/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*- */ /* vim:set ts=2 sw=2 sts=2 et cindent: */ /* 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/. */ #ifdef XP_WIN // Include Windows headers required for enabling high precision timers. #include "windows.h" #include "mmsystem.h" #endif #include #include #include "gfx2DGlue.h" #include "mediasink/AudioSink.h" #include "mediasink/AudioSinkWrapper.h" #include "mediasink/DecodedStream.h" #include "mediasink/OutputStreamManager.h" #include "mediasink/VideoSink.h" #include "mozilla/DebugOnly.h" #include "mozilla/IndexSequence.h" #include "mozilla/Logging.h" #include "mozilla/mozalloc.h" #include "mozilla/MathAlgorithms.h" #include "mozilla/Preferences.h" #include "mozilla/SharedThreadPool.h" #include "mozilla/SizePrintfMacros.h" #include "mozilla/Sprintf.h" #include "mozilla/TaskQueue.h" #include "mozilla/Tuple.h" #include "nsComponentManagerUtils.h" #include "nsContentUtils.h" #include "nsIEventTarget.h" #include "nsITimer.h" #include "nsPrintfCString.h" #include "nsTArray.h" #include "nsDeque.h" #include "prenv.h" #include "AudioSegment.h" #include "DOMMediaStream.h" #include "ImageContainer.h" #include "MediaDecoder.h" #include "MediaDecoderReader.h" #include "MediaDecoderReaderWrapper.h" #include "MediaDecoderStateMachine.h" #include "MediaShutdownManager.h" #include "MediaPrefs.h" #include "MediaTimer.h" #include "TimeUnits.h" #include "VideoSegment.h" #include "VideoUtils.h" #include "gfxPrefs.h" namespace mozilla { using namespace mozilla::dom; using namespace mozilla::layers; using namespace mozilla::media; #define NS_DispatchToMainThread(...) CompileError_UseAbstractThreadDispatchInstead // avoid redefined macro in unified build #undef FMT #undef LOG #undef LOGV #undef LOGW #undef SFMT #undef SLOG #undef SLOGW #define FMT(x, ...) "Decoder=%p " x, mDecoderID, ##__VA_ARGS__ #define LOG(x, ...) MOZ_LOG(gMediaDecoderLog, LogLevel::Debug, (FMT(x, ##__VA_ARGS__))) #define LOGV(x, ...) MOZ_LOG(gMediaDecoderLog, LogLevel::Verbose, (FMT(x, ##__VA_ARGS__))) #define LOGW(x, ...) NS_WARNING(nsPrintfCString(FMT(x, ##__VA_ARGS__)).get()) // Used by StateObject and its sub-classes #define SFMT(x, ...) "Decoder=%p state=%s " x, mMaster->mDecoderID, ToStateStr(GetState()), ##__VA_ARGS__ #define SLOG(x, ...) MOZ_LOG(gMediaDecoderLog, LogLevel::Debug, (SFMT(x, ##__VA_ARGS__))) #define SLOGW(x, ...) NS_WARNING(nsPrintfCString(SFMT(x, ##__VA_ARGS__)).get()) // Certain constants get stored as member variables and then adjusted by various // scale factors on a per-decoder basis. We want to make sure to avoid using these // constants directly, so we put them in a namespace. namespace detail { // If audio queue has less than this much decoded audio, we won't risk // trying to decode the video, we'll skip decoding video up to the next // keyframe. We may increase this value for an individual decoder if we // encounter video frames which take a long time to decode. static constexpr auto LOW_AUDIO_THRESHOLD = TimeUnit::FromMicroseconds(300000); static const int64_t AMPLE_AUDIO_USECS = 2000000; // If more than this much decoded audio is queued, we'll hold off // decoding more audio. If we increase the low audio threshold (see // LOW_AUDIO_THRESHOLD above) we'll also increase this value to ensure it's not // less than the low audio threshold. static constexpr auto AMPLE_AUDIO_THRESHOLD = TimeUnit::FromMicroseconds(AMPLE_AUDIO_USECS); } // namespace detail // If we have fewer than LOW_VIDEO_FRAMES decoded frames, and // we're not "prerolling video", we'll skip the video up to the next keyframe // which is at or after the current playback position. static const uint32_t LOW_VIDEO_FRAMES = 2; // Threshold that used to check if we are low on decoded video. // If the last video frame's end time |mDecodedVideoEndTime| is more than // |LOW_VIDEO_THRESHOLD*mPlaybackRate| after the current clock in // Advanceframe(), the video decode is lagging, and we skip to next keyframe. static constexpr auto LOW_VIDEO_THRESHOLD = TimeUnit::FromMicroseconds(60000); // Arbitrary "frame duration" when playing only audio. static const int AUDIO_DURATION_USECS = 40000; // If we increase our "low audio threshold" (see LOW_AUDIO_THRESHOLD above), we // use this as a factor in all our calculations. Increasing this will cause // us to be more likely to increase our low audio threshold, and to // increase it by more. static const int THRESHOLD_FACTOR = 2; namespace detail { // If we have less than this much buffered data available, we'll consider // ourselves to be running low on buffered data. We determine how much // buffered data we have remaining using the reader's GetBuffered() // implementation. static const int64_t LOW_BUFFER_THRESHOLD_USECS = 5000000; static constexpr auto LOW_BUFFER_THRESHOLD = TimeUnit::FromMicroseconds(LOW_BUFFER_THRESHOLD_USECS); // LOW_BUFFER_THRESHOLD_USECS needs to be greater than AMPLE_AUDIO_USECS, otherwise // the skip-to-keyframe logic can activate when we're running low on data. static_assert(LOW_BUFFER_THRESHOLD_USECS > AMPLE_AUDIO_USECS, "LOW_BUFFER_THRESHOLD_USECS is too small"); } // namespace detail // Amount of excess data to add in to the "should we buffer" calculation. static constexpr auto EXHAUSTED_DATA_MARGIN = TimeUnit::FromMicroseconds(100000); static const uint32_t MIN_VIDEO_QUEUE_SIZE = 3; static const uint32_t MAX_VIDEO_QUEUE_SIZE = 10; #ifdef MOZ_APPLEMEDIA static const uint32_t HW_VIDEO_QUEUE_SIZE = 10; #else static const uint32_t HW_VIDEO_QUEUE_SIZE = 3; #endif static const uint32_t VIDEO_QUEUE_SEND_TO_COMPOSITOR_SIZE = 9999; static uint32_t sVideoQueueDefaultSize = MAX_VIDEO_QUEUE_SIZE; static uint32_t sVideoQueueHWAccelSize = HW_VIDEO_QUEUE_SIZE; static uint32_t sVideoQueueSendToCompositorSize = VIDEO_QUEUE_SEND_TO_COMPOSITOR_SIZE; static void InitVideoQueuePrefs() { MOZ_ASSERT(NS_IsMainThread()); static bool sPrefInit = false; if (!sPrefInit) { sPrefInit = true; sVideoQueueDefaultSize = Preferences::GetUint( "media.video-queue.default-size", MAX_VIDEO_QUEUE_SIZE); sVideoQueueHWAccelSize = Preferences::GetUint( "media.video-queue.hw-accel-size", HW_VIDEO_QUEUE_SIZE); sVideoQueueSendToCompositorSize = Preferences::GetUint( "media.video-queue.send-to-compositor-size", VIDEO_QUEUE_SEND_TO_COMPOSITOR_SIZE); } } // Delay, in milliseconds, that tabs needs to be in background before video // decoding is suspended. static TimeDuration SuspendBackgroundVideoDelay() { return TimeDuration::FromMilliseconds( MediaPrefs::MDSMSuspendBackgroundVideoDelay()); } class MediaDecoderStateMachine::StateObject { public: virtual ~StateObject() { } virtual void Exit() { } // Exit action. virtual void Step() { } // Perform a 'cycle' of this state object. virtual State GetState() const = 0; // Event handlers for various events. virtual void HandleCDMProxyReady() { } virtual void HandleAudioCaptured() { } virtual void HandleAudioDecoded(AudioData* aAudio) { Crash("Unexpected event!", __func__); } virtual void HandleVideoDecoded(VideoData* aVideo, TimeStamp aDecodeStart) { Crash("Unexpected event!", __func__); } virtual void HandleAudioWaited(MediaData::Type aType) { Crash("Unexpected event!", __func__); } virtual void HandleVideoWaited(MediaData::Type aType) { Crash("Unexpected event!", __func__); } virtual void HandleWaitingForAudio() { Crash("Unexpected event!", __func__); } virtual void HandleAudioCanceled() { Crash("Unexpected event!", __func__); } virtual void HandleEndOfAudio() { Crash("Unexpected event!", __func__); } virtual void HandleWaitingForVideo() { Crash("Unexpected event!", __func__); } virtual void HandleVideoCanceled() { Crash("Unexpected event!", __func__); } virtual void HandleEndOfVideo() { Crash("Unexpected event!", __func__); } virtual RefPtr HandleSeek(SeekTarget aTarget); virtual RefPtr HandleShutdown(); virtual void HandleVideoSuspendTimeout() = 0; virtual void HandleResumeVideoDecoding(const TimeUnit& aTarget); virtual void HandlePlayStateChanged(MediaDecoder::PlayState aPlayState) { } virtual nsCString GetDebugInfo() { return nsCString(); } private: template auto ReturnTypeHelper(R(S::*)(As...)) -> R; void Crash(const char* aReason, const char* aSite) { char buf[1024]; SprintfLiteral(buf, "%s state=%s callsite=%s", aReason, ToStateStr(GetState()), aSite); MOZ_ReportAssertionFailure(buf, __FILE__, __LINE__); MOZ_CRASH(); } protected: enum class EventVisibility : int8_t { Observable, Suppressed }; using Master = MediaDecoderStateMachine; explicit StateObject(Master* aPtr) : mMaster(aPtr) { } TaskQueue* OwnerThread() const { return mMaster->mTaskQueue; } MediaResource* Resource() const { return mMaster->mResource; } MediaDecoderReaderWrapper* Reader() const { return mMaster->mReader; } const MediaInfo& Info() const { return mMaster->Info(); } bool IsExpectingMoreData() const { // We are expecting more data if either the resource states so, or if we // have a waiting promise pending (such as with non-MSE EME). return Resource()->IsExpectingMoreData() || mMaster->IsWaitingAudioData() || mMaster->IsWaitingVideoData(); } MediaQueue& AudioQueue() const { return mMaster->mAudioQueue; } MediaQueue& VideoQueue() const { return mMaster->mVideoQueue; } template auto CallEnterMemberFunction(S* aS, Tuple& aTuple, IndexSequence) -> decltype(ReturnTypeHelper(&S::Enter)) { return aS->Enter(Move(Get(aTuple))...); } // Note this function will delete the current state object. // Don't access members to avoid UAF after this call. template auto SetState(Ts&&... aArgs) -> decltype(ReturnTypeHelper(&S::Enter)) { // |aArgs| must be passed by reference to avoid passing MOZ_NON_PARAM class // SeekJob by value. See bug 1287006 and bug 1338374. But we still *must* // copy the parameters, because |Exit()| can modify them. See bug 1312321. // So we 1) pass the parameters by reference, but then 2) immediately copy // them into a Tuple to be safe against modification, and finally 3) move // the elements of the Tuple into the final function call. auto copiedArgs = MakeTuple(Forward(aArgs)...); // keep mMaster in a local object because mMaster will become invalid after // the current state object is deleted. auto master = mMaster; auto* s = new S(master); MOZ_ASSERT(GetState() != s->GetState() || GetState() == DECODER_STATE_SEEKING); SLOG("change state to: %s", ToStateStr(s->GetState())); Exit(); master->mStateObj.reset(s); return CallEnterMemberFunction(s, copiedArgs, typename IndexSequenceFor::Type()); } RefPtr SetSeekingState(SeekJob&& aSeekJob, EventVisibility aVisibility); // Take a raw pointer in order not to change the life cycle of MDSM. // It is guaranteed to be valid by MDSM. Master* mMaster; }; /** * Purpose: decode metadata like duration and dimensions of the media resource. * * Transition to other states when decoding metadata is done: * SHUTDOWN if failing to decode metadata. * WAIT_FOR_CDM if the media is encrypted and CDM is not available. * DECODING_FIRSTFRAME otherwise. */ class MediaDecoderStateMachine::DecodeMetadataState : public MediaDecoderStateMachine::StateObject { public: explicit DecodeMetadataState(Master* aPtr) : StateObject(aPtr) { } void Enter() { MOZ_ASSERT(!mMaster->mVideoDecodeSuspended); MOZ_ASSERT(!mMetadataRequest.Exists()); SLOG("Dispatching AsyncReadMetadata"); // Set mode to METADATA since we are about to read metadata. Resource()->SetReadMode(MediaCacheStream::MODE_METADATA); // We disconnect mMetadataRequest in Exit() so it is fine to capture // a raw pointer here. Reader()->ReadMetadata() ->Then(OwnerThread(), __func__, [this] (MetadataHolder&& aMetadata) { OnMetadataRead(Move(aMetadata)); }, [this] (const MediaResult& aError) { OnMetadataNotRead(aError); }) ->Track(mMetadataRequest); } void Exit() override { mMetadataRequest.DisconnectIfExists(); } State GetState() const override { return DECODER_STATE_DECODING_METADATA; } RefPtr HandleSeek(SeekTarget aTarget) override { MOZ_DIAGNOSTIC_ASSERT(false, "Can't seek while decoding metadata."); return MediaDecoder::SeekPromise::CreateAndReject(true, __func__); } void HandleVideoSuspendTimeout() override { // Do nothing since no decoders are created yet. } void HandleResumeVideoDecoding(const TimeUnit&) override { // We never suspend video decoding in this state. MOZ_ASSERT(false, "Shouldn't have suspended video decoding."); } private: void OnMetadataRead(MetadataHolder&& aMetadata); void OnMetadataNotRead(const MediaResult& aError) { mMetadataRequest.Complete(); SLOGW("Decode metadata failed, shutting down decoder"); mMaster->DecodeError(aError); } MozPromiseRequestHolder mMetadataRequest; }; /** * Purpose: wait for the CDM to start decoding. * * Transition to other states when CDM is ready: * SEEKING if any pending seek request. * DECODING_FIRSTFRAME otherwise. */ class MediaDecoderStateMachine::WaitForCDMState : public MediaDecoderStateMachine::StateObject { public: explicit WaitForCDMState(Master* aPtr) : StateObject(aPtr) { } void Enter() { MOZ_ASSERT(!mMaster->mVideoDecodeSuspended); } void Exit() override { // mPendingSeek is either moved in HandleCDMProxyReady() or should be // rejected here before transition to SHUTDOWN. mPendingSeek.RejectIfExists(__func__); } State GetState() const override { return DECODER_STATE_WAIT_FOR_CDM; } void HandleCDMProxyReady() override; RefPtr HandleSeek(SeekTarget aTarget) override { SLOG("Not Enough Data to seek at this stage, queuing seek"); mPendingSeek.RejectIfExists(__func__); mPendingSeek.mTarget.emplace(aTarget); return mPendingSeek.mPromise.Ensure(__func__); } void HandleVideoSuspendTimeout() override { // Do nothing since no decoders are created yet. } void HandleResumeVideoDecoding(const TimeUnit&) override { // We never suspend video decoding in this state. MOZ_ASSERT(false, "Shouldn't have suspended video decoding."); } private: SeekJob mPendingSeek; }; /** * Purpose: release decoder resources to save memory and hardware resources. * * Transition to: * SEEKING if any seek request or play state changes to PLAYING. */ class MediaDecoderStateMachine::DormantState : public MediaDecoderStateMachine::StateObject { public: explicit DormantState(Master* aPtr) : StateObject(aPtr) { } void Enter() { if (mMaster->IsPlaying()) { mMaster->StopPlayback(); } // Calculate the position to seek to when exiting dormant. auto t = mMaster->mMediaSink->IsStarted() ? mMaster->GetClock() : mMaster->GetMediaTime(); mPendingSeek.mTarget.emplace(t, SeekTarget::Accurate); // SeekJob asserts |mTarget.IsValid() == !mPromise.IsEmpty()| so we // need to create the promise even it is not used at all. // The promise may be used when coming out of DormantState into // SeekingState. RefPtr x = mPendingSeek.mPromise.Ensure(__func__); // No need to call ResetDecode() and StopMediaSink() here. // We will do them during seeking when exiting dormant. // Ignore WAIT_FOR_DATA since we won't decode in dormant. mMaster->mAudioWaitRequest.DisconnectIfExists(); mMaster->mVideoWaitRequest.DisconnectIfExists(); MaybeReleaseResources(); } void Exit() override { // mPendingSeek is either moved when exiting dormant or // should be rejected here before transition to SHUTDOWN. mPendingSeek.RejectIfExists(__func__); } State GetState() const override { return DECODER_STATE_DORMANT; } RefPtr HandleSeek(SeekTarget aTarget) override; void HandleVideoSuspendTimeout() override { // Do nothing since we've released decoders in Enter(). } void HandleResumeVideoDecoding(const TimeUnit&) override { // Do nothing since we won't resume decoding until exiting dormant. } void HandlePlayStateChanged(MediaDecoder::PlayState aPlayState) override; void HandleAudioDecoded(AudioData*) override { MaybeReleaseResources(); } void HandleVideoDecoded(VideoData*, TimeStamp) override { MaybeReleaseResources(); } void HandleWaitingForAudio() override { MaybeReleaseResources(); } void HandleWaitingForVideo() override { MaybeReleaseResources(); } void HandleAudioCanceled() override { MaybeReleaseResources(); } void HandleVideoCanceled() override { MaybeReleaseResources(); } void HandleEndOfAudio() override { MaybeReleaseResources(); } void HandleEndOfVideo() override { MaybeReleaseResources(); } private: void MaybeReleaseResources() { if (!mMaster->mAudioDataRequest.Exists() && !mMaster->mVideoDataRequest.Exists()) { // Release decoders only when they are idle. Otherwise it might cause // decode error later when resetting decoders during seeking. mMaster->mReader->ReleaseResources(); } } SeekJob mPendingSeek; }; /** * Purpose: decode the 1st audio and video frames to fire the 'loadeddata' event. * * Transition to: * SHUTDOWN if any decode error. * SEEKING if any seek request. * DECODING when the 'loadeddata' event is fired. */ class MediaDecoderStateMachine::DecodingFirstFrameState : public MediaDecoderStateMachine::StateObject { public: explicit DecodingFirstFrameState(Master* aPtr) : StateObject(aPtr) { } void Enter(); void Exit() override { // mPendingSeek is either moved in MaybeFinishDecodeFirstFrame() // or should be rejected here before transition to SHUTDOWN. mPendingSeek.RejectIfExists(__func__); } State GetState() const override { return DECODER_STATE_DECODING_FIRSTFRAME; } void HandleAudioDecoded(AudioData* aAudio) override { mMaster->PushAudio(aAudio); MaybeFinishDecodeFirstFrame(); } void HandleVideoDecoded(VideoData* aVideo, TimeStamp aDecodeStart) override { mMaster->PushVideo(aVideo); MaybeFinishDecodeFirstFrame(); } void HandleWaitingForAudio() override { mMaster->WaitForData(MediaData::AUDIO_DATA); } void HandleAudioCanceled() override { mMaster->RequestAudioData(); } void HandleEndOfAudio() override { AudioQueue().Finish(); MaybeFinishDecodeFirstFrame(); } void HandleWaitingForVideo() override { mMaster->WaitForData(MediaData::VIDEO_DATA); } void HandleVideoCanceled() override { mMaster->RequestVideoData(media::TimeUnit()); } void HandleEndOfVideo() override { VideoQueue().Finish(); MaybeFinishDecodeFirstFrame(); } void HandleAudioWaited(MediaData::Type aType) override { mMaster->RequestAudioData(); } void HandleVideoWaited(MediaData::Type aType) override { mMaster->RequestVideoData(media::TimeUnit()); } void HandleVideoSuspendTimeout() override { // Do nothing for we need to decode the 1st video frame to get the // dimensions. } void HandleResumeVideoDecoding(const TimeUnit&) override { // We never suspend video decoding in this state. MOZ_ASSERT(false, "Shouldn't have suspended video decoding."); } RefPtr HandleSeek(SeekTarget aTarget) override { if (mMaster->mIsMSE) { return StateObject::HandleSeek(aTarget); } // Delay seek request until decoding first frames for non-MSE media. SLOG("Not Enough Data to seek at this stage, queuing seek"); mPendingSeek.RejectIfExists(__func__); mPendingSeek.mTarget.emplace(aTarget); return mPendingSeek.mPromise.Ensure(__func__); } private: // Notify FirstFrameLoaded if having decoded first frames and // transition to SEEKING if there is any pending seek, or DECODING otherwise. void MaybeFinishDecodeFirstFrame(); SeekJob mPendingSeek; }; /** * Purpose: decode audio/video data for playback. * * Transition to: * DORMANT if playback is paused for a while. * SEEKING if any seek request. * SHUTDOWN if any decode error. * BUFFERING if playback can't continue due to lack of decoded data. * COMPLETED when having decoded all audio/video data. */ class MediaDecoderStateMachine::DecodingState : public MediaDecoderStateMachine::StateObject { public: explicit DecodingState(Master* aPtr) : StateObject(aPtr) , mDormantTimer(OwnerThread()) { } void Enter(); void Exit() override { if (!mDecodeStartTime.IsNull()) { TimeDuration decodeDuration = TimeStamp::Now() - mDecodeStartTime; SLOG("Exiting DECODING, decoded for %.3lfs", decodeDuration.ToSeconds()); } mDormantTimer.Reset(); mOnAudioPopped.DisconnectIfExists(); mOnVideoPopped.DisconnectIfExists(); } void Step() override { if (mMaster->mPlayState != MediaDecoder::PLAY_STATE_PLAYING && mMaster->IsPlaying()) { // We're playing, but the element/decoder is in paused state. Stop // playing! mMaster->StopPlayback(); } // Start playback if necessary so that the clock can be properly queried. if (!mIsPrerolling) { mMaster->MaybeStartPlayback(); } mMaster->UpdatePlaybackPositionPeriodically(); MOZ_ASSERT(!mMaster->IsPlaying() || mMaster->IsStateMachineScheduled(), "Must have timer scheduled"); MaybeStartBuffering(); } State GetState() const override { return DECODER_STATE_DECODING; } void HandleAudioDecoded(AudioData* aAudio) override { mMaster->PushAudio(aAudio); DispatchDecodeTasksIfNeeded(); MaybeStopPrerolling(); } void HandleVideoDecoded(VideoData* aVideo, TimeStamp aDecodeStart) override { mMaster->PushVideo(aVideo); DispatchDecodeTasksIfNeeded(); MaybeStopPrerolling(); CheckSlowDecoding(aDecodeStart); } void HandleAudioCanceled() override { mMaster->RequestAudioData(); } void HandleVideoCanceled() override { mMaster->RequestVideoData(mMaster->GetMediaTime()); } void HandleEndOfAudio() override; void HandleEndOfVideo() override; void HandleWaitingForAudio() override { mMaster->WaitForData(MediaData::AUDIO_DATA); MaybeStopPrerolling(); } void HandleWaitingForVideo() override { mMaster->WaitForData(MediaData::VIDEO_DATA); MaybeStopPrerolling(); } void HandleAudioWaited(MediaData::Type aType) override { mMaster->RequestAudioData(); } void HandleVideoWaited(MediaData::Type aType) override { mMaster->RequestVideoData(mMaster->GetMediaTime()); } void HandleAudioCaptured() override { MaybeStopPrerolling(); // MediaSink is changed. Schedule Step() to check if we can start playback. mMaster->ScheduleStateMachine(); } void HandleVideoSuspendTimeout() override { // No video, so nothing to suspend. if (!mMaster->HasVideo()) { return; } mMaster->mVideoDecodeSuspended = true; mMaster->mOnPlaybackEvent.Notify(MediaEventType::EnterVideoSuspend); Reader()->SetVideoBlankDecode(true); } void HandlePlayStateChanged(MediaDecoder::PlayState aPlayState) override { if (aPlayState == MediaDecoder::PLAY_STATE_PLAYING) { // Schedule Step() to check if we can start playback. mMaster->ScheduleStateMachine(); // Try to dispatch decoding tasks for mMinimizePreroll might be reset. DispatchDecodeTasksIfNeeded(); } if (aPlayState == MediaDecoder::PLAY_STATE_PAUSED) { StartDormantTimer(); } else { mDormantTimer.Reset(); } } nsCString GetDebugInfo() override { return nsPrintfCString("mIsPrerolling=%d", mIsPrerolling); } private: void DispatchDecodeTasksIfNeeded(); void EnsureAudioDecodeTaskQueued(); void EnsureVideoDecodeTaskQueued(); void MaybeStartBuffering(); void CheckSlowDecoding(TimeStamp aDecodeStart) { // For non async readers, if the requested video sample was slow to // arrive, increase the amount of audio we buffer to ensure that we // don't run out of audio. This is unnecessary for async readers, // since they decode audio and video on different threads so they // are unlikely to run out of decoded audio. if (Reader()->IsAsync()) { return; } TimeDuration decodeTime = TimeStamp::Now() - aDecodeStart; auto adjusted = TimeUnit::FromTimeDuration(decodeTime * THRESHOLD_FACTOR); if (adjusted > mMaster->mLowAudioThreshold && !mMaster->HasLowBufferedData()) { mMaster->mLowAudioThreshold = std::min( adjusted, mMaster->mAmpleAudioThreshold); mMaster->mAmpleAudioThreshold = std::max( mMaster->mLowAudioThreshold * THRESHOLD_FACTOR, mMaster->mAmpleAudioThreshold); SLOG("Slow video decode, set " "mLowAudioThreshold=%" PRId64 " mAmpleAudioThreshold=%" PRId64, mMaster->mLowAudioThreshold.ToMicroseconds(), mMaster->mAmpleAudioThreshold.ToMicroseconds()); } } // At the start of decoding we want to "preroll" the decode until we've // got a few frames decoded before we consider whether decode is falling // behind. Otherwise our "we're falling behind" logic will trigger // unnecessarily if we start playing as soon as the first sample is // decoded. These two fields store how many video frames and audio // samples we must consume before are considered to be finished prerolling. TimeUnit AudioPrerollThreshold() const { return mMaster->mAmpleAudioThreshold / 2; } uint32_t VideoPrerollFrames() const { return mMaster->GetAmpleVideoFrames() / 2; } bool DonePrerollingAudio() { return !mMaster->IsAudioDecoding() || mMaster->GetDecodedAudioDuration() >= AudioPrerollThreshold().MultDouble(mMaster->mPlaybackRate); } bool DonePrerollingVideo() { return !mMaster->IsVideoDecoding() || static_cast(mMaster->VideoQueue().GetSize()) >= VideoPrerollFrames() * mMaster->mPlaybackRate + 1; } void MaybeStopPrerolling() { if (mIsPrerolling && (DonePrerollingAudio() || mMaster->IsWaitingAudioData()) && (DonePrerollingVideo() || mMaster->IsWaitingVideoData())) { mIsPrerolling = false; // Check if we can start playback. mMaster->ScheduleStateMachine(); } } void StartDormantTimer() { if (!mMaster->mMediaSeekable) { // Don't enter dormant if the media is not seekable because we need to // seek when exiting dormant. return; } auto timeout = MediaPrefs::DormantOnPauseTimeout(); if (timeout < 0) { // Disabled when timeout is negative. return; } else if (timeout == 0) { // Enter dormant immediately without scheduling a timer. SetState(); return; } if (mMaster->mMinimizePreroll) { SetState(); return; } TimeStamp target = TimeStamp::Now() + TimeDuration::FromMilliseconds(timeout); mDormantTimer.Ensure(target, [this] () { mDormantTimer.CompleteRequest(); SetState(); }, [this] () { mDormantTimer.CompleteRequest(); }); } // Time at which we started decoding. TimeStamp mDecodeStartTime; // When we start decoding (either for the first time, or after a pause) // we may be low on decoded data. We don't want our "low data" logic to // kick in and decide that we're low on decoded data because the download // can't keep up with the decode, and cause us to pause playback. So we // have a "preroll" stage, where we ignore the results of our "low data" // logic during the first few frames of our decode. This occurs during // playback. bool mIsPrerolling = true; // Fired when playback is paused for a while to enter dormant. DelayedScheduler mDormantTimer; MediaEventListener mOnAudioPopped; MediaEventListener mOnVideoPopped; }; /** * Purpose: seek to a particular new playback position. * * Transition to: * SEEKING if any new seek request. * SHUTDOWN if seek failed. * COMPLETED if the new playback position is the end of the media resource. * NextFrameSeekingState if completing a NextFrameSeekingFromDormantState. * DECODING otherwise. */ class MediaDecoderStateMachine::SeekingState : public MediaDecoderStateMachine::StateObject { public: explicit SeekingState(Master* aPtr) : StateObject(aPtr) { } RefPtr Enter(SeekJob&& aSeekJob, EventVisibility aVisibility) { mSeekJob = Move(aSeekJob); // Always switch off the blank decoder otherwise we might become visible // in the middle of seeking and won't have a valid video frame to show // when seek is done. if (mMaster->mVideoDecodeSuspended) { mMaster->mVideoDecodeSuspended = false; mMaster->mOnPlaybackEvent.Notify(MediaEventType::ExitVideoSuspend); Reader()->SetVideoBlankDecode(false); } // Dispatch a mozvideoonlyseekbegin event to indicate UI for corresponding // changes. if (mSeekJob.mTarget->IsVideoOnly()) { mMaster->mOnPlaybackEvent.Notify(MediaEventType::VideoOnlySeekBegin); } // Don't stop playback for a video-only seek since audio is playing. if (!mSeekJob.mTarget->IsVideoOnly()) { mMaster->StopPlayback(); } mMaster->UpdatePlaybackPositionInternal(mSeekJob.mTarget->GetTime()); if (aVisibility == EventVisibility::Observable) { mMaster->mOnPlaybackEvent.Notify(MediaEventType::SeekStarted); // We want dormant actions to be transparent to the user. // So we only notify the change when the seek request is from the user. mMaster->UpdateNextFrameStatus( MediaDecoderOwner::NEXT_FRAME_UNAVAILABLE_SEEKING); } RefPtr p = mSeekJob.mPromise.Ensure(__func__); DoSeek(); return p; } virtual void Exit() override = 0; State GetState() const override { return DECODER_STATE_SEEKING; } void HandleAudioDecoded(AudioData* aAudio) override = 0; void HandleVideoDecoded(VideoData* aVideo, TimeStamp aDecodeStart) override = 0; void HandleAudioWaited(MediaData::Type aType) override = 0; void HandleVideoWaited(MediaData::Type aType) override = 0; void HandleVideoSuspendTimeout() override { // Do nothing since we want a valid video frame to show when seek is done. } void HandleResumeVideoDecoding(const TimeUnit&) override { // We set mVideoDecodeSuspended to false in Enter(). MOZ_ASSERT(false, "Shouldn't have suspended video decoding."); } protected: SeekJob mSeekJob; virtual void DoSeek() = 0; // Transition to the next state (defined by the subclass) when seek is completed. virtual void GoToNextState() { SetState(); } void SeekCompleted(); virtual TimeUnit CalculateNewCurrentTime() const = 0; }; class MediaDecoderStateMachine::AccurateSeekingState : public MediaDecoderStateMachine::SeekingState { public: explicit AccurateSeekingState(Master* aPtr) : SeekingState(aPtr) { } RefPtr Enter(SeekJob&& aSeekJob, EventVisibility aVisibility) { MOZ_ASSERT(aSeekJob.mTarget->IsAccurate() || aSeekJob.mTarget->IsFast()); mCurrentTimeBeforeSeek = mMaster->GetMediaTime(); return SeekingState::Enter(Move(aSeekJob), aVisibility); } void Exit() override { if (mSeekJob.Exists() && mSeekJob.mTarget.isSome() && mSeekJob.mTarget->IsVideoOnly()) { // We are discarding this video-only seek operation now, and we still need // to dispatch an event so that the UI can change in response to the end // of video-only seek. mMaster->mOnPlaybackEvent.Notify(MediaEventType::VideoOnlySeekCompleted); } // Disconnect MediaDecoder. mSeekJob.RejectIfExists(__func__); // Disconnect MediaDecoderReaderWrapper. mSeekRequest.DisconnectIfExists(); mWaitRequest.DisconnectIfExists(); } void HandleAudioDecoded(AudioData* aAudio) override { MOZ_ASSERT(!mDoneAudioSeeking || !mDoneVideoSeeking, "Seek shouldn't be finished"); MOZ_ASSERT(aAudio); // Video-only seek doesn't reset audio decoder. There might be pending audio // requests when AccurateSeekTask::Seek() begins. We will just store the // data without checking |mDiscontinuity| or calling // DropAudioUpToSeekTarget(). if (mSeekJob.mTarget->IsVideoOnly()) { mMaster->PushAudio(aAudio); return; } AdjustFastSeekIfNeeded(aAudio); if (mSeekJob.mTarget->IsFast()) { // Non-precise seek; we can stop the seek at the first sample. mMaster->PushAudio(aAudio); mDoneAudioSeeking = true; } else { nsresult rv = DropAudioUpToSeekTarget(aAudio); if (NS_FAILED(rv)) { mMaster->DecodeError(rv); return; } } if (!mDoneAudioSeeking) { RequestAudioData(); return; } MaybeFinishSeek(); } void HandleVideoDecoded(VideoData* aVideo, TimeStamp aDecodeStart) override { MOZ_ASSERT(!mDoneAudioSeeking || !mDoneVideoSeeking, "Seek shouldn't be finished"); MOZ_ASSERT(aVideo); AdjustFastSeekIfNeeded(aVideo); if (mSeekJob.mTarget->IsFast()) { // Non-precise seek. We can stop the seek at the first sample. mMaster->PushVideo(aVideo); mDoneVideoSeeking = true; } else { nsresult rv = DropVideoUpToSeekTarget(aVideo); if (NS_FAILED(rv)) { mMaster->DecodeError(rv); return; } } if (!mDoneVideoSeeking) { RequestVideoData(); return; } MaybeFinishSeek(); } void HandleWaitingForAudio() override { if (!mSeekJob.mTarget->IsVideoOnly()) { MOZ_ASSERT(!mDoneAudioSeeking); mMaster->WaitForData(MediaData::AUDIO_DATA); } } void HandleAudioCanceled() override { if (!mSeekJob.mTarget->IsVideoOnly()) { MOZ_ASSERT(!mDoneAudioSeeking); RequestAudioData(); } } void HandleEndOfAudio() override { if (!mSeekJob.mTarget->IsVideoOnly()) { MOZ_ASSERT(!mDoneAudioSeeking); AudioQueue().Finish(); mDoneAudioSeeking = true; MaybeFinishSeek(); } } void HandleWaitingForVideo() override { MOZ_ASSERT(!mDoneVideoSeeking); mMaster->WaitForData(MediaData::VIDEO_DATA); } void HandleVideoCanceled() override { MOZ_ASSERT(!mDoneVideoSeeking); RequestVideoData(); } void HandleEndOfVideo() override { MOZ_ASSERT(!mDoneVideoSeeking); if (mFirstVideoFrameAfterSeek) { // Hit the end of stream. Move mFirstVideoFrameAfterSeek into // mSeekedVideoData so we have something to display after seeking. mMaster->PushVideo(mFirstVideoFrameAfterSeek); } VideoQueue().Finish(); mDoneVideoSeeking = true; MaybeFinishSeek(); } void HandleAudioWaited(MediaData::Type aType) override { MOZ_ASSERT(!mDoneAudioSeeking || !mDoneVideoSeeking, "Seek shouldn't be finished"); // Ignore pending requests from video-only seek. if (mSeekJob.mTarget->IsVideoOnly()) { return; } RequestAudioData(); } void HandleVideoWaited(MediaData::Type aType) override { MOZ_ASSERT(!mDoneAudioSeeking || !mDoneVideoSeeking, "Seek shouldn't be finished"); RequestVideoData(); } void DoSeek() override { mDoneAudioSeeking = !Info().HasAudio() || mSeekJob.mTarget->IsVideoOnly(); mDoneVideoSeeking = !Info().HasVideo(); if (mSeekJob.mTarget->IsVideoOnly()) { mMaster->ResetDecode(TrackInfo::kVideoTrack); } else { mMaster->ResetDecode(); mMaster->StopMediaSink(); } DemuxerSeek(); } TimeUnit CalculateNewCurrentTime() const override { const auto seekTime = mSeekJob.mTarget->GetTime(); // For the accurate seek, we always set the newCurrentTime = seekTime so // that the updated HTMLMediaElement.currentTime will always be the seek // target; we rely on the MediaSink to handles the gap between the // newCurrentTime and the real decoded samples' start time. if (mSeekJob.mTarget->IsAccurate()) { return seekTime; } // For the fast seek, we update the newCurrentTime with the decoded audio // and video samples, set it to be the one which is closet to the seekTime. if (mSeekJob.mTarget->IsFast()) { RefPtr audio = AudioQueue().PeekFront(); RefPtr video = VideoQueue().PeekFront(); // A situation that both audio and video approaches the end. if (!audio && !video) { return seekTime; } const int64_t audioStart = audio ? audio->mTime.ToMicroseconds() : INT64_MAX; const int64_t videoStart = video ? video->mTime.ToMicroseconds() : INT64_MAX; const int64_t audioGap = std::abs(audioStart - seekTime.ToMicroseconds()); const int64_t videoGap = std::abs(videoStart - seekTime.ToMicroseconds()); return TimeUnit::FromMicroseconds( audioGap <= videoGap ? audioStart : videoStart); } MOZ_ASSERT(false, "AccurateSeekTask doesn't handle other seek types."); return TimeUnit::Zero(); } private: void DemuxerSeek() { // Request the demuxer to perform seek. Reader()->Seek(mSeekJob.mTarget.ref()) ->Then(OwnerThread(), __func__, [this] (const media::TimeUnit& aUnit) { OnSeekResolved(aUnit); }, [this] (const SeekRejectValue& aReject) { OnSeekRejected(aReject); }) ->Track(mSeekRequest); } void OnSeekResolved(media::TimeUnit) { mSeekRequest.Complete(); // We must decode the first samples of active streams, so we can determine // the new stream time. So dispatch tasks to do that. if (!mDoneVideoSeeking) { RequestVideoData(); } if (!mDoneAudioSeeking) { RequestAudioData(); } } void OnSeekRejected(const SeekRejectValue& aReject) { mSeekRequest.Complete(); if (aReject.mError == NS_ERROR_DOM_MEDIA_WAITING_FOR_DATA) { SLOG("OnSeekRejected reason=WAITING_FOR_DATA type=%d", aReject.mType); MOZ_ASSERT_IF(aReject.mType == MediaData::AUDIO_DATA, !mMaster->IsRequestingAudioData()); MOZ_ASSERT_IF(aReject.mType == MediaData::VIDEO_DATA, !mMaster->IsRequestingVideoData()); MOZ_ASSERT_IF(aReject.mType == MediaData::AUDIO_DATA, !mMaster->IsWaitingAudioData()); MOZ_ASSERT_IF(aReject.mType == MediaData::VIDEO_DATA, !mMaster->IsWaitingVideoData()); // Fire 'waiting' to notify the player that we are waiting for data. mMaster->UpdateNextFrameStatus( MediaDecoderOwner::NEXT_FRAME_UNAVAILABLE_SEEKING); Reader() ->WaitForData(aReject.mType) ->Then(OwnerThread(), __func__, [this](MediaData::Type aType) { SLOG("OnSeekRejected wait promise resolved"); mWaitRequest.Complete(); DemuxerSeek(); }, [this](const WaitForDataRejectValue& aRejection) { SLOG("OnSeekRejected wait promise rejected"); mWaitRequest.Complete(); mMaster->DecodeError(NS_ERROR_DOM_MEDIA_WAITING_FOR_DATA); }) ->Track(mWaitRequest); return; } if (aReject.mError == NS_ERROR_DOM_MEDIA_END_OF_STREAM) { HandleEndOfAudio(); HandleEndOfVideo(); return; } MOZ_ASSERT(NS_FAILED(aReject.mError), "Cancels should also disconnect mSeekRequest"); mMaster->DecodeError(aReject.mError); } void RequestAudioData() { MOZ_ASSERT(!mDoneAudioSeeking); mMaster->RequestAudioData(); } void RequestVideoData() { MOZ_ASSERT(!mDoneVideoSeeking); mMaster->RequestVideoData(media::TimeUnit()); } void AdjustFastSeekIfNeeded(MediaData* aSample) { if (mSeekJob.mTarget->IsFast() && mSeekJob.mTarget->GetTime() > mCurrentTimeBeforeSeek && aSample->mTime < mCurrentTimeBeforeSeek) { // We are doing a fastSeek, but we ended up *before* the previous // playback position. This is surprising UX, so switch to an accurate // seek and decode to the seek target. This is not conformant to the // spec, fastSeek should always be fast, but until we get the time to // change all Readers to seek to the keyframe after the currentTime // in this case, we'll just decode forward. Bug 1026330. mSeekJob.mTarget->SetType(SeekTarget::Accurate); } } nsresult DropAudioUpToSeekTarget(AudioData* aAudio) { MOZ_ASSERT(aAudio && mSeekJob.mTarget->IsAccurate()); auto sampleDuration = FramesToTimeUnit( aAudio->mFrames, Info().mAudio.mRate); if (!sampleDuration.IsValid()) { return NS_ERROR_DOM_MEDIA_OVERFLOW_ERR; } auto audioTime = aAudio->mTime; if (audioTime + sampleDuration <= mSeekJob.mTarget->GetTime()) { // Our seek target lies after the frames in this AudioData. Don't // push it onto the audio queue, and keep decoding forwards. return NS_OK; } if (audioTime > mSeekJob.mTarget->GetTime()) { // The seek target doesn't lie in the audio block just after the last // audio frames we've seen which were before the seek target. This // could have been the first audio data we've seen after seek, i.e. the // seek terminated after the seek target in the audio stream. Just // abort the audio decode-to-target, the state machine will play // silence to cover the gap. Typically this happens in poorly muxed // files. SLOGW("Audio not synced after seek, maybe a poorly muxed file?"); mMaster->PushAudio(aAudio); mDoneAudioSeeking = true; return NS_OK; } // The seek target lies somewhere in this AudioData's frames, strip off // any frames which lie before the seek target, so we'll begin playback // exactly at the seek target. NS_ASSERTION(mSeekJob.mTarget->GetTime() >= audioTime, "Target must at or be after data start."); NS_ASSERTION(mSeekJob.mTarget->GetTime() < audioTime + sampleDuration, "Data must end after target."); CheckedInt64 framesToPrune = TimeUnitToFrames( mSeekJob.mTarget->GetTime() - audioTime, Info().mAudio.mRate); if (!framesToPrune.isValid()) { return NS_ERROR_DOM_MEDIA_OVERFLOW_ERR; } if (framesToPrune.value() > aAudio->mFrames) { // We've messed up somehow. Don't try to trim frames, the |frames| // variable below will overflow. SLOGW("Can't prune more frames that we have!"); return NS_ERROR_FAILURE; } uint32_t frames = aAudio->mFrames - uint32_t(framesToPrune.value()); uint32_t channels = aAudio->mChannels; AlignedAudioBuffer audioData(frames * channels); if (!audioData) { return NS_ERROR_OUT_OF_MEMORY; } memcpy(audioData.get(), aAudio->mAudioData.get() + (framesToPrune.value() * channels), frames * channels * sizeof(AudioDataValue)); auto duration = FramesToTimeUnit(frames, Info().mAudio.mRate); if (!duration.IsValid()) { return NS_ERROR_DOM_MEDIA_OVERFLOW_ERR; } RefPtr data(new AudioData( aAudio->mOffset, mSeekJob.mTarget->GetTime(), duration, frames, Move(audioData), channels, aAudio->mRate)); MOZ_ASSERT(AudioQueue().GetSize() == 0, "Should be the 1st sample after seeking"); mMaster->PushAudio(data); mDoneAudioSeeking = true; return NS_OK; } nsresult DropVideoUpToSeekTarget(VideoData* aVideo) { MOZ_ASSERT(aVideo); SLOG("DropVideoUpToSeekTarget() frame [%" PRId64 ", %" PRId64 "]", aVideo->mTime.ToMicroseconds(), aVideo->GetEndTime().ToMicroseconds()); const auto target = mSeekJob.mTarget->GetTime(); // If the frame end time is less than the seek target, we won't want // to display this frame after the seek, so discard it. if (target >= aVideo->GetEndTime()) { SLOG("DropVideoUpToSeekTarget() pop video frame [%" PRId64 ", %" PRId64 "] target=%" PRId64, aVideo->mTime.ToMicroseconds(), aVideo->GetEndTime().ToMicroseconds(), target.ToMicroseconds()); mFirstVideoFrameAfterSeek = aVideo; } else { if (target >= aVideo->mTime && aVideo->GetEndTime() >= target) { // The seek target lies inside this frame's time slice. Adjust the // frame's start time to match the seek target. aVideo->UpdateTimestamp(target); } mFirstVideoFrameAfterSeek = nullptr; SLOG("DropVideoUpToSeekTarget() found video frame [%" PRId64 ", %" PRId64 "] containing target=%" PRId64, aVideo->mTime.ToMicroseconds(), aVideo->GetEndTime().ToMicroseconds(), target.ToMicroseconds()); MOZ_ASSERT(VideoQueue().GetSize() == 0, "Should be the 1st sample after seeking"); mMaster->PushVideo(aVideo); mDoneVideoSeeking = true; } return NS_OK; } void MaybeFinishSeek() { if (mDoneAudioSeeking && mDoneVideoSeeking) { SeekCompleted(); } } /* * Track the current seek promise made by the reader. */ MozPromiseRequestHolder mSeekRequest; /* * Internal state. */ media::TimeUnit mCurrentTimeBeforeSeek; bool mDoneAudioSeeking = false; bool mDoneVideoSeeking = false; MozPromiseRequestHolder mWaitRequest; // This temporarily stores the first frame we decode after we seek. // This is so that if we hit end of stream while we're decoding to reach // the seek target, we will still have a frame that we can display as the // last frame in the media. RefPtr mFirstVideoFrameAfterSeek; }; /* * Remove samples from the queue until aCompare() returns false. * aCompare A function object with the signature bool(int64_t) which returns * true for samples that should be removed. */ template static void DiscardFrames(MediaQueue& aQueue, const Function& aCompare) { while(aQueue.GetSize() > 0) { if (aCompare(aQueue.PeekFront()->mTime.ToMicroseconds())) { RefPtr releaseMe = aQueue.PopFront(); continue; } break; } } class MediaDecoderStateMachine::NextFrameSeekingState : public MediaDecoderStateMachine::SeekingState { public: explicit NextFrameSeekingState(Master* aPtr) : SeekingState(aPtr) { } RefPtr Enter(SeekJob&& aSeekJob, EventVisibility aVisibility) { MOZ_ASSERT(aSeekJob.mTarget->IsNextFrame()); mCurrentTime = mMaster->GetMediaTime(); mDuration = mMaster->Duration(); return SeekingState::Enter(Move(aSeekJob), aVisibility); } void Exit() override { // Disconnect my async seek operation. if (mAsyncSeekTask) { mAsyncSeekTask->Cancel(); } // Disconnect MediaDecoder. mSeekJob.RejectIfExists(__func__); } void HandleAudioDecoded(AudioData* aAudio) override { mMaster->PushAudio(aAudio); } void HandleVideoDecoded(VideoData* aVideo, TimeStamp aDecodeStart) override { MOZ_ASSERT(aVideo); MOZ_ASSERT(!mSeekJob.mPromise.IsEmpty(), "Seek shouldn't be finished"); MOZ_ASSERT(NeedMoreVideo()); if (aVideo->mTime > mCurrentTime) { mMaster->PushVideo(aVideo); FinishSeek(); } else { RequestVideoData(); } } void HandleWaitingForAudio() override { MOZ_ASSERT(!mSeekJob.mPromise.IsEmpty(), "Seek shouldn't be finished"); // We don't care about audio decode errors in this state which will be // handled by other states after seeking. } void HandleAudioCanceled() override { MOZ_ASSERT(!mSeekJob.mPromise.IsEmpty(), "Seek shouldn't be finished"); // We don't care about audio decode errors in this state which will be // handled by other states after seeking. } void HandleEndOfAudio() override { MOZ_ASSERT(!mSeekJob.mPromise.IsEmpty(), "Seek shouldn't be finished"); // We don't care about audio decode errors in this state which will be // handled by other states after seeking. } void HandleWaitingForVideo() override { MOZ_ASSERT(!mSeekJob.mPromise.IsEmpty(), "Seek shouldn't be finished"); MOZ_ASSERT(NeedMoreVideo()); mMaster->WaitForData(MediaData::VIDEO_DATA); } void HandleVideoCanceled() override { MOZ_ASSERT(!mSeekJob.mPromise.IsEmpty(), "Seek shouldn't be finished"); MOZ_ASSERT(NeedMoreVideo()); RequestVideoData(); } void HandleEndOfVideo() override { MOZ_ASSERT(!mSeekJob.mPromise.IsEmpty(), "Seek shouldn't be finished"); MOZ_ASSERT(NeedMoreVideo()); VideoQueue().Finish(); FinishSeek(); } void HandleAudioWaited(MediaData::Type aType) override { // We don't care about audio in this state. } void HandleVideoWaited(MediaData::Type aType) override { MOZ_ASSERT(!mSeekJob.mPromise.IsEmpty(), "Seek shouldn't be finished"); MOZ_ASSERT(NeedMoreVideo()); RequestVideoData(); } TimeUnit CalculateNewCurrentTime() const override { // The HTMLMediaElement.currentTime should be updated to the seek target // which has been updated to the next frame's time. return mSeekJob.mTarget->GetTime(); } void DoSeek() override { auto currentTime = mCurrentTime; DiscardFrames(VideoQueue(), [currentTime] (int64_t aSampleTime) { return aSampleTime <= currentTime.ToMicroseconds(); }); // If there is a pending video request, finish the seeking if we don't need // more data, or wait for HandleVideoDecoded() to finish seeking. if (mMaster->IsRequestingVideoData()) { if (!NeedMoreVideo()) { FinishSeek(); } return; } // Otherwise, we need to do the seek operation asynchronously for a special // case (bug504613.ogv) which has no data at all, the 1st seekToNextFrame() // operation reaches the end of the media. If we did the seek operation // synchronously, we immediately resolve the SeekPromise in mSeekJob and // then switch to the CompletedState which dispatches an "ended" event. // However, the ThenValue of the SeekPromise has not yet been set, so the // promise resolving is postponed and then the JS developer receives the // "ended" event before the seek promise is resolved. // An asynchronous seek operation helps to solve this issue since while the // seek is actually performed, the ThenValue of SeekPromise has already // been set so that it won't be postponed. RefPtr r = mAsyncSeekTask = new AysncNextFrameSeekTask(this); OwnerThread()->Dispatch(r.forget()); } private: void DoSeekInternal() { // We don't need to discard frames to the mCurrentTime here because we have // done it at DoSeek() and any video data received in between either // finishes the seek operation or be discarded, see HandleVideoDecoded(). if (!NeedMoreVideo()) { FinishSeek(); } else if (!mMaster->IsRequestingVideoData() && !mMaster->IsWaitingVideoData()) { RequestVideoData(); } } class AysncNextFrameSeekTask : public Runnable { public: explicit AysncNextFrameSeekTask(NextFrameSeekingState* aStateObject) : Runnable("MediaDecoderStateMachine::NextFrameSeekingState::" "AysncNextFrameSeekTask") , mStateObj(aStateObject) { } void Cancel() { mStateObj = nullptr; } NS_IMETHOD Run() override { if (mStateObj) { mStateObj->DoSeekInternal(); } return NS_OK; } private: NextFrameSeekingState* mStateObj; }; void RequestVideoData() { mMaster->RequestVideoData(media::TimeUnit()); } bool NeedMoreVideo() const { // Need to request video when we have none and video queue is not finished. return VideoQueue().GetSize() == 0 && !VideoQueue().IsFinished(); } // Update the seek target's time before resolving this seek task, the updated // time will be used in the MDSM::SeekCompleted() to update the MDSM's // position. void UpdateSeekTargetTime() { RefPtr data = VideoQueue().PeekFront(); if (data) { mSeekJob.mTarget->SetTime(data->mTime); } else { MOZ_ASSERT(VideoQueue().AtEndOfStream()); mSeekJob.mTarget->SetTime(mDuration); } } void FinishSeek() { MOZ_ASSERT(!NeedMoreVideo()); UpdateSeekTargetTime(); auto time = mSeekJob.mTarget->GetTime().ToMicroseconds(); DiscardFrames(AudioQueue(), [time] (int64_t aSampleTime) { return aSampleTime < time; }); SeekCompleted(); } /* * Internal state. */ TimeUnit mCurrentTime; TimeUnit mDuration; RefPtr mAsyncSeekTask; }; class MediaDecoderStateMachine::NextFrameSeekingFromDormantState : public MediaDecoderStateMachine::AccurateSeekingState { public: explicit NextFrameSeekingFromDormantState(Master* aPtr) : AccurateSeekingState(aPtr) { } RefPtr Enter(SeekJob&& aCurrentSeekJob, SeekJob&& aFutureSeekJob) { mFutureSeekJob = Move(aFutureSeekJob); AccurateSeekingState::Enter(Move(aCurrentSeekJob), EventVisibility::Suppressed); return mFutureSeekJob.mPromise.Ensure(__func__); } void Exit() override { mFutureSeekJob.RejectIfExists(__func__); AccurateSeekingState::Exit(); } private: SeekJob mFutureSeekJob; // We don't want to transition to DecodingState once this seek completes, // instead, we transition to NextFrameSeekingState. void GoToNextState() override { SetState(Move(mFutureSeekJob), EventVisibility::Observable); } }; RefPtr MediaDecoderStateMachine::DormantState::HandleSeek(SeekTarget aTarget) { if (aTarget.IsNextFrame()) { // NextFrameSeekingState doesn't reset the decoder unlike // AccurateSeekingState. So we first must come out of dormant by seeking to // mPendingSeek and continue later with the NextFrameSeek SLOG("Changed state to SEEKING (to %" PRId64 ")", aTarget.GetTime().ToMicroseconds()); SeekJob seekJob; seekJob.mTarget = Some(aTarget); return StateObject::SetState( Move(mPendingSeek), Move(seekJob)); } return StateObject::HandleSeek(aTarget); } /** * Purpose: stop playback until enough data is decoded to continue playback. * * Transition to: * SEEKING if any seek request. * SHUTDOWN if any decode error. * COMPLETED when having decoded all audio/video data. * DECODING when having decoded enough data to continue playback. */ class MediaDecoderStateMachine::BufferingState : public MediaDecoderStateMachine::StateObject { public: explicit BufferingState(Master* aPtr) : StateObject(aPtr) { } void Enter() { if (mMaster->IsPlaying()) { mMaster->StopPlayback(); } mBufferingStart = TimeStamp::Now(); MediaStatistics stats = mMaster->GetStatistics(); SLOG("Playback rate: %.1lfKB/s%s download rate: %.1lfKB/s%s", stats.mPlaybackRate / 1024, stats.mPlaybackRateReliable ? "" : " (unreliable)", stats.mDownloadRate / 1024, stats.mDownloadRateReliable ? "" : " (unreliable)"); mMaster->ScheduleStateMachineIn(TimeUnit::FromMicroseconds(USECS_PER_S)); mMaster->UpdateNextFrameStatus( MediaDecoderOwner::NEXT_FRAME_UNAVAILABLE_BUFFERING); } void Step() override; State GetState() const override { return DECODER_STATE_BUFFERING; } void HandleAudioDecoded(AudioData* aAudio) override { // This might be the sample we need to exit buffering. // Schedule Step() to check it. mMaster->PushAudio(aAudio); mMaster->ScheduleStateMachine(); } void HandleVideoDecoded(VideoData* aVideo, TimeStamp aDecodeStart) override { // This might be the sample we need to exit buffering. // Schedule Step() to check it. mMaster->PushVideo(aVideo); mMaster->ScheduleStateMachine(); } void HandleAudioCanceled() override { mMaster->RequestAudioData(); } void HandleVideoCanceled() override { mMaster->RequestVideoData(media::TimeUnit()); } void HandleWaitingForAudio() override { mMaster->WaitForData(MediaData::AUDIO_DATA); } void HandleWaitingForVideo() override { mMaster->WaitForData(MediaData::VIDEO_DATA); } void HandleAudioWaited(MediaData::Type aType) override { mMaster->RequestAudioData(); } void HandleVideoWaited(MediaData::Type aType) override { mMaster->RequestVideoData(media::TimeUnit()); } void HandleEndOfAudio() override; void HandleEndOfVideo() override; void HandleVideoSuspendTimeout() override { // No video, so nothing to suspend. if (!mMaster->HasVideo()) { return; } mMaster->mVideoDecodeSuspended = true; mMaster->mOnPlaybackEvent.Notify(MediaEventType::EnterVideoSuspend); Reader()->SetVideoBlankDecode(true); } private: void DispatchDecodeTasksIfNeeded(); TimeStamp mBufferingStart; // The maximum number of second we spend buffering when we are short on // unbuffered data. const uint32_t mBufferingWait = 15; }; /** * Purpose: play all the decoded data and fire the 'ended' event. * * Transition to: * SEEKING if any seek request. */ class MediaDecoderStateMachine::CompletedState : public MediaDecoderStateMachine::StateObject { public: explicit CompletedState(Master* aPtr) : StateObject(aPtr) { } void Enter() { // TODO : use more approriate way to decide whether need to release // resource in bug1367983. #ifndef MOZ_WIDGET_ANDROID if (!mMaster->mLooping) { // We've decoded all samples. // We don't need decoders anymore if not looping. Reader()->ReleaseResources(); } #endif bool hasNextFrame = (!mMaster->HasAudio() || !mMaster->mAudioCompleted) && (!mMaster->HasVideo() || !mMaster->mVideoCompleted); mMaster->UpdateNextFrameStatus( hasNextFrame ? MediaDecoderOwner::NEXT_FRAME_AVAILABLE : MediaDecoderOwner::NEXT_FRAME_UNAVAILABLE); Step(); } void Exit() override { mSentPlaybackEndedEvent = false; } void Step() override { if (mMaster->mPlayState != MediaDecoder::PLAY_STATE_PLAYING && mMaster->IsPlaying()) { mMaster->StopPlayback(); } // Play the remaining media. We want to run AdvanceFrame() at least // once to ensure the current playback position is advanced to the // end of the media, and so that we update the readyState. if ((mMaster->HasVideo() && !mMaster->mVideoCompleted) || (mMaster->HasAudio() && !mMaster->mAudioCompleted)) { // Start playback if necessary to play the remaining media. mMaster->MaybeStartPlayback(); mMaster->UpdatePlaybackPositionPeriodically(); MOZ_ASSERT(!mMaster->IsPlaying() || mMaster->IsStateMachineScheduled(), "Must have timer scheduled"); return; } // StopPlayback in order to reset the IsPlaying() state so audio // is restarted correctly. mMaster->StopPlayback(); if (!mSentPlaybackEndedEvent) { auto clockTime = std::max(mMaster->AudioEndTime(), mMaster->VideoEndTime()); clockTime = std::max(clockTime, mMaster->Duration()); mMaster->UpdatePlaybackPosition(clockTime); // Ensure readyState is updated before firing the 'ended' event. mMaster->UpdateNextFrameStatus(MediaDecoderOwner::NEXT_FRAME_UNAVAILABLE); mMaster->mOnPlaybackEvent.Notify(MediaEventType::PlaybackEnded); mSentPlaybackEndedEvent = true; // MediaSink::GetEndTime() must be called before stopping playback. mMaster->StopMediaSink(); } } State GetState() const override { return DECODER_STATE_COMPLETED; } void HandleAudioCaptured() override { // MediaSink is changed. Schedule Step() to check if we can start playback. mMaster->ScheduleStateMachine(); } void HandleVideoSuspendTimeout() override { // Do nothing since no decoding is going on. } void HandleResumeVideoDecoding(const TimeUnit&) override { // Resume the video decoder and seek to the last video frame. // This triggers a video-only seek which won't update the playback position. StateObject::HandleResumeVideoDecoding(mMaster->mDecodedVideoEndTime); } void HandlePlayStateChanged(MediaDecoder::PlayState aPlayState) override { if (aPlayState == MediaDecoder::PLAY_STATE_PLAYING) { // Schedule Step() to check if we can start playback. mMaster->ScheduleStateMachine(); } } private: bool mSentPlaybackEndedEvent = false; }; /** * Purpose: release all resources allocated by MDSM. * * Transition to: * None since this is the final state. * * Transition from: * Any states other than SHUTDOWN. */ class MediaDecoderStateMachine::ShutdownState : public MediaDecoderStateMachine::StateObject { public: explicit ShutdownState(Master* aPtr) : StateObject(aPtr) { } RefPtr Enter(); void Exit() override { MOZ_DIAGNOSTIC_ASSERT(false, "Shouldn't escape the SHUTDOWN state."); } State GetState() const override { return DECODER_STATE_SHUTDOWN; } RefPtr HandleSeek(SeekTarget aTarget) override { MOZ_DIAGNOSTIC_ASSERT(false, "Can't seek in shutdown state."); return MediaDecoder::SeekPromise::CreateAndReject(true, __func__); } RefPtr HandleShutdown() override { MOZ_DIAGNOSTIC_ASSERT(false, "Already shutting down."); return nullptr; } void HandleVideoSuspendTimeout() override { MOZ_DIAGNOSTIC_ASSERT(false, "Already shutting down."); } void HandleResumeVideoDecoding(const TimeUnit&) override { MOZ_DIAGNOSTIC_ASSERT(false, "Already shutting down."); } }; RefPtr MediaDecoderStateMachine:: StateObject::HandleSeek(SeekTarget aTarget) { SLOG("Changed state to SEEKING (to %" PRId64 ")", aTarget.GetTime().ToMicroseconds()); SeekJob seekJob; seekJob.mTarget = Some(aTarget); return SetSeekingState(Move(seekJob), EventVisibility::Observable); } RefPtr MediaDecoderStateMachine:: StateObject::HandleShutdown() { return SetState(); } static void ReportRecoveryTelemetry(const TimeStamp& aRecoveryStart, const MediaInfo& aMediaInfo, bool aIsHardwareAccelerated) { MOZ_ASSERT(NS_IsMainThread()); if (!aMediaInfo.HasVideo()) { return; } // Keyed by audio+video or video alone, hardware acceleration, // and by a resolution range. nsCString key(aMediaInfo.HasAudio() ? "AV" : "V"); key.AppendASCII(aIsHardwareAccelerated ? "(hw)," : ","); static const struct { int32_t mH; const char* mRes; } sResolutions[] = { { 240, "0-240" }, { 480, "241-480" }, { 720, "481-720" }, { 1080, "721-1080" }, { 2160, "1081-2160" } }; const char* resolution = "2161+"; int32_t height = aMediaInfo.mVideo.mImage.height; for (const auto& res : sResolutions) { if (height <= res.mH) { resolution = res.mRes; break; } } key.AppendASCII(resolution); TimeDuration duration = TimeStamp::Now() - aRecoveryStart; double duration_ms = duration.ToMilliseconds(); Telemetry::Accumulate(Telemetry::VIDEO_SUSPEND_RECOVERY_TIME_MS, key, uint32_t(duration_ms + 0.5)); Telemetry::Accumulate(Telemetry::VIDEO_SUSPEND_RECOVERY_TIME_MS, NS_LITERAL_CSTRING("All"), uint32_t(duration_ms + 0.5)); } void MediaDecoderStateMachine:: StateObject::HandleResumeVideoDecoding(const TimeUnit& aTarget) { MOZ_ASSERT(mMaster->mVideoDecodeSuspended); // Start counting recovery time from right now. TimeStamp start = TimeStamp::Now(); // Local reference to mInfo, so that it will be copied in the lambda below. auto& info = Info(); bool hw = Reader()->VideoIsHardwareAccelerated(); // Start video-only seek to the current time. SeekJob seekJob; // We use fastseek to optimize the resuming time. // FastSeek is only used for video-only media since we don't need to worry // about A/V sync. // Don't use fastSeek if we want to seek to the end because it might seek to a // keyframe before the last frame (if the last frame itself is not a keyframe) // and we always want to present the final frame to the user when seeking to // the end. const auto type = mMaster->HasAudio() || aTarget == mMaster->Duration() ? SeekTarget::Type::Accurate : SeekTarget::Type::PrevSyncPoint; seekJob.mTarget.emplace(aTarget, type, true /* aVideoOnly */); // Hold mMaster->mAbstractMainThread here because this->mMaster will be // invalid after the current state object is deleted in SetState(); RefPtr mainThread = mMaster->mAbstractMainThread; SetSeekingState(Move(seekJob), EventVisibility::Suppressed)->Then( mainThread, __func__, [start, info, hw](){ ReportRecoveryTelemetry(start, info, hw); }, [](){}); } RefPtr MediaDecoderStateMachine:: StateObject::SetSeekingState(SeekJob&& aSeekJob, EventVisibility aVisibility) { if (aSeekJob.mTarget->IsAccurate() || aSeekJob.mTarget->IsFast()) { return SetState(Move(aSeekJob), aVisibility); } if (aSeekJob.mTarget->IsNextFrame()) { return SetState(Move(aSeekJob), aVisibility); } MOZ_ASSERT_UNREACHABLE("Unknown SeekTarget::Type."); return nullptr; } void MediaDecoderStateMachine:: DecodeMetadataState::OnMetadataRead(MetadataHolder&& aMetadata) { mMetadataRequest.Complete(); // Set mode to PLAYBACK after reading metadata. Resource()->SetReadMode(MediaCacheStream::MODE_PLAYBACK); mMaster->mInfo.emplace(*aMetadata.mInfo); mMaster->mMediaSeekable = Info().mMediaSeekable; mMaster->mMediaSeekableOnlyInBufferedRanges = Info().mMediaSeekableOnlyInBufferedRanges; if (Info().mMetadataDuration.isSome()) { mMaster->RecomputeDuration(); } else if (Info().mUnadjustedMetadataEndTime.isSome()) { const TimeUnit unadjusted = Info().mUnadjustedMetadataEndTime.ref(); const TimeUnit adjustment = Info().mStartTime; mMaster->mInfo->mMetadataDuration.emplace(unadjusted - adjustment); mMaster->RecomputeDuration(); } // If we don't know the duration by this point, we assume infinity, per spec. if (mMaster->mDuration.Ref().isNothing()) { mMaster->mDuration = Some(TimeUnit::FromInfinity()); } if (mMaster->HasVideo()) { SLOG("Video decode isAsync=%d HWAccel=%d videoQueueSize=%d", Reader()->IsAsync(), Reader()->VideoIsHardwareAccelerated(), mMaster->GetAmpleVideoFrames()); } MOZ_ASSERT(mMaster->mDuration.Ref().isSome()); mMaster->mMetadataLoadedEvent.Notify( Move(aMetadata.mInfo), Move(aMetadata.mTags), MediaDecoderEventVisibility::Observable); if (Info().IsEncrypted() && !mMaster->mCDMProxy) { // Metadata parsing was successful but we're still waiting for CDM caps // to become available so that we can build the correct decryptor/decoder. SetState(); } else { SetState(); } } void MediaDecoderStateMachine:: DormantState::HandlePlayStateChanged(MediaDecoder::PlayState aPlayState) { if (aPlayState == MediaDecoder::PLAY_STATE_PLAYING) { // Exit dormant when the user wants to play. MOZ_ASSERT(!Info().IsEncrypted() || mMaster->mCDMProxy); MOZ_ASSERT(mMaster->mSentFirstFrameLoadedEvent); SetSeekingState(Move(mPendingSeek), EventVisibility::Suppressed); } } void MediaDecoderStateMachine:: WaitForCDMState::HandleCDMProxyReady() { if (mPendingSeek.Exists()) { SetSeekingState(Move(mPendingSeek), EventVisibility::Observable); } else { SetState(); } } void MediaDecoderStateMachine:: DecodingFirstFrameState::Enter() { // Transition to DECODING if we've decoded first frames. if (mMaster->mSentFirstFrameLoadedEvent) { SetState(); return; } MOZ_ASSERT(!mMaster->mVideoDecodeSuspended); // Dispatch tasks to decode first frames. if (mMaster->HasAudio()) { mMaster->RequestAudioData(); } if (mMaster->HasVideo()) { mMaster->RequestVideoData(media::TimeUnit()); } } void MediaDecoderStateMachine:: DecodingFirstFrameState::MaybeFinishDecodeFirstFrame() { MOZ_ASSERT(!mMaster->mSentFirstFrameLoadedEvent); if ((mMaster->IsAudioDecoding() && AudioQueue().GetSize() == 0) || (mMaster->IsVideoDecoding() && VideoQueue().GetSize() == 0)) { return; } mMaster->FinishDecodeFirstFrame(); if (mPendingSeek.Exists()) { SetSeekingState(Move(mPendingSeek), EventVisibility::Observable); } else { SetState(); } } void MediaDecoderStateMachine:: DecodingState::Enter() { MOZ_ASSERT(mMaster->mSentFirstFrameLoadedEvent); if (mMaster->mVideoDecodeMode == VideoDecodeMode::Suspend && !mMaster->mVideoDecodeSuspendTimer.IsScheduled() && !mMaster->mVideoDecodeSuspended) { // If the VideoDecodeMode is Suspend and the timer is not schedule, it means // the timer has timed out and we should suspend video decoding now if // necessary. HandleVideoSuspendTimeout(); } if (!mMaster->IsVideoDecoding() && !mMaster->IsAudioDecoding()) { SetState(); return; } mOnAudioPopped = AudioQueue().PopEvent().Connect( OwnerThread(), [this] () { if (mMaster->IsAudioDecoding() && !mMaster->HaveEnoughDecodedAudio()) { EnsureAudioDecodeTaskQueued(); } }); mOnVideoPopped = VideoQueue().PopEvent().Connect( OwnerThread(), [this] () { if (mMaster->IsVideoDecoding() && !mMaster->HaveEnoughDecodedVideo()) { EnsureVideoDecodeTaskQueued(); } }); mMaster->UpdateNextFrameStatus(MediaDecoderOwner::NEXT_FRAME_AVAILABLE); mDecodeStartTime = TimeStamp::Now(); MaybeStopPrerolling(); // Ensure that we've got tasks enqueued to decode data if we need to. DispatchDecodeTasksIfNeeded(); mMaster->ScheduleStateMachine(); // Will enter dormant when playback is paused for a while. if (mMaster->mPlayState == MediaDecoder::PLAY_STATE_PAUSED) { StartDormantTimer(); } } void MediaDecoderStateMachine:: DecodingState::HandleEndOfAudio() { AudioQueue().Finish(); if (!mMaster->IsVideoDecoding()) { SetState(); } else { MaybeStopPrerolling(); } } void MediaDecoderStateMachine:: DecodingState::HandleEndOfVideo() { VideoQueue().Finish(); if (!mMaster->IsAudioDecoding()) { SetState(); } else { MaybeStopPrerolling(); } } void MediaDecoderStateMachine:: DecodingState::DispatchDecodeTasksIfNeeded() { if (mMaster->IsAudioDecoding() && !mMaster->mMinimizePreroll && !mMaster->HaveEnoughDecodedAudio()) { EnsureAudioDecodeTaskQueued(); } if (mMaster->IsVideoDecoding() && !mMaster->mMinimizePreroll && !mMaster->HaveEnoughDecodedVideo()) { EnsureVideoDecodeTaskQueued(); } } void MediaDecoderStateMachine:: DecodingState::EnsureAudioDecodeTaskQueued() { if (!mMaster->IsAudioDecoding() || mMaster->IsRequestingAudioData() || mMaster->IsWaitingAudioData()) { return; } mMaster->RequestAudioData(); } void MediaDecoderStateMachine:: DecodingState::EnsureVideoDecodeTaskQueued() { if (!mMaster->IsVideoDecoding() || mMaster->IsRequestingVideoData() || mMaster->IsWaitingVideoData()) { return; } mMaster->RequestVideoData(mMaster->GetMediaTime()); } void MediaDecoderStateMachine:: DecodingState::MaybeStartBuffering() { // Buffering makes senses only after decoding first frames. MOZ_ASSERT(mMaster->mSentFirstFrameLoadedEvent); // Don't enter buffering when MediaDecoder is not playing. if (mMaster->mPlayState != MediaDecoder::PLAY_STATE_PLAYING) { return; } // Don't enter buffering while prerolling so that the decoder has a chance to // enqueue some decoded data before we give up and start buffering. if (!mMaster->IsPlaying()) { return; } bool shouldBuffer; if (Reader()->UseBufferingHeuristics()) { shouldBuffer = IsExpectingMoreData() && mMaster->HasLowDecodedData() && mMaster->HasLowBufferedData(); } else { shouldBuffer = (mMaster->OutOfDecodedAudio() && mMaster->IsWaitingAudioData()) || (mMaster->OutOfDecodedVideo() && mMaster->IsWaitingVideoData()); } if (shouldBuffer) { SetState(); } } void MediaDecoderStateMachine:: SeekingState::SeekCompleted() { const auto newCurrentTime = CalculateNewCurrentTime(); bool isLiveStream = Resource()->IsLiveStream(); if (newCurrentTime == mMaster->Duration() && !isLiveStream) { // Seeked to end of media. Explicitly finish the queues so DECODING // will transition to COMPLETED immediately. Note we don't do // this when playing a live stream, since the end of media will advance // once we download more data! AudioQueue().Finish(); VideoQueue().Finish(); // We won't start MediaSink when paused. m{Audio,Video}Completed will // remain false and 'playbackEnded' won't be notified. Therefore we // need to set these flags explicitly when seeking to the end. mMaster->mAudioCompleted = true; mMaster->mVideoCompleted = true; // There might still be a pending audio request when doing video-only or // next-frame seek. Discard it so we won't break the invariants of the // COMPLETED state by adding audio samples to a finished queue. mMaster->mAudioDataRequest.DisconnectIfExists(); } // Cache mTarget for mSeekJob.Resolve() below will reset it. SeekTarget target = mSeekJob.mTarget.ref(); // We want to resolve the seek request prior finishing the first frame // to ensure that the seeked event is fired prior loadeded. mSeekJob.Resolve(__func__); // Notify FirstFrameLoaded now if we haven't since we've decoded some data // for readyState to transition to HAVE_CURRENT_DATA and fire 'loadeddata'. if (!mMaster->mSentFirstFrameLoadedEvent) { mMaster->FinishDecodeFirstFrame(); } // Ensure timestamps are up to date. if (!target.IsVideoOnly()) { // Don't update playback position for video-only seek. // Otherwise we might have |newCurrentTime > mMediaSink->GetPosition()| // and fail the assertion in GetClock() since we didn't stop MediaSink. mMaster->UpdatePlaybackPositionInternal(newCurrentTime); } // Dispatch an event so that the UI can change in response to the end of // video-only seek if (target.IsVideoOnly()) { mMaster->mOnPlaybackEvent.Notify(MediaEventType::VideoOnlySeekCompleted); } // Try to decode another frame to detect if we're at the end... SLOG("Seek completed, mCurrentPosition=%" PRId64, mMaster->mCurrentPosition.Ref().ToMicroseconds()); if (mMaster->VideoQueue().PeekFront()) { mMaster->mMediaSink->Redraw(Info().mVideo); mMaster->mOnPlaybackEvent.Notify(MediaEventType::Invalidate); } GoToNextState(); } void MediaDecoderStateMachine:: BufferingState::DispatchDecodeTasksIfNeeded() { if (mMaster->IsAudioDecoding() && !mMaster->HaveEnoughDecodedAudio() && !mMaster->IsRequestingAudioData() && !mMaster->IsWaitingAudioData()) { mMaster->RequestAudioData(); } if (mMaster->IsVideoDecoding() && !mMaster->HaveEnoughDecodedVideo() && !mMaster->IsRequestingVideoData() && !mMaster->IsWaitingVideoData()) { mMaster->RequestVideoData(media::TimeUnit()); } } void MediaDecoderStateMachine:: BufferingState::Step() { TimeStamp now = TimeStamp::Now(); MOZ_ASSERT(!mBufferingStart.IsNull(), "Must know buffering start time."); // With buffering heuristics we will remain in the buffering state if // we've not decoded enough data to begin playback, or if we've not // downloaded a reasonable amount of data inside our buffering time. if (Reader()->UseBufferingHeuristics()) { TimeDuration elapsed = now - mBufferingStart; bool isLiveStream = Resource()->IsLiveStream(); if ((isLiveStream || !mMaster->CanPlayThrough()) && elapsed < TimeDuration::FromSeconds(mBufferingWait * mMaster->mPlaybackRate) && mMaster->HasLowBufferedData(TimeUnit::FromSeconds(mBufferingWait)) && IsExpectingMoreData()) { SLOG("Buffering: wait %ds, timeout in %.3lfs", mBufferingWait, mBufferingWait - elapsed.ToSeconds()); mMaster->ScheduleStateMachineIn(TimeUnit::FromMicroseconds(USECS_PER_S)); DispatchDecodeTasksIfNeeded(); return; } } else if (mMaster->OutOfDecodedAudio() || mMaster->OutOfDecodedVideo()) { DispatchDecodeTasksIfNeeded(); MOZ_ASSERT(!mMaster->OutOfDecodedAudio() || mMaster->IsRequestingAudioData() || mMaster->IsWaitingAudioData()); MOZ_ASSERT(!mMaster->OutOfDecodedVideo() || mMaster->IsRequestingVideoData() || mMaster->IsWaitingVideoData()); SLOG("In buffering mode, waiting to be notified: outOfAudio: %d, " "mAudioStatus: %s, outOfVideo: %d, mVideoStatus: %s", mMaster->OutOfDecodedAudio(), mMaster->AudioRequestStatus(), mMaster->OutOfDecodedVideo(), mMaster->VideoRequestStatus()); return; } SLOG("Buffered for %.3lfs", (now - mBufferingStart).ToSeconds()); SetState(); } void MediaDecoderStateMachine:: BufferingState::HandleEndOfAudio() { AudioQueue().Finish(); if (!mMaster->IsVideoDecoding()) { SetState(); } else { // Check if we can exit buffering. mMaster->ScheduleStateMachine(); } } void MediaDecoderStateMachine:: BufferingState::HandleEndOfVideo() { VideoQueue().Finish(); if (!mMaster->IsAudioDecoding()) { SetState(); } else { // Check if we can exit buffering. mMaster->ScheduleStateMachine(); } } RefPtr MediaDecoderStateMachine:: ShutdownState::Enter() { auto master = mMaster; master->mDelayedScheduler.Reset(); // Shutdown happens while decode timer is active, we need to disconnect and // dispose of the timer. master->CancelSuspendTimer(); master->mCDMProxyPromise.DisconnectIfExists(); if (master->IsPlaying()) { master->StopPlayback(); } master->mAudioDataRequest.DisconnectIfExists(); master->mVideoDataRequest.DisconnectIfExists(); master->mAudioWaitRequest.DisconnectIfExists(); master->mVideoWaitRequest.DisconnectIfExists(); master->ResetDecode(); master->StopMediaSink(); master->mMediaSink->Shutdown(); // Prevent dangling pointers by disconnecting the listeners. master->mAudioQueueListener.Disconnect(); master->mVideoQueueListener.Disconnect(); master->mMetadataManager.Disconnect(); master->mOnMediaNotSeekable.Disconnect(); // Disconnect canonicals and mirrors before shutting down our task queue. master->mBuffered.DisconnectIfConnected(); master->mExplicitDuration.DisconnectIfConnected(); master->mPlayState.DisconnectIfConnected(); master->mNextPlayState.DisconnectIfConnected(); master->mVolume.DisconnectIfConnected(); master->mPreservesPitch.DisconnectIfConnected(); master->mLooping.DisconnectIfConnected(); master->mSameOriginMedia.DisconnectIfConnected(); master->mMediaPrincipalHandle.DisconnectIfConnected(); master->mPlaybackBytesPerSecond.DisconnectIfConnected(); master->mPlaybackRateReliable.DisconnectIfConnected(); master->mDecoderPosition.DisconnectIfConnected(); master->mDuration.DisconnectAll(); master->mNextFrameStatus.DisconnectAll(); master->mCurrentPosition.DisconnectAll(); master->mPlaybackOffset.DisconnectAll(); master->mIsAudioDataAudible.DisconnectAll(); // Shut down the watch manager to stop further notifications. master->mWatchManager.Shutdown(); return Reader()->Shutdown()->Then( OwnerThread(), __func__, master, &MediaDecoderStateMachine::FinishShutdown, &MediaDecoderStateMachine::FinishShutdown); } #define INIT_WATCHABLE(name, val) \ name(val, "MediaDecoderStateMachine::" #name) #define INIT_MIRROR(name, val) \ name(mTaskQueue, val, "MediaDecoderStateMachine::" #name " (Mirror)") #define INIT_CANONICAL(name, val) \ name(mTaskQueue, val, "MediaDecoderStateMachine::" #name " (Canonical)") MediaDecoderStateMachine::MediaDecoderStateMachine(MediaDecoder* aDecoder, MediaDecoderReader* aReader) : mDecoderID(aDecoder), mAbstractMainThread(aDecoder->AbstractMainThread()), mFrameStats(&aDecoder->GetFrameStatistics()), mVideoFrameContainer(aDecoder->GetVideoFrameContainer()), mAudioChannel(aDecoder->GetAudioChannel()), mTaskQueue(new TaskQueue( GetMediaThreadPool(MediaThreadType::PLAYBACK), "MDSM::mTaskQueue", /* aSupportsTailDispatch = */ true)), mWatchManager(this, mTaskQueue), mDispatchedStateMachine(false), mDelayedScheduler(mTaskQueue), mCurrentFrameID(0), INIT_WATCHABLE(mObservedDuration, TimeUnit()), mReader(new MediaDecoderReaderWrapper(mTaskQueue, aReader)), mPlaybackRate(1.0), mLowAudioThreshold(detail::LOW_AUDIO_THRESHOLD), mAmpleAudioThreshold(detail::AMPLE_AUDIO_THRESHOLD), mAudioCaptured(false), mMinimizePreroll(aDecoder->GetMinimizePreroll()), mSentFirstFrameLoadedEvent(false), mVideoDecodeSuspended(false), mVideoDecodeSuspendTimer(mTaskQueue), mOutputStreamManager(new OutputStreamManager()), mResource(aDecoder->GetResource()), mVideoDecodeMode(VideoDecodeMode::Normal), mIsMSE(aDecoder->IsMSE()), INIT_MIRROR(mBuffered, TimeIntervals()), INIT_MIRROR(mExplicitDuration, Maybe()), INIT_MIRROR(mPlayState, MediaDecoder::PLAY_STATE_LOADING), INIT_MIRROR(mNextPlayState, MediaDecoder::PLAY_STATE_PAUSED), INIT_MIRROR(mVolume, 1.0), INIT_MIRROR(mPreservesPitch, true), INIT_MIRROR(mLooping, false), INIT_MIRROR(mSameOriginMedia, false), INIT_MIRROR(mMediaPrincipalHandle, PRINCIPAL_HANDLE_NONE), INIT_MIRROR(mPlaybackBytesPerSecond, 0.0), INIT_MIRROR(mPlaybackRateReliable, true), INIT_MIRROR(mDecoderPosition, 0), INIT_CANONICAL(mDuration, NullableTimeUnit()), INIT_CANONICAL(mNextFrameStatus, MediaDecoderOwner::NEXT_FRAME_UNAVAILABLE), INIT_CANONICAL(mCurrentPosition, TimeUnit::Zero()), INIT_CANONICAL(mPlaybackOffset, 0), INIT_CANONICAL(mIsAudioDataAudible, false) #ifdef XP_WIN , mShouldUseHiResTimers(Preferences::GetBool("media.hi-res-timers.enabled", true)) #endif { MOZ_COUNT_CTOR(MediaDecoderStateMachine); NS_ASSERTION(NS_IsMainThread(), "Should be on main thread."); InitVideoQueuePrefs(); } #undef INIT_WATCHABLE #undef INIT_MIRROR #undef INIT_CANONICAL MediaDecoderStateMachine::~MediaDecoderStateMachine() { MOZ_ASSERT(NS_IsMainThread(), "Should be on main thread."); MOZ_COUNT_DTOR(MediaDecoderStateMachine); #ifdef XP_WIN MOZ_ASSERT(!mHiResTimersRequested); #endif } void MediaDecoderStateMachine::InitializationTask(MediaDecoder* aDecoder) { MOZ_ASSERT(OnTaskQueue()); // Connect mirrors. mBuffered.Connect(mReader->CanonicalBuffered()); mExplicitDuration.Connect(aDecoder->CanonicalExplicitDuration()); mPlayState.Connect(aDecoder->CanonicalPlayState()); mNextPlayState.Connect(aDecoder->CanonicalNextPlayState()); mVolume.Connect(aDecoder->CanonicalVolume()); mPreservesPitch.Connect(aDecoder->CanonicalPreservesPitch()); mLooping.Connect(aDecoder->CanonicalLooping()); mSameOriginMedia.Connect(aDecoder->CanonicalSameOriginMedia()); mMediaPrincipalHandle.Connect(aDecoder->CanonicalMediaPrincipalHandle()); mPlaybackBytesPerSecond.Connect(aDecoder->CanonicalPlaybackBytesPerSecond()); mPlaybackRateReliable.Connect(aDecoder->CanonicalPlaybackRateReliable()); mDecoderPosition.Connect(aDecoder->CanonicalDecoderPosition()); // Initialize watchers. mWatchManager.Watch(mBuffered, &MediaDecoderStateMachine::BufferedRangeUpdated); mWatchManager.Watch(mVolume, &MediaDecoderStateMachine::VolumeChanged); mWatchManager.Watch(mPreservesPitch, &MediaDecoderStateMachine::PreservesPitchChanged); mWatchManager.Watch(mExplicitDuration, &MediaDecoderStateMachine::RecomputeDuration); mWatchManager.Watch(mObservedDuration, &MediaDecoderStateMachine::RecomputeDuration); mWatchManager.Watch(mPlayState, &MediaDecoderStateMachine::PlayStateChanged); MOZ_ASSERT(!mStateObj); auto* s = new DecodeMetadataState(this); mStateObj.reset(s); s->Enter(); } void MediaDecoderStateMachine::AudioAudibleChanged(bool aAudible) { mIsAudioDataAudible = aAudible; } media::MediaSink* MediaDecoderStateMachine::CreateAudioSink() { RefPtr self = this; auto audioSinkCreator = [self] () { MOZ_ASSERT(self->OnTaskQueue()); AudioSink* audioSink = new AudioSink( self->mTaskQueue, self->mAudioQueue, self->GetMediaTime(), self->Info().mAudio, self->mAudioChannel); self->mAudibleListener = audioSink->AudibleEvent().Connect( self->mTaskQueue, self.get(), &MediaDecoderStateMachine::AudioAudibleChanged); return audioSink; }; return new AudioSinkWrapper(mTaskQueue, audioSinkCreator); } already_AddRefed MediaDecoderStateMachine::CreateMediaSink(bool aAudioCaptured) { RefPtr audioSink = aAudioCaptured ? new DecodedStream(mTaskQueue, mAbstractMainThread, mAudioQueue, mVideoQueue, mOutputStreamManager, mSameOriginMedia.Ref(), mMediaPrincipalHandle.Ref()) : CreateAudioSink(); RefPtr mediaSink = new VideoSink(mTaskQueue, audioSink, mVideoQueue, mVideoFrameContainer, *mFrameStats, sVideoQueueSendToCompositorSize); return mediaSink.forget(); } TimeUnit MediaDecoderStateMachine::GetDecodedAudioDuration() { MOZ_ASSERT(OnTaskQueue()); if (mMediaSink->IsStarted()) { // mDecodedAudioEndTime might be smaller than GetClock() when there is // overlap between 2 adjacent audio samples or when we are playing // a chained ogg file. return std::max(mDecodedAudioEndTime - GetClock(), TimeUnit::Zero()); } // MediaSink not started. All audio samples are in the queue. return TimeUnit::FromMicroseconds(AudioQueue().Duration()); } bool MediaDecoderStateMachine::HaveEnoughDecodedAudio() { MOZ_ASSERT(OnTaskQueue()); auto ampleAudio = mAmpleAudioThreshold.MultDouble(mPlaybackRate); return AudioQueue().GetSize() > 0 && GetDecodedAudioDuration() >= ampleAudio; } bool MediaDecoderStateMachine::HaveEnoughDecodedVideo() { MOZ_ASSERT(OnTaskQueue()); return VideoQueue().GetSize() >= GetAmpleVideoFrames() * mPlaybackRate + 1; } void MediaDecoderStateMachine::PushAudio(AudioData* aSample) { MOZ_ASSERT(OnTaskQueue()); MOZ_ASSERT(aSample); AudioQueue().Push(aSample); } void MediaDecoderStateMachine::PushVideo(VideoData* aSample) { MOZ_ASSERT(OnTaskQueue()); MOZ_ASSERT(aSample); aSample->mFrameID = ++mCurrentFrameID; VideoQueue().Push(aSample); } void MediaDecoderStateMachine::OnAudioPopped(const RefPtr& aSample) { MOZ_ASSERT(OnTaskQueue()); mPlaybackOffset = std::max(mPlaybackOffset.Ref(), aSample->mOffset); } void MediaDecoderStateMachine::OnVideoPopped(const RefPtr& aSample) { MOZ_ASSERT(OnTaskQueue()); mPlaybackOffset = std::max(mPlaybackOffset.Ref(), aSample->mOffset); } bool MediaDecoderStateMachine::IsAudioDecoding() { MOZ_ASSERT(OnTaskQueue()); return HasAudio() && !AudioQueue().IsFinished(); } bool MediaDecoderStateMachine::IsVideoDecoding() { MOZ_ASSERT(OnTaskQueue()); return HasVideo() && !VideoQueue().IsFinished(); } bool MediaDecoderStateMachine::IsPlaying() const { MOZ_ASSERT(OnTaskQueue()); return mMediaSink->IsPlaying(); } void MediaDecoderStateMachine::SetMediaNotSeekable() { mMediaSeekable = false; } nsresult MediaDecoderStateMachine::Init(MediaDecoder* aDecoder) { MOZ_ASSERT(NS_IsMainThread()); // Dispatch initialization that needs to happen on that task queue. nsCOMPtr r = NewRunnableMethod>( "MediaDecoderStateMachine::InitializationTask", this, &MediaDecoderStateMachine::InitializationTask, aDecoder); mTaskQueue->DispatchStateChange(r.forget()); mAudioQueueListener = AudioQueue().PopEvent().Connect( mTaskQueue, this, &MediaDecoderStateMachine::OnAudioPopped); mVideoQueueListener = VideoQueue().PopEvent().Connect( mTaskQueue, this, &MediaDecoderStateMachine::OnVideoPopped); mMetadataManager.Connect(mReader->TimedMetadataEvent(), OwnerThread()); mOnMediaNotSeekable = mReader->OnMediaNotSeekable().Connect( OwnerThread(), this, &MediaDecoderStateMachine::SetMediaNotSeekable); mMediaSink = CreateMediaSink(mAudioCaptured); aDecoder->RequestCDMProxy()->Then( OwnerThread(), __func__, this, &MediaDecoderStateMachine::OnCDMProxyReady, &MediaDecoderStateMachine::OnCDMProxyNotReady) ->Track(mCDMProxyPromise); nsresult rv = mReader->Init(); NS_ENSURE_SUCCESS(rv, rv); return NS_OK; } void MediaDecoderStateMachine::StopPlayback() { MOZ_ASSERT(OnTaskQueue()); LOG("StopPlayback()"); mOnPlaybackEvent.Notify(MediaEventType::PlaybackStopped); if (IsPlaying()) { mMediaSink->SetPlaying(false); MOZ_ASSERT(!IsPlaying()); #ifdef XP_WIN if (mHiResTimersRequested) { mHiResTimersRequested = false; timeEndPeriod(1); } #endif } } void MediaDecoderStateMachine::MaybeStartPlayback() { MOZ_ASSERT(OnTaskQueue()); // Should try to start playback only after decoding first frames. MOZ_ASSERT(mSentFirstFrameLoadedEvent); if (IsPlaying()) { // Logging this case is really spammy - don't do it. return; } if (mPlayState != MediaDecoder::PLAY_STATE_PLAYING) { LOG("Not starting playback [mPlayState=%d]", mPlayState.Ref()); return; } LOG("MaybeStartPlayback() starting playback"); mOnPlaybackEvent.Notify(MediaEventType::PlaybackStarted); StartMediaSink(); #ifdef XP_WIN if (!mHiResTimersRequested && mShouldUseHiResTimers) { mHiResTimersRequested = true; // Ensure high precision timers are enabled on Windows, otherwise the state // machine isn't woken up at reliable intervals to set the next frame, and we // drop frames while painting. Note that each call must be matched by a // corresponding timeEndPeriod() call. Enabling high precision timers causes // the CPU to wake up more frequently on Windows 7 and earlier, which causes // more CPU load and battery use. So we only enable high precision timers // when we're actually playing. timeBeginPeriod(1); } #endif if (!IsPlaying()) { mMediaSink->SetPlaying(true); MOZ_ASSERT(IsPlaying()); } } void MediaDecoderStateMachine::UpdatePlaybackPositionInternal(const TimeUnit& aTime) { MOZ_ASSERT(OnTaskQueue()); LOGV("UpdatePlaybackPositionInternal(%" PRId64 ")", aTime.ToMicroseconds()); mCurrentPosition = aTime; NS_ASSERTION(mCurrentPosition.Ref() >= TimeUnit::Zero(), "CurrentTime should be positive!"); mObservedDuration = std::max(mObservedDuration.Ref(), mCurrentPosition.Ref()); } void MediaDecoderStateMachine::UpdatePlaybackPosition(const TimeUnit& aTime) { MOZ_ASSERT(OnTaskQueue()); UpdatePlaybackPositionInternal(aTime); bool fragmentEnded = mFragmentEndTime.IsValid() && GetMediaTime() >= mFragmentEndTime; mMetadataManager.DispatchMetadataIfNeeded(aTime); if (fragmentEnded) { StopPlayback(); } } /* static */ const char* MediaDecoderStateMachine::ToStateStr(State aState) { switch (aState) { case DECODER_STATE_DECODING_METADATA: return "DECODING_METADATA"; case DECODER_STATE_WAIT_FOR_CDM: return "WAIT_FOR_CDM"; case DECODER_STATE_DORMANT: return "DORMANT"; case DECODER_STATE_DECODING_FIRSTFRAME: return "DECODING_FIRSTFRAME"; case DECODER_STATE_DECODING: return "DECODING"; case DECODER_STATE_SEEKING: return "SEEKING"; case DECODER_STATE_BUFFERING: return "BUFFERING"; case DECODER_STATE_COMPLETED: return "COMPLETED"; case DECODER_STATE_SHUTDOWN: return "SHUTDOWN"; default: MOZ_ASSERT_UNREACHABLE("Invalid state."); } return "UNKNOWN"; } const char* MediaDecoderStateMachine::ToStateStr() { MOZ_ASSERT(OnTaskQueue()); return ToStateStr(mStateObj->GetState()); } void MediaDecoderStateMachine::VolumeChanged() { MOZ_ASSERT(OnTaskQueue()); mMediaSink->SetVolume(mVolume); } void MediaDecoderStateMachine::RecomputeDuration() { MOZ_ASSERT(OnTaskQueue()); TimeUnit duration; if (mExplicitDuration.Ref().isSome()) { double d = mExplicitDuration.Ref().ref(); if (IsNaN(d)) { // We have an explicit duration (which means that we shouldn't look at // any other duration sources), but the duration isn't ready yet. return; } // We don't fire duration changed for this case because it should have // already been fired on the main thread when the explicit duration was set. duration = TimeUnit::FromSeconds(d); } else if (mInfo.isSome() && Info().mMetadataDuration.isSome()) { // We need to check mInfo.isSome() because that this method might be invoked // while mObservedDuration is changed which might before the metadata been // read. duration = Info().mMetadataDuration.ref(); } else { return; } // Only adjust the duration when an explicit duration isn't set (MSE). // The duration is always exactly known with MSE and there's no need to adjust // it based on what may have been seen in the past; in particular as this data // may no longer exist such as when the mediasource duration was reduced. if (mExplicitDuration.Ref().isNothing() && duration < mObservedDuration.Ref()) { duration = mObservedDuration; } MOZ_ASSERT(duration >= TimeUnit::Zero()); mDuration = Some(duration); } RefPtr MediaDecoderStateMachine::Shutdown() { MOZ_ASSERT(OnTaskQueue()); return mStateObj->HandleShutdown(); } void MediaDecoderStateMachine::PlayStateChanged() { MOZ_ASSERT(OnTaskQueue()); if (mPlayState != MediaDecoder::PLAY_STATE_PLAYING) { CancelSuspendTimer(); } else if (mMinimizePreroll) { // Once we start playing, we don't want to minimize our prerolling, as we // assume the user is likely to want to keep playing in future. This needs // to happen before we invoke StartDecoding(). mMinimizePreroll = false; } mStateObj->HandlePlayStateChanged(mPlayState); } void MediaDecoderStateMachine::SetVideoDecodeMode(VideoDecodeMode aMode) { nsCOMPtr r = NewRunnableMethod( "MediaDecoderStateMachine::SetVideoDecodeModeInternal", this, &MediaDecoderStateMachine::SetVideoDecodeModeInternal, aMode); OwnerThread()->DispatchStateChange(r.forget()); } void MediaDecoderStateMachine::SetVideoDecodeModeInternal(VideoDecodeMode aMode) { MOZ_ASSERT(OnTaskQueue()); LOG("VideoDecodeModeChanged: VideoDecodeMode=(%s->%s), mVideoDecodeSuspended=%c", mVideoDecodeMode == VideoDecodeMode::Normal ? "Normal" : "Suspend", aMode == VideoDecodeMode::Normal ? "Normal" : "Suspend", mVideoDecodeSuspended ? 'T' : 'F'); if (!MediaPrefs::MDSMSuspendBackgroundVideoEnabled()) { return; } if (aMode == mVideoDecodeMode) { return; } // Set new video decode mode. mVideoDecodeMode = aMode; // Start timer to trigger suspended video decoding. if (mVideoDecodeMode == VideoDecodeMode::Suspend) { TimeStamp target = TimeStamp::Now() + SuspendBackgroundVideoDelay(); RefPtr self = this; mVideoDecodeSuspendTimer.Ensure(target, [=]() { self->OnSuspendTimerResolved(); }, [] () { MOZ_DIAGNOSTIC_ASSERT(false); }); mOnPlaybackEvent.Notify(MediaEventType::StartVideoSuspendTimer); return; } // Resuming from suspended decoding // If suspend timer exists, destroy it. CancelSuspendTimer(); if (mVideoDecodeSuspended) { mStateObj->HandleResumeVideoDecoding(GetMediaTime()); } } void MediaDecoderStateMachine::BufferedRangeUpdated() { MOZ_ASSERT(OnTaskQueue()); // While playing an unseekable stream of unknown duration, mObservedDuration // is updated (in AdvanceFrame()) as we play. But if data is being downloaded // faster than played, mObserved won't reflect the end of playable data // since we haven't played the frame at the end of buffered data. So update // mObservedDuration here as new data is downloaded to prevent such a lag. if (!mBuffered.Ref().IsInvalid()) { bool exists; media::TimeUnit end{mBuffered.Ref().GetEnd(&exists)}; if (exists) { mObservedDuration = std::max(mObservedDuration.Ref(), end); } } } RefPtr MediaDecoderStateMachine::Seek(const SeekTarget& aTarget) { MOZ_ASSERT(OnTaskQueue()); // We need to be able to seek in some way if (!mMediaSeekable && !mMediaSeekableOnlyInBufferedRanges) { LOGW("Seek() should not be called on a non-seekable media"); return MediaDecoder::SeekPromise::CreateAndReject(/* aIgnored = */ true, __func__); } if (aTarget.IsNextFrame() && !HasVideo()) { LOGW("Ignore a NextFrameSeekTask on a media file without video track."); return MediaDecoder::SeekPromise::CreateAndReject(/* aIgnored = */ true, __func__); } MOZ_ASSERT(mDuration.Ref().isSome(), "We should have got duration already"); return mStateObj->HandleSeek(aTarget); } RefPtr MediaDecoderStateMachine::InvokeSeek(const SeekTarget& aTarget) { return InvokeAsync( OwnerThread(), this, __func__, &MediaDecoderStateMachine::Seek, aTarget); } void MediaDecoderStateMachine::StopMediaSink() { MOZ_ASSERT(OnTaskQueue()); if (mMediaSink->IsStarted()) { LOG("Stop MediaSink"); mAudibleListener.DisconnectIfExists(); mMediaSink->Stop(); mMediaSinkAudioPromise.DisconnectIfExists(); mMediaSinkVideoPromise.DisconnectIfExists(); } } void MediaDecoderStateMachine::RequestAudioData() { MOZ_ASSERT(OnTaskQueue()); MOZ_ASSERT(IsAudioDecoding()); MOZ_ASSERT(!IsRequestingAudioData()); MOZ_ASSERT(!IsWaitingAudioData()); LOGV("Queueing audio task - queued=%" PRIuSIZE ", decoder-queued=%" PRIuSIZE, AudioQueue().GetSize(), mReader->SizeOfAudioQueueInFrames()); RefPtr self = this; mReader->RequestAudioData()->Then( OwnerThread(), __func__, [this, self] (RefPtr aAudio) { MOZ_ASSERT(aAudio); mAudioDataRequest.Complete(); // audio->GetEndTime() is not always mono-increasing in chained ogg. mDecodedAudioEndTime = std::max( aAudio->GetEndTime(), mDecodedAudioEndTime); LOGV("OnAudioDecoded [%" PRId64 ",%" PRId64 "]", aAudio->mTime.ToMicroseconds(), aAudio->GetEndTime().ToMicroseconds()); mStateObj->HandleAudioDecoded(aAudio); }, [this, self] (const MediaResult& aError) { LOGV("OnAudioNotDecoded aError=%" PRIu32, static_cast(aError.Code())); mAudioDataRequest.Complete(); switch (aError.Code()) { case NS_ERROR_DOM_MEDIA_WAITING_FOR_DATA: mStateObj->HandleWaitingForAudio(); break; case NS_ERROR_DOM_MEDIA_CANCELED: mStateObj->HandleAudioCanceled(); break; case NS_ERROR_DOM_MEDIA_END_OF_STREAM: mStateObj->HandleEndOfAudio(); break; default: DecodeError(aError); } })->Track(mAudioDataRequest); } void MediaDecoderStateMachine::RequestVideoData(const media::TimeUnit& aCurrentTime) { MOZ_ASSERT(OnTaskQueue()); MOZ_ASSERT(IsVideoDecoding()); MOZ_ASSERT(!IsRequestingVideoData()); MOZ_ASSERT(!IsWaitingVideoData()); LOGV("Queueing video task - queued=%" PRIuSIZE ", decoder-queued=%" PRIoSIZE ", stime=%" PRId64, VideoQueue().GetSize(), mReader->SizeOfVideoQueueInFrames(), aCurrentTime.ToMicroseconds()); TimeStamp videoDecodeStartTime = TimeStamp::Now(); RefPtr self = this; mReader->RequestVideoData(aCurrentTime)->Then( OwnerThread(), __func__, [this, self, videoDecodeStartTime] (RefPtr aVideo) { MOZ_ASSERT(aVideo); mVideoDataRequest.Complete(); // Handle abnormal or negative timestamps. mDecodedVideoEndTime = std::max( mDecodedVideoEndTime, aVideo->GetEndTime()); LOGV("OnVideoDecoded [%" PRId64 ",%" PRId64 "]", aVideo->mTime.ToMicroseconds(), aVideo->GetEndTime().ToMicroseconds()); mStateObj->HandleVideoDecoded(aVideo, videoDecodeStartTime); }, [this, self] (const MediaResult& aError) { LOGV("OnVideoNotDecoded aError=%" PRIu32 , static_cast(aError.Code())); mVideoDataRequest.Complete(); switch (aError.Code()) { case NS_ERROR_DOM_MEDIA_WAITING_FOR_DATA: mStateObj->HandleWaitingForVideo(); break; case NS_ERROR_DOM_MEDIA_CANCELED: mStateObj->HandleVideoCanceled(); break; case NS_ERROR_DOM_MEDIA_END_OF_STREAM: mStateObj->HandleEndOfVideo(); break; default: DecodeError(aError); } })->Track(mVideoDataRequest); } void MediaDecoderStateMachine::WaitForData(MediaData::Type aType) { MOZ_ASSERT(OnTaskQueue()); MOZ_ASSERT(aType == MediaData::AUDIO_DATA || aType == MediaData::VIDEO_DATA); RefPtr self = this; if (aType == MediaData::AUDIO_DATA) { mReader->WaitForData(MediaData::AUDIO_DATA)->Then( OwnerThread(), __func__, [self] (MediaData::Type aType) { self->mAudioWaitRequest.Complete(); MOZ_ASSERT(aType == MediaData::AUDIO_DATA); self->mStateObj->HandleAudioWaited(aType); }, [self] (const WaitForDataRejectValue& aRejection) { self->mAudioWaitRequest.Complete(); self->DecodeError(NS_ERROR_DOM_MEDIA_WAITING_FOR_DATA); })->Track(mAudioWaitRequest); } else { mReader->WaitForData(MediaData::VIDEO_DATA)->Then( OwnerThread(), __func__, [self] (MediaData::Type aType) { self->mVideoWaitRequest.Complete(); MOZ_ASSERT(aType == MediaData::VIDEO_DATA); self->mStateObj->HandleVideoWaited(aType); }, [self] (const WaitForDataRejectValue& aRejection) { self->mVideoWaitRequest.Complete(); self->DecodeError(NS_ERROR_DOM_MEDIA_WAITING_FOR_DATA); })->Track(mVideoWaitRequest); } } void MediaDecoderStateMachine::StartMediaSink() { MOZ_ASSERT(OnTaskQueue()); if (!mMediaSink->IsStarted()) { mAudioCompleted = false; mMediaSink->Start(GetMediaTime(), Info()); auto videoPromise = mMediaSink->OnEnded(TrackInfo::kVideoTrack); auto audioPromise = mMediaSink->OnEnded(TrackInfo::kAudioTrack); if (audioPromise) { audioPromise->Then( OwnerThread(), __func__, this, &MediaDecoderStateMachine::OnMediaSinkAudioComplete, &MediaDecoderStateMachine::OnMediaSinkAudioError) ->Track(mMediaSinkAudioPromise); } if (videoPromise) { videoPromise->Then( OwnerThread(), __func__, this, &MediaDecoderStateMachine::OnMediaSinkVideoComplete, &MediaDecoderStateMachine::OnMediaSinkVideoError) ->Track(mMediaSinkVideoPromise); } } } bool MediaDecoderStateMachine::HasLowDecodedAudio() { MOZ_ASSERT(OnTaskQueue()); return IsAudioDecoding() && GetDecodedAudioDuration() < EXHAUSTED_DATA_MARGIN.MultDouble(mPlaybackRate); } bool MediaDecoderStateMachine::HasLowDecodedVideo() { MOZ_ASSERT(OnTaskQueue()); return IsVideoDecoding() && VideoQueue().GetSize() < LOW_VIDEO_FRAMES * mPlaybackRate; } bool MediaDecoderStateMachine::HasLowDecodedData() { MOZ_ASSERT(OnTaskQueue()); MOZ_ASSERT(mReader->UseBufferingHeuristics()); return HasLowDecodedAudio() || HasLowDecodedVideo(); } bool MediaDecoderStateMachine::OutOfDecodedAudio() { MOZ_ASSERT(OnTaskQueue()); return IsAudioDecoding() && !AudioQueue().IsFinished() && AudioQueue().GetSize() == 0 && !mMediaSink->HasUnplayedFrames(TrackInfo::kAudioTrack); } bool MediaDecoderStateMachine::HasLowBufferedData() { MOZ_ASSERT(OnTaskQueue()); return HasLowBufferedData(detail::LOW_BUFFER_THRESHOLD); } bool MediaDecoderStateMachine::HasLowBufferedData(const TimeUnit& aThreshold) { MOZ_ASSERT(OnTaskQueue()); // If we don't have a duration, mBuffered is probably not going to have // a useful buffered range. Return false here so that we don't get stuck in // buffering mode for live streams. if (Duration().IsInfinite()) { return false; } if (mBuffered.Ref().IsInvalid()) { return false; } // We are never low in decoded data when we don't have audio/video or have // decoded all audio/video samples. TimeUnit endOfDecodedVideo = (HasVideo() && !VideoQueue().IsFinished()) ? mDecodedVideoEndTime : TimeUnit::FromInfinity(); TimeUnit endOfDecodedAudio = (HasAudio() && !AudioQueue().IsFinished()) ? mDecodedAudioEndTime : TimeUnit::FromInfinity(); auto endOfDecodedData = std::min(endOfDecodedVideo, endOfDecodedAudio); if (Duration() < endOfDecodedData) { // Our duration is not up to date. No point buffering. return false; } if (endOfDecodedData.IsInfinite()) { // Have decoded all samples. No point buffering. return false; } auto start = endOfDecodedData; auto end = std::min(GetMediaTime() + aThreshold, Duration()); if (start >= end) { // Duration of decoded samples is greater than our threshold. return false; } media::TimeInterval interval(start, end); return !mBuffered.Ref().Contains(interval); } void MediaDecoderStateMachine::DecodeError(const MediaResult& aError) { MOZ_ASSERT(OnTaskQueue()); LOGW("Decode error"); // Notify the decode error and MediaDecoder will shut down MDSM. mOnPlaybackErrorEvent.Notify(aError); } void MediaDecoderStateMachine::EnqueueFirstFrameLoadedEvent() { MOZ_ASSERT(OnTaskQueue()); // Track value of mSentFirstFrameLoadedEvent from before updating it bool firstFrameBeenLoaded = mSentFirstFrameLoadedEvent; mSentFirstFrameLoadedEvent = true; MediaDecoderEventVisibility visibility = firstFrameBeenLoaded ? MediaDecoderEventVisibility::Suppressed : MediaDecoderEventVisibility::Observable; mFirstFrameLoadedEvent.Notify( nsAutoPtr(new MediaInfo(Info())), visibility); } void MediaDecoderStateMachine::FinishDecodeFirstFrame() { MOZ_ASSERT(OnTaskQueue()); MOZ_ASSERT(!mSentFirstFrameLoadedEvent); LOG("FinishDecodeFirstFrame"); mMediaSink->Redraw(Info().mVideo); LOG("Media duration %" PRId64 ", " "transportSeekable=%d, mediaSeekable=%d", Duration().ToMicroseconds(), mResource->IsTransportSeekable(), mMediaSeekable); // Get potentially updated metadata mReader->ReadUpdatedMetadata(mInfo.ptr()); EnqueueFirstFrameLoadedEvent(); } RefPtr MediaDecoderStateMachine::BeginShutdown() { return InvokeAsync(OwnerThread(), this, __func__, &MediaDecoderStateMachine::Shutdown); } RefPtr MediaDecoderStateMachine::FinishShutdown() { MOZ_ASSERT(OnTaskQueue()); LOG("Shutting down state machine task queue"); return OwnerThread()->BeginShutdown(); } void MediaDecoderStateMachine::RunStateMachine() { MOZ_ASSERT(OnTaskQueue()); mDelayedScheduler.Reset(); // Must happen on state machine task queue. mDispatchedStateMachine = false; mStateObj->Step(); } void MediaDecoderStateMachine::ResetDecode(TrackSet aTracks) { MOZ_ASSERT(OnTaskQueue()); LOG("MediaDecoderStateMachine::Reset"); // Assert that aTracks specifies to reset the video track because we // don't currently support resetting just the audio track. MOZ_ASSERT(aTracks.contains(TrackInfo::kVideoTrack)); if (aTracks.contains(TrackInfo::kVideoTrack)) { mDecodedVideoEndTime = TimeUnit::Zero(); mVideoCompleted = false; VideoQueue().Reset(); mVideoDataRequest.DisconnectIfExists(); mVideoWaitRequest.DisconnectIfExists(); } if (aTracks.contains(TrackInfo::kAudioTrack)) { mDecodedAudioEndTime = TimeUnit::Zero(); mAudioCompleted = false; AudioQueue().Reset(); mAudioDataRequest.DisconnectIfExists(); mAudioWaitRequest.DisconnectIfExists(); } mPlaybackOffset = 0; mReader->ResetDecode(aTracks); } media::TimeUnit MediaDecoderStateMachine::GetClock(TimeStamp* aTimeStamp) const { MOZ_ASSERT(OnTaskQueue()); auto clockTime = mMediaSink->GetPosition(aTimeStamp); NS_ASSERTION(GetMediaTime() <= clockTime, "Clock should go forwards."); return clockTime; } void MediaDecoderStateMachine::UpdatePlaybackPositionPeriodically() { MOZ_ASSERT(OnTaskQueue()); if (!IsPlaying()) { return; } // Cap the current time to the larger of the audio and video end time. // This ensures that if we're running off the system clock, we don't // advance the clock to after the media end time. if (VideoEndTime() > TimeUnit::Zero() || AudioEndTime() > TimeUnit::Zero()) { const auto clockTime = GetClock(); // Skip frames up to the frame at the playback position, and figure out // the time remaining until it's time to display the next frame and drop // the current frame. NS_ASSERTION(clockTime >= TimeUnit::Zero(), "Should have positive clock time."); // These will be non -1 if we've displayed a video frame, or played an audio // frame. auto maxEndTime = std::max(VideoEndTime(), AudioEndTime()); auto t = std::min(clockTime, maxEndTime); // FIXME: Bug 1091422 - chained ogg files hit this assertion. //MOZ_ASSERT(t >= GetMediaTime()); if (t > GetMediaTime()) { UpdatePlaybackPosition(t); } } // Note we have to update playback position before releasing the monitor. // Otherwise, MediaDecoder::AddOutputStream could kick in when we are outside // the monitor and get a staled value from GetCurrentTimeUs() which hits the // assertion in GetClock(). int64_t delay = std::max(1, AUDIO_DURATION_USECS / mPlaybackRate); ScheduleStateMachineIn(TimeUnit::FromMicroseconds(delay)); } /* static */ const char* MediaDecoderStateMachine::ToStr(NextFrameStatus aStatus) { switch (aStatus) { case MediaDecoderOwner::NEXT_FRAME_AVAILABLE: return "NEXT_FRAME_AVAILABLE"; case MediaDecoderOwner::NEXT_FRAME_UNAVAILABLE: return "NEXT_FRAME_UNAVAILABLE"; case MediaDecoderOwner::NEXT_FRAME_UNAVAILABLE_BUFFERING: return "NEXT_FRAME_UNAVAILABLE_BUFFERING"; case MediaDecoderOwner::NEXT_FRAME_UNAVAILABLE_SEEKING: return "NEXT_FRAME_UNAVAILABLE_SEEKING"; case MediaDecoderOwner::NEXT_FRAME_UNINITIALIZED: return "NEXT_FRAME_UNINITIALIZED"; } return "UNKNOWN"; } void MediaDecoderStateMachine::UpdateNextFrameStatus(NextFrameStatus aStatus) { MOZ_ASSERT(OnTaskQueue()); if (aStatus != mNextFrameStatus) { LOG("Changed mNextFrameStatus to %s", ToStr(aStatus)); mNextFrameStatus = aStatus; } } bool MediaDecoderStateMachine::CanPlayThrough() { MOZ_ASSERT(OnTaskQueue()); return GetStatistics().CanPlayThrough(); } MediaStatistics MediaDecoderStateMachine::GetStatistics() { MOZ_ASSERT(OnTaskQueue()); MediaStatistics result; result.mDownloadRate = mResource->GetDownloadRate(&result.mDownloadRateReliable); result.mDownloadPosition = mResource->GetCachedDataEnd(mDecoderPosition); result.mTotalBytes = mResource->GetLength(); result.mPlaybackRate = mPlaybackBytesPerSecond; result.mPlaybackRateReliable = mPlaybackRateReliable; result.mDecoderPosition = mDecoderPosition; result.mPlaybackPosition = mPlaybackOffset; return result; } void MediaDecoderStateMachine::ScheduleStateMachine() { MOZ_ASSERT(OnTaskQueue()); if (mDispatchedStateMachine) { return; } mDispatchedStateMachine = true; OwnerThread()->Dispatch( NewRunnableMethod("MediaDecoderStateMachine::RunStateMachine", this, &MediaDecoderStateMachine::RunStateMachine)); } void MediaDecoderStateMachine::ScheduleStateMachineIn(const TimeUnit& aTime) { MOZ_ASSERT(OnTaskQueue()); // mDelayedScheduler.Ensure() may Disconnect() // the promise, which must happen on the state // machine task queue. MOZ_ASSERT(aTime > TimeUnit::Zero()); if (mDispatchedStateMachine) { return; } TimeStamp target = TimeStamp::Now() + aTime.ToTimeDuration(); // It is OK to capture 'this' without causing UAF because the callback // always happens before shutdown. RefPtr self = this; mDelayedScheduler.Ensure(target, [self] () { self->mDelayedScheduler.CompleteRequest(); self->RunStateMachine(); }, [] () { MOZ_DIAGNOSTIC_ASSERT(false); }); } bool MediaDecoderStateMachine::OnTaskQueue() const { return OwnerThread()->IsCurrentThreadIn(); } bool MediaDecoderStateMachine::IsStateMachineScheduled() const { MOZ_ASSERT(OnTaskQueue()); return mDispatchedStateMachine || mDelayedScheduler.IsScheduled(); } void MediaDecoderStateMachine::SetPlaybackRate(double aPlaybackRate) { MOZ_ASSERT(OnTaskQueue()); MOZ_ASSERT(aPlaybackRate != 0, "Should be handled by MediaDecoder::Pause()"); mPlaybackRate = aPlaybackRate; mMediaSink->SetPlaybackRate(mPlaybackRate); // Schedule next cycle to check if we can stop prerolling. ScheduleStateMachine(); } void MediaDecoderStateMachine::PreservesPitchChanged() { MOZ_ASSERT(OnTaskQueue()); mMediaSink->SetPreservesPitch(mPreservesPitch); } TimeUnit MediaDecoderStateMachine::AudioEndTime() const { MOZ_ASSERT(OnTaskQueue()); if (mMediaSink->IsStarted()) { return mMediaSink->GetEndTime(TrackInfo::kAudioTrack); } return TimeUnit::Zero(); } TimeUnit MediaDecoderStateMachine::VideoEndTime() const { MOZ_ASSERT(OnTaskQueue()); if (mMediaSink->IsStarted()) { return mMediaSink->GetEndTime(TrackInfo::kVideoTrack); } return TimeUnit::Zero(); } void MediaDecoderStateMachine::OnMediaSinkVideoComplete() { MOZ_ASSERT(OnTaskQueue()); MOZ_ASSERT(HasVideo()); LOG("[%s]", __func__); mMediaSinkVideoPromise.Complete(); mVideoCompleted = true; ScheduleStateMachine(); } void MediaDecoderStateMachine::OnMediaSinkVideoError() { MOZ_ASSERT(OnTaskQueue()); MOZ_ASSERT(HasVideo()); LOGW("[%s]", __func__); mMediaSinkVideoPromise.Complete(); mVideoCompleted = true; if (HasAudio()) { return; } DecodeError(MediaResult(NS_ERROR_DOM_MEDIA_MEDIASINK_ERR, __func__)); } void MediaDecoderStateMachine::OnMediaSinkAudioComplete() { MOZ_ASSERT(OnTaskQueue()); MOZ_ASSERT(HasAudio()); LOG("[%s]", __func__); mMediaSinkAudioPromise.Complete(); mAudioCompleted = true; // To notify PlaybackEnded as soon as possible. ScheduleStateMachine(); // Report OK to Decoder Doctor (to know if issue may have been resolved). mOnDecoderDoctorEvent.Notify( DecoderDoctorEvent{DecoderDoctorEvent::eAudioSinkStartup, NS_OK}); } void MediaDecoderStateMachine::OnMediaSinkAudioError(nsresult aResult) { MOZ_ASSERT(OnTaskQueue()); MOZ_ASSERT(HasAudio()); LOGW("[%s]", __func__); mMediaSinkAudioPromise.Complete(); mAudioCompleted = true; // Result should never be NS_OK in this *error* handler. Report to Dec-Doc. MOZ_ASSERT(NS_FAILED(aResult)); mOnDecoderDoctorEvent.Notify( DecoderDoctorEvent{DecoderDoctorEvent::eAudioSinkStartup, aResult}); // Make the best effort to continue playback when there is video. if (HasVideo()) { return; } // Otherwise notify media decoder/element about this error for it makes // no sense to play an audio-only file without sound output. DecodeError(MediaResult(NS_ERROR_DOM_MEDIA_MEDIASINK_ERR, __func__)); } void MediaDecoderStateMachine::OnCDMProxyReady(RefPtr aProxy) { MOZ_ASSERT(OnTaskQueue()); mCDMProxyPromise.Complete(); mCDMProxy = aProxy; mReader->SetCDMProxy(aProxy); mStateObj->HandleCDMProxyReady(); } void MediaDecoderStateMachine::OnCDMProxyNotReady() { MOZ_ASSERT(OnTaskQueue()); mCDMProxyPromise.Complete(); } void MediaDecoderStateMachine::SetAudioCaptured(bool aCaptured) { MOZ_ASSERT(OnTaskQueue()); if (aCaptured == mAudioCaptured) { return; } // Rest these flags so they are consistent with the status of the sink. // TODO: Move these flags into MediaSink to improve cohesion so we don't need // to reset these flags when switching MediaSinks. mAudioCompleted = false; mVideoCompleted = false; // Backup current playback parameters. MediaSink::PlaybackParams params = mMediaSink->GetPlaybackParams(); // Stop and shut down the existing sink. StopMediaSink(); mMediaSink->Shutdown(); // Create a new sink according to whether audio is captured. mMediaSink = CreateMediaSink(aCaptured); // Restore playback parameters. mMediaSink->SetPlaybackParams(params); mAudioCaptured = aCaptured; // Don't buffer as much when audio is captured because we don't need to worry // about high latency audio devices. mAmpleAudioThreshold = mAudioCaptured ? detail::AMPLE_AUDIO_THRESHOLD / 2 : detail::AMPLE_AUDIO_THRESHOLD; mStateObj->HandleAudioCaptured(); } uint32_t MediaDecoderStateMachine::GetAmpleVideoFrames() const { MOZ_ASSERT(OnTaskQueue()); return (mReader->IsAsync() && mReader->VideoIsHardwareAccelerated()) ? std::max(sVideoQueueHWAccelSize, MIN_VIDEO_QUEUE_SIZE) : std::max(sVideoQueueDefaultSize, MIN_VIDEO_QUEUE_SIZE); } nsCString MediaDecoderStateMachine::GetDebugInfo() { MOZ_ASSERT(OnTaskQueue()); return nsPrintfCString( "MediaDecoderStateMachine State: GetMediaTime=%" PRId64 " GetClock=" "%" PRId64 " mMediaSink=%p state=%s mPlayState=%d " "mSentFirstFrameLoadedEvent=%d IsPlaying=%d mAudioStatus=%s " "mVideoStatus=%s mDecodedAudioEndTime=%" PRId64 " mDecodedVideoEndTime=%" PRId64 "mAudioCompleted=%d " "mVideoCompleted=%d", GetMediaTime().ToMicroseconds(), mMediaSink->IsStarted() ? GetClock().ToMicroseconds() : -1, mMediaSink.get(), ToStateStr(), mPlayState.Ref(), mSentFirstFrameLoadedEvent, IsPlaying(), AudioRequestStatus(), VideoRequestStatus(), mDecodedAudioEndTime.ToMicroseconds(), mDecodedVideoEndTime.ToMicroseconds(), mAudioCompleted, mVideoCompleted) + mStateObj->GetDebugInfo() + nsCString("\n") + mMediaSink->GetDebugInfo(); } RefPtr MediaDecoderStateMachine::RequestDebugInfo() { using PromiseType = MediaDecoder::DebugInfoPromise; RefPtr p = new PromiseType::Private(__func__); RefPtr self = this; OwnerThread()->Dispatch( NS_NewRunnableFunction( "MediaDecoderStateMachine::RequestDebugInfo", [self, p]() { p->Resolve(self->GetDebugInfo(), __func__); }), AbstractThread::AssertDispatchSuccess, AbstractThread::TailDispatch); return p.forget(); } void MediaDecoderStateMachine::AddOutputStream(ProcessedMediaStream* aStream, bool aFinishWhenEnded) { MOZ_ASSERT(NS_IsMainThread()); LOG("AddOutputStream aStream=%p!", aStream); mOutputStreamManager->Add(aStream, aFinishWhenEnded); nsCOMPtr r = NewRunnableMethod("MediaDecoderStateMachine::SetAudioCaptured", this, &MediaDecoderStateMachine::SetAudioCaptured, true); OwnerThread()->Dispatch(r.forget()); } void MediaDecoderStateMachine::RemoveOutputStream(MediaStream* aStream) { MOZ_ASSERT(NS_IsMainThread()); LOG("RemoveOutputStream=%p!", aStream); mOutputStreamManager->Remove(aStream); if (mOutputStreamManager->IsEmpty()) { nsCOMPtr r = NewRunnableMethod("MediaDecoderStateMachine::SetAudioCaptured", this, &MediaDecoderStateMachine::SetAudioCaptured, false); OwnerThread()->Dispatch(r.forget()); } } size_t MediaDecoderStateMachine::SizeOfVideoQueue() const { return mReader->SizeOfVideoQueueInBytes(); } size_t MediaDecoderStateMachine::SizeOfAudioQueue() const { return mReader->SizeOfAudioQueueInBytes(); } AbstractCanonical* MediaDecoderStateMachine::CanonicalBuffered() const { return mReader->CanonicalBuffered(); } MediaEventSource& MediaDecoderStateMachine::OnMediaNotSeekable() const { return mReader->OnMediaNotSeekable(); } const char* MediaDecoderStateMachine::AudioRequestStatus() const { MOZ_ASSERT(OnTaskQueue()); if (IsRequestingAudioData()) { MOZ_DIAGNOSTIC_ASSERT(!IsWaitingAudioData()); return "pending"; } else if (IsWaitingAudioData()) { return "waiting"; } return "idle"; } const char* MediaDecoderStateMachine::VideoRequestStatus() const { MOZ_ASSERT(OnTaskQueue()); if (IsRequestingVideoData()) { MOZ_DIAGNOSTIC_ASSERT(!IsWaitingVideoData()); return "pending"; } else if (IsWaitingVideoData()) { return "waiting"; } return "idle"; } void MediaDecoderStateMachine::OnSuspendTimerResolved() { LOG("OnSuspendTimerResolved"); mVideoDecodeSuspendTimer.CompleteRequest(); mStateObj->HandleVideoSuspendTimeout(); } void MediaDecoderStateMachine::CancelSuspendTimer() { LOG("CancelSuspendTimer: State: %s, Timer.IsScheduled: %c", ToStateStr(mStateObj->GetState()), mVideoDecodeSuspendTimer.IsScheduled() ? 'T' : 'F'); MOZ_ASSERT(OnTaskQueue()); if (mVideoDecodeSuspendTimer.IsScheduled()) { mOnPlaybackEvent.Notify(MediaEventType::CancelVideoSuspendTimer); } mVideoDecodeSuspendTimer.Reset(); } } // namespace mozilla // avoid redefined macro in unified build #undef LOG #undef LOGV #undef LOGW #undef SLOGW #undef NS_DispatchToMainThread