584 lines
13 KiB
C++
584 lines
13 KiB
C++
/*
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* Copyright 2003-2022 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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#ifndef MPD_PLAYER_CONTROL_HXX
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#define MPD_PLAYER_CONTROL_HXX
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#include "output/Client.hxx"
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#include "config/PlayerConfig.hxx"
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#include "pcm/AudioFormat.hxx"
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#include "thread/Mutex.hxx"
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#include "thread/Cond.hxx"
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#include "thread/Thread.hxx"
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#include "CrossFade.hxx"
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#include "Chrono.hxx"
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#include "ReplayGainMode.hxx"
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#include "MusicChunkPtr.hxx"
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#include <cstdint>
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#include <exception>
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#include <memory>
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struct Tag;
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struct PlayerConfig;
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class PlayerListener;
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class PlayerOutputs;
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class InputCacheManager;
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class DetachedSong;
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enum class PlayerState : uint8_t {
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STOP,
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PAUSE,
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PLAY
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};
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enum class PlayerCommand : uint8_t {
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NONE,
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EXIT,
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STOP,
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PAUSE,
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/**
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* Seek to a certain position in the specified song. This
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* command can also be used to change the current song or
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* start playback. It "finishes" immediately, but
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* PlayerControl::seeking will be set until seeking really
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* completes (or fails).
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*/
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SEEK,
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CLOSE_AUDIO,
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/**
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* At least one AudioOutput.enabled flag has been modified;
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* commit those changes to the output threads.
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*/
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UPDATE_AUDIO,
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/** PlayerControl.next_song has been updated */
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QUEUE,
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/**
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* cancel pre-decoding PlayerControl.next_song; if the player
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* has already started playing this song, it will completely
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* stop
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*/
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CANCEL,
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/**
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* Refresh status information in the #PlayerControl struct,
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* e.g. elapsed_time.
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*/
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REFRESH,
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};
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enum class PlayerError : uint8_t {
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NONE,
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/**
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* The decoder has failed to decode the song.
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*/
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DECODER,
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/**
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* The audio output has failed.
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*/
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OUTPUT,
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};
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struct PlayerStatus {
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PlayerState state;
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uint16_t bit_rate;
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AudioFormat audio_format;
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SignedSongTime total_time;
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SongTime elapsed_time;
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};
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class PlayerControl final : public AudioOutputClient {
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friend class Player;
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PlayerListener &listener;
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PlayerOutputs &outputs;
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InputCacheManager *const input_cache;
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const PlayerConfig config;
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/**
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* The handle of the player thread.
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*/
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Thread thread;
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/**
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* This lock protects #command, #state, #error, #tagged_song.
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*/
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mutable Mutex mutex;
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/**
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* Trigger this object after you have modified #command.
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*/
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Cond cond;
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/**
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* This object gets signalled when the player thread has
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* finished the #command. It wakes up the client that waits
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* (i.e. the main thread).
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*/
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Cond client_cond;
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/**
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* The error that occurred in the player thread. This
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* attribute is only valid if #error_type is not
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* #PlayerError::NONE. The object must be freed when this
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* object transitions back to #PlayerError::NONE.
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*/
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std::exception_ptr error;
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/**
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* The next queued song.
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*
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* This is a duplicate, and must be freed when this attribute
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* is cleared.
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*/
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std::unique_ptr<DetachedSong> next_song;
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/**
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* A copy of the current #DetachedSong after its tags have
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* been updated by the decoder (for example, a radio stream
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* that has sent a new tag after switching to the next song).
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* This shall be used by PlayerListener::OnPlayerTagModified()
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* to update the current #DetachedSong in the queue.
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*
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* Protected by #mutex. Set by the PlayerThread and consumed
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* by the main thread.
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*/
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std::unique_ptr<DetachedSong> tagged_song;
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PlayerCommand command = PlayerCommand::NONE;
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PlayerState state = PlayerState::STOP;
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PlayerError error_type = PlayerError::NONE;
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ReplayGainMode replay_gain_mode = ReplayGainMode::OFF;
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/**
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* Is the player currently busy with the SEEK command?
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*/
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bool seeking = false;
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/**
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* If this flag is set, then the player will be auto-paused at
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* the end of the song, before the next song starts to play.
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*
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* This is a copy of the queue's "single" flag most of the
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* time.
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*/
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bool border_pause = false;
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/**
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* If this flag is set, then the player thread is currently
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* occupied and will not be able to respond quickly to
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* commands (e.g. waiting for the decoder thread to finish
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* seeking). This is used to skip #PlayerCommand::REFRESH to
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* avoid blocking the main thread.
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*/
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bool occupied = false;
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struct ScopeOccupied {
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PlayerControl &pc;
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explicit ScopeOccupied(PlayerControl &_pc) noexcept:pc(_pc) {
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assert(!pc.occupied);
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pc.occupied = true;
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}
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~ScopeOccupied() noexcept {
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assert(pc.occupied);
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pc.occupied = false;
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}
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};
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AudioFormat audio_format;
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uint16_t bit_rate;
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SignedSongTime total_time;
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SongTime elapsed_time;
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SongTime seek_time;
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CrossFadeSettings cross_fade;
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FloatDuration total_play_time = FloatDuration::zero();
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public:
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PlayerControl(PlayerListener &_listener,
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PlayerOutputs &_outputs,
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InputCacheManager *_input_cache,
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const PlayerConfig &_config) noexcept;
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~PlayerControl() noexcept;
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void Kill() noexcept;
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/**
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* Like CheckRethrowError(), but locks and unlocks the object.
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*/
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void LockCheckRethrowError() const {
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const std::scoped_lock<Mutex> protect(mutex);
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CheckRethrowError();
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}
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void LockClearError() noexcept;
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PlayerError GetErrorType() const noexcept {
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return error_type;
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}
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void LockUpdateAudio() noexcept;
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/**
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* Throws on error.
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*
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* @param song the song to be queued
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*/
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void Play(std::unique_ptr<DetachedSong> song);
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/**
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* @param song the song to be queued; the given instance will be owned
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* and freed by the player
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*/
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void LockEnqueueSong(std::unique_ptr<DetachedSong> song) noexcept;
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/**
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* Makes the player thread seek the specified song to a position.
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*
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* Throws on error.
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*
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* @param song the song to be queued; the given instance will be owned
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* and freed by the player
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*/
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void LockSeek(std::unique_ptr<DetachedSong> song, SongTime t);
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void LockStop() noexcept;
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/**
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* see PlayerCommand::CANCEL
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*/
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void LockCancel() noexcept;
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void LockSetPause(bool pause_flag) noexcept;
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void LockPause() noexcept;
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/**
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* Set the player's #border_pause flag.
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*/
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void LockSetBorderPause(bool border_pause) noexcept;
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void SetCrossFade(FloatDuration duration) noexcept;
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auto GetCrossFade() const noexcept {
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return cross_fade.duration;
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}
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void SetMixRampDb(float mixramp_db) noexcept;
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float GetMixRampDb() const noexcept {
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return cross_fade.mixramp_db;
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}
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void SetMixRampDelay(FloatDuration mixramp_delay) noexcept;
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auto GetMixRampDelay() const noexcept {
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return cross_fade.mixramp_delay;
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}
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void LockSetReplayGainMode(ReplayGainMode _mode) noexcept {
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const std::scoped_lock<Mutex> protect(mutex);
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replay_gain_mode = _mode;
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}
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/**
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* Like ReadTaggedSong(), but locks and unlocks the object.
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*/
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std::unique_ptr<DetachedSong> LockReadTaggedSong() noexcept;
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[[gnu::pure]]
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PlayerStatus LockGetStatus() noexcept;
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PlayerState GetState() const noexcept {
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return state;
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}
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struct SyncInfo {
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PlayerState state;
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bool has_next_song;
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};
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[[gnu::pure]]
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SyncInfo LockGetSyncInfo() const noexcept {
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const std::scoped_lock<Mutex> protect(mutex);
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return {state, next_song != nullptr};
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}
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auto GetTotalPlayTime() const noexcept {
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return total_play_time;
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}
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private:
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/**
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* Signals the object. The object should be locked prior to
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* calling this function.
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*/
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void Signal() noexcept {
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cond.notify_one();
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}
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/**
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* Signals the object. The object is temporarily locked by
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* this function.
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*/
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void LockSignal() noexcept {
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const std::scoped_lock<Mutex> protect(mutex);
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Signal();
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}
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/**
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* Waits for a signal on the object. This function is only
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* valid in the player thread. The object must be locked
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* prior to calling this function.
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*/
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void Wait(std::unique_lock<Mutex> &lock) noexcept {
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assert(thread.IsInside());
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cond.wait(lock);
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}
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/**
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* Wake up the client waiting for command completion.
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*
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* Caller must lock the object.
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*/
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void ClientSignal() noexcept {
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assert(thread.IsInside());
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client_cond.notify_one();
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}
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/**
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* The client calls this method to wait for command
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* completion.
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*
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* Caller must lock the object.
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*/
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void ClientWait(std::unique_lock<Mutex> &lock) noexcept {
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assert(!thread.IsInside());
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client_cond.wait(lock);
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}
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/**
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* A command has been finished. This method clears the
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* command and signals the client.
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*
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* To be called from the player thread. Caller must lock the
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* object.
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*/
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void CommandFinished() noexcept {
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assert(command != PlayerCommand::NONE);
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command = PlayerCommand::NONE;
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ClientSignal();
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}
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void LockCommandFinished() noexcept {
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const std::scoped_lock<Mutex> protect(mutex);
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CommandFinished();
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}
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/**
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* Checks if the size of the #MusicPipe is below the #threshold. If
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* not, it attempts to synchronize with all output threads, and waits
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* until another #MusicChunk is finished.
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*
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* Caller must lock the mutex.
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*
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* @param threshold the maximum number of chunks in the pipe
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* @return true if there are less than #threshold chunks in the pipe
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*/
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bool WaitOutputConsumed(std::unique_lock<Mutex> &lock,
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unsigned threshold) noexcept;
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bool LockWaitOutputConsumed(unsigned threshold) noexcept {
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std::unique_lock<Mutex> lock(mutex);
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return WaitOutputConsumed(lock, threshold);
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}
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/**
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* Wait for the command to be finished by the player thread.
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*
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* To be called from the main thread. Caller must lock the
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* object.
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*/
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void WaitCommandLocked(std::unique_lock<Mutex> &lock) noexcept {
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while (command != PlayerCommand::NONE)
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ClientWait(lock);
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}
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/**
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* Send a command to the player thread and synchronously wait
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* for it to finish.
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*
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* To be called from the main thread. Caller must lock the
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* object.
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*/
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void SynchronousCommand(std::unique_lock<Mutex> &lock,
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PlayerCommand cmd) noexcept {
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assert(command == PlayerCommand::NONE);
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command = cmd;
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Signal();
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WaitCommandLocked(lock);
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}
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/**
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* Send a command to the player thread and synchronously wait
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* for it to finish.
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*
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* To be called from the main thread. This method locks the
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* object.
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*/
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void LockSynchronousCommand(PlayerCommand cmd) noexcept {
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std::unique_lock<Mutex> lock(mutex);
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SynchronousCommand(lock, cmd);
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}
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void PauseLocked(std::unique_lock<Mutex> &lock) noexcept;
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void ClearError() noexcept {
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error_type = PlayerError::NONE;
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error = std::exception_ptr();
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}
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bool ApplyBorderPause() noexcept {
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if (border_pause)
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state = PlayerState::PAUSE;
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return border_pause;
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}
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/**
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* Set the error. Discards any previous error condition.
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*
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* Caller must lock the object.
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*
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* @param type the error type; must not be #PlayerError::NONE
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*/
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void SetError(PlayerError type, std::exception_ptr &&_error) noexcept;
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/**
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* Set the error and set state to PlayerState::PAUSE.
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*/
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void SetOutputError(std::exception_ptr &&_error) noexcept {
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SetError(PlayerError::OUTPUT, std::move(_error));
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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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state = PlayerState::PAUSE;
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}
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void LockSetOutputError(std::exception_ptr &&_error) noexcept {
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const std::scoped_lock<Mutex> lock(mutex);
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SetOutputError(std::move(_error));
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}
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/**
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* Checks whether an error has occurred, and if so, rethrows
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* it.
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*
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* Caller must lock the object.
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*/
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void CheckRethrowError() const {
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if (error_type != PlayerError::NONE)
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std::rethrow_exception(error);
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}
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/**
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* Set the #tagged_song attribute to a newly allocated copy of
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* the given #DetachedSong. Locks and unlocks the object.
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*/
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void LockSetTaggedSong(const DetachedSong &song) noexcept;
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void ClearTaggedSong() noexcept;
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/**
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* Read and clear the #tagged_song attribute.
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*
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* Caller must lock the object.
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*/
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std::unique_ptr<DetachedSong> ReadTaggedSong() noexcept;
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void EnqueueSongLocked(std::unique_lock<Mutex> &lock,
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std::unique_ptr<DetachedSong> song) noexcept;
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/**
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* Throws on error.
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*/
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void SeekLocked(std::unique_lock<Mutex> &lock,
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std::unique_ptr<DetachedSong> song, SongTime t);
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/**
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* Caller must lock the object.
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*/
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void CancelPendingSeek() noexcept {
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if (!seeking)
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return;
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seeking = false;
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ClientSignal();
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}
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void LockUpdateSongTag(DetachedSong &song,
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const Tag &new_tag) noexcept;
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/**
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* Plays a #MusicChunk object (after applying software
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* volume). If it contains a (stream) tag, copy it to the
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* current song, so MPD's playlist reflects the new stream
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* tag.
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*
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* Player lock is not held.
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*
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* Throws on error.
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*/
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void PlayChunk(DetachedSong &song, MusicChunkPtr chunk,
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const AudioFormat &format);
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/* virtual methods from AudioOutputClient */
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void ChunksConsumed() override {
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LockSignal();
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}
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void ApplyEnabled() override {
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LockUpdateAudio();
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}
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void RunThread() noexcept;
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};
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#endif
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