/*
* 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.
*/
#include "config.h"
#include "OutputControl.hxx"
#include "OutputThread.hxx"
#include "OutputInternal.hxx"
#include "OutputPlugin.hxx"
#include "OutputError.hxx"
#include "MixerPlugin.hxx"
#include "MixerControl.hxx"
#include "notify.hxx"
#include "filter/ReplayGainFilterPlugin.hxx"
#include "FilterPlugin.hxx"
#include "util/Error.hxx"
#include "Log.hxx"
#include <glib.h>
#include <assert.h>
#include <stdlib.h>
/** after a failure, wait this number of seconds before
automatically reopening the device */
static constexpr unsigned REOPEN_AFTER = 10;
struct notify audio_output_client_notify;
/**
* Waits for command completion.
*
* @param ao the #audio_output instance; must be locked
*/
static void ao_command_wait(struct audio_output *ao)
{
while (ao->command != AO_COMMAND_NONE) {
ao->mutex.unlock();
audio_output_client_notify.Wait();
ao->mutex.lock();
}
}
/**
* Sends a command to the #audio_output object, but does not wait for
* completion.
*
* @param ao the #audio_output instance; must be locked
*/
static void ao_command_async(struct audio_output *ao,
enum audio_output_command cmd)
{
assert(ao->command == AO_COMMAND_NONE);
ao->command = cmd;
ao->cond.signal();
}
/**
* Sends a command to the #audio_output object and waits for
* completion.
*
* @param ao the #audio_output instance; must be locked
*/
static void
ao_command(struct audio_output *ao, enum audio_output_command cmd)
{
ao_command_async(ao, cmd);
ao_command_wait(ao);
}
/**
* Lock the #audio_output object and execute the command
* synchronously.
*/
static void
ao_lock_command(struct audio_output *ao, enum audio_output_command cmd)
{
const ScopeLock protect(ao->mutex);
ao_command(ao, cmd);
}
void
audio_output_set_replay_gain_mode(struct audio_output *ao,
ReplayGainMode mode)
{
if (ao->replay_gain_filter != nullptr)
replay_gain_filter_set_mode(ao->replay_gain_filter, mode);
if (ao->other_replay_gain_filter != nullptr)
replay_gain_filter_set_mode(ao->other_replay_gain_filter, mode);
}
void
audio_output_enable(struct audio_output *ao)
{
if (!ao->thread.IsDefined()) {
if (ao->plugin->enable == nullptr) {
/* don't bother to start the thread now if the
device doesn't even have a enable() method;
just assign the variable and we're done */
ao->really_enabled = true;
return;
}
audio_output_thread_start(ao);
}
ao_lock_command(ao, AO_COMMAND_ENABLE);
}
void
audio_output_disable(struct audio_output *ao)
{
if (!ao->thread.IsDefined()) {
if (ao->plugin->disable == nullptr)
ao->really_enabled = false;
else
/* if there's no thread yet, the device cannot
be enabled */
assert(!ao->really_enabled);
return;
}
ao_lock_command(ao, AO_COMMAND_DISABLE);
}
/**
* Object must be locked (and unlocked) by the caller.
*/
static bool
audio_output_open(struct audio_output *ao,
const AudioFormat audio_format,
const MusicPipe &mp)
{
bool open;
assert(ao != nullptr);
assert(ao->allow_play);
assert(audio_format.IsValid());
if (ao->fail_timer != nullptr) {
g_timer_destroy(ao->fail_timer);
ao->fail_timer = nullptr;
}
if (ao->open && audio_format == ao->in_audio_format) {
assert(ao->pipe == &mp ||
(ao->always_on && ao->pause));
if (ao->pause) {
ao->chunk = nullptr;
ao->pipe = ∓
/* unpause with the CANCEL command; this is a
hack, but suits well for forcing the thread
to leave the ao_pause() thread, and we need
to flush the device buffer anyway */
/* we're not using audio_output_cancel() here,
because that function is asynchronous */
ao_command(ao, AO_COMMAND_CANCEL);
}
return true;
}
ao->in_audio_format = audio_format;
ao->chunk = nullptr;
ao->pipe = ∓
if (!ao->thread.IsDefined())
audio_output_thread_start(ao);
ao_command(ao, ao->open ? AO_COMMAND_REOPEN : AO_COMMAND_OPEN);
open = ao->open;
if (open && ao->mixer != nullptr) {
Error error;
if (!mixer_open(ao->mixer, error))
FormatWarning(output_domain,
"Failed to open mixer for '%s'",
ao->name);
}
return open;
}
/**
* Same as audio_output_close(), but expects the lock to be held by
* the caller.
*/
static void
audio_output_close_locked(struct audio_output *ao)
{
assert(ao != nullptr);
assert(ao->allow_play);
if (ao->mixer != nullptr)
mixer_auto_close(ao->mixer);
assert(!ao->open || ao->fail_timer == nullptr);
if (ao->open)
ao_command(ao, AO_COMMAND_CLOSE);
else if (ao->fail_timer != nullptr) {
g_timer_destroy(ao->fail_timer);
ao->fail_timer = nullptr;
}
}
bool
audio_output_update(struct audio_output *ao,
const AudioFormat audio_format,
const MusicPipe &mp)
{
const ScopeLock protect(ao->mutex);
if (ao->enabled && ao->really_enabled) {
if (ao->fail_timer == nullptr ||
g_timer_elapsed(ao->fail_timer, nullptr) > REOPEN_AFTER) {
return audio_output_open(ao, audio_format, mp);
}
} else if (audio_output_is_open(ao))
audio_output_close_locked(ao);
return false;
}
void
audio_output_play(struct audio_output *ao)
{
const ScopeLock protect(ao->mutex);
assert(ao->allow_play);
if (audio_output_is_open(ao) && !ao->in_playback_loop &&
!ao->woken_for_play) {
ao->woken_for_play = true;
ao->cond.signal();
}
}
void audio_output_pause(struct audio_output *ao)
{
if (ao->mixer != nullptr && ao->plugin->pause == nullptr)
/* the device has no pause mode: close the mixer,
unless its "global" flag is set (checked by
mixer_auto_close()) */
mixer_auto_close(ao->mixer);
const ScopeLock protect(ao->mutex);
assert(ao->allow_play);
if (audio_output_is_open(ao))
ao_command_async(ao, AO_COMMAND_PAUSE);
}
void
audio_output_drain_async(struct audio_output *ao)
{
const ScopeLock protect(ao->mutex);
assert(ao->allow_play);
if (audio_output_is_open(ao))
ao_command_async(ao, AO_COMMAND_DRAIN);
}
void audio_output_cancel(struct audio_output *ao)
{
const ScopeLock protect(ao->mutex);
if (audio_output_is_open(ao)) {
ao->allow_play = false;
ao_command_async(ao, AO_COMMAND_CANCEL);
}
}
void
audio_output_allow_play(struct audio_output *ao)
{
const ScopeLock protect(ao->mutex);
ao->allow_play = true;
if (audio_output_is_open(ao))
ao->cond.signal();
}
void
audio_output_release(struct audio_output *ao)
{
if (ao->always_on)
audio_output_pause(ao);
else
audio_output_close(ao);
}
void audio_output_close(struct audio_output *ao)
{
assert(ao != nullptr);
assert(!ao->open || ao->fail_timer == nullptr);
const ScopeLock protect(ao->mutex);
audio_output_close_locked(ao);
}
void audio_output_finish(struct audio_output *ao)
{
audio_output_close(ao);
assert(ao->fail_timer == nullptr);
if (ao->thread.IsDefined()) {
assert(ao->allow_play);
ao_lock_command(ao, AO_COMMAND_KILL);
ao->thread.Join();
}
audio_output_free(ao);
}