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authorMax Kellermann <max@duempel.org>2015-08-15 15:55:46 +0200
committerMax Kellermann <max@duempel.org>2015-08-15 15:55:46 +0200
commit5fba8d773c3f6ea35a2934baa91372806f1c9940 (patch)
tree8afb1d6383f4bac521b7aa544f823a698e5a479d /src/PlayerThread.cxx
parent36cd73df51c6bae6b283f1bf14704d86ad98b3c5 (diff)
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PlayerThread, ...: move to src/player/
Diffstat (limited to 'src/PlayerThread.cxx')
-rw-r--r--src/PlayerThread.cxx1208
1 files changed, 0 insertions, 1208 deletions
diff --git a/src/PlayerThread.cxx b/src/PlayerThread.cxx
deleted file mode 100644
index a1fd24bbe..000000000
--- a/src/PlayerThread.cxx
+++ /dev/null
@@ -1,1208 +0,0 @@
-/*
- * Copyright (C) 2003-2015 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 "PlayerThread.hxx"
-#include "PlayerListener.hxx"
-#include "decoder/DecoderThread.hxx"
-#include "decoder/DecoderControl.hxx"
-#include "MusicPipe.hxx"
-#include "MusicBuffer.hxx"
-#include "MusicChunk.hxx"
-#include "DetachedSong.hxx"
-#include "system/FatalError.hxx"
-#include "CrossFade.hxx"
-#include "PlayerControl.hxx"
-#include "output/MultipleOutputs.hxx"
-#include "tag/Tag.hxx"
-#include "Idle.hxx"
-#include "util/Domain.hxx"
-#include "thread/Name.hxx"
-#include "Log.hxx"
-
-#include <string.h>
-
-static constexpr Domain player_domain("player");
-
-enum class CrossFadeState : int8_t {
- DISABLED = -1,
- UNKNOWN = 0,
- ENABLED = 1
-};
-
-class Player {
- PlayerControl &pc;
-
- DecoderControl &dc;
-
- MusicBuffer &buffer;
-
- MusicPipe *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;
-
- /**
- * Did we wake up the DecoderThread recently? This avoids
- * duplicate wakeup calls.
- */
- bool decoder_woken;
-
- /**
- * is the player paused?
- */
- bool paused;
-
- /**
- * is there a new song in pc.next_song?
- */
- bool queued;
-
- /**
- * Was any audio output opened successfully? It might have
- * failed meanwhile, but was not explicitly closed by the
- * player thread. When this flag is unset, some output
- * methods must not be called.
- */
- bool output_open;
-
- /**
- * the song currently being played
- */
- DetachedSong *song;
-
- /**
- * is cross fading enabled?
- */
- CrossFadeState xfade_state;
-
- /**
- * has cross-fading begun?
- */
- bool cross_fading;
-
- /**
- * The number of chunks used for crossfading.
- */
- unsigned cross_fade_chunks;
-
- /**
- * The tag of the "next" song during cross-fade. It is
- * postponed, and sent to the output thread when the new song
- * really begins.
- */
- Tag *cross_fade_tag;
-
- /**
- * The current audio format for the audio outputs.
- */
- AudioFormat play_audio_format;
-
- /**
- * The time stamp of the chunk most recently sent to the
- * output thread. This attribute is only used if
- * MultipleOutputs::GetElapsedTime() didn't return a usable
- * value; the output thread can estimate the elapsed time more
- * precisely.
- */
- SongTime elapsed_time;
-
-public:
- Player(PlayerControl &_pc, DecoderControl &_dc,
- MusicBuffer &_buffer)
- :pc(_pc), dc(_dc), buffer(_buffer),
- buffering(true),
- decoder_starting(false),
- decoder_woken(false),
- paused(false),
- queued(true),
- output_open(false),
- song(nullptr),
- xfade_state(CrossFadeState::UNKNOWN),
- cross_fading(false),
- cross_fade_chunks(0),
- cross_fade_tag(nullptr),
- elapsed_time(SongTime::zero()) {}
-
-private:
- void ClearAndDeletePipe() {
- pipe->Clear(buffer);
- delete pipe;
- }
-
- void ClearAndReplacePipe(MusicPipe *_pipe) {
- ClearAndDeletePipe();
- pipe = _pipe;
- }
-
- void ReplacePipe(MusicPipe *_pipe) {
- delete pipe;
- pipe = _pipe;
- }
-
- /**
- * Start the decoder.
- *
- * Player lock is not held.
- */
- void StartDecoder(MusicPipe &pipe);
-
- /**
- * The decoder has acknowledged the "START" command (see
- * player::WaitForDecoder()). This function checks if the decoder
- * initialization has completed yet.
- *
- * The player lock is not held.
- */
- bool CheckDecoderStartup();
-
- /**
- * Stop the decoder and clears (and frees) its music pipe.
- *
- * Player lock is not held.
- */
- void StopDecoder();
-
- /**
- * Is the decoder still busy on the same song as the player?
- *
- * Note: this function does not check if the decoder is already
- * finished.
- */
- gcc_pure
- bool IsDecoderAtCurrentSong() const {
- assert(pipe != nullptr);
-
- return dc.pipe == pipe;
- }
-
- /**
- * Returns true if the decoder is decoding the next song (or has begun
- * decoding it, or has finished doing it), and the player hasn't
- * switched to that song yet.
- */
- gcc_pure
- bool IsDecoderAtNextSong() const {
- return dc.pipe != nullptr && !IsDecoderAtCurrentSong();
- }
-
- /**
- * This is the handler for the #PlayerCommand::SEEK command.
- *
- * The player lock is not held.
- */
- bool SeekDecoder();
-
- /**
- * 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.
- *
- * The player lock is not held.
- */
- bool WaitForDecoder();
-
- /**
- * Wrapper for MultipleOutputs::Open(). Upon failure, it
- * pauses the player.
- *
- * @return true on success
- */
- bool OpenOutput();
-
- /**
- * 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)
- */
- bool PlayNextChunk();
-
- /**
- * 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.
- *
- * The player lock is not held.
- */
- bool SendSilence();
-
- /**
- * Player lock must be held before calling.
- */
- void ProcessCommand();
-
- /**
- * 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.
- *
- * The player lock is not held.
- *
- * @return true on success, false on error (playback will be stopped)
- */
- bool SongBorder();
-
-public:
- /*
- * 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.
- */
- void Run();
-};
-
-static void
-player_command_finished(PlayerControl &pc)
-{
- pc.Lock();
- pc.CommandFinished();
- pc.Unlock();
-}
-
-void
-Player::StartDecoder(MusicPipe &_pipe)
-{
- assert(queued || pc.command == PlayerCommand::SEEK);
- assert(pc.next_song != nullptr);
-
- SongTime start_time = pc.next_song->GetStartTime();
- if (pc.command == PlayerCommand::SEEK)
- start_time += pc.seek_time;
-
- dc.Start(new DetachedSong(*pc.next_song),
- start_time, pc.next_song->GetEndTime(),
- buffer, _pipe);
-}
-
-void
-Player::StopDecoder()
-{
- dc.Stop();
-
- if (dc.pipe != nullptr) {
- /* clear and free the decoder pipe */
-
- dc.pipe->Clear(buffer);
-
- if (dc.pipe != pipe)
- delete dc.pipe;
-
- dc.pipe = nullptr;
- }
-}
-
-bool
-Player::WaitForDecoder()
-{
- assert(queued || pc.command == PlayerCommand::SEEK);
- assert(pc.next_song != nullptr);
-
- queued = false;
-
- pc.Lock();
- Error error = dc.GetError();
- if (error.IsDefined()) {
- pc.SetError(PlayerError::DECODER, std::move(error));
-
- delete pc.next_song;
- pc.next_song = nullptr;
-
- pc.Unlock();
-
- return false;
- }
-
- pc.ClearTaggedSong();
-
- delete song;
- song = pc.next_song;
- elapsed_time = SongTime::zero();
-
- /* set the "starting" flag, which will be cleared by
- player_check_decoder_startup() */
- decoder_starting = true;
-
- /* update PlayerControl's song information */
- pc.total_time = pc.next_song->GetDuration();
- pc.bit_rate = 0;
- pc.audio_format.Clear();
-
- /* clear the queued song */
- pc.next_song = nullptr;
-
- pc.Unlock();
-
- /* call syncPlaylistWithQueue() in the main thread */
- pc.listener.OnPlayerSync();
-
- return true;
-}
-
-/**
- * Returns the real duration of the song, comprising the duration
- * indicated by the decoder plugin.
- */
-static SignedSongTime
-real_song_duration(const DetachedSong &song, SignedSongTime decoder_duration)
-{
- if (decoder_duration.IsNegative())
- /* the decoder plugin didn't provide information; fall
- back to Song::GetDuration() */
- return song.GetDuration();
-
- const SongTime start_time = song.GetStartTime();
- const SongTime end_time = song.GetEndTime();
-
- if (end_time.IsPositive() && end_time < SongTime(decoder_duration))
- return SignedSongTime(end_time - start_time);
-
- return SignedSongTime(SongTime(decoder_duration) - start_time);
-}
-
-bool
-Player::OpenOutput()
-{
- assert(play_audio_format.IsDefined());
- assert(pc.state == PlayerState::PLAY ||
- pc.state == PlayerState::PAUSE);
-
- Error error;
- if (pc.outputs.Open(play_audio_format, buffer, error)) {
- output_open = true;
- paused = false;
-
- pc.Lock();
- pc.state = PlayerState::PLAY;
- pc.Unlock();
-
- idle_add(IDLE_PLAYER);
-
- return true;
- } else {
- LogError(error);
-
- output_open = false;
-
- /* pause: the user may resume playback as soon as an
- audio output becomes available */
- paused = true;
-
- pc.Lock();
- pc.SetError(PlayerError::OUTPUT, std::move(error));
- pc.state = PlayerState::PAUSE;
- pc.Unlock();
-
- idle_add(IDLE_PLAYER);
-
- return false;
- }
-}
-
-bool
-Player::CheckDecoderStartup()
-{
- assert(decoder_starting);
-
- pc.Lock();
-
- Error error = dc.GetError();
- if (error.IsDefined()) {
- /* the decoder failed */
- pc.SetError(PlayerError::DECODER, std::move(error));
- pc.Unlock();
-
- return false;
- } else if (!dc.IsStarting()) {
- /* the decoder is ready and ok */
-
- pc.Unlock();
-
- if (output_open &&
- !pc.outputs.Wait(pc, 1))
- /* the output devices havn't finished playing
- all chunks yet - wait for that */
- return true;
-
- pc.Lock();
- pc.total_time = real_song_duration(*dc.song, dc.total_time);
- pc.audio_format = dc.in_audio_format;
- pc.Unlock();
-
- idle_add(IDLE_PLAYER);
-
- play_audio_format = dc.out_audio_format;
- decoder_starting = false;
-
- if (!paused && !OpenOutput()) {
- FormatError(player_domain,
- "problems opening audio device "
- "while playing \"%s\"",
- dc.song->GetURI());
- return true;
- }
-
- return true;
- } else {
- /* the decoder is not yet ready; wait
- some more */
- dc.WaitForDecoder();
- pc.Unlock();
-
- return true;
- }
-}
-
-bool
-Player::SendSilence()
-{
- assert(output_open);
- assert(play_audio_format.IsDefined());
-
- MusicChunk *chunk = buffer.Allocate();
- if (chunk == nullptr) {
- LogError(player_domain, "Failed to allocate silence buffer");
- return false;
- }
-
-#ifndef NDEBUG
- chunk->audio_format = play_audio_format;
-#endif
-
- const size_t frame_size = play_audio_format.GetFrameSize();
- /* this formula ensures that we don't send
- partial frames */
- unsigned num_frames = sizeof(chunk->data) / frame_size;
-
- chunk->time = SignedSongTime::Negative(); /* undefined time stamp */
- chunk->length = num_frames * frame_size;
- memset(chunk->data, 0, chunk->length);
-
- Error error;
- if (!pc.outputs.Play(chunk, error)) {
- LogError(error);
- buffer.Return(chunk);
- return false;
- }
-
- return true;
-}
-
-inline bool
-Player::SeekDecoder()
-{
- assert(pc.next_song != nullptr);
-
- const SongTime start_time = pc.next_song->GetStartTime();
-
- if (!dc.LockIsCurrentSong(*pc.next_song)) {
- /* the decoder is already decoding the "next" song -
- stop it and start the previous song again */
-
- StopDecoder();
-
- /* clear music chunks which might still reside in the
- pipe */
- pipe->Clear(buffer);
-
- /* re-start the decoder */
- StartDecoder(*pipe);
- if (!WaitForDecoder()) {
- /* decoder failure */
- player_command_finished(pc);
- return false;
- }
- } else {
- if (!IsDecoderAtCurrentSong()) {
- /* the decoder is already decoding the "next" song,
- but it is the same song file; exchange the pipe */
- ClearAndReplacePipe(dc.pipe);
- }
-
- delete pc.next_song;
- pc.next_song = nullptr;
- queued = false;
- }
-
- /* wait for the decoder to complete initialization */
-
- while (decoder_starting) {
- if (!CheckDecoderStartup()) {
- /* decoder failure */
- player_command_finished(pc);
- return false;
- }
- }
-
- /* send the SEEK command */
-
- SongTime where = pc.seek_time;
- if (!pc.total_time.IsNegative()) {
- const SongTime total_time(pc.total_time);
- if (where > total_time)
- where = total_time;
- }
-
- if (!dc.Seek(where + start_time)) {
- /* decoder failure */
- player_command_finished(pc);
- return false;
- }
-
- elapsed_time = where;
-
- player_command_finished(pc);
-
- xfade_state = CrossFadeState::UNKNOWN;
-
- /* re-fill the buffer after seeking */
- buffering = true;
-
- pc.outputs.Cancel();
-
- return true;
-}
-
-inline void
-Player::ProcessCommand()
-{
- switch (pc.command) {
- case PlayerCommand::NONE:
- case PlayerCommand::STOP:
- case PlayerCommand::EXIT:
- case PlayerCommand::CLOSE_AUDIO:
- break;
-
- case PlayerCommand::UPDATE_AUDIO:
- pc.Unlock();
- pc.outputs.EnableDisable();
- pc.Lock();
- pc.CommandFinished();
- break;
-
- case PlayerCommand::QUEUE:
- assert(pc.next_song != nullptr);
- assert(!queued);
- assert(!IsDecoderAtNextSong());
-
- queued = true;
- pc.CommandFinished();
-
- pc.Unlock();
- if (dc.LockIsIdle())
- StartDecoder(*new MusicPipe());
- pc.Lock();
-
- break;
-
- case PlayerCommand::PAUSE:
- pc.Unlock();
-
- paused = !paused;
- if (paused) {
- pc.outputs.Pause();
- pc.Lock();
-
- pc.state = PlayerState::PAUSE;
- } else if (!play_audio_format.IsDefined()) {
- /* the decoder hasn't provided an audio format
- yet - don't open the audio device yet */
- pc.Lock();
-
- pc.state = PlayerState::PLAY;
- } else {
- OpenOutput();
-
- pc.Lock();
- }
-
- pc.CommandFinished();
- break;
-
- case PlayerCommand::SEEK:
- pc.Unlock();
- SeekDecoder();
- pc.Lock();
- break;
-
- case PlayerCommand::CANCEL:
- if (pc.next_song == nullptr) {
- /* the cancel request arrived too late, we're
- already playing the queued song... stop
- everything now */
- pc.command = PlayerCommand::STOP;
- return;
- }
-
- if (IsDecoderAtNextSong()) {
- /* the decoder is already decoding the song -
- stop it and reset the position */
- pc.Unlock();
- StopDecoder();
- pc.Lock();
- }
-
- delete pc.next_song;
- pc.next_song = nullptr;
- queued = false;
- pc.CommandFinished();
- break;
-
- case PlayerCommand::REFRESH:
- if (output_open && !paused) {
- pc.Unlock();
- pc.outputs.Check();
- pc.Lock();
- }
-
- pc.elapsed_time = !pc.outputs.GetElapsedTime().IsNegative()
- ? SongTime(pc.outputs.GetElapsedTime())
- : elapsed_time;
-
- pc.CommandFinished();
- break;
- }
-}
-
-static void
-update_song_tag(PlayerControl &pc, DetachedSong &song, const Tag &new_tag)
-{
- if (song.IsFile())
- /* don't update tags of local files, only remote
- streams may change tags dynamically */
- return;
-
- song.SetTag(new_tag);
-
- pc.LockSetTaggedSong(song);
-
- /* the main thread will update the playlist version when he
- receives this event */
- pc.listener.OnPlayerTagModified();
-
- /* notify all clients that the tag of the current song has
- changed */
- idle_add(IDLE_PLAYER);
-}
-
-/**
- * Plays a #MusicChunk 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.
- *
- * Player lock is not held.
- */
-static bool
-play_chunk(PlayerControl &pc,
- DetachedSong &song, MusicChunk *chunk,
- MusicBuffer &buffer,
- const AudioFormat format,
- Error &error)
-{
- assert(chunk->CheckFormat(format));
-
- if (chunk->tag != nullptr)
- update_song_tag(pc, song, *chunk->tag);
-
- if (chunk->IsEmpty()) {
- buffer.Return(chunk);
- return true;
- }
-
- pc.Lock();
- pc.bit_rate = chunk->bit_rate;
- pc.Unlock();
-
- /* send the chunk to the audio outputs */
-
- if (!pc.outputs.Play(chunk, error))
- return false;
-
- pc.total_play_time += (double)chunk->length /
- format.GetTimeToSize();
- return true;
-}
-
-inline bool
-Player::PlayNextChunk()
-{
- if (!pc.outputs.Wait(pc, 64))
- /* the output pipe is still large enough, don't send
- another chunk */
- return true;
-
- unsigned cross_fade_position;
- MusicChunk *chunk = nullptr;
- if (xfade_state == CrossFadeState::ENABLED && IsDecoderAtNextSong() &&
- (cross_fade_position = pipe->GetSize()) <= cross_fade_chunks) {
- /* perform cross fade */
- MusicChunk *other_chunk = dc.pipe->Shift();
-
- if (!cross_fading) {
- /* beginning of the cross fade - adjust
- crossFadeChunks which might be bigger than
- the remaining number of chunks in the old
- song */
- cross_fade_chunks = cross_fade_position;
- cross_fading = true;
- }
-
- if (other_chunk != nullptr) {
- chunk = pipe->Shift();
- assert(chunk != nullptr);
- assert(chunk->other == nullptr);
-
- /* don't send the tags of the new song (which
- is being faded in) yet; postpone it until
- the current song is faded out */
- cross_fade_tag =
- Tag::MergeReplace(cross_fade_tag,
- other_chunk->tag);
- other_chunk->tag = nullptr;
-
- if (pc.cross_fade.mixramp_delay <= 0) {
- chunk->mix_ratio = ((float)cross_fade_position)
- / cross_fade_chunks;
- } else {
- chunk->mix_ratio = -1;
- }
-
- if (other_chunk->IsEmpty()) {
- /* the "other" chunk was a MusicChunk
- which had only a tag, but no music
- data - we cannot cross-fade that;
- but since this happens only at the
- beginning of the new song, we can
- easily recover by throwing it away
- now */
- buffer.Return(other_chunk);
- other_chunk = nullptr;
- }
-
- chunk->other = other_chunk;
- } else {
- /* there are not enough decoded chunks yet */
-
- pc.Lock();
-
- if (dc.IsIdle()) {
- /* the decoder isn't running, abort
- cross fading */
- pc.Unlock();
-
- xfade_state = CrossFadeState::DISABLED;
- } else {
- /* wait for the decoder */
- dc.Signal();
- dc.WaitForDecoder();
- pc.Unlock();
-
- return true;
- }
- }
- }
-
- if (chunk == nullptr)
- chunk = pipe->Shift();
-
- assert(chunk != nullptr);
-
- /* insert the postponed tag if cross-fading is finished */
-
- if (xfade_state != CrossFadeState::ENABLED && cross_fade_tag != nullptr) {
- chunk->tag = Tag::MergeReplace(chunk->tag, cross_fade_tag);
- cross_fade_tag = nullptr;
- }
-
- /* play the current chunk */
-
- Error error;
- if (!play_chunk(pc, *song, chunk, buffer, play_audio_format, error)) {
- LogError(error);
-
- buffer.Return(chunk);
-
- pc.Lock();
-
- pc.SetError(PlayerError::OUTPUT, std::move(error));
-
- /* pause: the user may resume playback as soon as an
- audio output becomes available */
- pc.state = PlayerState::PAUSE;
- paused = true;
-
- pc.Unlock();
-
- idle_add(IDLE_PLAYER);
-
- 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 */
- pc.Lock();
- if (!dc.IsIdle() &&
- dc.pipe->GetSize() <= (pc.buffered_before_play +
- buffer.GetSize() * 3) / 4) {
- if (!decoder_woken) {
- decoder_woken = true;
- dc.Signal();
- }
- } else
- decoder_woken = false;
- pc.Unlock();
-
- return true;
-}
-
-inline bool
-Player::SongBorder()
-{
- xfade_state = CrossFadeState::UNKNOWN;
-
- FormatDefault(player_domain, "played \"%s\"", song->GetURI());
-
- ReplacePipe(dc.pipe);
-
- pc.outputs.SongBorder();
-
- if (!WaitForDecoder())
- return false;
-
- pc.Lock();
-
- const bool border_pause = pc.border_pause;
- if (border_pause) {
- paused = true;
- pc.state = PlayerState::PAUSE;
- }
-
- pc.Unlock();
-
- if (border_pause)
- idle_add(IDLE_PLAYER);
-
- return true;
-}
-
-inline void
-Player::Run()
-{
- pipe = new MusicPipe();
-
- StartDecoder(*pipe);
- if (!WaitForDecoder()) {
- assert(song == nullptr);
-
- StopDecoder();
- player_command_finished(pc);
- delete pipe;
- return;
- }
-
- pc.Lock();
- pc.state = PlayerState::PLAY;
-
- if (pc.command == PlayerCommand::SEEK)
- elapsed_time = pc.seek_time;
-
- pc.CommandFinished();
-
- while (true) {
- ProcessCommand();
- if (pc.command == PlayerCommand::STOP ||
- pc.command == PlayerCommand::EXIT ||
- pc.command == PlayerCommand::CLOSE_AUDIO) {
- pc.Unlock();
- pc.outputs.Cancel();
- break;
- }
-
- pc.Unlock();
-
- if (buffering) {
- /* buffering at the start of the song - wait
- until the buffer is large enough, to
- prevent stuttering on slow machines */
-
- if (pipe->GetSize() < pc.buffered_before_play &&
- !dc.LockIsIdle()) {
- /* not enough decoded buffer space yet */
-
- if (!paused && output_open &&
- pc.outputs.Check() < 4 &&
- !SendSilence())
- break;
-
- pc.Lock();
- /* XXX race condition: check decoder again */
- dc.WaitForDecoder();
- continue;
- } else {
- /* buffering is complete */
- buffering = false;
- }
- }
-
- if (decoder_starting) {
- /* wait until the decoder is initialized completely */
-
- if (!CheckDecoderStartup())
- break;
-
- pc.Lock();
- continue;
- }
-
-#ifndef NDEBUG
- /*
- music_pipe_check_format(&play_audio_format,
- next_song_chunk,
- &dc.out_audio_format);
- */
-#endif
-
- if (dc.LockIsIdle() && queued && dc.pipe == pipe) {
- /* the decoder has finished the current song;
- make it decode the next song */
-
- assert(dc.pipe == nullptr || dc.pipe == pipe);
-
- StartDecoder(*new MusicPipe());
- }
-
- if (/* no cross-fading if MPD is going to pause at the
- end of the current song */
- !pc.border_pause &&
- IsDecoderAtNextSong() &&
- xfade_state == CrossFadeState::UNKNOWN &&
- !dc.LockIsStarting()) {
- /* enable cross fading in this song? if yes,
- calculate how many chunks will be required
- for it */
- cross_fade_chunks =
- pc.cross_fade.Calculate(dc.total_time,
- dc.replay_gain_db,
- dc.replay_gain_prev_db,
- dc.GetMixRampStart(),
- dc.GetMixRampPreviousEnd(),
- dc.out_audio_format,
- play_audio_format,
- buffer.GetSize() -
- pc.buffered_before_play);
- if (cross_fade_chunks > 0) {
- xfade_state = CrossFadeState::ENABLED;
- cross_fading = false;
- } else
- /* cross fading is disabled or the
- next song is too short */
- xfade_state = CrossFadeState::DISABLED;
- }
-
- if (paused) {
- pc.Lock();
-
- if (pc.command == PlayerCommand::NONE)
- pc.Wait();
- continue;
- } else if (!pipe->IsEmpty()) {
- /* at least one music chunk is ready - send it
- to the audio output */
-
- PlayNextChunk();
- } else if (pc.outputs.Check() > 0) {
- /* not enough data from decoder, but the
- output thread is still busy, so it's
- okay */
-
- pc.Lock();
-
- /* wake up the decoder (just in case it's
- waiting for space in the MusicBuffer) and
- wait for it */
- dc.Signal();
- dc.WaitForDecoder();
- continue;
- } else if (IsDecoderAtNextSong()) {
- /* at the beginning of a new song */
-
- if (!SongBorder())
- break;
- } else if (dc.LockIsIdle()) {
- /* check the size of the pipe again, because
- the decoder thread may have added something
- since we last checked */
- if (pipe->IsEmpty()) {
- /* wait for the hardware to finish
- playback */
- pc.outputs.Drain();
- break;
- }
- } else if (output_open) {
- /* the decoder is too busy and hasn't provided
- new PCM data in time: send silence (if the
- output pipe is empty) */
- if (!SendSilence())
- break;
- }
-
- pc.Lock();
- }
-
- StopDecoder();
-
- ClearAndDeletePipe();
-
- delete cross_fade_tag;
-
- if (song != nullptr) {
- FormatDefault(player_domain, "played \"%s\"", song->GetURI());
- delete song;
- }
-
- pc.Lock();
-
- pc.ClearTaggedSong();
-
- if (queued) {
- assert(pc.next_song != nullptr);
- delete pc.next_song;
- pc.next_song = nullptr;
- }
-
- pc.state = PlayerState::STOP;
-
- pc.Unlock();
-}
-
-static void
-do_play(PlayerControl &pc, DecoderControl &dc,
- MusicBuffer &buffer)
-{
- Player player(pc, dc, buffer);
- player.Run();
-}
-
-static void
-player_task(void *arg)
-{
- PlayerControl &pc = *(PlayerControl *)arg;
-
- SetThreadName("player");
-
- DecoderControl dc(pc.mutex, pc.cond);
- decoder_thread_start(dc);
-
- MusicBuffer buffer(pc.buffer_chunks);
-
- pc.Lock();
-
- while (1) {
- switch (pc.command) {
- case PlayerCommand::SEEK:
- case PlayerCommand::QUEUE:
- assert(pc.next_song != nullptr);
-
- pc.Unlock();
- do_play(pc, dc, buffer);
- pc.listener.OnPlayerSync();
- pc.Lock();
- break;
-
- case PlayerCommand::STOP:
- pc.Unlock();
- pc.outputs.Cancel();
- pc.Lock();
-
- /* fall through */
-
- case PlayerCommand::PAUSE:
- delete pc.next_song;
- pc.next_song = nullptr;
-
- pc.CommandFinished();
- break;
-
- case PlayerCommand::CLOSE_AUDIO:
- pc.Unlock();
-
- pc.outputs.Release();
-
- pc.Lock();
- pc.CommandFinished();
-
- assert(buffer.IsEmptyUnsafe());
-
- break;
-
- case PlayerCommand::UPDATE_AUDIO:
- pc.Unlock();
- pc.outputs.EnableDisable();
- pc.Lock();
- pc.CommandFinished();
- break;
-
- case PlayerCommand::EXIT:
- pc.Unlock();
-
- dc.Quit();
-
- pc.outputs.Close();
-
- player_command_finished(pc);
- return;
-
- case PlayerCommand::CANCEL:
- delete pc.next_song;
- pc.next_song = nullptr;
-
- pc.CommandFinished();
- break;
-
- case PlayerCommand::REFRESH:
- /* no-op when not playing */
- pc.CommandFinished();
- break;
-
- case PlayerCommand::NONE:
- pc.Wait();
- break;
- }
- }
-}
-
-void
-StartPlayerThread(PlayerControl &pc)
-{
- assert(!pc.thread.IsDefined());
-
- Error error;
- if (!pc.thread.Start(player_task, &pc, error))
- FatalError(error);
-}