mpd/src/player_thread.c
Max Kellermann 472b994779 player_thread: pause when all audio outputs fail to play
When all audio outputs have been closed due to failures, pause the
playback instead of stopping it.  This way, the user may resume
at the current position after the problem has been dealt with.
2009-04-25 11:55:36 +02:00

816 lines
19 KiB
C

/*
* Copyright (C) 2003-2009 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.
*/
#include "player_thread.h"
#include "player_control.h"
#include "decoder_control.h"
#include "decoder_thread.h"
#include "output_all.h"
#include "pcm_volume.h"
#include "path.h"
#include "event_pipe.h"
#include "crossfade.h"
#include "song.h"
#include "tag.h"
#include "pipe.h"
#include "chunk.h"
#include "idle.h"
#include "main.h"
#include "buffer.h"
#include <glib.h>
#undef G_LOG_DOMAIN
#define G_LOG_DOMAIN "player_thread"
enum xfade_state {
XFADE_DISABLED = -1,
XFADE_UNKNOWN = 0,
XFADE_ENABLED = 1
};
struct player {
struct music_pipe *pipe;
/**
* are we waiting for buffered_before_play?
*/
bool buffering;
/**
* true if the decoder is starting and did not provide data
* yet
*/
bool decoder_starting;
/**
* is the player paused?
*/
bool paused;
/**
* is there a new song in pc.next_song?
*/
bool queued;
/**
* the song currently being played
*/
struct song *song;
/**
* is cross fading enabled?
*/
enum xfade_state xfade;
/**
* has cross-fading begun?
*/
bool cross_fading;
/**
* The number of chunks used for crossfading.
*/
unsigned cross_fade_chunks;
/**
* The current audio format for the audio outputs.
*/
struct audio_format play_audio_format;
/**
* Coefficient for converting a PCM buffer size into a time
* span.
*/
double size_to_time;
};
static struct music_buffer *player_buffer;
static void player_command_finished(void)
{
assert(pc.command != PLAYER_COMMAND_NONE);
pc.command = PLAYER_COMMAND_NONE;
notify_signal(&main_notify);
}
/**
* Stop the decoder and clears (and frees) its music pipe.
*/
static void
player_dc_stop(struct player *player)
{
dc_stop(&pc.notify);
if (dc.pipe != NULL) {
/* clear and free the decoder pipe */
music_pipe_clear(dc.pipe, player_buffer);
if (dc.pipe != player->pipe)
music_pipe_free(dc.pipe);
dc.pipe = NULL;
}
}
/**
* After the decoder has been started asynchronously, wait for the
* "START" command to finish. The decoder may not be initialized yet,
* i.e. there is no audio_format information yet.
*/
static bool
player_wait_for_decoder(struct player *player)
{
dc_command_wait(&pc.notify);
if (decoder_has_failed()) {
assert(dc.next_song == NULL || dc.next_song->url != NULL);
pc.errored_song = dc.next_song;
pc.error = PLAYER_ERROR_FILE;
pc.next_song = NULL;
player->queued = false;
return false;
}
pc.total_time = pc.next_song->tag != NULL
? pc.next_song->tag->time : 0;
pc.bit_rate = 0;
audio_format_clear(&pc.audio_format);
player->song = pc.next_song;
pc.next_song = NULL;
pc.elapsed_time = 0;
player->queued = false;
/* set the "starting" flag, which will be cleared by
player_check_decoder_startup() */
player->decoder_starting = true;
/* call syncPlaylistWithQueue() in the main thread */
event_pipe_emit(PIPE_EVENT_PLAYLIST);
return true;
}
/**
* The decoder has acknowledged the "START" command (see
* player_wait_for_decoder()). This function checks if the decoder
* initialization has completed yet.
*/
static bool
player_check_decoder_startup(struct player *player)
{
assert(player->decoder_starting);
if (decoder_has_failed()) {
/* the decoder failed */
assert(dc.next_song == NULL || dc.next_song->url != NULL);
pc.errored_song = dc.next_song;
pc.error = PLAYER_ERROR_FILE;
return false;
} else if (!decoder_is_starting()) {
/* the decoder is ready and ok */
if (audio_format_defined(&player->play_audio_format) &&
!audio_output_all_wait(1))
/* the output devices havn't finished playing
all chunks yet - wait for that */
return true;
pc.total_time = dc.total_time;
pc.audio_format = dc.in_audio_format;
player->play_audio_format = dc.out_audio_format;
player->size_to_time =
audioFormatSizeToTime(&dc.out_audio_format);
player->decoder_starting = false;
if (!player->paused &&
!audio_output_all_open(&dc.out_audio_format,
player_buffer)) {
char *uri = song_get_uri(dc.next_song);
g_warning("problems opening audio device "
"while playing \"%s\"", uri);
g_free(uri);
assert(dc.next_song == NULL || dc.next_song->url != NULL);
pc.errored_song = dc.next_song;
pc.error = PLAYER_ERROR_AUDIO;
/* pause: the user may resume playback as soon
as an audio output becomes available */
pc.state = PLAYER_STATE_PAUSE;
player->paused = true;
return true;
}
return true;
} else {
/* the decoder is not yet ready; wait
some more */
notify_wait(&pc.notify);
return true;
}
}
/**
* Sends a chunk of silence to the audio outputs. This is called when
* there is not enough decoded data in the pipe yet, to prevent
* underruns in the hardware buffers.
*/
static bool
player_send_silence(struct player *player)
{
struct music_chunk *chunk;
size_t frame_size =
audio_format_frame_size(&player->play_audio_format);
/* this formula ensures that we don't send
partial frames */
unsigned num_frames = sizeof(chunk->data) / frame_size;
assert(audio_format_defined(&player->play_audio_format));
chunk = music_buffer_allocate(player_buffer);
if (chunk == NULL) {
g_warning("Failed to allocate silence buffer");
return false;
}
#ifndef NDEBUG
chunk->audio_format = player->play_audio_format;
#endif
chunk->length = num_frames * frame_size;
memset(chunk->data, 0, chunk->length);
if (!audio_output_all_play(chunk)) {
music_buffer_return(player_buffer, chunk);
return false;
}
return true;
}
/**
* This is the handler for the #PLAYER_COMMAND_SEEK command.
*/
static bool player_seek_decoder(struct player *player)
{
double where;
bool ret;
assert(pc.next_song != NULL);
if (decoder_current_song() != pc.next_song) {
/* the decoder is already decoding the "next" song -
stop it and start the previous song again */
player_dc_stop(player);
/* clear music chunks which might still reside in the
pipe */
music_pipe_clear(player->pipe, player_buffer);
dc.pipe = player->pipe;
/* re-start the decoder */
dc_start_async(pc.next_song);
ret = player_wait_for_decoder(player);
if (!ret) {
/* decoder failure */
player_command_finished();
return false;
}
} else {
pc.next_song = NULL;
player->queued = false;
}
/* wait for the decoder to complete initialization */
while (player->decoder_starting) {
ret = player_check_decoder_startup(player);
if (!ret) {
/* decoder failure */
player_command_finished();
return false;
}
}
/* send the SEEK command */
where = pc.seek_where;
if (where > pc.total_time)
where = pc.total_time - 0.1;
if (where < 0.0)
where = 0.0;
ret = dc_seek(&pc.notify, where);
if (!ret) {
/* decoder failure */
player_command_finished();
return false;
}
pc.elapsed_time = where;
player_command_finished();
player->xfade = XFADE_UNKNOWN;
/* re-fill the buffer after seeking */
player->buffering = true;
audio_output_all_cancel();
return true;
}
static void player_process_command(struct player *player)
{
switch (pc.command) {
case PLAYER_COMMAND_NONE:
case PLAYER_COMMAND_PLAY:
case PLAYER_COMMAND_STOP:
case PLAYER_COMMAND_EXIT:
case PLAYER_COMMAND_CLOSE_AUDIO:
break;
case PLAYER_COMMAND_QUEUE:
assert(pc.next_song != NULL);
assert(!player->queued);
assert(dc.pipe == NULL || dc.pipe == player->pipe);
player->queued = true;
player_command_finished();
break;
case PLAYER_COMMAND_PAUSE:
player->paused = !player->paused;
if (player->paused) {
audio_output_all_pause();
pc.state = PLAYER_STATE_PAUSE;
} else if (!audio_format_defined(&player->play_audio_format)) {
/* the decoder hasn't provided an audio format
yet - don't open the audio device yet */
pc.state = PLAYER_STATE_PLAY;
} else if (audio_output_all_open(&player->play_audio_format, player_buffer)) {
/* unpaused, continue playing */
pc.state = PLAYER_STATE_PLAY;
} else {
/* the audio device has failed - rollback to
pause mode */
assert(dc.next_song == NULL || dc.next_song->url != NULL);
pc.errored_song = dc.next_song;
pc.error = PLAYER_ERROR_AUDIO;
player->paused = true;
}
player_command_finished();
break;
case PLAYER_COMMAND_SEEK:
player_seek_decoder(player);
break;
case PLAYER_COMMAND_CANCEL:
if (pc.next_song == NULL) {
/* the cancel request arrived too late, we're
already playing the queued song... stop
everything now */
pc.command = PLAYER_COMMAND_STOP;
return;
}
if (dc.pipe != NULL && dc.pipe != player->pipe)
/* the decoder is already decoding the song -
stop it and reset the position */
player_dc_stop(player);
pc.next_song = NULL;
player->queued = false;
player_command_finished();
break;
}
}
/**
* 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.
*/
static bool
play_chunk(struct song *song, struct music_chunk *chunk,
const struct audio_format *format, double sizeToTime)
{
bool success;
assert(music_chunk_check_format(chunk, format));
if (chunk->tag != NULL) {
if (!song_is_file(song)) {
/* always update the tag of remote streams */
struct tag *old_tag = song->tag;
song->tag = tag_dup(chunk->tag);
if (old_tag != NULL)
tag_free(old_tag);
/* the main thread will update the playlist
version when he receives this event */
event_pipe_emit(PIPE_EVENT_TAG);
/* notify all clients that the tag of the
current song has changed */
idle_add(IDLE_PLAYER);
}
}
if (chunk->length == 0)
return true;
pc.elapsed_time = chunk->times;
pc.bit_rate = chunk->bit_rate;
/* apply software volume */
success = pcm_volume(chunk->data, chunk->length,
format, pc.software_volume);
if (!success) {
g_warning("pcm_volume() failed on %u:%u:%u",
format->sample_rate, format->bits, format->channels);
pc.errored_song = dc.current_song;
pc.error = PLAYER_ERROR_AUDIO;
return false;
}
/* send the chunk to the audio outputs */
if (!audio_output_all_play(chunk)) {
pc.errored_song = dc.current_song;
pc.error = PLAYER_ERROR_AUDIO;
return false;
}
pc.total_play_time += sizeToTime * chunk->length;
return true;
}
/**
* Obtains the next chunk from the music pipe, optionally applies
* cross-fading, and sends it to all audio outputs.
*
* @return true on success, false on error (playback will be stopped)
*/
static bool
play_next_chunk(struct player *player)
{
struct music_chunk *chunk = NULL;
unsigned cross_fade_position;
bool success;
if (!audio_output_all_wait(64))
/* the output pipe is still large enough, don't send
another chunk */
return true;
if (player->xfade == XFADE_ENABLED &&
dc.pipe != NULL && dc.pipe != player->pipe &&
(cross_fade_position = music_pipe_size(player->pipe))
<= player->cross_fade_chunks) {
/* perform cross fade */
struct music_chunk *other_chunk =
music_pipe_shift(dc.pipe);
if (!player->cross_fading) {
/* beginning of the cross fade - adjust
crossFadeChunks which might be bigger than
the remaining number of chunks in the old
song */
player->cross_fade_chunks = cross_fade_position;
player->cross_fading = true;
}
if (other_chunk != NULL) {
chunk = music_pipe_shift(player->pipe);
assert(chunk != NULL);
cross_fade_apply(chunk, other_chunk,
&dc.out_audio_format,
cross_fade_position,
player->cross_fade_chunks);
music_buffer_return(player_buffer, other_chunk);
} else {
/* there are not enough decoded chunks yet */
if (decoder_is_idle()) {
/* the decoder isn't running, abort
cross fading */
player->xfade = XFADE_DISABLED;
} else {
/* wait for the decoder */
notify_signal(&dc.notify);
notify_wait(&pc.notify);
return true;
}
}
}
if (chunk == NULL)
chunk = music_pipe_shift(player->pipe);
assert(chunk != NULL);
/* play the current chunk */
success = play_chunk(player->song, chunk, &player->play_audio_format,
player->size_to_time);
if (!success) {
music_buffer_return(player_buffer, chunk);
/* pause: the user may resume playback as soon as an
audio output becomes available */
pc.state = PLAYER_STATE_PAUSE;
player->paused = true;
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 */
if (!decoder_is_idle() &&
music_pipe_size(dc.pipe) <= (pc.buffered_before_play +
music_buffer_size(player_buffer) * 3) / 4)
notify_signal(&dc.notify);
return true;
}
/**
* This is called at the border between two songs: the audio output
* has consumed all chunks of the current song, and we should start
* sending chunks from the next one.
*
* @return true on success, false on error (playback will be stopped)
*/
static bool
player_song_border(struct player *player)
{
player->xfade = XFADE_UNKNOWN;
music_pipe_free(player->pipe);
player->pipe = dc.pipe;
if (!player_wait_for_decoder(player))
return false;
return true;
}
/*
* The main loop of the player thread, during playback. This is
* basically a state machine, which multiplexes data between the
* decoder thread and the output threads.
*/
static void do_play(void)
{
struct player player = {
.buffering = true,
.decoder_starting = false,
.paused = false,
.queued = false,
.song = NULL,
.xfade = XFADE_UNKNOWN,
.cross_fading = false,
.cross_fade_chunks = 0,
.size_to_time = 0.0,
};
player.pipe = music_pipe_new();
dc.buffer = player_buffer;
dc.pipe = player.pipe;
dc_start(&pc.notify, pc.next_song);
if (!player_wait_for_decoder(&player)) {
player_dc_stop(&player);
player_command_finished();
music_pipe_free(player.pipe);
event_pipe_emit(PIPE_EVENT_PLAYLIST);
return;
}
pc.elapsed_time = 0;
pc.state = PLAYER_STATE_PLAY;
player_command_finished();
while (true) {
player_process_command(&player);
if (pc.command == PLAYER_COMMAND_STOP ||
pc.command == PLAYER_COMMAND_EXIT ||
pc.command == PLAYER_COMMAND_CLOSE_AUDIO) {
audio_output_all_cancel();
break;
}
if (player.buffering) {
/* buffering at the start of the song - wait
until the buffer is large enough, to
prevent stuttering on slow machines */
if (music_pipe_size(player.pipe) < pc.buffered_before_play &&
!decoder_is_idle()) {
/* not enough decoded buffer space yet */
if (!player.paused &&
audio_format_defined(&player.play_audio_format) &&
audio_output_all_check() < 4 &&
!player_send_silence(&player))
break;
notify_wait(&pc.notify);
continue;
} else {
/* buffering is complete */
player.buffering = false;
}
}
if (player.decoder_starting) {
/* wait until the decoder is initialized completely */
bool success;
success = player_check_decoder_startup(&player);
if (!success)
break;
continue;
}
#ifndef NDEBUG
/*
music_pipe_check_format(&play_audio_format,
player.next_song_chunk,
&dc.out_audio_format);
*/
#endif
if (decoder_is_idle() && player.queued) {
/* the decoder has finished the current song;
make it decode the next song */
assert(pc.next_song != NULL);
assert(dc.pipe == NULL || dc.pipe == player.pipe);
player.queued = false;
dc.pipe = music_pipe_new();
dc_start_async(pc.next_song);
}
if (dc.pipe != NULL && dc.pipe != player.pipe &&
player.xfade == XFADE_UNKNOWN &&
!decoder_is_starting()) {
/* enable cross fading in this song? if yes,
calculate how many chunks will be required
for it */
player.cross_fade_chunks =
cross_fade_calc(pc.cross_fade_seconds, dc.total_time,
&dc.out_audio_format,
&player.play_audio_format,
music_buffer_size(player_buffer) -
pc.buffered_before_play);
if (player.cross_fade_chunks > 0) {
player.xfade = XFADE_ENABLED;
player.cross_fading = false;
} else
/* cross fading is disabled or the
next song is too short */
player.xfade = XFADE_DISABLED;
}
if (player.paused)
notify_wait(&pc.notify);
else if (music_pipe_size(player.pipe) > 0) {
/* at least one music chunk is ready - send it
to the audio output */
play_next_chunk(&player);
} else if (audio_output_all_check() > 0) {
/* not enough data from decoder, but the
output thread is still busy, so it's
okay */
/* XXX synchronize in a better way */
g_usleep(10000);
} else if (dc.pipe != NULL && dc.pipe != player.pipe) {
/* at the beginning of a new song */
if (!player_song_border(&player))
break;
} else if (decoder_is_idle()) {
break;
} else {
/* the decoder is too busy and hasn't provided
new PCM data in time: send silence (if the
output pipe is empty) */
if (!player_send_silence(&player))
break;
}
}
if (player.queued) {
assert(pc.next_song != NULL);
pc.next_song = NULL;
}
player_dc_stop(&player);
music_pipe_clear(player.pipe, player_buffer);
music_pipe_free(player.pipe);
pc.state = PLAYER_STATE_STOP;
event_pipe_emit(PIPE_EVENT_PLAYLIST);
}
static gpointer player_task(G_GNUC_UNUSED gpointer arg)
{
decoder_thread_start();
player_buffer = music_buffer_new(pc.buffer_chunks);
while (1) {
switch (pc.command) {
case PLAYER_COMMAND_PLAY:
case PLAYER_COMMAND_QUEUE:
assert(pc.next_song != NULL);
do_play();
break;
case PLAYER_COMMAND_STOP:
audio_output_all_cancel();
/* fall through */
case PLAYER_COMMAND_SEEK:
case PLAYER_COMMAND_PAUSE:
pc.next_song = NULL;
player_command_finished();
break;
case PLAYER_COMMAND_CLOSE_AUDIO:
audio_output_all_close();
player_command_finished();
break;
case PLAYER_COMMAND_EXIT:
dc_quit();
audio_output_all_close();
music_buffer_free(player_buffer);
player_command_finished();
g_thread_exit(NULL);
break;
case PLAYER_COMMAND_CANCEL:
pc.next_song = NULL;
player_command_finished();
break;
case PLAYER_COMMAND_NONE:
notify_wait(&pc.notify);
break;
}
}
return NULL;
}
void player_create(void)
{
GError *e = NULL;
assert(pc.thread == NULL);
pc.thread = g_thread_create(player_task, NULL, true, &e);
if (pc.thread == NULL)
g_error("Failed to spawn player task: %s", e->message);
}