2789493a5f
Commit 77c63511
caused MPD to become stuck right after a song change.
The problem was that at some point, the MusicBuffer became full, and
the DecoderThread working on the next song waits for the PlayerThread.
However, the PlayerThread was stuck in a loop of g_usleep() calls, and
never bothered to tell the DecoderThread that the MusicBuffer is not
full anymore. This bug is very old, but its chance to occur went from
nearly 0% to nearly 100%.
The fix is to wake up the DecoderThread before waiting for it. As a
side effect, I replaced the g_usleep() call with a Cond::Wait() call.
1209 lines
24 KiB
C++
1209 lines
24 KiB
C++
/*
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* Copyright (C) 2003-2013 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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#include "config.h"
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#include "PlayerThread.hxx"
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#include "DecoderThread.hxx"
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#include "DecoderControl.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.hxx"
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#include "Main.hxx"
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#include "system/FatalError.hxx"
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#include "CrossFade.hxx"
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#include "PlayerControl.hxx"
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#include "OutputAll.hxx"
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#include "tag/Tag.hxx"
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#include "Idle.hxx"
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#include "GlobalEvents.hxx"
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#include "util/Domain.hxx"
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#include "Log.hxx"
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#include <string.h>
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static constexpr Domain player_domain("player");
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enum class CrossFadeState : int8_t {
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DISABLED = -1,
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UNKNOWN = 0,
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ENABLED = 1
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};
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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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MusicPipe *pipe;
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/**
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* are we waiting for buffered_before_play?
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*/
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bool buffering;
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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;
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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;
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/**
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* is the player paused?
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*/
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bool paused;
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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;
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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;
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/**
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* the song currently being played
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*/
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Song *song;
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/**
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* is cross fading enabled?
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*/
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CrossFadeState xfade_state;
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/**
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* has cross-fading begun?
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*/
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bool cross_fading;
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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;
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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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Tag *cross_fade_tag;
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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;
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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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* audio_output_all_get_elapsed_time() 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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float elapsed_time;
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public:
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Player(PlayerControl &_pc, DecoderControl &_dc,
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MusicBuffer &_buffer)
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:pc(_pc), dc(_dc), buffer(_buffer),
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buffering(true),
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decoder_starting(false),
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decoder_woken(false),
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paused(false),
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queued(true),
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output_open(false),
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song(nullptr),
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xfade_state(CrossFadeState::UNKNOWN),
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cross_fading(false),
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cross_fade_chunks(0),
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cross_fade_tag(nullptr),
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elapsed_time(0.0) {}
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private:
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void ClearAndDeletePipe() {
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pipe->Clear(buffer);
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delete pipe;
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}
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void ClearAndReplacePipe(MusicPipe *_pipe) {
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ClearAndDeletePipe();
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pipe = _pipe;
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}
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void ReplacePipe(MusicPipe *_pipe) {
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delete pipe;
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pipe = _pipe;
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}
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/**
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* Start the decoder.
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*
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* Player lock is not held.
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*/
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void StartDecoder(MusicPipe &pipe);
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/**
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* The decoder has acknowledged the "START" command (see
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* player::WaitForDecoder()). This function checks if the decoder
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* initialization has completed yet.
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*
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* The player lock is not held.
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*/
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bool CheckDecoderStartup();
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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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* Player lock is not held.
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*/
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void StopDecoder();
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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 {
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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 {
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return dc.pipe != nullptr && !IsDecoderAtCurrentSong();
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}
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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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* The player lock is not held.
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*/
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bool SeekDecoder();
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/**
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* After the decoder has been started asynchronously, wait for
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* the "START" command to finish. The decoder may not be
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* initialized yet, i.e. there is no audio_format information
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* yet.
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*
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* The player lock is not held.
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*/
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bool WaitForDecoder();
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/**
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* Wrapper for audio_output_all_open(). Upon failure, it pauses the
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* player.
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*
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* @return true on success
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*/
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bool OpenOutput();
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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();
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/**
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* Sends a chunk of silence to the audio outputs. This is
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* called when there is not enough decoded data in the pipe
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* yet, to prevent underruns in the hardware buffers.
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*
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* The player lock is not held.
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*/
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bool SendSilence();
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/**
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* Player lock must be held before calling.
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*/
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void ProcessCommand();
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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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* The player lock is not held.
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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 SongBorder();
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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();
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};
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static void
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player_command_finished(PlayerControl &pc)
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{
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pc.Lock();
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pc.CommandFinished();
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pc.Unlock();
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}
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void
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Player::StartDecoder(MusicPipe &_pipe)
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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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unsigned start_ms = pc.next_song->start_ms;
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if (pc.command == PlayerCommand::SEEK)
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start_ms += (unsigned)(pc.seek_where * 1000);
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dc.Start(pc.next_song->DupDetached(),
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start_ms, pc.next_song->end_ms,
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buffer, _pipe);
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}
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void
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Player::StopDecoder()
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{
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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(buffer);
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if (dc.pipe != pipe)
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delete dc.pipe;
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dc.pipe = nullptr;
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}
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}
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bool
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Player::WaitForDecoder()
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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.Lock();
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Error error = dc.GetError();
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if (error.IsDefined()) {
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pc.SetError(PlayerError::DECODER, std::move(error));
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pc.next_song->Free();
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pc.next_song = nullptr;
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pc.Unlock();
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return false;
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}
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pc.ClearTaggedSong();
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if (song != nullptr)
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song->Free();
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song = pc.next_song;
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elapsed_time = 0.0;
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/* set the "starting" flag, which will be cleared by
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player_check_decoder_startup() */
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decoder_starting = true;
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/* update PlayerControl's song information */
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pc.total_time = pc.next_song->GetDuration();
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pc.bit_rate = 0;
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pc.audio_format.Clear();
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/* clear the queued song */
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pc.next_song = nullptr;
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pc.Unlock();
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/* call syncPlaylistWithQueue() in the main thread */
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GlobalEvents::Emit(GlobalEvents::PLAYLIST);
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return true;
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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 double
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real_song_duration(const Song *song, double decoder_duration)
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{
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assert(song != nullptr);
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if (decoder_duration <= 0.0)
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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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if (song->end_ms > 0 && song->end_ms / 1000.0 < decoder_duration)
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return (song->end_ms - song->start_ms) / 1000.0;
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return decoder_duration - song->start_ms / 1000.0;
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}
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bool
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Player::OpenOutput()
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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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Error error;
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if (audio_output_all_open(play_audio_format, buffer, error)) {
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output_open = true;
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paused = false;
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pc.Lock();
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pc.state = PlayerState::PLAY;
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pc.Unlock();
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idle_add(IDLE_PLAYER);
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return true;
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} else {
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LogError(error);
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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.Lock();
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pc.SetError(PlayerError::OUTPUT, std::move(error));
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pc.state = PlayerState::PAUSE;
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pc.Unlock();
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idle_add(IDLE_PLAYER);
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return false;
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}
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}
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bool
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Player::CheckDecoderStartup()
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{
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assert(decoder_starting);
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pc.Lock();
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Error error = dc.GetError();
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if (error.IsDefined()) {
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/* the decoder failed */
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pc.SetError(PlayerError::DECODER, std::move(error));
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pc.Unlock();
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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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pc.Unlock();
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if (output_open &&
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!audio_output_all_wait(pc, 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.Lock();
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pc.total_time = real_song_duration(dc.song, dc.total_time);
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pc.audio_format = dc.in_audio_format;
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pc.Unlock();
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idle_add(IDLE_PLAYER);
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play_audio_format = dc.out_audio_format;
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decoder_starting = false;
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if (!paused && !OpenOutput()) {
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const auto uri = dc.song->GetURI();
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FormatError(player_domain,
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"problems opening audio device "
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"while playing \"%s\"", uri.c_str());
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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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pc.Unlock();
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return true;
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}
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}
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bool
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Player::SendSilence()
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{
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assert(output_open);
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assert(play_audio_format.IsDefined());
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struct music_chunk *chunk = buffer.Allocate();
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if (chunk == nullptr) {
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LogError(player_domain, "Failed to allocate silence buffer");
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return false;
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}
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#ifndef NDEBUG
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chunk->audio_format = play_audio_format;
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#endif
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const size_t frame_size = play_audio_format.GetFrameSize();
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/* this formula ensures that we don't send
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partial frames */
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unsigned num_frames = sizeof(chunk->data) / frame_size;
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chunk->times = -1.0; /* undefined time stamp */
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chunk->length = num_frames * frame_size;
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memset(chunk->data, 0, chunk->length);
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Error error;
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if (!audio_output_all_play(chunk, error)) {
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LogError(error);
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buffer.Return(chunk);
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return false;
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}
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return true;
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}
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inline bool
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Player::SeekDecoder()
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{
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assert(pc.next_song != nullptr);
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const unsigned start_ms = pc.next_song->start_ms;
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if (!dc.LockIsCurrentSong(*pc.next_song)) {
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/* the decoder is already decoding the "next" song -
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stop it and start the previous song again */
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StopDecoder();
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/* clear music chunks which might still reside in the
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pipe */
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pipe->Clear(buffer);
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/* re-start the decoder */
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StartDecoder(*pipe);
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if (!WaitForDecoder()) {
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/* decoder failure */
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player_command_finished(pc);
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return false;
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}
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} else {
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if (!IsDecoderAtCurrentSong()) {
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/* the decoder is already decoding the "next" song,
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but it is the same song file; exchange the pipe */
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ClearAndReplacePipe(dc.pipe);
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}
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pc.next_song->Free();
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pc.next_song = nullptr;
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queued = false;
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}
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/* wait for the decoder to complete initialization */
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while (decoder_starting) {
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if (!CheckDecoderStartup()) {
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/* decoder failure */
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player_command_finished(pc);
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return false;
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}
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}
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/* send the SEEK command */
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double where = pc.seek_where;
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if (where > pc.total_time)
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where = pc.total_time - 0.1;
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if (where < 0.0)
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where = 0.0;
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if (!dc.Seek(where + start_ms / 1000.0)) {
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/* decoder failure */
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player_command_finished(pc);
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return false;
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}
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elapsed_time = where;
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player_command_finished(pc);
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xfade_state = CrossFadeState::UNKNOWN;
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/* re-fill the buffer after seeking */
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buffering = true;
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audio_output_all_cancel();
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return true;
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}
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inline void
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Player::ProcessCommand()
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{
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switch (pc.command) {
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case PlayerCommand::NONE:
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case PlayerCommand::STOP:
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case PlayerCommand::EXIT:
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case PlayerCommand::CLOSE_AUDIO:
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break;
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case PlayerCommand::UPDATE_AUDIO:
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pc.Unlock();
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audio_output_all_enable_disable();
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pc.Lock();
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pc.CommandFinished();
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break;
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case PlayerCommand::QUEUE:
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assert(pc.next_song != nullptr);
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assert(!queued);
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assert(!IsDecoderAtNextSong());
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queued = true;
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pc.CommandFinished();
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break;
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|
|
case PlayerCommand::PAUSE:
|
|
pc.Unlock();
|
|
|
|
paused = !paused;
|
|
if (paused) {
|
|
audio_output_all_pause();
|
|
pc.Lock();
|
|
|
|
pc.state = PlayerState::PAUSE;
|
|
} else if (!play_audio_format.IsDefined()) {
|
|
/* the decoder hasn't provided an audio format
|
|
yet - don't open the audio device yet */
|
|
pc.Lock();
|
|
|
|
pc.state = PlayerState::PLAY;
|
|
} else {
|
|
OpenOutput();
|
|
|
|
pc.Lock();
|
|
}
|
|
|
|
pc.CommandFinished();
|
|
break;
|
|
|
|
case PlayerCommand::SEEK:
|
|
pc.Unlock();
|
|
SeekDecoder();
|
|
pc.Lock();
|
|
break;
|
|
|
|
case PlayerCommand::CANCEL:
|
|
if (pc.next_song == nullptr) {
|
|
/* the cancel request arrived too late, we're
|
|
already playing the queued song... stop
|
|
everything now */
|
|
pc.command = PlayerCommand::STOP;
|
|
return;
|
|
}
|
|
|
|
if (IsDecoderAtNextSong()) {
|
|
/* the decoder is already decoding the song -
|
|
stop it and reset the position */
|
|
pc.Unlock();
|
|
StopDecoder();
|
|
pc.Lock();
|
|
}
|
|
|
|
pc.next_song->Free();
|
|
pc.next_song = nullptr;
|
|
queued = false;
|
|
pc.CommandFinished();
|
|
break;
|
|
|
|
case PlayerCommand::REFRESH:
|
|
if (output_open && !paused) {
|
|
pc.Unlock();
|
|
audio_output_all_check();
|
|
pc.Lock();
|
|
}
|
|
|
|
pc.elapsed_time = audio_output_all_get_elapsed_time();
|
|
if (pc.elapsed_time < 0.0)
|
|
pc.elapsed_time = elapsed_time;
|
|
|
|
pc.CommandFinished();
|
|
break;
|
|
}
|
|
}
|
|
|
|
static void
|
|
update_song_tag(PlayerControl &pc, Song *song, const Tag &new_tag)
|
|
{
|
|
if (song->IsFile())
|
|
/* don't update tags of local files, only remote
|
|
streams may change tags dynamically */
|
|
return;
|
|
|
|
Tag *old_tag = song->tag;
|
|
song->tag = new Tag(new_tag);
|
|
|
|
delete old_tag;
|
|
|
|
pc.LockSetTaggedSong(*song);
|
|
|
|
/* the main thread will update the playlist version when he
|
|
receives this event */
|
|
GlobalEvents::Emit(GlobalEvents::TAG);
|
|
|
|
/* notify all clients that the tag of the current song has
|
|
changed */
|
|
idle_add(IDLE_PLAYER);
|
|
}
|
|
|
|
/**
|
|
* Plays a #music_chunk 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.
|
|
*/
|
|
static bool
|
|
play_chunk(PlayerControl &pc,
|
|
Song *song, struct music_chunk *chunk,
|
|
MusicBuffer &buffer,
|
|
const AudioFormat format,
|
|
Error &error)
|
|
{
|
|
assert(chunk->CheckFormat(format));
|
|
|
|
if (chunk->tag != nullptr)
|
|
update_song_tag(pc, song, *chunk->tag);
|
|
|
|
if (chunk->IsEmpty()) {
|
|
buffer.Return(chunk);
|
|
return true;
|
|
}
|
|
|
|
pc.Lock();
|
|
pc.bit_rate = chunk->bit_rate;
|
|
pc.Unlock();
|
|
|
|
/* send the chunk to the audio outputs */
|
|
|
|
if (!audio_output_all_play(chunk, error))
|
|
return false;
|
|
|
|
pc.total_play_time += (double)chunk->length /
|
|
format.GetTimeToSize();
|
|
return true;
|
|
}
|
|
|
|
inline bool
|
|
Player::PlayNextChunk()
|
|
{
|
|
if (!audio_output_all_wait(pc, 64))
|
|
/* the output pipe is still large enough, don't send
|
|
another chunk */
|
|
return true;
|
|
|
|
unsigned cross_fade_position;
|
|
struct music_chunk *chunk = nullptr;
|
|
if (xfade_state == CrossFadeState::ENABLED && IsDecoderAtNextSong() &&
|
|
(cross_fade_position = pipe->GetSize()) <= cross_fade_chunks) {
|
|
/* perform cross fade */
|
|
music_chunk *other_chunk = dc.pipe->Shift();
|
|
|
|
if (!cross_fading) {
|
|
/* beginning of the cross fade - adjust
|
|
crossFadeChunks which might be bigger than
|
|
the remaining number of chunks in the old
|
|
song */
|
|
cross_fade_chunks = cross_fade_position;
|
|
cross_fading = true;
|
|
}
|
|
|
|
if (other_chunk != nullptr) {
|
|
chunk = pipe->Shift();
|
|
assert(chunk != nullptr);
|
|
assert(chunk->other == nullptr);
|
|
|
|
/* don't send the tags of the new song (which
|
|
is being faded in) yet; postpone it until
|
|
the current song is faded out */
|
|
cross_fade_tag =
|
|
Tag::MergeReplace(cross_fade_tag,
|
|
other_chunk->tag);
|
|
other_chunk->tag = nullptr;
|
|
|
|
if (pc.cross_fade.mixramp_delay <= 0) {
|
|
chunk->mix_ratio = ((float)cross_fade_position)
|
|
/ cross_fade_chunks;
|
|
} else {
|
|
chunk->mix_ratio = -1;
|
|
}
|
|
|
|
if (other_chunk->IsEmpty()) {
|
|
/* the "other" chunk was a music_chunk
|
|
which had only a tag, but no music
|
|
data - we cannot cross-fade that;
|
|
but since this happens only at the
|
|
beginning of the new song, we can
|
|
easily recover by throwing it away
|
|
now */
|
|
buffer.Return(other_chunk);
|
|
other_chunk = nullptr;
|
|
}
|
|
|
|
chunk->other = other_chunk;
|
|
} else {
|
|
/* there are not enough decoded chunks yet */
|
|
|
|
pc.Lock();
|
|
|
|
if (dc.IsIdle()) {
|
|
/* the decoder isn't running, abort
|
|
cross fading */
|
|
pc.Unlock();
|
|
|
|
xfade_state = CrossFadeState::DISABLED;
|
|
} else {
|
|
/* wait for the decoder */
|
|
dc.Signal();
|
|
dc.WaitForDecoder();
|
|
pc.Unlock();
|
|
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (chunk == nullptr)
|
|
chunk = pipe->Shift();
|
|
|
|
assert(chunk != nullptr);
|
|
|
|
/* insert the postponed tag if cross-fading is finished */
|
|
|
|
if (xfade_state != CrossFadeState::ENABLED && cross_fade_tag != nullptr) {
|
|
chunk->tag = Tag::MergeReplace(chunk->tag, cross_fade_tag);
|
|
cross_fade_tag = nullptr;
|
|
}
|
|
|
|
/* play the current chunk */
|
|
|
|
Error error;
|
|
if (!play_chunk(pc, song, chunk, buffer, play_audio_format, error)) {
|
|
LogError(error);
|
|
|
|
buffer.Return(chunk);
|
|
|
|
pc.Lock();
|
|
|
|
pc.SetError(PlayerError::OUTPUT, std::move(error));
|
|
|
|
/* pause: the user may resume playback as soon as an
|
|
audio output becomes available */
|
|
pc.state = PlayerState::PAUSE;
|
|
paused = true;
|
|
|
|
pc.Unlock();
|
|
|
|
idle_add(IDLE_PLAYER);
|
|
|
|
return false;
|
|
}
|
|
|
|
/* 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 */
|
|
pc.Lock();
|
|
if (!dc.IsIdle() &&
|
|
dc.pipe->GetSize() <= (pc.buffered_before_play +
|
|
buffer.GetSize() * 3) / 4) {
|
|
if (!decoder_woken) {
|
|
decoder_woken = true;
|
|
dc.Signal();
|
|
}
|
|
} else
|
|
decoder_woken = false;
|
|
pc.Unlock();
|
|
|
|
return true;
|
|
}
|
|
|
|
inline bool
|
|
Player::SongBorder()
|
|
{
|
|
xfade_state = CrossFadeState::UNKNOWN;
|
|
|
|
{
|
|
const auto uri = song->GetURI();
|
|
FormatDefault(player_domain, "played \"%s\"", uri.c_str());
|
|
}
|
|
|
|
ReplacePipe(dc.pipe);
|
|
|
|
audio_output_all_song_border();
|
|
|
|
if (!WaitForDecoder())
|
|
return false;
|
|
|
|
pc.Lock();
|
|
|
|
const bool border_pause = pc.border_pause;
|
|
if (border_pause) {
|
|
paused = true;
|
|
pc.state = PlayerState::PAUSE;
|
|
}
|
|
|
|
pc.Unlock();
|
|
|
|
if (border_pause)
|
|
idle_add(IDLE_PLAYER);
|
|
|
|
return true;
|
|
}
|
|
|
|
inline void
|
|
Player::Run()
|
|
{
|
|
pipe = new MusicPipe();
|
|
|
|
StartDecoder(*pipe);
|
|
if (!WaitForDecoder()) {
|
|
assert(song == nullptr);
|
|
|
|
StopDecoder();
|
|
player_command_finished(pc);
|
|
delete pipe;
|
|
return;
|
|
}
|
|
|
|
pc.Lock();
|
|
pc.state = PlayerState::PLAY;
|
|
|
|
if (pc.command == PlayerCommand::SEEK)
|
|
elapsed_time = pc.seek_where;
|
|
|
|
pc.CommandFinished();
|
|
|
|
while (true) {
|
|
ProcessCommand();
|
|
if (pc.command == PlayerCommand::STOP ||
|
|
pc.command == PlayerCommand::EXIT ||
|
|
pc.command == PlayerCommand::CLOSE_AUDIO) {
|
|
pc.Unlock();
|
|
audio_output_all_cancel();
|
|
break;
|
|
}
|
|
|
|
pc.Unlock();
|
|
|
|
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() < pc.buffered_before_play &&
|
|
!dc.LockIsIdle()) {
|
|
/* not enough decoded buffer space yet */
|
|
|
|
if (!paused && output_open &&
|
|
audio_output_all_check() < 4 &&
|
|
!SendSilence())
|
|
break;
|
|
|
|
pc.Lock();
|
|
/* XXX race condition: check decoder again */
|
|
dc.WaitForDecoder();
|
|
continue;
|
|
} else {
|
|
/* buffering is complete */
|
|
buffering = false;
|
|
}
|
|
}
|
|
|
|
if (decoder_starting) {
|
|
/* wait until the decoder is initialized completely */
|
|
|
|
if (!CheckDecoderStartup())
|
|
break;
|
|
|
|
pc.Lock();
|
|
continue;
|
|
}
|
|
|
|
#ifndef NDEBUG
|
|
/*
|
|
music_pipe_check_format(&play_audio_format,
|
|
next_song_chunk,
|
|
&dc.out_audio_format);
|
|
*/
|
|
#endif
|
|
|
|
if (dc.LockIsIdle() && queued && dc.pipe == pipe) {
|
|
/* the decoder has finished the current song;
|
|
make it decode the next song */
|
|
|
|
assert(dc.pipe == nullptr || dc.pipe == pipe);
|
|
|
|
StartDecoder(*new MusicPipe());
|
|
}
|
|
|
|
if (/* no cross-fading if MPD is going to pause at the
|
|
end of the current song */
|
|
!pc.border_pause &&
|
|
IsDecoderAtNextSong() &&
|
|
xfade_state == CrossFadeState::UNKNOWN &&
|
|
!dc.LockIsStarting()) {
|
|
/* enable cross fading in this song? if yes,
|
|
calculate how many chunks will be required
|
|
for it */
|
|
cross_fade_chunks =
|
|
pc.cross_fade.Calculate(dc.total_time,
|
|
dc.replay_gain_db,
|
|
dc.replay_gain_prev_db,
|
|
dc.GetMixRampStart(),
|
|
dc.GetMixRampPreviousEnd(),
|
|
dc.out_audio_format,
|
|
play_audio_format,
|
|
buffer.GetSize() -
|
|
pc.buffered_before_play);
|
|
if (cross_fade_chunks > 0) {
|
|
xfade_state = CrossFadeState::ENABLED;
|
|
cross_fading = false;
|
|
} else
|
|
/* cross fading is disabled or the
|
|
next song is too short */
|
|
xfade_state = CrossFadeState::DISABLED;
|
|
}
|
|
|
|
if (paused) {
|
|
pc.Lock();
|
|
|
|
if (pc.command == PlayerCommand::NONE)
|
|
pc.Wait();
|
|
continue;
|
|
} else if (!pipe->IsEmpty()) {
|
|
/* at least one music chunk is ready - send it
|
|
to the audio output */
|
|
|
|
PlayNextChunk();
|
|
} else if (audio_output_all_check() > 0) {
|
|
/* not enough data from decoder, but the
|
|
output thread is still busy, so it's
|
|
okay */
|
|
|
|
pc.Lock();
|
|
|
|
/* wake up the decoder (just in case it's
|
|
waiting for space in the MusicBuffer) and
|
|
wait for it */
|
|
dc.Signal();
|
|
dc.WaitForDecoder();
|
|
continue;
|
|
} else if (IsDecoderAtNextSong()) {
|
|
/* at the beginning of a new song */
|
|
|
|
if (!SongBorder())
|
|
break;
|
|
} else if (dc.LockIsIdle()) {
|
|
/* check the size of the pipe again, because
|
|
the decoder thread may have added something
|
|
since we last checked */
|
|
if (pipe->IsEmpty()) {
|
|
/* wait for the hardware to finish
|
|
playback */
|
|
audio_output_all_drain();
|
|
break;
|
|
}
|
|
} else if (output_open) {
|
|
/* the decoder is too busy and hasn't provided
|
|
new PCM data in time: send silence (if the
|
|
output pipe is empty) */
|
|
if (!SendSilence())
|
|
break;
|
|
}
|
|
|
|
pc.Lock();
|
|
}
|
|
|
|
StopDecoder();
|
|
|
|
ClearAndDeletePipe();
|
|
|
|
delete cross_fade_tag;
|
|
|
|
if (song != nullptr)
|
|
song->Free();
|
|
|
|
pc.Lock();
|
|
|
|
pc.ClearTaggedSong();
|
|
|
|
if (queued) {
|
|
assert(pc.next_song != nullptr);
|
|
pc.next_song->Free();
|
|
pc.next_song = nullptr;
|
|
}
|
|
|
|
pc.state = PlayerState::STOP;
|
|
|
|
pc.Unlock();
|
|
}
|
|
|
|
static void
|
|
do_play(PlayerControl &pc, DecoderControl &dc,
|
|
MusicBuffer &buffer)
|
|
{
|
|
Player player(pc, dc, buffer);
|
|
player.Run();
|
|
}
|
|
|
|
static void
|
|
player_task(void *arg)
|
|
{
|
|
PlayerControl &pc = *(PlayerControl *)arg;
|
|
|
|
DecoderControl dc(pc.mutex, pc.cond);
|
|
decoder_thread_start(dc);
|
|
|
|
MusicBuffer buffer(pc.buffer_chunks);
|
|
|
|
pc.Lock();
|
|
|
|
while (1) {
|
|
switch (pc.command) {
|
|
case PlayerCommand::SEEK:
|
|
case PlayerCommand::QUEUE:
|
|
assert(pc.next_song != nullptr);
|
|
|
|
pc.Unlock();
|
|
do_play(pc, dc, buffer);
|
|
GlobalEvents::Emit(GlobalEvents::PLAYLIST);
|
|
pc.Lock();
|
|
break;
|
|
|
|
case PlayerCommand::STOP:
|
|
pc.Unlock();
|
|
audio_output_all_cancel();
|
|
pc.Lock();
|
|
|
|
/* fall through */
|
|
|
|
case PlayerCommand::PAUSE:
|
|
if (pc.next_song != nullptr) {
|
|
pc.next_song->Free();
|
|
pc.next_song = nullptr;
|
|
}
|
|
|
|
pc.CommandFinished();
|
|
break;
|
|
|
|
case PlayerCommand::CLOSE_AUDIO:
|
|
pc.Unlock();
|
|
|
|
audio_output_all_release();
|
|
|
|
pc.Lock();
|
|
pc.CommandFinished();
|
|
|
|
assert(buffer.IsEmptyUnsafe());
|
|
|
|
break;
|
|
|
|
case PlayerCommand::UPDATE_AUDIO:
|
|
pc.Unlock();
|
|
audio_output_all_enable_disable();
|
|
pc.Lock();
|
|
pc.CommandFinished();
|
|
break;
|
|
|
|
case PlayerCommand::EXIT:
|
|
pc.Unlock();
|
|
|
|
dc.Quit();
|
|
|
|
audio_output_all_close();
|
|
|
|
player_command_finished(pc);
|
|
return;
|
|
|
|
case PlayerCommand::CANCEL:
|
|
if (pc.next_song != nullptr) {
|
|
pc.next_song->Free();
|
|
pc.next_song = nullptr;
|
|
}
|
|
|
|
pc.CommandFinished();
|
|
break;
|
|
|
|
case PlayerCommand::REFRESH:
|
|
/* no-op when not playing */
|
|
pc.CommandFinished();
|
|
break;
|
|
|
|
case PlayerCommand::NONE:
|
|
pc.Wait();
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
void
|
|
player_create(PlayerControl &pc)
|
|
{
|
|
assert(!pc.thread.IsDefined());
|
|
|
|
Error error;
|
|
if (!pc.thread.Start(player_task, &pc, error))
|
|
FatalError(error);
|
|
}
|