/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*-*/ /* This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this file, * You can obtain one at http://mozilla.org/MPL/2.0/. */ #ifndef MOZILLA_MEDIASTREAMGRAPHIMPL_H_ #define MOZILLA_MEDIASTREAMGRAPHIMPL_H_ #include "MediaStreamGraph.h" #include "AudioMixer.h" #include "GraphDriver.h" #include "Latency.h" #include "mozilla/Atomics.h" #include "mozilla/Monitor.h" #include "mozilla/Services.h" #include "mozilla/TimeStamp.h" #include "mozilla/UniquePtr.h" #include "mozilla/WeakPtr.h" #include "nsDataHashtable.h" #include "nsIMemoryReporter.h" #include "nsINamed.h" #include "nsIRunnable.h" #include "nsIThread.h" #include "nsITimer.h" namespace mozilla { namespace media { class ShutdownTicket; } template class LinkedList; #ifdef MOZ_WEBRTC class AudioOutputObserver; #endif /** * A per-stream update message passed from the media graph thread to the * main thread. */ struct StreamUpdate { RefPtr mStream; StreamTime mNextMainThreadCurrentTime; bool mNextMainThreadFinished; }; /** * This represents a message run on the graph thread to modify stream or graph * state. These are passed from main thread to graph thread through * AppendMessage(), or scheduled on the graph thread with * RunMessageAfterProcessing(). A ControlMessage * always has a weak reference to a particular affected stream. */ class ControlMessage { public: explicit ControlMessage(MediaStream* aStream) : mStream(aStream) { MOZ_COUNT_CTOR(ControlMessage); } // All these run on the graph thread virtual ~ControlMessage() { MOZ_COUNT_DTOR(ControlMessage); } // Do the action of this message on the MediaStreamGraph thread. Any actions // affecting graph processing should take effect at mProcessedTime. // All stream data for times < mProcessedTime has already been // computed. virtual void Run() = 0; // RunDuringShutdown() is only relevant to messages generated on the main // thread (for AppendMessage()). // When we're shutting down the application, most messages are ignored but // some cleanup messages should still be processed (on the main thread). // This must not add new control messages to the graph. virtual void RunDuringShutdown() {} MediaStream* GetStream() { return mStream; } protected: // We do not hold a reference to mStream. The graph will be holding // a reference to the stream until the Destroy message is processed. The // last message referencing a stream is the Destroy message for that stream. MediaStream* mStream; }; class MessageBlock { public: nsTArray> mMessages; }; /** * The implementation of a media stream graph. This class is private to this * file. It's not in the anonymous namespace because MediaStream needs to * be able to friend it. * * There can be multiple MediaStreamGraph per process: one per document. * Additionaly, each OfflineAudioContext object creates its own MediaStreamGraph * object too. */ class MediaStreamGraphImpl : public MediaStreamGraph, public nsIMemoryReporter, public nsITimerCallback, public nsINamed { public: NS_DECL_THREADSAFE_ISUPPORTS NS_DECL_NSIMEMORYREPORTER NS_DECL_NSITIMERCALLBACK NS_DECL_NSINAMED /** * Use aGraphDriverRequested with SYSTEM_THREAD_DRIVER or AUDIO_THREAD_DRIVER * to create a MediaStreamGraph which provides support for real-time audio * and/or video. Set it to OFFLINE_THREAD_DRIVER in order to create a * non-realtime instance which just churns through its inputs and produces * output. Those objects currently only support audio, and are used to * implement OfflineAudioContext. They do not support MediaStream inputs. */ explicit MediaStreamGraphImpl(GraphDriverType aGraphDriverRequested, TrackRate aSampleRate, AbstractThread* aWindow); /** * Unregisters memory reporting and deletes this instance. This should be * called instead of calling the destructor directly. */ void Destroy(); // Main thread only. /** * This runs every time we need to sync state from the media graph thread * to the main thread while the main thread is not in the middle * of a script. It runs during a "stable state" (per HTML5) or during * an event posted to the main thread. * The boolean affects which boolean controlling runnable dispatch is cleared */ void RunInStableState(bool aSourceIsMSG); /** * Ensure a runnable to run RunInStableState is posted to the appshell to * run at the next stable state (per HTML5). * See EnsureStableStateEventPosted. */ void EnsureRunInStableState(); /** * Called to apply a StreamUpdate to its stream. */ void ApplyStreamUpdate(StreamUpdate* aUpdate); /** * Append a ControlMessage to the message queue. This queue is drained * during RunInStableState; the messages will run on the graph thread. */ void AppendMessage(UniquePtr aMessage); /** * Dispatches a runnable from any thread to the correct main thread for this * MediaStreamGraph. */ void Dispatch(already_AddRefed&& aRunnable); /** * Make this MediaStreamGraph enter forced-shutdown state. This state * will be noticed by the media graph thread, which will shut down all streams * and other state controlled by the media graph thread. * This is called during application shutdown. */ void ForceShutDown(media::ShutdownTicket* aShutdownTicket); /** * Called before the thread runs. */ void Init(); /** * Respond to CollectReports with sizes collected on the graph thread. */ static void FinishCollectReports(nsIHandleReportCallback* aHandleReport, nsISupports* aData, const nsTArray& aAudioStreamSizes); // The following methods run on the graph thread (or possibly the main thread // if mLifecycleState > LIFECYCLE_RUNNING) void CollectSizesForMemoryReport( already_AddRefed aHandleReport, already_AddRefed aHandlerData); /** * Returns true if this MediaStreamGraph should keep running */ bool UpdateMainThreadState(); /** * Returns true if this MediaStreamGraph should keep running */ bool OneIteration(GraphTime aStateEnd); bool Running() const { return LifecycleStateRef() == LIFECYCLE_RUNNING; } /* This is the end of the current iteration, that is, the current time of the * graph. */ GraphTime IterationEnd() const; /** * Ensure there is an event posted to the main thread to run RunInStableState. * mMonitor must be held. * See EnsureRunInStableState */ void EnsureStableStateEventPosted(); /** * Generate messages to the main thread to update it for all state changes. * mMonitor must be held. */ void PrepareUpdatesToMainThreadState(bool aFinalUpdate); /** * Returns false if there is any stream that has finished but not yet finished * playing out. */ bool AllFinishedStreamsNotified(); /** * If we are rendering in non-realtime mode, we don't want to send messages to * the main thread at each iteration for performance reasons. We instead * notify the main thread at the same rate */ bool ShouldUpdateMainThread(); // The following methods are the various stages of RunThread processing. /** * Advance all stream state to mStateComputedTime. */ void UpdateCurrentTimeForStreams(GraphTime aPrevCurrentTime); /** * Process chunks for all streams and raise events for properties that have * changed, such as principalId. */ void ProcessChunkMetadata(GraphTime aPrevCurrentTime); /** * Process chunks for the given stream and interval, and raise events for * properties that have changed, such as principalId. */ template void ProcessChunkMetadataForInterval(MediaStream* aStream, TrackID aTrackID, C& aSegment, StreamTime aStart, StreamTime aEnd); /** * Process graph messages in mFrontMessageQueue. */ void RunMessagesInQueue(); /** * Update stream processing order and recompute stream blocking until * aEndBlockingDecisions. */ void UpdateGraph(GraphTime aEndBlockingDecisions); void SwapMessageQueues() { MOZ_ASSERT(CurrentDriver()->OnThread()); MOZ_ASSERT(mFrontMessageQueue.IsEmpty()); mMonitor.AssertCurrentThreadOwns(); mFrontMessageQueue.SwapElements(mBackMessageQueue); } /** * Do all the processing and play the audio and video, from * mProcessedTime to mStateComputedTime. */ void Process(); /** * Extract any state updates pending in aStream, and apply them. */ void ExtractPendingInput(SourceMediaStream* aStream, GraphTime aDesiredUpToTime, bool* aEnsureNextIteration); /** * For use during ProcessedMediaStream::ProcessInput() or * MediaStreamListener callbacks, when graph state cannot be changed. * Schedules |aMessage| to run after processing, at a time when graph state * can be changed. Graph thread. */ void RunMessageAfterProcessing(UniquePtr aMessage); /** * Called when a suspend/resume/close operation has been completed, on the * graph thread. */ void AudioContextOperationCompleted(MediaStream* aStream, void* aPromise, dom::AudioContextOperation aOperation); /** * Apply and AudioContext operation (suspend/resume/closed), on the graph * thread. */ void ApplyAudioContextOperationImpl(MediaStream* aDestinationStream, const nsTArray& aStreams, dom::AudioContextOperation aOperation, void* aPromise); /** * Increment suspend count on aStream and move it to mSuspendedStreams if * necessary. */ void IncrementSuspendCount(MediaStream* aStream); /** * Increment suspend count on aStream and move it to mStreams if * necessary. */ void DecrementSuspendCount(MediaStream* aStream); /* * Move streams from the mStreams to mSuspendedStream if suspending/closing an * AudioContext, or the inverse when resuming an AudioContext. */ void SuspendOrResumeStreams(dom::AudioContextOperation aAudioContextOperation, const nsTArray& aStreamSet); /** * Determine if we have any audio tracks, or are about to add any audiotracks. * Also checks if we'll need the AEC running (i.e. microphone input tracks) */ bool AudioTrackPresent(bool& aNeedsAEC); /** * Sort mStreams so that every stream not in a cycle is after any streams * it depends on, and every stream in a cycle is marked as being in a cycle. * Also sets mIsConsumed on every stream. */ void UpdateStreamOrder(); /** * Returns smallest value of t such that t is a multiple of * WEBAUDIO_BLOCK_SIZE and t > aTime. */ GraphTime RoundUpToNextAudioBlock(GraphTime aTime); /** * Produce data for all streams >= aStreamIndex for the current time interval. * Advances block by block, each iteration producing data for all streams * for a single block. * This is called whenever we have an AudioNodeStream in the graph. */ void ProduceDataForStreamsBlockByBlock(uint32_t aStreamIndex, TrackRate aSampleRate); /** * If aStream will underrun between aTime, and aEndBlockingDecisions, returns * the time at which the underrun will start. Otherwise return * aEndBlockingDecisions. */ GraphTime WillUnderrun(MediaStream* aStream, GraphTime aEndBlockingDecisions); /** * Given a graph time aTime, convert it to a stream time taking into * account the time during which aStream is scheduled to be blocked. */ StreamTime GraphTimeToStreamTimeWithBlocking(MediaStream* aStream, GraphTime aTime); /** * Call NotifyHaveCurrentData on aStream's listeners. */ void NotifyHasCurrentData(MediaStream* aStream); /** * If aStream needs an audio stream but doesn't have one, create it. * If aStream doesn't need an audio stream but has one, destroy it. */ void CreateOrDestroyAudioStreams(MediaStream* aStream); /** * Queue audio (mix of stream audio and silence for blocked intervals) * to the audio output stream. Returns the number of frames played. */ StreamTime PlayAudio(MediaStream* aStream); /** * No more data will be forthcoming for aStream. The stream will end * at the current buffer end point. The StreamTracks's tracks must be * explicitly set to finished by the caller. */ void OpenAudioInputImpl(int aID, AudioDataListener *aListener); virtual nsresult OpenAudioInput(int aID, AudioDataListener *aListener) override; void CloseAudioInputImpl(AudioDataListener *aListener); virtual void CloseAudioInput(AudioDataListener *aListener) override; void FinishStream(MediaStream* aStream); /** * Compute how much stream data we would like to buffer for aStream. */ StreamTime GetDesiredBufferEnd(MediaStream* aStream); /** * Returns true when there are no active streams. */ bool IsEmpty() const { MOZ_ASSERT(OnGraphThreadOrNotRunning() || (NS_IsMainThread() && LifecycleStateRef() >= LIFECYCLE_WAITING_FOR_MAIN_THREAD_CLEANUP)); return mStreams.IsEmpty() && mSuspendedStreams.IsEmpty() && mPortCount == 0; } /** * Add aStream to the graph and initializes its graph-specific state. */ void AddStreamGraphThread(MediaStream* aStream); /** * Remove aStream from the graph. Ensures that pending messages about the * stream back to the main thread are flushed. */ void RemoveStreamGraphThread(MediaStream* aStream); /** * Remove aPort from the graph and release it. */ void DestroyPort(MediaInputPort* aPort); /** * Mark the media stream order as dirty. */ void SetStreamOrderDirty() { MOZ_ASSERT(OnGraphThreadOrNotRunning()); mStreamOrderDirty = true; } uint32_t AudioChannelCount() const { return mOutputChannels; } double MediaTimeToSeconds(GraphTime aTime) const { NS_ASSERTION(aTime > -STREAM_TIME_MAX && aTime <= STREAM_TIME_MAX, "Bad time"); return static_cast(aTime)/GraphRate(); } GraphTime SecondsToMediaTime(double aS) const { NS_ASSERTION(0 <= aS && aS <= TRACK_TICKS_MAX/TRACK_RATE_MAX, "Bad seconds"); return GraphRate() * aS; } GraphTime MillisecondsToMediaTime(int32_t aMS) const { return RateConvertTicksRoundDown(GraphRate(), 1000, aMS); } /** * Signal to the graph that the thread has paused indefinitly, * or resumed. */ void PausedIndefinitly(); void ResumedFromPaused(); /** * Not safe to call off the MediaStreamGraph thread unless monitor is held! */ GraphDriver* CurrentDriver() const { #ifdef DEBUG if (!OnGraphThreadOrNotRunning()) { mMonitor.AssertCurrentThreadOwns(); } #endif return mDriver; } /** * Effectively set the new driver, while we are switching. * It is only safe to call this at the very end of an iteration, when there * has been a SwitchAtNextIteration call during the iteration. The driver * should return and pass the control to the new driver shortly after. * We can also switch from Revive() (on MainThread). Monitor must be held. */ void SetCurrentDriver(GraphDriver* aDriver) { #ifdef DEBUG mMonitor.AssertCurrentThreadOwns(); #endif mDriver = aDriver; } Monitor& GetMonitor() { return mMonitor; } void EnsureNextIteration() { mNeedAnotherIteration = true; // atomic // Note: GraphDriver must ensure that there's no race on setting // mNeedAnotherIteration and mGraphDriverAsleep -- see WaitForNextIteration() if (mGraphDriverAsleep) { // atomic MonitorAutoLock mon(mMonitor); CurrentDriver()->WakeUp(); // Might not be the same driver; might have woken already } } void EnsureNextIterationLocked() { mNeedAnotherIteration = true; // atomic if (mGraphDriverAsleep) { // atomic CurrentDriver()->WakeUp(); // Might not be the same driver; might have woken already } } // Capture Stream API. This allows to get a mixed-down output for a window. void RegisterCaptureStreamForWindow(uint64_t aWindowId, ProcessedMediaStream* aCaptureStream); void UnregisterCaptureStreamForWindow(uint64_t aWindowId); already_AddRefed ConnectToCaptureStream(uint64_t aWindowId, MediaStream* aMediaStream); class StreamSet { public: class iterator { public: explicit iterator(MediaStreamGraphImpl& aGraph) : mGraph(&aGraph), mArrayNum(-1), mArrayIndex(0) { ++(*this); } iterator() : mGraph(nullptr), mArrayNum(2), mArrayIndex(0) {} MediaStream* operator*() { return Array()->ElementAt(mArrayIndex); } iterator operator++() { ++mArrayIndex; while (mArrayNum < 2 && (mArrayNum < 0 || mArrayIndex >= Array()->Length())) { ++mArrayNum; mArrayIndex = 0; } return *this; } bool operator==(const iterator& aOther) const { return mArrayNum == aOther.mArrayNum && mArrayIndex == aOther.mArrayIndex; } bool operator!=(const iterator& aOther) const { return !(*this == aOther); } private: nsTArray* Array() { return mArrayNum == 0 ? &mGraph->mStreams : &mGraph->mSuspendedStreams; } MediaStreamGraphImpl* mGraph; int mArrayNum; uint32_t mArrayIndex; }; explicit StreamSet(MediaStreamGraphImpl& aGraph) : mGraph(aGraph) {} iterator begin() { return iterator(mGraph); } iterator end() { return iterator(); } private: MediaStreamGraphImpl& mGraph; }; StreamSet AllStreams() { return StreamSet(*this); } // Data members // /** * Graphs own owning references to their driver, until shutdown. When a driver * switch occur, previous driver is either deleted, or it's ownership is * passed to a event that will take care of the asynchronous cleanup, as * audio stream can take some time to shut down. * Accessed on both the main thread and the graph thread; both read and write. * Must hold monitor to access it. */ RefPtr mDriver; // The following state is managed on the graph thread only, unless // mLifecycleState > LIFECYCLE_RUNNING in which case the graph thread // is not running and this state can be used from the main thread. /** * The graph keeps a reference to each stream. * References are maintained manually to simplify reordering without * unnecessary thread-safe refcount changes. * Must satisfy OnGraphThreadOrNotRunning(). */ nsTArray mStreams; /** * This stores MediaStreams that are part of suspended AudioContexts. * mStreams and mSuspendStream are disjoint sets: a stream is either suspended * or not suspended. Suspended streams are not ordered in UpdateStreamOrder, * and are therefore not doing any processing. * Must satisfy OnGraphThreadOrNotRunning(). */ nsTArray mSuspendedStreams; /** * Streams from mFirstCycleBreaker to the end of mStreams produce output * before they receive input. They correspond to DelayNodes that are in * cycles. */ uint32_t mFirstCycleBreaker; /** * Blocking decisions have been computed up to this time. * Between each iteration, this is the same as mProcessedTime. */ GraphTime mStateComputedTime = 0; /** * All stream contents have been computed up to this time. * The next batch of updates from the main thread will be processed * at this time. This is behind mStateComputedTime during processing. */ GraphTime mProcessedTime = 0; /** * Date of the last time we updated the main thread with the graph state. */ TimeStamp mLastMainThreadUpdate; /** * Number of active MediaInputPorts */ int32_t mPortCount; /** * Devices to use for cubeb input & output, or NULL for no input (void*), * and boolean to control if we want input/output */ bool mInputWanted; int mInputDeviceID; bool mOutputWanted; int mOutputDeviceID; // Maps AudioDataListeners to a usecount of streams using the listener // so we can know when it's no longer in use. nsDataHashtable, uint32_t> mInputDeviceUsers; // True if the graph needs another iteration after the current iteration. Atomic mNeedAnotherIteration; // GraphDriver may need a WakeUp() if something changes Atomic mGraphDriverAsleep; // mMonitor guards the data below. // MediaStreamGraph normally does its work without holding mMonitor, so it is // not safe to just grab mMonitor from some thread and start monkeying with // the graph. Instead, communicate with the graph thread using provided // mechanisms such as the ControlMessage queue. Monitor mMonitor; // Data guarded by mMonitor (must always be accessed with mMonitor held, // regardless of the value of mLifecycleState). /** * State to copy to main thread */ nsTArray mStreamUpdates; /** * Runnables to run after the next update to main thread state. */ nsTArray > mUpdateRunnables; /** * A list of batches of messages to process. Each batch is processed * as an atomic unit. */ /* * Message queue processed by the MSG thread during an iteration. * Accessed on graph thread only. */ nsTArray mFrontMessageQueue; /* * Message queue in which the main thread appends messages. * Access guarded by mMonitor. */ nsTArray mBackMessageQueue; /* True if there will messages to process if we swap the message queues. */ bool MessagesQueued() const { mMonitor.AssertCurrentThreadOwns(); return !mBackMessageQueue.IsEmpty(); } /** * This enum specifies where this graph is in its lifecycle. This is used * to control shutdown. * Shutdown is tricky because it can happen in two different ways: * 1) Shutdown due to inactivity. RunThread() detects that it has no * pending messages and no streams, and exits. The next RunInStableState() * checks if there are new pending messages from the main thread (true only * if new stream creation raced with shutdown); if there are, it revives * RunThread(), otherwise it commits to shutting down the graph. New stream * creation after this point will create a new graph. An async event is * dispatched to Shutdown() the graph's threads and then delete the graph * object. * 2) Forced shutdown at application shutdown, or completion of a * non-realtime graph. A flag is set, RunThread() detects the flag and * exits, the next RunInStableState() detects the flag, and dispatches the * async event to Shutdown() the graph's threads. However the graph object * is not deleted. New messages for the graph are processed synchronously on * the main thread if necessary. When the last stream is destroyed, the * graph object is deleted. * * This should be kept in sync with the LifecycleState_str array in * MediaStreamGraph.cpp */ enum LifecycleState { // The graph thread hasn't started yet. LIFECYCLE_THREAD_NOT_STARTED, // RunThread() is running normally. LIFECYCLE_RUNNING, // In the following states, the graph thread is not running so // all "graph thread only" state in this class can be used safely // on the main thread. // RunThread() has exited and we're waiting for the next // RunInStableState(), at which point we can clean up the main-thread // side of the graph. LIFECYCLE_WAITING_FOR_MAIN_THREAD_CLEANUP, // RunInStableState() posted a ShutdownRunnable, and we're waiting for it // to shut down the graph thread(s). LIFECYCLE_WAITING_FOR_THREAD_SHUTDOWN, // Graph threads have shut down but we're waiting for remaining streams // to be destroyed. Only happens during application shutdown and on // completed non-realtime graphs, since normally we'd only shut down a // realtime graph when it has no streams. LIFECYCLE_WAITING_FOR_STREAM_DESTRUCTION }; /** * Modified on the main and graph thread (in UpdateMainThreadState() when * we're about to shutdown) in mMonitor. mMonitor must be held when accessed. */ LifecycleState mLifecycleState; LifecycleState& LifecycleStateRef() { #if DEBUG if (!mDetectedNotRunning) { mMonitor.AssertCurrentThreadOwns(); } #endif return mLifecycleState; } const LifecycleState& LifecycleStateRef() const { #if DEBUG if (!mDetectedNotRunning) { mMonitor.AssertCurrentThreadOwns(); } #endif return mLifecycleState; } /** * The graph should stop processing at or after this time. * Only set on main thread. Read on both main and MSG thread. */ Atomic mEndTime; /** * True when we need to do a forced shutdown during application shutdown. * Only set on main thread. * Can be read safely on the main thread, on all other threads mMonitor must * be held. */ bool mForceShutDown; /** * Drop this reference during shutdown to unblock shutdown. * Only accessed on the main thread. **/ RefPtr mForceShutdownTicket; /** * True when we have posted an event to the main thread to run * RunInStableState() and the event hasn't run yet. * Accessed on both main and MSG thread, mMonitor must be held. */ bool mPostedRunInStableStateEvent; // Main thread only /** * Messages posted by the current event loop task. These are forwarded to * the media graph thread during RunInStableState. We can't forward them * immediately because we want all messages between stable states to be * processed as an atomic batch. */ nsTArray> mCurrentTaskMessageQueue; /** * True when RunInStableState has determined that mLifecycleState is > * LIFECYCLE_RUNNING. Since only the main thread can reset mLifecycleState to * LIFECYCLE_RUNNING, this can be relied on to not change unexpectedly. */ Atomic mDetectedNotRunning; /** * True when a stable state runner has been posted to the appshell to run * RunInStableState at the next stable state. * Only accessed on the main thread. */ bool mPostedRunInStableState; /** * True when processing real-time audio/video. False when processing non-realtime * audio. */ const bool mRealtime; /** * True when a non-realtime MediaStreamGraph has started to process input. This * value is only accessed on the main thread. */ bool mNonRealtimeProcessing; /** * True when a change has happened which requires us to recompute the stream * blocking order. */ bool mStreamOrderDirty; /** * Hold a ref to the Latency logger */ RefPtr mLatencyLog; AudioMixer mMixer; const RefPtr mAbstractMainThread; #ifdef MOZ_WEBRTC RefPtr mFarendObserverRef; #endif // used to limit graph shutdown time // Only accessed on the main thread. nsCOMPtr mShutdownTimer; private: virtual ~MediaStreamGraphImpl(); MOZ_DEFINE_MALLOC_SIZE_OF(MallocSizeOf) /** * This class uses manual memory management, and all pointers to it are raw * pointers. However, in order for it to implement nsIMemoryReporter, it needs * to implement nsISupports and so be ref-counted. So it maintains a single * nsRefPtr to itself, giving it a ref-count of 1 during its entire lifetime, * and Destroy() nulls this self-reference in order to trigger self-deletion. */ RefPtr mSelfRef; struct WindowAndStream { uint64_t mWindowId; RefPtr mCaptureStreamSink; }; /** * Stream for window audio capture. */ nsTArray mWindowCaptureStreams; /** * Number of channels on output. */ const uint32_t mOutputChannels; #ifdef DEBUG /** * Used to assert when AppendMessage() runs ControlMessages synchronously. */ bool mCanRunMessagesSynchronously; #endif }; } // namespace mozilla #endif /* MEDIASTREAMGRAPHIMPL_H_ */