mpd/src/player/Control.hxx
2022-07-14 17:59:35 +02:00

584 lines
13 KiB
C++

/*
* Copyright 2003-2022 The Music Player Daemon Project
* http://www.musicpd.org
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along
* with this program; if not, write to the Free Software Foundation, Inc.,
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#ifndef MPD_PLAYER_CONTROL_HXX
#define MPD_PLAYER_CONTROL_HXX
#include "output/Client.hxx"
#include "config/PlayerConfig.hxx"
#include "pcm/AudioFormat.hxx"
#include "thread/Mutex.hxx"
#include "thread/Cond.hxx"
#include "thread/Thread.hxx"
#include "CrossFade.hxx"
#include "Chrono.hxx"
#include "ReplayGainMode.hxx"
#include "MusicChunkPtr.hxx"
#include <cstdint>
#include <exception>
#include <memory>
struct Tag;
struct PlayerConfig;
class PlayerListener;
class PlayerOutputs;
class InputCacheManager;
class DetachedSong;
enum class PlayerState : uint8_t {
STOP,
PAUSE,
PLAY
};
enum class PlayerCommand : uint8_t {
NONE,
EXIT,
STOP,
PAUSE,
/**
* Seek to a certain position in the specified song. This
* command can also be used to change the current song or
* start playback. It "finishes" immediately, but
* PlayerControl::seeking will be set until seeking really
* completes (or fails).
*/
SEEK,
CLOSE_AUDIO,
/**
* At least one AudioOutput.enabled flag has been modified;
* commit those changes to the output threads.
*/
UPDATE_AUDIO,
/** PlayerControl.next_song has been updated */
QUEUE,
/**
* cancel pre-decoding PlayerControl.next_song; if the player
* has already started playing this song, it will completely
* stop
*/
CANCEL,
/**
* Refresh status information in the #PlayerControl struct,
* e.g. elapsed_time.
*/
REFRESH,
};
enum class PlayerError : uint8_t {
NONE,
/**
* The decoder has failed to decode the song.
*/
DECODER,
/**
* The audio output has failed.
*/
OUTPUT,
};
struct PlayerStatus {
PlayerState state;
uint16_t bit_rate;
AudioFormat audio_format;
SignedSongTime total_time;
SongTime elapsed_time;
};
class PlayerControl final : public AudioOutputClient {
friend class Player;
PlayerListener &listener;
PlayerOutputs &outputs;
InputCacheManager *const input_cache;
const PlayerConfig config;
/**
* The handle of the player thread.
*/
Thread thread;
/**
* This lock protects #command, #state, #error, #tagged_song.
*/
mutable Mutex mutex;
/**
* Trigger this object after you have modified #command.
*/
Cond cond;
/**
* This object gets signalled when the player thread has
* finished the #command. It wakes up the client that waits
* (i.e. the main thread).
*/
Cond client_cond;
/**
* The error that occurred in the player thread. This
* attribute is only valid if #error_type is not
* #PlayerError::NONE. The object must be freed when this
* object transitions back to #PlayerError::NONE.
*/
std::exception_ptr error;
/**
* The next queued song.
*
* This is a duplicate, and must be freed when this attribute
* is cleared.
*/
std::unique_ptr<DetachedSong> next_song;
/**
* A copy of the current #DetachedSong after its tags have
* been updated by the decoder (for example, a radio stream
* that has sent a new tag after switching to the next song).
* This shall be used by PlayerListener::OnPlayerTagModified()
* to update the current #DetachedSong in the queue.
*
* Protected by #mutex. Set by the PlayerThread and consumed
* by the main thread.
*/
std::unique_ptr<DetachedSong> tagged_song;
PlayerCommand command = PlayerCommand::NONE;
PlayerState state = PlayerState::STOP;
PlayerError error_type = PlayerError::NONE;
ReplayGainMode replay_gain_mode = ReplayGainMode::OFF;
/**
* Is the player currently busy with the SEEK command?
*/
bool seeking = false;
/**
* If this flag is set, then the player will be auto-paused at
* the end of the song, before the next song starts to play.
*
* This is a copy of the queue's "single" flag most of the
* time.
*/
bool border_pause = false;
/**
* If this flag is set, then the player thread is currently
* occupied and will not be able to respond quickly to
* commands (e.g. waiting for the decoder thread to finish
* seeking). This is used to skip #PlayerCommand::REFRESH to
* avoid blocking the main thread.
*/
bool occupied = false;
struct ScopeOccupied {
PlayerControl &pc;
explicit ScopeOccupied(PlayerControl &_pc) noexcept:pc(_pc) {
assert(!pc.occupied);
pc.occupied = true;
}
~ScopeOccupied() noexcept {
assert(pc.occupied);
pc.occupied = false;
}
};
AudioFormat audio_format;
uint16_t bit_rate;
SignedSongTime total_time;
SongTime elapsed_time;
SongTime seek_time;
CrossFadeSettings cross_fade;
FloatDuration total_play_time = FloatDuration::zero();
public:
PlayerControl(PlayerListener &_listener,
PlayerOutputs &_outputs,
InputCacheManager *_input_cache,
const PlayerConfig &_config) noexcept;
~PlayerControl() noexcept;
void Kill() noexcept;
/**
* Like CheckRethrowError(), but locks and unlocks the object.
*/
void LockCheckRethrowError() const {
const std::scoped_lock<Mutex> protect(mutex);
CheckRethrowError();
}
void LockClearError() noexcept;
PlayerError GetErrorType() const noexcept {
return error_type;
}
void LockUpdateAudio() noexcept;
/**
* Throws on error.
*
* @param song the song to be queued
*/
void Play(std::unique_ptr<DetachedSong> song);
/**
* @param song the song to be queued; the given instance will be owned
* and freed by the player
*/
void LockEnqueueSong(std::unique_ptr<DetachedSong> song) noexcept;
/**
* Makes the player thread seek the specified song to a position.
*
* Throws on error.
*
* @param song the song to be queued; the given instance will be owned
* and freed by the player
*/
void LockSeek(std::unique_ptr<DetachedSong> song, SongTime t);
void LockStop() noexcept;
/**
* see PlayerCommand::CANCEL
*/
void LockCancel() noexcept;
void LockSetPause(bool pause_flag) noexcept;
void LockPause() noexcept;
/**
* Set the player's #border_pause flag.
*/
void LockSetBorderPause(bool border_pause) noexcept;
void SetCrossFade(FloatDuration duration) noexcept;
auto GetCrossFade() const noexcept {
return cross_fade.duration;
}
void SetMixRampDb(float mixramp_db) noexcept;
float GetMixRampDb() const noexcept {
return cross_fade.mixramp_db;
}
void SetMixRampDelay(FloatDuration mixramp_delay) noexcept;
auto GetMixRampDelay() const noexcept {
return cross_fade.mixramp_delay;
}
void LockSetReplayGainMode(ReplayGainMode _mode) noexcept {
const std::scoped_lock<Mutex> protect(mutex);
replay_gain_mode = _mode;
}
/**
* Like ReadTaggedSong(), but locks and unlocks the object.
*/
std::unique_ptr<DetachedSong> LockReadTaggedSong() noexcept;
[[gnu::pure]]
PlayerStatus LockGetStatus() noexcept;
PlayerState GetState() const noexcept {
return state;
}
struct SyncInfo {
PlayerState state;
bool has_next_song;
};
[[gnu::pure]]
SyncInfo LockGetSyncInfo() const noexcept {
const std::scoped_lock<Mutex> protect(mutex);
return {state, next_song != nullptr};
}
auto GetTotalPlayTime() const noexcept {
return total_play_time;
}
private:
/**
* Signals the object. The object should be locked prior to
* calling this function.
*/
void Signal() noexcept {
cond.notify_one();
}
/**
* Signals the object. The object is temporarily locked by
* this function.
*/
void LockSignal() noexcept {
const std::scoped_lock<Mutex> protect(mutex);
Signal();
}
/**
* Waits for a signal on the object. This function is only
* valid in the player thread. The object must be locked
* prior to calling this function.
*/
void Wait(std::unique_lock<Mutex> &lock) noexcept {
assert(thread.IsInside());
cond.wait(lock);
}
/**
* Wake up the client waiting for command completion.
*
* Caller must lock the object.
*/
void ClientSignal() noexcept {
assert(thread.IsInside());
client_cond.notify_one();
}
/**
* The client calls this method to wait for command
* completion.
*
* Caller must lock the object.
*/
void ClientWait(std::unique_lock<Mutex> &lock) noexcept {
assert(!thread.IsInside());
client_cond.wait(lock);
}
/**
* A command has been finished. This method clears the
* command and signals the client.
*
* To be called from the player thread. Caller must lock the
* object.
*/
void CommandFinished() noexcept {
assert(command != PlayerCommand::NONE);
command = PlayerCommand::NONE;
ClientSignal();
}
void LockCommandFinished() noexcept {
const std::scoped_lock<Mutex> protect(mutex);
CommandFinished();
}
/**
* Checks if the size of the #MusicPipe is below the #threshold. If
* not, it attempts to synchronize with all output threads, and waits
* until another #MusicChunk is finished.
*
* Caller must lock the mutex.
*
* @param threshold the maximum number of chunks in the pipe
* @return true if there are less than #threshold chunks in the pipe
*/
bool WaitOutputConsumed(std::unique_lock<Mutex> &lock,
unsigned threshold) noexcept;
bool LockWaitOutputConsumed(unsigned threshold) noexcept {
std::unique_lock<Mutex> lock(mutex);
return WaitOutputConsumed(lock, threshold);
}
/**
* Wait for the command to be finished by the player thread.
*
* To be called from the main thread. Caller must lock the
* object.
*/
void WaitCommandLocked(std::unique_lock<Mutex> &lock) noexcept {
while (command != PlayerCommand::NONE)
ClientWait(lock);
}
/**
* Send a command to the player thread and synchronously wait
* for it to finish.
*
* To be called from the main thread. Caller must lock the
* object.
*/
void SynchronousCommand(std::unique_lock<Mutex> &lock,
PlayerCommand cmd) noexcept {
assert(command == PlayerCommand::NONE);
command = cmd;
Signal();
WaitCommandLocked(lock);
}
/**
* Send a command to the player thread and synchronously wait
* for it to finish.
*
* To be called from the main thread. This method locks the
* object.
*/
void LockSynchronousCommand(PlayerCommand cmd) noexcept {
std::unique_lock<Mutex> lock(mutex);
SynchronousCommand(lock, cmd);
}
void PauseLocked(std::unique_lock<Mutex> &lock) noexcept;
void ClearError() noexcept {
error_type = PlayerError::NONE;
error = std::exception_ptr();
}
bool ApplyBorderPause() noexcept {
if (border_pause)
state = PlayerState::PAUSE;
return border_pause;
}
/**
* Set the error. Discards any previous error condition.
*
* Caller must lock the object.
*
* @param type the error type; must not be #PlayerError::NONE
*/
void SetError(PlayerError type, std::exception_ptr &&_error) noexcept;
/**
* Set the error and set state to PlayerState::PAUSE.
*/
void SetOutputError(std::exception_ptr &&_error) noexcept {
SetError(PlayerError::OUTPUT, std::move(_error));
/* pause: the user may resume playback as soon as an
audio output becomes available */
state = PlayerState::PAUSE;
}
void LockSetOutputError(std::exception_ptr &&_error) noexcept {
const std::scoped_lock<Mutex> lock(mutex);
SetOutputError(std::move(_error));
}
/**
* Checks whether an error has occurred, and if so, rethrows
* it.
*
* Caller must lock the object.
*/
void CheckRethrowError() const {
if (error_type != PlayerError::NONE)
std::rethrow_exception(error);
}
/**
* Set the #tagged_song attribute to a newly allocated copy of
* the given #DetachedSong. Locks and unlocks the object.
*/
void LockSetTaggedSong(const DetachedSong &song) noexcept;
void ClearTaggedSong() noexcept;
/**
* Read and clear the #tagged_song attribute.
*
* Caller must lock the object.
*/
std::unique_ptr<DetachedSong> ReadTaggedSong() noexcept;
void EnqueueSongLocked(std::unique_lock<Mutex> &lock,
std::unique_ptr<DetachedSong> song) noexcept;
/**
* Throws on error.
*/
void SeekLocked(std::unique_lock<Mutex> &lock,
std::unique_ptr<DetachedSong> song, SongTime t);
/**
* Caller must lock the object.
*/
void CancelPendingSeek() noexcept {
if (!seeking)
return;
seeking = false;
ClientSignal();
}
void LockUpdateSongTag(DetachedSong &song,
const Tag &new_tag) noexcept;
/**
* Plays a #MusicChunk object (after applying software
* volume). If 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.
*
* Throws on error.
*/
void PlayChunk(DetachedSong &song, MusicChunkPtr chunk,
const AudioFormat &format);
/* virtual methods from AudioOutputClient */
void ChunksConsumed() override {
LockSignal();
}
void ApplyEnabled() override {
LockUpdateAudio();
}
void RunThread() noexcept;
};
#endif