/*
* 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;
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.
*/
void WaitForDecoder() {
client_cond.wait(mutex);
}
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