0be5a6ab2b
Wake up the PlayerThread only if it is really waiting for the decoder. This greatly reduces the number of system calls in the DecoderThread.
396 lines
8.4 KiB
C++
396 lines
8.4 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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#ifndef MPD_DECODER_CONTROL_HXX
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#define MPD_DECODER_CONTROL_HXX
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#include "DecoderCommand.hxx"
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#include "AudioFormat.hxx"
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#include "MixRampInfo.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 "util/Error.hxx"
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#include <assert.h>
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#include <stdint.h>
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/* damn you, windows.h! */
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#ifdef ERROR
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#undef ERROR
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#endif
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struct Song;
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class MusicBuffer;
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class MusicPipe;
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enum class DecoderState : uint8_t {
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STOP = 0,
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START,
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DECODE,
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/**
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* The last "START" command failed, because there was an I/O
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* error or because no decoder was able to decode the file.
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* This state will only come after START; once the state has
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* turned to DECODE, by definition no such error can occur.
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*/
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ERROR,
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};
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struct DecoderControl {
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/**
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* The handle of the decoder thread.
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*/
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Thread thread;
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/**
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* This lock protects #state and #command.
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*
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* This is usually a reference to PlayerControl::mutex, so
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* that both player thread and decoder thread share a mutex.
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* This simplifies synchronization with #cond and
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* #client_cond.
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*/
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Mutex &mutex;
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/**
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* Trigger this object after you have modified #command. This
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* is also used by the decoder thread to notify the caller
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* when it has finished a command.
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*/
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Cond cond;
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/**
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* The trigger of this object's client. It is signalled
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* whenever an event occurs.
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*
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* This is usually a reference to PlayerControl::cond.
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*/
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Cond &client_cond;
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DecoderState state;
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DecoderCommand command;
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/**
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* The error that occurred in the decoder thread. This
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* attribute is only valid if #state is #DecoderState::ERROR.
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* The object must be freed when this object transitions to
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* any other state (usually #DecoderState::START).
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*/
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Error error;
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bool quit;
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/**
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* Is the client currently waiting for the DecoderThread? If
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* false, the DecoderThread may omit invoking Cond::signal(),
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* reducing the number of system calls.
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*/
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bool client_is_waiting;
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bool seek_error;
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bool seekable;
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double seek_where;
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/** the format of the song file */
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AudioFormat in_audio_format;
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/** the format being sent to the music pipe */
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AudioFormat out_audio_format;
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/**
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* The song currently being decoded. This attribute is set by
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* the player thread, when it sends the #DecoderCommand::START
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* command.
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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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Song *song;
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/**
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* The initial seek position (in milliseconds), e.g. to the
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* start of a sub-track described by a CUE file.
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*
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* This attribute is set by dc_start().
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*/
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unsigned start_ms;
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/**
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* The decoder will stop when it reaches this position (in
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* milliseconds). 0 means don't stop before the end of the
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* file.
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*
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* This attribute is set by dc_start().
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*/
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unsigned end_ms;
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float total_time;
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/** the #music_chunk allocator */
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MusicBuffer *buffer;
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/**
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* The destination pipe for decoded chunks. The caller thread
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* owns this object, and is responsible for freeing it.
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*/
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MusicPipe *pipe;
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float replay_gain_db;
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float replay_gain_prev_db;
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MixRampInfo mix_ramp, previous_mix_ramp;
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/**
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* @param _mutex see #mutex
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* @param _client_cond see #client_cond
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*/
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DecoderControl(Mutex &_mutex, Cond &_client_cond);
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~DecoderControl();
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/**
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* Locks the object.
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*/
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void Lock() const {
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mutex.lock();
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}
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/**
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* Unlocks the object.
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*/
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void Unlock() const {
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mutex.unlock();
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}
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/**
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* Signals the object. This function is only valid in the
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* player thread. The object should be locked prior to
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* calling this function.
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*/
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void Signal() {
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cond.signal();
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}
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/**
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* Waits for a signal on the #DecoderControl object. This function
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* is only valid in the decoder 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() {
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cond.wait(mutex);
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}
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/**
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* Waits for a signal from the decoder thread. This object
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* must be locked prior to calling this function. This method
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* is only valid in the player thread.
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*
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* Caller must hold the lock.
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*/
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void WaitForDecoder();
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bool IsIdle() const {
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return state == DecoderState::STOP ||
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state == DecoderState::ERROR;
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}
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gcc_pure
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bool LockIsIdle() const {
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Lock();
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bool result = IsIdle();
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Unlock();
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return result;
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}
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bool IsStarting() const {
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return state == DecoderState::START;
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}
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gcc_pure
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bool LockIsStarting() const {
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Lock();
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bool result = IsStarting();
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Unlock();
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return result;
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}
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bool HasFailed() const {
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assert(command == DecoderCommand::NONE);
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return state == DecoderState::ERROR;
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}
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gcc_pure
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bool LockHasFailed() const {
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Lock();
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bool result = HasFailed();
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Unlock();
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return result;
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}
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/**
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* Checks whether an error has occurred, and if so, returns a
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* copy of the #Error object.
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*
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* Caller must lock the object.
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*/
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gcc_pure
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Error GetError() const {
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assert(command == DecoderCommand::NONE);
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assert(state != DecoderState::ERROR || error.IsDefined());
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Error result;
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if (state == DecoderState::ERROR)
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result.Set(error);
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return result;
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}
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/**
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* Like dc_get_error(), but locks and unlocks the object.
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*/
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gcc_pure
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Error LockGetError() const {
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Lock();
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Error result = GetError();
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Unlock();
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return result;
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}
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/**
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* Clear the error condition and free the #Error object (if any).
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*
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* Caller must lock the object.
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*/
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void ClearError() {
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if (state == DecoderState::ERROR) {
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error.Clear();
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state = DecoderState::STOP;
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}
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}
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/**
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* Check if the specified song is currently being decoded. If the
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* decoder is not running currently (or being started), then this
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* function returns false in any case.
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*
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* Caller must lock the object.
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*/
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gcc_pure
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bool IsCurrentSong(const Song &_song) const;
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gcc_pure
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bool LockIsCurrentSong(const Song &_song) const {
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Lock();
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const bool result = IsCurrentSong(_song);
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Unlock();
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return result;
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}
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private:
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/**
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* Wait for the command to be finished by the decoder thread.
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*
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* To be called from the client thread. Caller must lock the
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* object.
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*/
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void WaitCommandLocked() {
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while (command != DecoderCommand::NONE)
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WaitForDecoder();
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}
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/**
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* Send a command to the decoder 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 client thread. Caller must lock the
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* object.
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*/
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void SynchronousCommandLocked(DecoderCommand cmd) {
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command = cmd;
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Signal();
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WaitCommandLocked();
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}
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/**
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* Send a command to the decoder 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 client thread. This method locks the
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* object.
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*/
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void LockSynchronousCommand(DecoderCommand cmd) {
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Lock();
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ClearError();
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SynchronousCommandLocked(cmd);
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Unlock();
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}
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void LockAsynchronousCommand(DecoderCommand cmd) {
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Lock();
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command = cmd;
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Signal();
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Unlock();
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}
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public:
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/**
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* Start the decoder.
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*
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* @param song the song to be decoded; the given instance will be
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* owned and freed by the decoder
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* @param start_ms see #DecoderControl
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* @param end_ms see #DecoderControl
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* @param pipe the pipe which receives the decoded chunks (owned by
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* the caller)
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*/
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void Start(Song *song, unsigned start_ms, unsigned end_ms,
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MusicBuffer &buffer, MusicPipe &pipe);
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void Stop();
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bool Seek(double where);
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void Quit();
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const char *GetMixRampStart() const {
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return mix_ramp.GetStart();
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}
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const char *GetMixRampEnd() const {
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return mix_ramp.GetEnd();
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}
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const char *GetMixRampPreviousEnd() const {
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return previous_mix_ramp.GetEnd();
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}
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void SetMixRamp(MixRampInfo &&new_value) {
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mix_ramp = std::move(new_value);
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}
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/**
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* Move mixramp_end to mixramp_prev_end and clear
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* mixramp_start/mixramp_end.
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*/
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void CycleMixRamp();
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};
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#endif
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