/* * 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. */ #ifndef MPD_PLAYER_CONTROL_HXX #define MPD_PLAYER_CONTROL_HXX #include "AudioFormat.hxx" #include "thread/Mutex.hxx" #include "thread/Cond.hxx" #include "thread/Thread.hxx" #include "util/Error.hxx" #include "CrossFade.hxx" #include "Chrono.hxx" #include class PlayerListener; class MultipleOutputs; class DetachedSong; enum class PlayerState : uint8_t { STOP, PAUSE, PLAY }; enum class PlayerCommand : uint8_t { NONE, EXIT, STOP, PAUSE, SEEK, CLOSE_AUDIO, /** * At least one AudioOutput.enabled flag has been modified; * commit those changes to the output threads. */ UPDATE_AUDIO, /** PlayerControl.next_song has been updated */ QUEUE, /** * cancel pre-decoding PlayerControl.next_song; if the player * has already started playing this song, it will completely * stop */ CANCEL, /** * Refresh status information in the #PlayerControl struct, * e.g. elapsed_time. */ REFRESH, }; enum class PlayerError : uint8_t { NONE, /** * The decoder has failed to decode the song. */ DECODER, /** * The audio output has failed. */ OUTPUT, }; struct player_status { PlayerState state; uint16_t bit_rate; AudioFormat audio_format; SignedSongTime total_time; SongTime elapsed_time; }; struct PlayerControl { PlayerListener &listener; MultipleOutputs &outputs; const unsigned buffer_chunks; const unsigned buffered_before_play; /** * The handle of the player thread. */ Thread thread; /** * This lock protects #command, #state, #error, #tagged_song. */ mutable Mutex mutex; /** * Trigger this object after you have modified #command. */ Cond cond; /** * This object gets signalled when the player thread has * finished the #command. It wakes up the client that waits * (i.e. the main thread). */ Cond client_cond; PlayerCommand command; PlayerState state; PlayerError error_type; /** * The error that occurred in the player thread. This * attribute is only valid if #error is not * #PlayerError::NONE. The object must be freed when this * object transitions back to #PlayerError::NONE. */ Error error; /** * A copy of the current #DetachedSong after its tags have * been updated by the decoder (for example, a radio stream * that has sent a new tag after switching to the next song). * This shall be used by PlayerListener::OnPlayerTagModified() * to update the current #DetachedSong in the queue. * * Protected by #mutex. Set by the PlayerThread and consumed * by the main thread. */ DetachedSong *tagged_song; uint16_t bit_rate; AudioFormat audio_format; SignedSongTime total_time; SongTime elapsed_time; /** * The next queued song. * * This is a duplicate, and must be freed when this attribute * is cleared. */ DetachedSong *next_song; SongTime seek_time; CrossFadeSettings cross_fade; double total_play_time; /** * If this flag is set, then the player will be auto-paused at * the end of the song, before the next song starts to play. * * This is a copy of the queue's "single" flag most of the * time. */ bool border_pause; PlayerControl(PlayerListener &_listener, MultipleOutputs &_outputs, unsigned buffer_chunks, unsigned buffered_before_play); ~PlayerControl(); /** * Locks the object. */ void Lock() const { mutex.lock(); } /** * Unlocks the object. */ void Unlock() const { mutex.unlock(); } /** * Signals the object. The object should be locked prior to * calling this function. */ void Signal() { cond.signal(); } /** * Signals the object. The object is temporarily locked by * this function. */ void LockSignal() { const ScopeLock protect(mutex); Signal(); } /** * Waits for a signal on the object. This function is only * valid in the player thread. The object must be locked * prior to calling this function. */ void Wait() { assert(thread.IsInside()); cond.wait(mutex); } /** * Wake up the client waiting for command completion. * * Caller must lock the object. */ void ClientSignal() { assert(thread.IsInside()); client_cond.signal(); } /** * The client calls this method to wait for command * completion. * * Caller must lock the object. */ void ClientWait() { assert(!thread.IsInside()); client_cond.wait(mutex); } /** * A command has been finished. This method clears the * command and signals the client. * * To be called from the player thread. Caller must lock the * object. */ void CommandFinished() { assert(command != PlayerCommand::NONE); command = PlayerCommand::NONE; ClientSignal(); } void LockCommandFinished() { const ScopeLock protect(mutex); CommandFinished(); } private: /** * Wait for the command to be finished by the player thread. * * To be called from the main thread. Caller must lock the * object. */ void WaitCommandLocked() { while (command != PlayerCommand::NONE) ClientWait(); } /** * Send a command to the player thread and synchronously wait * for it to finish. * * To be called from the main thread. Caller must lock the * object. */ void SynchronousCommand(PlayerCommand cmd) { assert(command == PlayerCommand::NONE); command = cmd; Signal(); WaitCommandLocked(); } /** * Send a command to the player thread and synchronously wait * for it to finish. * * To be called from the main thread. This method locks the * object. */ void LockSynchronousCommand(PlayerCommand cmd) { const ScopeLock protect(mutex); SynchronousCommand(cmd); } public: /** * @param song the song to be queued; the given instance will * be owned and freed by the player */ void Play(DetachedSong *song); /** * see PlayerCommand::CANCEL */ void LockCancel(); void LockSetPause(bool pause_flag); private: void PauseLocked(); void ClearError() { error_type = PlayerError::NONE; error.Clear(); } public: void LockPause(); /** * Set the player's #border_pause flag. */ void LockSetBorderPause(bool border_pause); void Kill(); gcc_pure player_status LockGetStatus(); PlayerState GetState() const { return state; } /** * Set the error. Discards any previous error condition. * * Caller must lock the object. * * @param type the error type; must not be #PlayerError::NONE * @param error detailed error information; must be defined. */ void SetError(PlayerError type, Error &&error); /** * 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 { Error result; if (error_type != PlayerError::NONE) result.Set(error); return result; } /** * Like GetError(), but locks and unlocks the object. */ gcc_pure Error LockGetError() const { const ScopeLock protect(mutex); return GetError(); } void LockClearError(); PlayerError GetErrorType() const { return error_type; } /** * Set the #tagged_song attribute to a newly allocated copy of * the given #DetachedSong. Locks and unlocks the object. */ void LockSetTaggedSong(const DetachedSong &song); void ClearTaggedSong(); /** * Read and clear the #tagged_song attribute. * * Caller must lock the object. */ DetachedSong *ReadTaggedSong() { DetachedSong *result = tagged_song; tagged_song = nullptr; return result; } /** * Like ReadTaggedSong(), but locks and unlocks the object. */ DetachedSong *LockReadTaggedSong() { const ScopeLock protect(mutex); return ReadTaggedSong(); } void LockStop(); void LockUpdateAudio(); private: void EnqueueSongLocked(DetachedSong *song) { assert(song != nullptr); assert(next_song == nullptr); next_song = song; seek_time = SongTime::zero(); SynchronousCommand(PlayerCommand::QUEUE); } void SeekLocked(DetachedSong *song, SongTime t); public: /** * @param song the song to be queued; the given instance will be owned * and freed by the player */ void LockEnqueueSong(DetachedSong *song); /** * Makes the player thread seek the specified song to a position. * * @param song the song to be queued; the given instance will be owned * and freed by the player * @return true on success, false on failure (e.g. if MPD isn't * playing currently) */ bool LockSeek(DetachedSong *song, SongTime t); void SetCrossFade(float cross_fade_seconds); float GetCrossFade() const { return cross_fade.duration; } void SetMixRampDb(float mixramp_db); float GetMixRampDb() const { return cross_fade.mixramp_db; } void SetMixRampDelay(float mixramp_delay_seconds); float GetMixRampDelay() const { return cross_fade.mixramp_delay; } double GetTotalPlayTime() const { return total_play_time; } }; #endif