()) {
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assert(pc.seeking);
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bool success = SeekDecoder(pending_seek);
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pc.seeking = false;
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pc.ClientSignal();
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if (!success)
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return false;
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/* re-fill the buffer after seeking */
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buffering = true;
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} else if (pc.seeking) {
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pc.seeking = false;
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pc.ClientSignal();
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/* re-fill the buffer after seeking */
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buffering = true;
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}
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if (!paused && !OpenOutput()) {
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FormatError(player_domain,
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"problems opening audio device "
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"while playing \"%s\"",
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dc.song->GetURI());
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return true;
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}
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return true;
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} else {
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/* the decoder is not yet ready; wait
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some more */
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dc.WaitForDecoder();
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return true;
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}
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}
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bool
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Player::SeekDecoder(SongTime seek_time) noexcept
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{
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assert(song);
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assert(!decoder_starting);
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if (!pc.total_time.IsNegative()) {
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const SongTime total_time(pc.total_time);
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if (seek_time > total_time)
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seek_time = total_time;
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}
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try {
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const PlayerControl::ScopeOccupied occupied(pc);
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dc.Seek(song->GetStartTime() + seek_time);
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} catch (...) {
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/* decoder failure */
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pc.SetError(PlayerError::DECODER, std::current_exception());
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return false;
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}
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elapsed_time = seek_time;
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return true;
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}
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inline bool
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Player::SeekDecoder() noexcept
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{
|
|
assert(pc.next_song != nullptr);
|
|
|
|
CancelPendingSeek();
|
|
|
|
{
|
|
const ScopeUnlock unlock(pc.mutex);
|
|
pc.outputs.Cancel();
|
|
}
|
|
|
|
idle_add(IDLE_PLAYER);
|
|
|
|
if (!dc.IsSeekableCurrentSong(*pc.next_song)) {
|
|
/* the decoder is already decoding the "next" song -
|
|
stop it and start the previous song again */
|
|
|
|
StopDecoder();
|
|
|
|
/* clear music chunks which might still reside in the
|
|
pipe */
|
|
pipe->Clear();
|
|
|
|
/* 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 */
|
|
|
|
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
|
|
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:
|
|
{
|
|
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)
|
|
/* 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) {
|
|
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
|
|
{
|
|
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)
|
|
{
|
|
assert(chunk->CheckFormat(format));
|
|
|
|
if (chunk->tag != nullptr)
|
|
LockUpdateSongTag(song, *chunk->tag);
|
|
|
|
if (chunk->IsEmpty())
|
|
return;
|
|
|
|
{
|
|
const std::lock_guard<Mutex> lock(mutex);
|
|
bit_rate = chunk->bit_rate;
|
|
}
|
|
|
|
/* 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
|
|
Player::PlayNextChunk() noexcept
|
|
{
|
|
if (!pc.LockWaitOutputConsumed(64))
|
|
/* 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;
|
|
}
|
|
|
|
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 {
|
|
/* there are not enough decoded chunks yet */
|
|
|
|
const std::lock_guard<Mutex> lock(pc.mutex);
|
|
|
|
if (dc.IsIdle()) {
|
|
/* the decoder isn't running, abort
|
|
cross fading */
|
|
xfade_state = CrossFadeState::DISABLED;
|
|
} else {
|
|
/* 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());
|
|
|
|
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);
|
|
|
|
/* 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
|
|
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
|
|
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();
|
|
|
|
while (ProcessCommand()) {
|
|
if (decoder_starting) {
|
|
/* wait until the decoder is initialized completely */
|
|
|
|
if (!CheckDecoderStartup())
|
|
break;
|
|
|
|
continue;
|
|
}
|
|
|
|
if (buffering) {
|
|
/* 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() &&
|
|
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)
|
|
xfade_state = CrossFadeState::ENABLED;
|
|
else
|
|
/* cross fading is disabled or the
|
|
next song is too short */
|
|
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,
|
|
MusicBuffer &buffer) noexcept
|
|
{
|
|
Player player(pc, dc, buffer);
|
|
player.Run();
|
|
}
|
|
|
|
void
|
|
PlayerControl::RunThread() noexcept
|
|
try {
|
|
SetThreadName("player");
|
|
|
|
DecoderControl dc(mutex, cond,
|
|
configured_audio_format,
|
|
replay_gain_config);
|
|
dc.StartThread();
|
|
|
|
MusicBuffer buffer(buffer_chunks);
|
|
|
|
const std::lock_guard<Mutex> lock(mutex);
|
|
|
|
while (1) {
|
|
switch (command) {
|
|
case PlayerCommand::SEEK:
|
|
case PlayerCommand::QUEUE:
|
|
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();
|
|
|
|
CommandFinished();
|
|
break;
|
|
|
|
case PlayerCommand::CLOSE_AUDIO:
|
|
{
|
|
const ScopeUnlock unlock(mutex);
|
|
outputs.Release();
|
|
}
|
|
|
|
CommandFinished();
|
|
|
|
assert(buffer.IsEmptyUnsafe());
|
|
|
|
break;
|
|
|
|
case PlayerCommand::UPDATE_AUDIO:
|
|
{
|
|
const ScopeUnlock unlock(mutex);
|
|
outputs.EnableDisable();
|
|
}
|
|
|
|
CommandFinished();
|
|
break;
|
|
|
|
case PlayerCommand::EXIT:
|
|
{
|
|
const ScopeUnlock unlock(mutex);
|
|
dc.Quit();
|
|
outputs.Close();
|
|
}
|
|
|
|
CommandFinished();
|
|
return;
|
|
|
|
case PlayerCommand::CANCEL:
|
|
next_song.reset();
|
|
|
|
CommandFinished();
|
|
break;
|
|
|
|
case PlayerCommand::REFRESH:
|
|
/* no-op when not playing */
|
|
CommandFinished();
|
|
break;
|
|
|
|
case PlayerCommand::NONE:
|
|
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? */
|
|
}
|