mpd/src/DecoderControl.hxx
Max Kellermann 0be5a6ab2b DecoderControl: reduce the number of PlayerThread wakeups
Wake up the PlayerThread only if it is really waiting for the decoder.
This greatly reduces the number of system calls in the DecoderThread.
2013-11-06 23:51:17 +01:00

396 lines
8.4 KiB
C++

/*
* Copyright (C) 2003-2013 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_DECODER_CONTROL_HXX
#define MPD_DECODER_CONTROL_HXX
#include "DecoderCommand.hxx"
#include "AudioFormat.hxx"
#include "MixRampInfo.hxx"
#include "thread/Mutex.hxx"
#include "thread/Cond.hxx"
#include "thread/Thread.hxx"
#include "util/Error.hxx"
#include <assert.h>
#include <stdint.h>
/* damn you, windows.h! */
#ifdef ERROR
#undef ERROR
#endif
struct Song;
class MusicBuffer;
class MusicPipe;
enum class DecoderState : uint8_t {
STOP = 0,
START,
DECODE,
/**
* The last "START" command failed, because there was an I/O
* error or because no decoder was able to decode the file.
* This state will only come after START; once the state has
* turned to DECODE, by definition no such error can occur.
*/
ERROR,
};
struct DecoderControl {
/**
* The handle of the decoder thread.
*/
Thread thread;
/**
* This lock protects #state and #command.
*
* This is usually a reference to PlayerControl::mutex, so
* that both player thread and decoder thread share a mutex.
* This simplifies synchronization with #cond and
* #client_cond.
*/
Mutex &mutex;
/**
* Trigger this object after you have modified #command. This
* is also used by the decoder thread to notify the caller
* when it has finished a command.
*/
Cond cond;
/**
* The trigger of this object's client. It is signalled
* whenever an event occurs.
*
* This is usually a reference to PlayerControl::cond.
*/
Cond &client_cond;
DecoderState state;
DecoderCommand command;
/**
* The error that occurred in the decoder thread. This
* attribute is only valid if #state is #DecoderState::ERROR.
* The object must be freed when this object transitions to
* any other state (usually #DecoderState::START).
*/
Error error;
bool quit;
/**
* Is the client currently waiting for the DecoderThread? If
* false, the DecoderThread may omit invoking Cond::signal(),
* reducing the number of system calls.
*/
bool client_is_waiting;
bool seek_error;
bool seekable;
double seek_where;
/** the format of the song file */
AudioFormat in_audio_format;
/** the format being sent to the music pipe */
AudioFormat out_audio_format;
/**
* The song currently being decoded. This attribute is set by
* the player thread, when it sends the #DecoderCommand::START
* command.
*
* This is a duplicate, and must be freed when this attribute
* is cleared.
*/
Song *song;
/**
* The initial seek position (in milliseconds), e.g. to the
* start of a sub-track described by a CUE file.
*
* This attribute is set by dc_start().
*/
unsigned start_ms;
/**
* The decoder will stop when it reaches this position (in
* milliseconds). 0 means don't stop before the end of the
* file.
*
* This attribute is set by dc_start().
*/
unsigned end_ms;
float total_time;
/** the #music_chunk allocator */
MusicBuffer *buffer;
/**
* The destination pipe for decoded chunks. The caller thread
* owns this object, and is responsible for freeing it.
*/
MusicPipe *pipe;
float replay_gain_db;
float replay_gain_prev_db;
MixRampInfo mix_ramp, previous_mix_ramp;
/**
* @param _mutex see #mutex
* @param _client_cond see #client_cond
*/
DecoderControl(Mutex &_mutex, Cond &_client_cond);
~DecoderControl();
/**
* Locks the object.
*/
void Lock() const {
mutex.lock();
}
/**
* Unlocks the object.
*/
void Unlock() const {
mutex.unlock();
}
/**
* Signals the object. This function is only valid in the
* player thread. The object should be locked prior to
* calling this function.
*/
void Signal() {
cond.signal();
}
/**
* Waits for a signal on the #DecoderControl object. This function
* is only valid in the decoder thread. The object must be locked
* prior to calling this function.
*/
void Wait() {
cond.wait(mutex);
}
/**
* Waits for a signal from the decoder thread. This object
* must be locked prior to calling this function. This method
* is only valid in the player thread.
*
* Caller must hold the lock.
*/
void WaitForDecoder();
bool IsIdle() const {
return state == DecoderState::STOP ||
state == DecoderState::ERROR;
}
gcc_pure
bool LockIsIdle() const {
Lock();
bool result = IsIdle();
Unlock();
return result;
}
bool IsStarting() const {
return state == DecoderState::START;
}
gcc_pure
bool LockIsStarting() const {
Lock();
bool result = IsStarting();
Unlock();
return result;
}
bool HasFailed() const {
assert(command == DecoderCommand::NONE);
return state == DecoderState::ERROR;
}
gcc_pure
bool LockHasFailed() const {
Lock();
bool result = HasFailed();
Unlock();
return result;
}
/**
* Checks whether an error has occurred, and if so, returns a
* copy of the #Error object.
*
* Caller must lock the object.
*/
gcc_pure
Error GetError() const {
assert(command == DecoderCommand::NONE);
assert(state != DecoderState::ERROR || error.IsDefined());
Error result;
if (state == DecoderState::ERROR)
result.Set(error);
return result;
}
/**
* Like dc_get_error(), but locks and unlocks the object.
*/
gcc_pure
Error LockGetError() const {
Lock();
Error result = GetError();
Unlock();
return result;
}
/**
* Clear the error condition and free the #Error object (if any).
*
* Caller must lock the object.
*/
void ClearError() {
if (state == DecoderState::ERROR) {
error.Clear();
state = DecoderState::STOP;
}
}
/**
* Check if the specified song is currently being decoded. If the
* decoder is not running currently (or being started), then this
* function returns false in any case.
*
* Caller must lock the object.
*/
gcc_pure
bool IsCurrentSong(const Song &_song) const;
gcc_pure
bool LockIsCurrentSong(const Song &_song) const {
Lock();
const bool result = IsCurrentSong(_song);
Unlock();
return result;
}
private:
/**
* Wait for the command to be finished by the decoder thread.
*
* To be called from the client thread. Caller must lock the
* object.
*/
void WaitCommandLocked() {
while (command != DecoderCommand::NONE)
WaitForDecoder();
}
/**
* Send a command to the decoder thread and synchronously wait
* for it to finish.
*
* To be called from the client thread. Caller must lock the
* object.
*/
void SynchronousCommandLocked(DecoderCommand cmd) {
command = cmd;
Signal();
WaitCommandLocked();
}
/**
* Send a command to the decoder thread and synchronously wait
* for it to finish.
*
* To be called from the client thread. This method locks the
* object.
*/
void LockSynchronousCommand(DecoderCommand cmd) {
Lock();
ClearError();
SynchronousCommandLocked(cmd);
Unlock();
}
void LockAsynchronousCommand(DecoderCommand cmd) {
Lock();
command = cmd;
Signal();
Unlock();
}
public:
/**
* Start the decoder.
*
* @param song the song to be decoded; the given instance will be
* owned and freed by the decoder
* @param start_ms see #DecoderControl
* @param end_ms see #DecoderControl
* @param pipe the pipe which receives the decoded chunks (owned by
* the caller)
*/
void Start(Song *song, unsigned start_ms, unsigned end_ms,
MusicBuffer &buffer, MusicPipe &pipe);
void Stop();
bool Seek(double where);
void Quit();
const char *GetMixRampStart() const {
return mix_ramp.GetStart();
}
const char *GetMixRampEnd() const {
return mix_ramp.GetEnd();
}
const char *GetMixRampPreviousEnd() const {
return previous_mix_ramp.GetEnd();
}
void SetMixRamp(MixRampInfo &&new_value) {
mix_ramp = std::move(new_value);
}
/**
* Move mixramp_end to mixramp_prev_end and clear
* mixramp_start/mixramp_end.
*/
void CycleMixRamp();
};
#endif