pjs/content/media/nsBuiltinDecoderStateMachin...

2006 строки
76 KiB
C++

/* vim:set ts=2 sw=2 sts=2 et cindent: */
/* ***** BEGIN LICENSE BLOCK *****
* Version: ML 1.1/GPL 2.0/LGPL 2.1
*
* The contents of this file are subject to the Mozilla Public License Version
* 1.1 (the "License"); you may not use this file except in compliance with
* the License. You may obtain a copy of the License at
* http://www.mozilla.org/MPL/
*
* Software distributed under the License is distributed on an "AS IS" basis,
* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
* for the specific language governing rights and limitations under the
* License.
*
* The Original Code is Mozilla code.
*
* The Initial Developer of the Original Code is the Mozilla Corporation.
* Portions created by the Initial Developer are Copyright (C) 2007
* the Initial Developer. All Rights Reserved.
*
* Contributor(s):
* Chris Double <chris.double@double.co.nz>
* Chris Pearce <chris@pearce.org.nz>
*
* Alternatively, the contents of this file may be used under the terms of
* either the GNU General Public License Version 2 or later (the "GPL"), or
* the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
* in which case the provisions of the GPL or the LGPL are applicable instead
* of those above. If you wish to allow use of your version of this file only
* under the terms of either the GPL or the LGPL, and not to allow others to
* use your version of this file under the terms of the MPL, indicate your
* decision by deleting the provisions above and replace them with the notice
* and other provisions required by the GPL or the LGPL. If you do not delete
* the provisions above, a recipient may use your version of this file under
* the terms of any one of the MPL, the GPL or the LGPL.
*
* ***** END LICENSE BLOCK ***** */
#include <limits>
#include "nsAudioStream.h"
#include "nsTArray.h"
#include "nsBuiltinDecoder.h"
#include "nsBuiltinDecoderReader.h"
#include "nsBuiltinDecoderStateMachine.h"
#include "mozilla/mozalloc.h"
#include "VideoUtils.h"
#include "nsTimeRanges.h"
using namespace mozilla;
using namespace mozilla::layers;
#ifdef PR_LOGGING
extern PRLogModuleInfo* gBuiltinDecoderLog;
#define LOG(type, msg) PR_LOG(gBuiltinDecoderLog, type, msg)
#else
#define LOG(type, msg)
#endif
// Wait this number of seconds when buffering, then leave and play
// as best as we can if the required amount of data hasn't been
// retrieved.
#define BUFFERING_WAIT 30
// The amount of data to retrieve during buffering is computed based
// on the download rate. BUFFERING_MIN_RATE is the minimum download
// rate to be used in that calculation to help avoid constant buffering
// attempts at a time when the average download rate has not stabilised.
#define BUFFERING_MIN_RATE 50000
#define BUFFERING_RATE(x) ((x)< BUFFERING_MIN_RATE ? BUFFERING_MIN_RATE : (x))
// If audio queue has less than this many usecs of 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 const PRUint32 LOW_AUDIO_USECS = 300000;
// If more than this many usecs of decoded audio is queued, we'll hold off
// decoding more audio. If we increase the low audio threshold (see
// LOW_AUDIO_USECS above) we'll also increase this value to ensure it's not
// less than the low audio threshold.
const PRInt64 AMPLE_AUDIO_USECS = 1000000;
// Maximum number of bytes we'll allocate and write at once to the audio
// hardware when the audio stream contains missing samples and we're
// writing silence in order to fill the gap. We limit our silence-writes
// to 32KB in order to avoid allocating an impossibly large chunk of
// memory if we encounter a large chunk of silence.
const PRUint32 SILENCE_BYTES_CHUNK = 32 * 1024;
// If we have fewer than LOW_VIDEO_FRAMES decoded frames, and
// we're not "pumping video", we'll skip the video up to the next keyframe
// which is at or after the current playback position.
static const PRUint32 LOW_VIDEO_FRAMES = 1;
// If we've got more than AMPLE_VIDEO_FRAMES decoded video frames waiting in
// the video queue, we will not decode any more video frames until some have
// been consumed by the play state machine thread.
static const PRUint32 AMPLE_VIDEO_FRAMES = 10;
// Arbitrary "frame duration" when playing only audio.
static const int AUDIO_DURATION_USECS = 40000;
// If we increase our "low audio threshold" (see LOW_AUDIO_USECS 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;
// If we have less than this much undecoded data available, we'll consider
// ourselves to be running low on undecoded data. We determine how much
// undecoded data we have remaining using the reader's GetBuffered()
// implementation.
static const PRInt64 LOW_DATA_THRESHOLD_USECS = 5000000;
// LOW_DATA_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.
PR_STATIC_ASSERT(LOW_DATA_THRESHOLD_USECS > AMPLE_AUDIO_USECS);
// Amount of excess usecs of data to add in to the "should we buffer" calculation.
static const PRUint32 EXHAUSTED_DATA_MARGIN_USECS = 60000;
// If we enter buffering within QUICK_BUFFER_THRESHOLD_USECS seconds of starting
// decoding, we'll enter "quick buffering" mode, which exits a lot sooner than
// normal buffering mode. This exists so that if the decode-ahead exhausts the
// downloaded data while decode/playback is just starting up (for example
// after a seek while the media is still playing, or when playing a media
// as soon as it's load started), we won't necessarily stop for 30s and wait
// for buffering. We may actually be able to playback in this case, so exit
// buffering early and try to play. If it turns out we can't play, we'll fall
// back to buffering normally.
static const PRUint32 QUICK_BUFFER_THRESHOLD_USECS = 2000000;
// If we're quick buffering, we'll remain in buffering mode while we have less than
// QUICK_BUFFERING_LOW_DATA_USECS of decoded data available.
static const PRUint32 QUICK_BUFFERING_LOW_DATA_USECS = 1000000;
// If QUICK_BUFFERING_LOW_DATA_USECS is > AMPLE_AUDIO_USECS, we won't exit
// quick buffering in a timely fashion, as the decode pauses when it
// reaches AMPLE_AUDIO_USECS decoded data, and thus we'll never reach
// QUICK_BUFFERING_LOW_DATA_USECS.
PR_STATIC_ASSERT(QUICK_BUFFERING_LOW_DATA_USECS <= AMPLE_AUDIO_USECS);
static TimeDuration UsecsToDuration(PRInt64 aUsecs) {
return TimeDuration::FromMilliseconds(static_cast<double>(aUsecs) / USECS_PER_MS);
}
static PRInt64 DurationToUsecs(TimeDuration aDuration) {
return static_cast<PRInt64>(aDuration.ToSeconds() * USECS_PER_S);
}
class nsAudioMetadataEventRunner : public nsRunnable
{
private:
nsCOMPtr<nsBuiltinDecoder> mDecoder;
public:
nsAudioMetadataEventRunner(nsBuiltinDecoder* aDecoder, PRUint32 aChannels,
PRUint32 aRate) :
mDecoder(aDecoder),
mChannels(aChannels),
mRate(aRate)
{
}
NS_IMETHOD Run()
{
mDecoder->MetadataLoaded(mChannels, mRate);
return NS_OK;
}
const PRUint32 mChannels;
const PRUint32 mRate;
};
static PRUint32 gStateMachineCount = 0;
static nsIThread* gStateMachineThread = 0;
nsIThread* nsBuiltinDecoderStateMachine::GetStateMachineThread() {
return gStateMachineThread;
}
// Shuts down a thread asynchronously.
class ShutdownThreadEvent : public nsRunnable
{
public:
ShutdownThreadEvent(nsIThread* aThread) : mThread(aThread) {}
~ShutdownThreadEvent() {}
NS_IMETHOD Run() {
mThread->Shutdown();
mThread = nsnull;
return NS_OK;
}
private:
nsCOMPtr<nsIThread> mThread;
};
nsBuiltinDecoderStateMachine::nsBuiltinDecoderStateMachine(nsBuiltinDecoder* aDecoder,
nsBuiltinDecoderReader* aReader) :
mDecoder(aDecoder),
mState(DECODER_STATE_DECODING_METADATA),
mCbCrSize(0),
mPlayDuration(0),
mStartTime(-1),
mEndTime(-1),
mSeekTime(0),
mReader(aReader),
mCurrentFrameTime(0),
mAudioStartTime(-1),
mAudioEndTime(-1),
mVideoFrameEndTime(-1),
mVolume(1.0),
mSeekable(PR_TRUE),
mPositionChangeQueued(PR_FALSE),
mAudioCompleted(PR_FALSE),
mGotDurationFromMetaData(PR_FALSE),
mStopDecodeThread(PR_TRUE),
mDecodeThreadIdle(PR_FALSE),
mStopAudioThread(PR_TRUE),
mQuickBuffering(PR_FALSE),
mIsRunning(PR_FALSE),
mRunAgain(PR_FALSE),
mDispatchedRunEvent(PR_FALSE),
mDecodeThreadWaiting(PR_FALSE),
mEventManager(aDecoder)
{
MOZ_COUNT_CTOR(nsBuiltinDecoderStateMachine);
NS_ASSERTION(NS_IsMainThread(), "Should be on main thread.");
if (gStateMachineCount == 0) {
NS_ASSERTION(!gStateMachineThread, "Should have null state machine thread!");
nsresult res = NS_NewThread(&gStateMachineThread,
nsnull,
MEDIA_THREAD_STACK_SIZE);
NS_ABORT_IF_FALSE(NS_SUCCEEDED(res), "Can't create media state machine thread");
}
gStateMachineCount++;
}
nsBuiltinDecoderStateMachine::~nsBuiltinDecoderStateMachine()
{
NS_ASSERTION(NS_IsMainThread(), "Should be on main thread.");
MOZ_COUNT_DTOR(nsBuiltinDecoderStateMachine);
if (mTimer)
mTimer->Cancel();
mTimer = nsnull;
NS_ASSERTION(NS_IsMainThread(), "Should be on main thread.");
NS_ABORT_IF_FALSE(gStateMachineCount > 0,
"State machine ref count must be > 0");
gStateMachineCount--;
if (gStateMachineCount == 0) {
LOG(PR_LOG_DEBUG, ("Destroying media state machine thread"));
nsCOMPtr<nsIRunnable> event = new ShutdownThreadEvent(gStateMachineThread);
NS_RELEASE(gStateMachineThread);
gStateMachineThread = nsnull;
NS_DispatchToMainThread(event);
}
}
PRBool nsBuiltinDecoderStateMachine::HasFutureAudio() const {
mDecoder->GetReentrantMonitor().AssertCurrentThreadIn();
NS_ASSERTION(HasAudio(), "Should only call HasFutureAudio() when we have audio");
// We've got audio ready to play if:
// 1. We've not completed playback of audio, and
// 2. we either have more than the threshold of decoded audio available, or
// we've completely decoded all audio (but not finished playing it yet
// as per 1).
return !mAudioCompleted &&
(AudioDecodedUsecs() > LOW_AUDIO_USECS || mReader->mAudioQueue.IsFinished());
}
PRBool nsBuiltinDecoderStateMachine::HaveNextFrameData() const {
mDecoder->GetReentrantMonitor().AssertCurrentThreadIn();
return (!HasAudio() || HasFutureAudio()) &&
(!HasVideo() || mReader->mVideoQueue.GetSize() > 0);
}
PRInt64 nsBuiltinDecoderStateMachine::GetDecodedAudioDuration() {
NS_ASSERTION(OnDecodeThread(), "Should be on decode thread.");
mDecoder->GetReentrantMonitor().AssertCurrentThreadIn();
PRInt64 audioDecoded = mReader->mAudioQueue.Duration();
if (mAudioEndTime != -1) {
audioDecoded += mAudioEndTime - GetMediaTime();
}
return audioDecoded;
}
void nsBuiltinDecoderStateMachine::DecodeThreadRun()
{
NS_ASSERTION(OnDecodeThread(), "Should be on decode thread.");
ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor());
if (mState == DECODER_STATE_DECODING_METADATA) {
if (NS_FAILED(DecodeMetadata())) {
NS_ASSERTION(mState == DECODER_STATE_SHUTDOWN,
"Should be in shutdown state if metadata loading fails.");
LOG(PR_LOG_DEBUG, ("Decode metadata failed, shutting down decode thread"));
}
}
while (mState != DECODER_STATE_SHUTDOWN &&
mState != DECODER_STATE_COMPLETED &&
!mStopDecodeThread)
{
if (mState == DECODER_STATE_DECODING || mState == DECODER_STATE_BUFFERING) {
DecodeLoop();
} else if (mState == DECODER_STATE_SEEKING) {
DecodeSeek();
}
}
mDecodeThreadIdle = PR_TRUE;
LOG(PR_LOG_DEBUG, ("%p Decode thread finished", mDecoder.get()));
}
void nsBuiltinDecoderStateMachine::DecodeLoop()
{
LOG(PR_LOG_DEBUG, ("%p Start DecodeLoop()", mDecoder.get()));
mDecoder->GetReentrantMonitor().AssertCurrentThreadIn();
NS_ASSERTION(OnDecodeThread(), "Should be on decode thread.");
// We want to "pump" the decode until we've got a few frames/samples decoded
// before we consider whether decode is falling behind.
PRBool audioPump = PR_TRUE;
PRBool videoPump = PR_TRUE;
// If the video decode is falling behind the audio, we'll start dropping the
// inter-frames up until the next keyframe which is at or before the current
// playback position. skipToNextKeyframe is PR_TRUE if we're currently
// skipping up to the next keyframe.
PRBool skipToNextKeyframe = PR_FALSE;
// Once we've decoded more than videoPumpThreshold video frames, we'll
// no longer be considered to be "pumping video".
const unsigned videoPumpThreshold = AMPLE_VIDEO_FRAMES / 2;
// After the audio decode fills with more than audioPumpThreshold usecs
// of decoded audio, we'll start to check whether the audio or video decode
// is falling behind.
const unsigned audioPumpThreshold = LOW_AUDIO_USECS * 2;
// Our local low audio threshold. We may increase this if we're slow to
// decode video frames, in order to reduce the chance of audio underruns.
PRInt64 lowAudioThreshold = LOW_AUDIO_USECS;
// Our local ample audio threshold. If we increase lowAudioThreshold, we'll
// also increase this too appropriately (we don't want lowAudioThreshold to
// be greater than ampleAudioThreshold, else we'd stop decoding!).
PRInt64 ampleAudioThreshold = AMPLE_AUDIO_USECS;
MediaQueue<VideoData>& videoQueue = mReader->mVideoQueue;
MediaQueue<SoundData>& audioQueue = mReader->mAudioQueue;
// Main decode loop.
PRBool videoPlaying = HasVideo();
PRBool audioPlaying = HasAudio();
while ((mState == DECODER_STATE_DECODING || mState == DECODER_STATE_BUFFERING) &&
!mStopDecodeThread &&
(videoPlaying || audioPlaying))
{
// We don't want to consider skipping to the next keyframe if we've
// only just started up the decode loop, so wait until we've decoded
// some frames before enabling the keyframe skip logic on video.
if (videoPump &&
static_cast<PRUint32>(videoQueue.GetSize()) >= videoPumpThreshold)
{
videoPump = PR_FALSE;
}
// We don't want to consider skipping to the next keyframe if we've
// only just started up the decode loop, so wait until we've decoded
// some audio data before enabling the keyframe skip logic on audio.
if (audioPump && GetDecodedAudioDuration() >= audioPumpThreshold) {
audioPump = PR_FALSE;
}
// We'll skip the video decode to the nearest keyframe if we're low on
// audio, or if we're low on video, provided we're not running low on
// data to decode. If we're running low on downloaded data to decode,
// we won't start keyframe skipping, as we'll be pausing playback to buffer
// soon anyway and we'll want to be able to display frames immediately
// after buffering finishes.
if (mState == DECODER_STATE_DECODING &&
!skipToNextKeyframe &&
videoPlaying &&
((!audioPump && audioPlaying && GetDecodedAudioDuration() < lowAudioThreshold) ||
(!videoPump &&
videoPlaying &&
static_cast<PRUint32>(videoQueue.GetSize()) < LOW_VIDEO_FRAMES)) &&
!HasLowUndecodedData())
{
skipToNextKeyframe = PR_TRUE;
LOG(PR_LOG_DEBUG, ("%p Skipping video decode to the next keyframe", mDecoder.get()));
}
// Video decode.
if (videoPlaying &&
static_cast<PRUint32>(videoQueue.GetSize()) < AMPLE_VIDEO_FRAMES)
{
// Time the video decode, so that if it's slow, we can increase our low
// audio threshold to reduce the chance of an audio underrun while we're
// waiting for a video decode to complete.
TimeDuration decodeTime;
{
PRInt64 currentTime = GetMediaTime();
ReentrantMonitorAutoExit exitMon(mDecoder->GetReentrantMonitor());
TimeStamp start = TimeStamp::Now();
videoPlaying = mReader->DecodeVideoFrame(skipToNextKeyframe, currentTime);
decodeTime = TimeStamp::Now() - start;
}
if (THRESHOLD_FACTOR * DurationToUsecs(decodeTime) > lowAudioThreshold &&
!HasLowUndecodedData())
{
lowAudioThreshold =
NS_MIN(THRESHOLD_FACTOR * DurationToUsecs(decodeTime), AMPLE_AUDIO_USECS);
ampleAudioThreshold = NS_MAX(THRESHOLD_FACTOR * lowAudioThreshold,
ampleAudioThreshold);
LOG(PR_LOG_DEBUG,
("Slow video decode, set lowAudioThreshold=%lld ampleAudioThreshold=%lld",
lowAudioThreshold, ampleAudioThreshold));
}
}
// Audio decode.
if (audioPlaying &&
(GetDecodedAudioDuration() < ampleAudioThreshold || audioQueue.GetSize() == 0))
{
ReentrantMonitorAutoExit exitMon(mDecoder->GetReentrantMonitor());
audioPlaying = mReader->DecodeAudioData();
}
// Notify to ensure that the AudioLoop() is not waiting, in case it was
// waiting for more audio to be decoded.
mDecoder->GetReentrantMonitor().NotifyAll();
// The ready state can change when we've decoded data, so update the
// ready state, so that DOM events can fire.
UpdateReadyState();
if ((mState == DECODER_STATE_DECODING || mState == DECODER_STATE_BUFFERING) &&
!mStopDecodeThread &&
(videoPlaying || audioPlaying) &&
(!audioPlaying || (GetDecodedAudioDuration() >= ampleAudioThreshold &&
audioQueue.GetSize() > 0))
&&
(!videoPlaying ||
static_cast<PRUint32>(videoQueue.GetSize()) >= AMPLE_VIDEO_FRAMES))
{
// All active bitstreams' decode is well ahead of the playback
// position, we may as well wait for the playback to catch up. Note the
// audio push thread acquires and notifies the decoder monitor every time
// it pops SoundData off the audio queue. So if the audio push thread pops
// the last SoundData off the audio queue right after that queue reported
// it was non-empty here, we'll receive a notification on the decoder
// monitor which will wake us up shortly after we sleep, thus preventing
// both the decode and audio push threads waiting at the same time.
// See bug 620326.
mDecodeThreadWaiting = PR_TRUE;
if (mDecoder->GetState() != nsBuiltinDecoder::PLAY_STATE_PLAYING) {
// We're not playing, and the decode is about to wait. This means
// the decode thread may not be needed in future. Signal the state
// machine thread to run, so it can decide whether to shutdown the
// decode thread.
ScheduleStateMachine();
}
mDecoder->GetReentrantMonitor().Wait();
mDecodeThreadWaiting = PR_FALSE;
}
} // End decode loop.
if (!mStopDecodeThread &&
mState != DECODER_STATE_SHUTDOWN &&
mState != DECODER_STATE_SEEKING)
{
mState = DECODER_STATE_COMPLETED;
ScheduleStateMachine();
}
LOG(PR_LOG_DEBUG, ("%p Exiting DecodeLoop", mDecoder.get()));
}
PRBool nsBuiltinDecoderStateMachine::IsPlaying()
{
mDecoder->GetReentrantMonitor().AssertCurrentThreadIn();
return !mPlayStartTime.IsNull();
}
void nsBuiltinDecoderStateMachine::AudioLoop()
{
NS_ASSERTION(OnAudioThread(), "Should be on audio thread.");
LOG(PR_LOG_DEBUG, ("%p Begun audio thread/loop", mDecoder.get()));
PRInt64 audioDuration = 0;
PRInt64 audioStartTime = -1;
PRInt64 samplesWritten = 0;
PRUint32 channels, rate;
double volume = -1;
PRBool setVolume;
PRInt32 minWriteSamples = -1;
{
ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor());
mAudioCompleted = PR_FALSE;
audioStartTime = mAudioStartTime;
channels = mInfo.mAudioChannels;
rate = mInfo.mAudioRate;
NS_ASSERTION(audioStartTime != -1, "Should have audio start time by now");
}
// It is unsafe to call some methods of nsAudioStream with the decoder
// monitor held, as on Android those methods do a synchronous dispatch to
// the main thread. If the audio thread holds the decoder monitor while
// it does a synchronous dispatch to the main thread, we can get deadlocks
// if the main thread tries to acquire the decoder monitor before the
// dispatched event has finished (or even started!) running. Methods which
// are unsafe to call with the decoder monitor held are documented as such
// in nsAudioStream.h.
nsRefPtr<nsAudioStream> audioStream = nsAudioStream::AllocateStream();
audioStream->Init(channels, rate, MOZ_SOUND_DATA_FORMAT);
{
// We must hold the monitor while setting mAudioStream or whenever we query
// the playback position off the audio thread. This ensures the audio stream
// is always alive when we use it off the audio thread. Note that querying
// the playback position does not do a synchronous dispatch to the main
// thread, so it's safe to call with the decoder monitor held.
ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor());
mAudioStream = audioStream;
volume = mVolume;
mAudioStream->SetVolume(volume);
}
while (1) {
// Wait while we're not playing, and we're not shutting down, or we're
// playing and we've got no audio to play.
{
ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor());
NS_ASSERTION(mState != DECODER_STATE_DECODING_METADATA,
"Should have meta data before audio started playing.");
while (mState != DECODER_STATE_SHUTDOWN &&
!mStopAudioThread &&
(!IsPlaying() ||
mState == DECODER_STATE_BUFFERING ||
(mReader->mAudioQueue.GetSize() == 0 &&
!mReader->mAudioQueue.AtEndOfStream())))
{
if (!IsPlaying() && !mAudioStream->IsPaused()) {
mAudioStream->Pause();
}
mon.Wait();
}
// If we're shutting down, break out and exit the audio thread.
if (mState == DECODER_STATE_SHUTDOWN ||
mStopAudioThread ||
mReader->mAudioQueue.AtEndOfStream())
{
break;
}
// We only want to go to the expense of changing the volume if
// the volume has changed.
setVolume = volume != mVolume;
volume = mVolume;
// Note audio stream IsPaused() does not do synchronous dispatch to the
// main thread on Android, so can be called safely with the decoder
// monitor held.
if (IsPlaying() && mAudioStream->IsPaused()) {
mAudioStream->Resume();
}
}
if (setVolume) {
mAudioStream->SetVolume(volume);
}
if (minWriteSamples == -1) {
minWriteSamples = mAudioStream->GetMinWriteSamples();
}
NS_ASSERTION(mReader->mAudioQueue.GetSize() > 0,
"Should have data to play");
// See if there's missing samples in the audio stream. If there is, push
// silence into the audio hardware, so we can play across the gap.
const SoundData* s = mReader->mAudioQueue.PeekFront();
// Calculate the number of samples that have been pushed onto the audio
// hardware.
PRInt64 playedSamples = 0;
if (!UsecsToSamples(audioStartTime, rate, playedSamples)) {
NS_WARNING("Int overflow converting playedSamples");
break;
}
if (!AddOverflow(playedSamples, audioDuration, playedSamples)) {
NS_WARNING("Int overflow adding playedSamples");
break;
}
// Calculate the timestamp of the next chunk of audio in numbers of
// samples.
PRInt64 sampleTime = 0;
if (!UsecsToSamples(s->mTime, rate, sampleTime)) {
NS_WARNING("Int overflow converting sampleTime");
break;
}
PRInt64 missingSamples = 0;
if (!AddOverflow(sampleTime, -playedSamples, missingSamples)) {
NS_WARNING("Int overflow adding missingSamples");
break;
}
if (missingSamples > 0) {
// The next sound chunk begins some time after the end of the last chunk
// we pushed to the sound hardware. We must push silence into the audio
// hardware so that the next sound chunk begins playback at the correct
// time.
missingSamples = NS_MIN(static_cast<PRInt64>(PR_UINT32_MAX), missingSamples);
samplesWritten = PlaySilence(static_cast<PRUint32>(missingSamples),
channels, playedSamples);
} else {
samplesWritten = PlayFromAudioQueue(sampleTime, channels);
}
audioDuration += samplesWritten;
{
ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor());
PRInt64 playedUsecs;
if (!SamplesToUsecs(audioDuration, rate, playedUsecs)) {
NS_WARNING("Int overflow calculating playedUsecs");
break;
}
if (!AddOverflow(audioStartTime, playedUsecs, mAudioEndTime)) {
NS_WARNING("Int overflow calculating audio end time");
break;
}
PRInt64 audioAhead = mAudioEndTime - GetMediaTime();
if (audioAhead > AMPLE_AUDIO_USECS &&
samplesWritten > minWriteSamples)
{
// We've pushed enough audio onto the hardware that we've queued up a
// significant amount ahead of the playback position. The decode
// thread will be going to sleep, so we won't get any new samples
// anyway, so sleep until we need to push to the hardware again.
Wait(AMPLE_AUDIO_USECS / 2);
// Kick the decode thread; since above we only do a NotifyAll when
// we pop an audio chunk of the queue, the decoder won't wake up if
// we've got no more decoded chunks to push to the hardware. We can
// hit this condition if the last sample in the stream doesn't have
// it's EOS flag set, and the decode thread sleeps just after decoding
// that packet, but before realising there's no more packets.
mon.NotifyAll();
}
}
}
if (mReader->mAudioQueue.AtEndOfStream() &&
mState != DECODER_STATE_SHUTDOWN &&
!mStopAudioThread)
{
// Last sample pushed to audio hardware, wait for the audio to finish,
// before the audio thread terminates.
PRBool seeking = PR_FALSE;
{
ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor());
if (samplesWritten < minWriteSamples) {
// We've not written minWriteSamples in the last write, the audio
// may not start playing. Write silence to ensure we've got enough
// samples written to start playback.
PRInt64 samples = minWriteSamples - samplesWritten;
if (samples < PR_UINT32_MAX / channels) {
// Write silence manually rather than using PlaySilence(), so that
// the AudioAPI doesn't get a copy of the samples.
PRUint32 numValues = samples * channels;
nsAutoArrayPtr<SoundDataValue> buf(new SoundDataValue[numValues]);
memset(buf.get(), 0, sizeof(SoundDataValue) * numValues);
mAudioStream->Write(buf, numValues);
}
}
PRInt64 oldPosition = -1;
PRInt64 position = GetMediaTime();
while (oldPosition != position &&
mAudioEndTime - position > 0 &&
mState != DECODER_STATE_SEEKING &&
mState != DECODER_STATE_SHUTDOWN)
{
const PRInt64 DRAIN_BLOCK_USECS = 100000;
Wait(NS_MIN(mAudioEndTime - position, DRAIN_BLOCK_USECS));
oldPosition = position;
position = GetMediaTime();
}
seeking = mState == DECODER_STATE_SEEKING;
}
if (!seeking && !mAudioStream->IsPaused()) {
mAudioStream->Drain();
// Fire one last event for any extra samples that didn't fill a framebuffer.
mEventManager.Drain(mAudioEndTime);
}
}
LOG(PR_LOG_DEBUG, ("%p Reached audio stream end.", mDecoder.get()));
{
// Must hold lock while anulling the audio stream to prevent
// state machine thread trying to use it while we're destroying it.
ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor());
mAudioStream = nsnull;
mEventManager.Clear();
mAudioCompleted = PR_TRUE;
UpdateReadyState();
// Kick the decode thread; it may be sleeping waiting for this to finish.
mDecoder->GetReentrantMonitor().NotifyAll();
}
// Must not hold the decoder monitor while we shutdown the audio stream, as
// it makes a synchronous dispatch on Android.
audioStream->Shutdown();
audioStream = nsnull;
LOG(PR_LOG_DEBUG, ("%p Audio stream finished playing, audio thread exit", mDecoder.get()));
}
PRUint32 nsBuiltinDecoderStateMachine::PlaySilence(PRUint32 aSamples,
PRUint32 aChannels,
PRUint64 aSampleOffset)
{
NS_ASSERTION(OnAudioThread(), "Only call on audio thread.");
NS_ASSERTION(!mAudioStream->IsPaused(), "Don't play when paused");
PRUint32 maxSamples = SILENCE_BYTES_CHUNK / aChannels;
PRUint32 samples = NS_MIN(aSamples, maxSamples);
PRUint32 numValues = samples * aChannels;
nsAutoArrayPtr<SoundDataValue> buf(new SoundDataValue[numValues]);
memset(buf.get(), 0, sizeof(SoundDataValue) * numValues);
mAudioStream->Write(buf, numValues);
// Dispatch events to the DOM for the audio just written.
mEventManager.QueueWrittenAudioData(buf.get(), numValues,
(aSampleOffset + samples) * aChannels);
return samples;
}
PRUint32 nsBuiltinDecoderStateMachine::PlayFromAudioQueue(PRUint64 aSampleOffset,
PRUint32 aChannels)
{
NS_ASSERTION(OnAudioThread(), "Only call on audio thread.");
NS_ASSERTION(!mAudioStream->IsPaused(), "Don't play when paused");
nsAutoPtr<SoundData> sound(mReader->mAudioQueue.PopFront());
{
ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor());
NS_WARN_IF_FALSE(IsPlaying(), "Should be playing");
// Awaken the decode loop if it's waiting for space to free up in the
// audio queue.
mDecoder->GetReentrantMonitor().NotifyAll();
}
PRInt64 offset = -1;
PRUint32 samples = 0;
// The state machine could have paused since we've released the decoder
// monitor and acquired the audio monitor. Rather than acquire both
// monitors, the audio stream also maintains whether its paused or not.
// This prevents us from doing a blocking write while holding the audio
// monitor while paused; we would block, and the state machine won't be
// able to acquire the audio monitor in order to resume or destroy the
// audio stream.
if (!mAudioStream->IsPaused()) {
mAudioStream->Write(sound->mAudioData,
sound->AudioDataLength());
offset = sound->mOffset;
samples = sound->mSamples;
// Dispatch events to the DOM for the audio just written.
mEventManager.QueueWrittenAudioData(sound->mAudioData.get(),
sound->AudioDataLength(),
(aSampleOffset + samples) * aChannels);
} else {
mReader->mAudioQueue.PushFront(sound);
sound.forget();
}
if (offset != -1) {
mDecoder->UpdatePlaybackOffset(offset);
}
return samples;
}
nsresult nsBuiltinDecoderStateMachine::Init(nsDecoderStateMachine* aCloneDonor)
{
nsBuiltinDecoderReader* cloneReader = nsnull;
if (aCloneDonor) {
cloneReader = static_cast<nsBuiltinDecoderStateMachine*>(aCloneDonor)->mReader;
}
return mReader->Init(cloneReader);
}
void nsBuiltinDecoderStateMachine::StopPlayback()
{
LOG(PR_LOG_DEBUG, ("%p StopPlayback()", mDecoder.get()));
NS_ASSERTION(OnStateMachineThread() || OnDecodeThread(),
"Should be on state machine thread.");
mDecoder->GetReentrantMonitor().AssertCurrentThreadIn();
mDecoder->mPlaybackStatistics.Stop(TimeStamp::Now());
// Reset mPlayStartTime before we pause/shutdown the nsAudioStream. This is
// so that if the audio loop is about to write audio, it will have the chance
// to check to see if we're paused and not write the audio. If not, the
// audio thread can block in the write, and we deadlock trying to acquire
// the audio monitor upon resume playback.
if (IsPlaying()) {
mPlayDuration += DurationToUsecs(TimeStamp::Now() - mPlayStartTime);
mPlayStartTime = TimeStamp();
}
// Notify the audio thread, so that it notices that we've stopped playing,
// so it can pause audio playback.
mDecoder->GetReentrantMonitor().NotifyAll();
NS_ASSERTION(!IsPlaying(), "Should report not playing at end of StopPlayback()");
}
void nsBuiltinDecoderStateMachine::StartPlayback()
{
LOG(PR_LOG_DEBUG, ("%p StartPlayback()", mDecoder.get()));
NS_ASSERTION(!IsPlaying(), "Shouldn't be playing when StartPlayback() is called");
mDecoder->GetReentrantMonitor().AssertCurrentThreadIn();
LOG(PR_LOG_DEBUG, ("%p StartPlayback", mDecoder.get()));
mDecoder->mPlaybackStatistics.Start(TimeStamp::Now());
mPlayStartTime = TimeStamp::Now();
NS_ASSERTION(IsPlaying(), "Should report playing by end of StartPlayback()");
if (NS_FAILED(StartAudioThread())) {
NS_WARNING("Failed to create audio thread");
}
mDecoder->GetReentrantMonitor().NotifyAll();
}
void nsBuiltinDecoderStateMachine::UpdatePlaybackPositionInternal(PRInt64 aTime)
{
NS_ASSERTION(OnStateMachineThread() || OnDecodeThread(),
"Should be on state machine thread.");
mDecoder->GetReentrantMonitor().AssertCurrentThreadIn();
NS_ASSERTION(mStartTime >= 0, "Should have positive mStartTime");
mCurrentFrameTime = aTime - mStartTime;
NS_ASSERTION(mCurrentFrameTime >= 0, "CurrentTime should be positive!");
if (aTime > mEndTime) {
NS_ASSERTION(mCurrentFrameTime > GetDuration(),
"CurrentTime must be after duration if aTime > endTime!");
mEndTime = aTime;
nsCOMPtr<nsIRunnable> event =
NS_NewRunnableMethod(mDecoder, &nsBuiltinDecoder::DurationChanged);
NS_DispatchToMainThread(event, NS_DISPATCH_NORMAL);
}
}
void nsBuiltinDecoderStateMachine::UpdatePlaybackPosition(PRInt64 aTime)
{
UpdatePlaybackPositionInternal(aTime);
if (!mPositionChangeQueued) {
mPositionChangeQueued = PR_TRUE;
nsCOMPtr<nsIRunnable> event =
NS_NewRunnableMethod(mDecoder, &nsBuiltinDecoder::PlaybackPositionChanged);
NS_DispatchToMainThread(event, NS_DISPATCH_NORMAL);
}
// Notify DOM of any queued up audioavailable events
mEventManager.DispatchPendingEvents(GetMediaTime());
}
void nsBuiltinDecoderStateMachine::ClearPositionChangeFlag()
{
NS_ASSERTION(NS_IsMainThread(), "Should be on main thread.");
mDecoder->GetReentrantMonitor().AssertCurrentThreadIn();
mPositionChangeQueued = PR_FALSE;
}
nsHTMLMediaElement::NextFrameStatus nsBuiltinDecoderStateMachine::GetNextFrameStatus()
{
ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor());
if (IsBuffering() || IsSeeking()) {
return nsHTMLMediaElement::NEXT_FRAME_UNAVAILABLE_BUFFERING;
} else if (HaveNextFrameData()) {
return nsHTMLMediaElement::NEXT_FRAME_AVAILABLE;
}
return nsHTMLMediaElement::NEXT_FRAME_UNAVAILABLE;
}
void nsBuiltinDecoderStateMachine::SetVolume(double volume)
{
NS_ASSERTION(NS_IsMainThread(), "Should be on main thread.");
ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor());
mVolume = volume;
}
double nsBuiltinDecoderStateMachine::GetCurrentTime() const
{
NS_ASSERTION(NS_IsMainThread() ||
OnStateMachineThread() ||
OnDecodeThread(),
"Should be on main, decode, or state machine thread.");
return static_cast<double>(mCurrentFrameTime) / static_cast<double>(USECS_PER_S);
}
PRInt64 nsBuiltinDecoderStateMachine::GetDuration()
{
mDecoder->GetReentrantMonitor().AssertCurrentThreadIn();
if (mEndTime == -1 || mStartTime == -1)
return -1;
return mEndTime - mStartTime;
}
void nsBuiltinDecoderStateMachine::SetDuration(PRInt64 aDuration)
{
NS_ASSERTION(NS_IsMainThread() || OnDecodeThread(),
"Should be on main or decode thread.");
mDecoder->GetReentrantMonitor().AssertCurrentThreadIn();
if (aDuration == -1) {
return;
}
if (mStartTime != -1) {
mEndTime = mStartTime + aDuration;
} else {
mStartTime = 0;
mEndTime = aDuration;
}
}
void nsBuiltinDecoderStateMachine::SetEndTime(PRInt64 aEndTime)
{
NS_ASSERTION(OnDecodeThread(), "Should be on decode thread");
mDecoder->GetReentrantMonitor().AssertCurrentThreadIn();
mEndTime = aEndTime;
}
void nsBuiltinDecoderStateMachine::SetSeekable(PRBool aSeekable)
{
NS_ASSERTION(NS_IsMainThread(), "Should be on main thread.");
mDecoder->GetReentrantMonitor().AssertCurrentThreadIn();
mSeekable = aSeekable;
}
void nsBuiltinDecoderStateMachine::Shutdown()
{
NS_ASSERTION(NS_IsMainThread(), "Should be on main thread.");
// Once we've entered the shutdown state here there's no going back.
ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor());
// Change state before issuing shutdown request to threads so those
// threads can start exiting cleanly during the Shutdown call.
LOG(PR_LOG_DEBUG, ("%p Changed state to SHUTDOWN", mDecoder.get()));
ScheduleStateMachine();
mState = DECODER_STATE_SHUTDOWN;
mDecoder->GetReentrantMonitor().NotifyAll();
}
void nsBuiltinDecoderStateMachine::StartDecoding()
{
NS_ASSERTION(OnStateMachineThread() || OnDecodeThread(),
"Should be on state machine or decode thread.");
ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor());
if (mState != DECODER_STATE_DECODING) {
mDecodeStartTime = TimeStamp::Now();
}
mState = DECODER_STATE_DECODING;
ScheduleStateMachine();
}
void nsBuiltinDecoderStateMachine::Play()
{
NS_ASSERTION(NS_IsMainThread(), "Should be on main thread.");
// When asked to play, switch to decoding state only if
// we are currently buffering. In other cases, we'll start playing anyway
// when the state machine notices the decoder's state change to PLAYING.
ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor());
if (mState == DECODER_STATE_BUFFERING) {
LOG(PR_LOG_DEBUG, ("%p Changed state from BUFFERING to DECODING", mDecoder.get()));
mState = DECODER_STATE_DECODING;
mDecodeStartTime = TimeStamp::Now();
}
ScheduleStateMachine();
}
void nsBuiltinDecoderStateMachine::ResetPlayback()
{
NS_ASSERTION(OnDecodeThread(), "Should be on decode thread.");
mVideoFrameEndTime = -1;
mAudioStartTime = -1;
mAudioEndTime = -1;
mAudioCompleted = PR_FALSE;
}
void nsBuiltinDecoderStateMachine::Seek(double aTime)
{
NS_ASSERTION(NS_IsMainThread(), "Should be on main thread.");
ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor());
// nsBuiltinDecoder::mPlayState should be SEEKING while we seek, and
// in that case nsBuiltinDecoder shouldn't be calling us.
NS_ASSERTION(mState != DECODER_STATE_SEEKING,
"We shouldn't already be seeking");
NS_ASSERTION(mState >= DECODER_STATE_DECODING,
"We should have loaded metadata");
double t = aTime * static_cast<double>(USECS_PER_S);
if (t > PR_INT64_MAX) {
// Prevent integer overflow.
return;
}
mSeekTime = static_cast<PRInt64>(t) + mStartTime;
NS_ASSERTION(mSeekTime >= mStartTime && mSeekTime <= mEndTime,
"Can only seek in range [0,duration]");
// Bound the seek time to be inside the media range.
NS_ASSERTION(mStartTime != -1, "Should know start time by now");
NS_ASSERTION(mEndTime != -1, "Should know end time by now");
mSeekTime = NS_MIN(mSeekTime, mEndTime);
mSeekTime = NS_MAX(mStartTime, mSeekTime);
LOG(PR_LOG_DEBUG, ("%p Changed state to SEEKING (to %f)", mDecoder.get(), aTime));
mState = DECODER_STATE_SEEKING;
ScheduleStateMachine();
}
void nsBuiltinDecoderStateMachine::StopDecodeThread()
{
NS_ASSERTION(OnStateMachineThread(), "Should be on state machine thread.");
mDecoder->GetReentrantMonitor().AssertCurrentThreadIn();
mStopDecodeThread = PR_TRUE;
mDecoder->GetReentrantMonitor().NotifyAll();
if (mDecodeThread) {
LOG(PR_LOG_DEBUG, ("%p Shutdown decode thread", mDecoder.get()));
{
ReentrantMonitorAutoExit exitMon(mDecoder->GetReentrantMonitor());
mDecodeThread->Shutdown();
}
mDecodeThread = nsnull;
mDecodeThreadIdle = PR_FALSE;
}
}
void nsBuiltinDecoderStateMachine::StopAudioThread()
{
mDecoder->GetReentrantMonitor().AssertCurrentThreadIn();
mStopAudioThread = PR_TRUE;
mDecoder->GetReentrantMonitor().NotifyAll();
if (mAudioThread) {
LOG(PR_LOG_DEBUG, ("%p Shutdown audio thread", mDecoder.get()));
{
ReentrantMonitorAutoExit exitMon(mDecoder->GetReentrantMonitor());
mAudioThread->Shutdown();
}
mAudioThread = nsnull;
}
}
nsresult
nsBuiltinDecoderStateMachine::StartDecodeThread()
{
NS_ASSERTION(OnStateMachineThread(), "Should be on state machine thread.");
mDecoder->GetReentrantMonitor().AssertCurrentThreadIn();
mStopDecodeThread = PR_FALSE;
if ((mDecodeThread && !mDecodeThreadIdle) || mState >= DECODER_STATE_COMPLETED)
return NS_OK;
if (!mDecodeThread) {
nsresult rv = NS_NewThread(getter_AddRefs(mDecodeThread),
nsnull,
MEDIA_THREAD_STACK_SIZE);
if (NS_FAILED(rv)) {
mState = DECODER_STATE_SHUTDOWN;
return rv;
}
}
nsCOMPtr<nsIRunnable> event =
NS_NewRunnableMethod(this, &nsBuiltinDecoderStateMachine::DecodeThreadRun);
mDecodeThread->Dispatch(event, NS_DISPATCH_NORMAL);
mDecodeThreadIdle = PR_FALSE;
return NS_OK;
}
nsresult
nsBuiltinDecoderStateMachine::StartAudioThread()
{
NS_ASSERTION(OnStateMachineThread() || OnDecodeThread(),
"Should be on state machine or decode thread.");
mDecoder->GetReentrantMonitor().AssertCurrentThreadIn();
mStopAudioThread = PR_FALSE;
if (HasAudio() && !mAudioThread) {
nsresult rv = NS_NewThread(getter_AddRefs(mAudioThread),
nsnull,
MEDIA_THREAD_STACK_SIZE);
if (NS_FAILED(rv)) {
mState = DECODER_STATE_SHUTDOWN;
return rv;
}
nsCOMPtr<nsIRunnable> event =
NS_NewRunnableMethod(this, &nsBuiltinDecoderStateMachine::AudioLoop);
mAudioThread->Dispatch(event, NS_DISPATCH_NORMAL);
}
return NS_OK;
}
PRInt64 nsBuiltinDecoderStateMachine::AudioDecodedUsecs() const
{
NS_ASSERTION(HasAudio(),
"Should only call AudioDecodedUsecs() when we have audio");
// The amount of audio we have decoded is the amount of audio data we've
// already decoded and pushed to the hardware, plus the amount of audio
// data waiting to be pushed to the hardware.
PRInt64 pushed = (mAudioEndTime != -1) ? (mAudioEndTime - GetMediaTime()) : 0;
return pushed + mReader->mAudioQueue.Duration();
}
PRBool nsBuiltinDecoderStateMachine::HasLowDecodedData(PRInt64 aAudioUsecs) const
{
mDecoder->GetReentrantMonitor().AssertCurrentThreadIn();
// We consider ourselves low on decoded data if we're low on audio,
// provided we've not decoded to the end of the audio stream, or
// if we're only playing video and we're low on video frames, provided
// we've not decoded to the end of the video stream.
return ((HasAudio() &&
!mReader->mAudioQueue.IsFinished() &&
AudioDecodedUsecs() < aAudioUsecs)
||
(!HasAudio() &&
HasVideo() &&
!mReader->mVideoQueue.IsFinished() &&
static_cast<PRUint32>(mReader->mVideoQueue.GetSize()) < LOW_VIDEO_FRAMES));
}
PRBool nsBuiltinDecoderStateMachine::HasLowUndecodedData() const
{
return GetUndecodedData() < LOW_DATA_THRESHOLD_USECS;
}
PRInt64 nsBuiltinDecoderStateMachine::GetUndecodedData() const
{
mDecoder->GetReentrantMonitor().AssertCurrentThreadIn();
NS_ASSERTION(mState > DECODER_STATE_DECODING_METADATA,
"Must have loaded metadata for GetBuffered() to work");
nsTimeRanges buffered;
nsresult res = mDecoder->GetBuffered(&buffered);
NS_ENSURE_SUCCESS(res, 0);
double currentTime = GetCurrentTime();
nsIDOMTimeRanges* r = static_cast<nsIDOMTimeRanges*>(&buffered);
PRUint32 length = 0;
res = r->GetLength(&length);
NS_ENSURE_SUCCESS(res, 0);
for (PRUint32 index = 0; index < length; ++index) {
double start, end;
res = r->Start(index, &start);
NS_ENSURE_SUCCESS(res, 0);
res = r->End(index, &end);
NS_ENSURE_SUCCESS(res, 0);
if (start <= currentTime && end >= currentTime) {
return static_cast<PRInt64>((end - currentTime) * USECS_PER_S);
}
}
return 0;
}
void nsBuiltinDecoderStateMachine::SetFrameBufferLength(PRUint32 aLength)
{
NS_ASSERTION(aLength >= 512 && aLength <= 16384,
"The length must be between 512 and 16384");
mDecoder->GetReentrantMonitor().AssertCurrentThreadIn();
mEventManager.SetSignalBufferLength(aLength);
}
nsresult nsBuiltinDecoderStateMachine::DecodeMetadata()
{
NS_ASSERTION(OnDecodeThread(), "Should be on decode thread.");
mDecoder->GetReentrantMonitor().AssertCurrentThreadIn();
NS_ASSERTION(mState == DECODER_STATE_DECODING_METADATA,
"Only call when in metadata decoding state");
LOG(PR_LOG_DEBUG, ("%p Decoding Media Headers", mDecoder.get()));
nsresult res;
nsVideoInfo info;
{
ReentrantMonitorAutoExit exitMon(mDecoder->GetReentrantMonitor());
res = mReader->ReadMetadata(&info);
}
mInfo = info;
if (NS_FAILED(res) || (!info.mHasVideo && !info.mHasAudio)) {
// Dispatch the event to call DecodeError synchronously. This ensures
// we're in shutdown state by the time we exit the decode thread.
// If we just moved to shutdown state here on the decode thread, we may
// cause the state machine to shutdown/free memory without closing its
// media stream properly, and we'll get callbacks from the media stream
// causing a crash. Note the state machine shutdown joins this decode
// thread during shutdown (and other state machines can run on the state
// machine thread while the join is waiting), so it's safe to do this
// synchronously.
nsCOMPtr<nsIRunnable> event =
NS_NewRunnableMethod(mDecoder, &nsBuiltinDecoder::DecodeError);
ReentrantMonitorAutoExit exitMon(mDecoder->GetReentrantMonitor());
NS_DispatchToMainThread(event, NS_DISPATCH_SYNC);
return NS_ERROR_FAILURE;
}
mDecoder->StartProgressUpdates();
mGotDurationFromMetaData = (GetDuration() != -1);
VideoData* videoData = FindStartTime();
if (videoData) {
ReentrantMonitorAutoExit exitMon(mDecoder->GetReentrantMonitor());
RenderVideoFrame(videoData, TimeStamp::Now());
}
if (mState == DECODER_STATE_SHUTDOWN) {
return NS_ERROR_FAILURE;
}
NS_ASSERTION(mStartTime != -1, "Must have start time");
NS_ASSERTION((!HasVideo() && !HasAudio()) ||
!mSeekable || mEndTime != -1,
"Active seekable media should have end time");
NS_ASSERTION(!mSeekable || GetDuration() != -1, "Seekable media should have duration");
LOG(PR_LOG_DEBUG, ("%p Media goes from %lld to %lld (duration %lld) seekable=%d",
mDecoder.get(), mStartTime, mEndTime, GetDuration(), mSeekable));
// Inform the element that we've loaded the metadata and the first frame,
// setting the default framebuffer size for audioavailable events. Also,
// if there is audio, let the MozAudioAvailable event manager know about
// the metadata.
if (HasAudio()) {
mEventManager.Init(mInfo.mAudioChannels, mInfo.mAudioRate);
// Set the buffer length at the decoder level to be able, to be able
// to retrive the value via media element method. The RequestFrameBufferLength
// will call the nsBuiltinDecoderStateMachine::SetFrameBufferLength().
PRUint32 frameBufferLength = mInfo.mAudioChannels * FRAMEBUFFER_LENGTH_PER_CHANNEL;
mDecoder->RequestFrameBufferLength(frameBufferLength);
}
nsCOMPtr<nsIRunnable> metadataLoadedEvent =
new nsAudioMetadataEventRunner(mDecoder, mInfo.mAudioChannels, mInfo.mAudioRate);
NS_DispatchToMainThread(metadataLoadedEvent, NS_DISPATCH_NORMAL);
if (mState == DECODER_STATE_DECODING_METADATA) {
LOG(PR_LOG_DEBUG, ("%p Changed state from DECODING_METADATA to DECODING", mDecoder.get()));
StartDecoding();
}
if ((mState == DECODER_STATE_DECODING || mState == DECODER_STATE_COMPLETED) &&
mDecoder->GetState() == nsBuiltinDecoder::PLAY_STATE_PLAYING &&
!IsPlaying())
{
StartPlayback();
}
return NS_OK;
}
void nsBuiltinDecoderStateMachine::DecodeSeek()
{
NS_ASSERTION(OnDecodeThread(), "Should be on decode thread.");
mDecoder->GetReentrantMonitor().AssertCurrentThreadIn();
NS_ASSERTION(mState == DECODER_STATE_SEEKING,
"Only call when in seeking state");
// During the seek, don't have a lock on the decoder state,
// otherwise long seek operations can block the main thread.
// The events dispatched to the main thread are SYNC calls.
// These calls are made outside of the decode monitor lock so
// it is safe for the main thread to makes calls that acquire
// the lock since it won't deadlock. We check the state when
// acquiring the lock again in case shutdown has occurred
// during the time when we didn't have the lock.
PRInt64 seekTime = mSeekTime;
mDecoder->StopProgressUpdates();
PRBool currentTimeChanged = false;
PRInt64 mediaTime = GetMediaTime();
if (mediaTime != seekTime) {
currentTimeChanged = true;
UpdatePlaybackPositionInternal(seekTime);
}
// SeekingStarted will do a UpdateReadyStateForData which will
// inform the element and its users that we have no frames
// to display
{
ReentrantMonitorAutoExit exitMon(mDecoder->GetReentrantMonitor());
nsCOMPtr<nsIRunnable> startEvent =
NS_NewRunnableMethod(mDecoder, &nsBuiltinDecoder::SeekingStarted);
NS_DispatchToMainThread(startEvent, NS_DISPATCH_SYNC);
}
if (currentTimeChanged) {
// The seek target is different than the current playback position,
// we'll need to seek the playback position, so shutdown our decode
// and audio threads.
StopPlayback();
StopAudioThread();
ResetPlayback();
nsresult res;
{
ReentrantMonitorAutoExit exitMon(mDecoder->GetReentrantMonitor());
// Now perform the seek. We must not hold the state machine monitor
// while we seek, since the seek reads, which could block on I/O.
res = mReader->Seek(seekTime,
mStartTime,
mEndTime,
mediaTime);
}
if (NS_SUCCEEDED(res)) {
SoundData* audio = HasAudio() ? mReader->mAudioQueue.PeekFront() : nsnull;
NS_ASSERTION(!audio || (audio->mTime <= seekTime &&
seekTime <= audio->mTime + audio->mDuration),
"Seek target should lie inside the first audio block after seek");
PRInt64 startTime = (audio && audio->mTime < seekTime) ? audio->mTime : seekTime;
mAudioStartTime = startTime;
mPlayDuration = startTime - mStartTime;
if (HasVideo()) {
nsAutoPtr<VideoData> video(mReader->mVideoQueue.PeekFront());
if (video) {
NS_ASSERTION(video->mTime <= seekTime && seekTime <= video->mEndTime,
"Seek target should lie inside the first frame after seek");
{
ReentrantMonitorAutoExit exitMon(mDecoder->GetReentrantMonitor());
RenderVideoFrame(video, TimeStamp::Now());
}
mReader->mVideoQueue.PopFront();
nsCOMPtr<nsIRunnable> event =
NS_NewRunnableMethod(mDecoder, &nsBuiltinDecoder::Invalidate);
NS_DispatchToMainThread(event, NS_DISPATCH_NORMAL);
}
}
}
}
mDecoder->StartProgressUpdates();
if (mState == DECODER_STATE_SHUTDOWN)
return;
// Try to decode another frame to detect if we're at the end...
LOG(PR_LOG_DEBUG, ("%p Seek completed, mCurrentFrameTime=%lld\n",
mDecoder.get(), mCurrentFrameTime));
// Change state to DECODING or COMPLETED now. SeekingStopped will
// call nsBuiltinDecoderStateMachine::Seek to reset our state to SEEKING
// if we need to seek again.
nsCOMPtr<nsIRunnable> stopEvent;
if (GetMediaTime() == mEndTime) {
LOG(PR_LOG_DEBUG, ("%p Changed state from SEEKING (to %lld) to COMPLETED",
mDecoder.get(), seekTime));
stopEvent = NS_NewRunnableMethod(mDecoder, &nsBuiltinDecoder::SeekingStoppedAtEnd);
mState = DECODER_STATE_COMPLETED;
} else {
LOG(PR_LOG_DEBUG, ("%p Changed state from SEEKING (to %lld) to DECODING",
mDecoder.get(), seekTime));
stopEvent = NS_NewRunnableMethod(mDecoder, &nsBuiltinDecoder::SeekingStopped);
StartDecoding();
}
{
ReentrantMonitorAutoExit exitMon(mDecoder->GetReentrantMonitor());
NS_DispatchToMainThread(stopEvent, NS_DISPATCH_SYNC);
}
// Reset quick buffering status. This ensures that if we began the
// seek while quick-buffering, we won't bypass quick buffering mode
// if we need to buffer after the seek.
mQuickBuffering = PR_FALSE;
ScheduleStateMachine();
}
// Runnable to dispose of the decoder and state machine on the main thread.
class nsDecoderDisposeEvent : public nsRunnable {
public:
nsDecoderDisposeEvent(already_AddRefed<nsBuiltinDecoder> aDecoder)
: mDecoder(aDecoder) {}
NS_IMETHOD Run() {
NS_ASSERTION(NS_IsMainThread(), "Must be on main thread.");
mDecoder = nsnull;
return NS_OK;
}
private:
nsRefPtr<nsBuiltinDecoder> mDecoder;
};
// Runnable which dispatches an event to the main thread to dispose of the
// decoder and state machine. This runs on the state machine thread after
// the state machine has shutdown, and all events for that state machine have
// finished running.
class nsDispatchDisposeEvent : public nsRunnable {
public:
nsDispatchDisposeEvent(already_AddRefed<nsBuiltinDecoder> aDecoder)
: mDecoder(aDecoder) {}
NS_IMETHOD Run() {
NS_DispatchToMainThread(new nsDecoderDisposeEvent(mDecoder.forget()),
NS_DISPATCH_NORMAL);
return NS_OK;
}
private:
nsRefPtr<nsBuiltinDecoder> mDecoder;
};
nsresult nsBuiltinDecoderStateMachine::RunStateMachine()
{
mDecoder->GetReentrantMonitor().AssertCurrentThreadIn();
nsMediaStream* stream = mDecoder->GetCurrentStream();
NS_ENSURE_TRUE(stream, NS_ERROR_NULL_POINTER);
switch (mState) {
case DECODER_STATE_SHUTDOWN: {
if (IsPlaying()) {
StopPlayback();
}
StopAudioThread();
StopDecodeThread();
NS_ASSERTION(mState == DECODER_STATE_SHUTDOWN,
"How did we escape from the shutdown state???");
// We must daisy-chain these events to destroy the decoder. We must
// destroy the decoder on the main thread, but we can't destroy the
// decoder while this thread holds the decoder monitor. We can't
// dispatch an event to the main thread to destroy the decoder from
// here, as the event may run before the dispatch returns, and we
// hold the decoder monitor here. We also want to guarantee that the
// state machine is destroyed on the main thread, and so the
// event runner running this function (which holds a reference to the
// state machine) needs to finish and be released in order to allow
// that. So we dispatch an event to run after this event runner has
// finished and released its monitor/references. That event then will
// dispatch an event to the main thread to release the decoder and
// state machine.
NS_DispatchToCurrentThread(
new nsDispatchDisposeEvent(mDecoder.forget()));
return NS_OK;
}
case DECODER_STATE_DECODING_METADATA: {
// Ensure we have a decode thread to decode metadata.
return StartDecodeThread();
}
case DECODER_STATE_DECODING: {
if (mDecoder->GetState() != nsBuiltinDecoder::PLAY_STATE_PLAYING &&
IsPlaying())
{
// We're playing, but the element/decoder is in paused state. Stop
// playing! Note we do this before StopDecodeThread() below because
// that blocks this state machine's execution, and can cause a
// perceptible delay between the pause command, and playback actually
// pausing.
StopPlayback();
}
if (IsPausedAndDecoderWaiting()) {
// The decode buffers are full, and playback is paused. Shutdown the
// decode thread.
StopDecodeThread();
return NS_OK;
}
// We're playing and/or our decode buffers aren't full. Ensure we have
// an active decode thread.
if (NS_FAILED(StartDecodeThread())) {
NS_WARNING("Failed to start media decode thread!");
return NS_ERROR_FAILURE;
}
AdvanceFrame();
NS_ASSERTION(mDecoder->GetState() != nsBuiltinDecoder::PLAY_STATE_PLAYING ||
IsStateMachineScheduled(), "Must have timer scheduled");
return NS_OK;
}
case DECODER_STATE_BUFFERING: {
if (IsPausedAndDecoderWaiting()) {
// The decode buffers are full, and playback is paused. Shutdown the
// decode thread.
StopDecodeThread();
return NS_OK;
}
TimeStamp now = TimeStamp::Now();
NS_ASSERTION(!mBufferingStart.IsNull(), "Must know buffering start time.");
// 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.
TimeDuration elapsed = now - mBufferingStart;
PRBool isLiveStream = mDecoder->GetCurrentStream()->GetLength() == -1;
if ((isLiveStream || !mDecoder->CanPlayThrough()) &&
elapsed < TimeDuration::FromSeconds(BUFFERING_WAIT) &&
(mQuickBuffering ? HasLowDecodedData(QUICK_BUFFERING_LOW_DATA_USECS)
: (GetUndecodedData() < BUFFERING_WAIT * USECS_PER_S)) &&
!stream->IsDataCachedToEndOfStream(mDecoder->mDecoderPosition) &&
!stream->IsSuspended())
{
LOG(PR_LOG_DEBUG,
("%p Buffering: %.3lfs/%ds, timeout in %.3lfs %s",
mDecoder.get(),
GetUndecodedData() / static_cast<double>(USECS_PER_S),
BUFFERING_WAIT,
BUFFERING_WAIT - elapsed.ToSeconds(),
(mQuickBuffering ? "(quick exit)" : "")));
ScheduleStateMachine(USECS_PER_S);
return NS_OK;
} else {
LOG(PR_LOG_DEBUG, ("%p Changed state from BUFFERING to DECODING", mDecoder.get()));
LOG(PR_LOG_DEBUG, ("%p Buffered for %.3lfs",
mDecoder.get(),
(now - mBufferingStart).ToSeconds()));
StartDecoding();
}
// Notify to allow blocked decoder thread to continue
mDecoder->GetReentrantMonitor().NotifyAll();
UpdateReadyState();
if (mDecoder->GetState() == nsBuiltinDecoder::PLAY_STATE_PLAYING &&
!IsPlaying())
{
StartPlayback();
}
NS_ASSERTION(IsStateMachineScheduled(), "Must have timer scheduled");
return NS_OK;
}
case DECODER_STATE_SEEKING: {
// Ensure we have a decode thread to perform the seek.
return StartDecodeThread();
}
case DECODER_STATE_COMPLETED: {
StopDecodeThread();
if (mState != DECODER_STATE_COMPLETED) {
// While we're waiting for the decode thread to shutdown, we can
// change state, for example to seeking or shutdown state.
// Whatever changed our state should have scheduled another state
// machine run.
NS_ASSERTION(IsStateMachineScheduled(), "Must have timer scheduled");
return NS_OK;
}
// 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 (mState == DECODER_STATE_COMPLETED &&
(mReader->mVideoQueue.GetSize() > 0 ||
(HasAudio() && !mAudioCompleted)))
{
AdvanceFrame();
NS_ASSERTION(mDecoder->GetState() != nsBuiltinDecoder::PLAY_STATE_PLAYING ||
IsStateMachineScheduled(),
"Must have timer scheduled");
return NS_OK;
}
// StopPlayback in order to reset the IsPlaying() state so audio
// is restarted correctly.
StopPlayback();
if (mState != DECODER_STATE_COMPLETED) {
// While we're presenting a frame we can change state. Whatever changed
// our state should have scheduled another state machine run.
NS_ASSERTION(IsStateMachineScheduled(), "Must have timer scheduled");
return NS_OK;
}
StopAudioThread();
if (mDecoder->GetState() == nsBuiltinDecoder::PLAY_STATE_PLAYING) {
PRInt64 videoTime = HasVideo() ? mVideoFrameEndTime : 0;
PRInt64 clockTime = NS_MAX(mEndTime, NS_MAX(videoTime, GetAudioClock()));
UpdatePlaybackPosition(clockTime);
nsCOMPtr<nsIRunnable> event =
NS_NewRunnableMethod(mDecoder, &nsBuiltinDecoder::PlaybackEnded);
NS_DispatchToMainThread(event, NS_DISPATCH_NORMAL);
}
return NS_OK;
}
}
return NS_OK;
}
void nsBuiltinDecoderStateMachine::RenderVideoFrame(VideoData* aData,
TimeStamp aTarget)
{
NS_ASSERTION(OnStateMachineThread() || OnDecodeThread(),
"Should be on state machine or decode thread.");
mDecoder->GetReentrantMonitor().AssertNotCurrentThreadIn();
if (aData->mDuplicate) {
return;
}
nsRefPtr<Image> image = aData->mImage;
if (image) {
mDecoder->SetVideoData(aData->mDisplay, image, aTarget);
}
}
PRInt64
nsBuiltinDecoderStateMachine::GetAudioClock()
{
NS_ASSERTION(OnStateMachineThread(), "Should be on state machine thread.");
mDecoder->GetReentrantMonitor().AssertCurrentThreadIn();
if (!HasAudio())
return -1;
// We must hold the decoder monitor while using the audio stream off the
// audio thread to ensure that it doesn't get destroyed on the audio thread
// while we're using it.
if (!mAudioStream) {
// Audio thread hasn't played any data yet.
return mAudioStartTime;
}
// Note that querying the playback position does not do a synchronous
// dispatch to the main thread on Android, so it's safe to call with
// the decoder monitor held here.
PRInt64 t = mAudioStream->GetPosition();
return (t == -1) ? -1 : t + mAudioStartTime;
}
void nsBuiltinDecoderStateMachine::AdvanceFrame()
{
NS_ASSERTION(OnStateMachineThread(), "Should be on state machine thread.");
mDecoder->GetReentrantMonitor().AssertCurrentThreadIn();
NS_ASSERTION(!HasAudio() || mAudioStartTime != -1,
"Should know audio start time if we have audio.");
if (mDecoder->GetState() != nsBuiltinDecoder::PLAY_STATE_PLAYING) {
return;
}
// Determine the clock time. If we've got audio, and we've not reached
// the end of the audio, use the audio clock. However if we've finished
// audio, or don't have audio, use the system clock.
PRInt64 clock_time = -1;
if (!IsPlaying()) {
clock_time = mPlayDuration + mStartTime;
} else {
PRInt64 audio_time = GetAudioClock();
if (HasAudio() && !mAudioCompleted && audio_time != -1) {
clock_time = audio_time;
// Resync against the audio clock, while we're trusting the
// audio clock. This ensures no "drift", particularly on Linux.
mPlayDuration = clock_time - mStartTime;
mPlayStartTime = TimeStamp::Now();
} else {
// Sound is disabled on this system. Sync to the system clock.
clock_time = DurationToUsecs(TimeStamp::Now() - mPlayStartTime) + mPlayDuration;
// Ensure the clock can never go backwards.
NS_ASSERTION(mCurrentFrameTime <= clock_time, "Clock should go forwards");
clock_time = NS_MAX(mCurrentFrameTime, clock_time) + mStartTime;
}
}
// 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.
PRInt64 remainingTime = AUDIO_DURATION_USECS;
NS_ASSERTION(clock_time >= mStartTime, "Should have positive clock time.");
nsAutoPtr<VideoData> currentFrame;
if (mReader->mVideoQueue.GetSize() > 0) {
VideoData* frame = mReader->mVideoQueue.PeekFront();
while (clock_time >= frame->mTime) {
mVideoFrameEndTime = frame->mEndTime;
currentFrame = frame;
mReader->mVideoQueue.PopFront();
// Notify the decode thread that the video queue's buffers may have
// free'd up space for more frames.
mDecoder->GetReentrantMonitor().NotifyAll();
mDecoder->UpdatePlaybackOffset(frame->mOffset);
if (mReader->mVideoQueue.GetSize() == 0)
break;
frame = mReader->mVideoQueue.PeekFront();
}
// Current frame has already been presented, wait until it's time to
// present the next frame.
if (frame && !currentFrame) {
PRInt64 now = IsPlaying()
? (DurationToUsecs(TimeStamp::Now() - mPlayStartTime) + mPlayDuration)
: mPlayDuration;
remainingTime = frame->mTime - mStartTime - now;
}
}
// Check to see if we don't have enough data to play up to the next frame.
// If we don't, switch to buffering mode.
nsMediaStream* stream = mDecoder->GetCurrentStream();
if (mState == DECODER_STATE_DECODING &&
mDecoder->GetState() == nsBuiltinDecoder::PLAY_STATE_PLAYING &&
HasLowDecodedData(remainingTime + EXHAUSTED_DATA_MARGIN_USECS) &&
!stream->IsDataCachedToEndOfStream(mDecoder->mDecoderPosition) &&
!stream->IsSuspended() &&
(JustExitedQuickBuffering() || HasLowUndecodedData()))
{
if (currentFrame) {
mReader->mVideoQueue.PushFront(currentFrame.forget());
}
StartBuffering();
ScheduleStateMachine();
return;
}
// We've got enough data to keep playing until at least the next frame.
// Start playing now if need be.
if (!IsPlaying()) {
StartPlayback();
}
if (currentFrame) {
// Decode one frame and display it.
TimeStamp presTime = mPlayStartTime - UsecsToDuration(mPlayDuration) +
UsecsToDuration(currentFrame->mTime - mStartTime);
NS_ASSERTION(currentFrame->mTime >= mStartTime, "Should have positive frame time");
{
ReentrantMonitorAutoExit exitMon(mDecoder->GetReentrantMonitor());
// If we have video, we want to increment the clock in steps of the frame
// duration.
RenderVideoFrame(currentFrame, presTime);
}
mDecoder->GetFrameStatistics().NotifyPresentedFrame();
PRInt64 now = DurationToUsecs(TimeStamp::Now() - mPlayStartTime) + mPlayDuration;
remainingTime = currentFrame->mEndTime - mStartTime - now;
currentFrame = nsnull;
}
// 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 (mVideoFrameEndTime != -1 || mAudioEndTime != -1) {
// These will be non -1 if we've displayed a video frame, or played an audio sample.
clock_time = NS_MIN(clock_time, NS_MAX(mVideoFrameEndTime, mAudioEndTime));
if (clock_time > GetMediaTime()) {
// Only update the playback position if the clock time is greater
// than the previous playback position. The audio clock can
// sometimes report a time less than its previously reported in
// some situations, and we need to gracefully handle that.
UpdatePlaybackPosition(clock_time);
}
}
// If the number of audio/video samples queued has changed, either by
// this function popping and playing a video sample, or by the audio
// thread popping and playing an audio sample, we may need to update our
// ready state. Post an update to do so.
UpdateReadyState();
ScheduleStateMachine(remainingTime);
}
void nsBuiltinDecoderStateMachine::Wait(PRInt64 aUsecs) {
NS_ASSERTION(OnAudioThread(), "Only call on the audio thread");
mDecoder->GetReentrantMonitor().AssertCurrentThreadIn();
TimeStamp end = TimeStamp::Now() + UsecsToDuration(NS_MAX<PRInt64>(USECS_PER_MS, aUsecs));
TimeStamp now;
while ((now = TimeStamp::Now()) < end &&
mState != DECODER_STATE_SHUTDOWN &&
mState != DECODER_STATE_SEEKING &&
!mStopAudioThread &&
IsPlaying())
{
PRInt64 ms = static_cast<PRInt64>(NS_round((end - now).ToSeconds() * 1000));
if (ms == 0 || ms > PR_UINT32_MAX) {
break;
}
mDecoder->GetReentrantMonitor().Wait(PR_MillisecondsToInterval(static_cast<PRUint32>(ms)));
}
}
VideoData* nsBuiltinDecoderStateMachine::FindStartTime()
{
NS_ASSERTION(OnDecodeThread(), "Should be on decode thread.");
mDecoder->GetReentrantMonitor().AssertCurrentThreadIn();
PRInt64 startTime = 0;
mStartTime = 0;
VideoData* v = nsnull;
{
ReentrantMonitorAutoExit exitMon(mDecoder->GetReentrantMonitor());
v = mReader->FindStartTime(startTime);
}
if (startTime != 0) {
mStartTime = startTime;
if (mGotDurationFromMetaData) {
NS_ASSERTION(mEndTime != -1,
"We should have mEndTime as supplied duration here");
// We were specified a duration from a Content-Duration HTTP header.
// Adjust mEndTime so that mEndTime-mStartTime matches the specified
// duration.
mEndTime = mStartTime + mEndTime;
}
}
// Set the audio start time to be start of media. If this lies before the
// first acutal audio sample we have, we'll inject silence during playback
// to ensure the audio starts at the correct time.
mAudioStartTime = mStartTime;
LOG(PR_LOG_DEBUG, ("%p Media start time is %lld", mDecoder.get(), mStartTime));
return v;
}
void nsBuiltinDecoderStateMachine::UpdateReadyState() {
mDecoder->GetReentrantMonitor().AssertCurrentThreadIn();
nsCOMPtr<nsIRunnable> event;
switch (GetNextFrameStatus()) {
case nsHTMLMediaElement::NEXT_FRAME_UNAVAILABLE_BUFFERING:
event = NS_NewRunnableMethod(mDecoder, &nsBuiltinDecoder::NextFrameUnavailableBuffering);
break;
case nsHTMLMediaElement::NEXT_FRAME_AVAILABLE:
event = NS_NewRunnableMethod(mDecoder, &nsBuiltinDecoder::NextFrameAvailable);
break;
case nsHTMLMediaElement::NEXT_FRAME_UNAVAILABLE:
event = NS_NewRunnableMethod(mDecoder, &nsBuiltinDecoder::NextFrameUnavailable);
break;
default:
PR_NOT_REACHED("unhandled frame state");
}
NS_DispatchToMainThread(event, NS_DISPATCH_NORMAL);
}
PRBool nsBuiltinDecoderStateMachine::JustExitedQuickBuffering()
{
return !mDecodeStartTime.IsNull() &&
mQuickBuffering &&
(TimeStamp::Now() - mDecodeStartTime) < TimeDuration::FromSeconds(QUICK_BUFFER_THRESHOLD_USECS);
}
void nsBuiltinDecoderStateMachine::StartBuffering()
{
mDecoder->GetReentrantMonitor().AssertCurrentThreadIn();
if (IsPlaying()) {
StopPlayback();
}
TimeDuration decodeDuration = TimeStamp::Now() - mDecodeStartTime;
// Go into quick buffering mode provided we've not just left buffering using
// a "quick exit". This stops us flip-flopping between playing and buffering
// when the download speed is similar to the decode speed.
mQuickBuffering =
!JustExitedQuickBuffering() &&
decodeDuration < UsecsToDuration(QUICK_BUFFER_THRESHOLD_USECS);
mBufferingStart = TimeStamp::Now();
// We need to tell the element that buffering has started.
// We can't just directly send an asynchronous runnable that
// eventually fires the "waiting" event. The problem is that
// there might be pending main-thread events, such as "data
// received" notifications, that mean we're not actually still
// buffering by the time this runnable executes. So instead
// we just trigger UpdateReadyStateForData; when it runs, it
// will check the current state and decide whether to tell
// the element we're buffering or not.
UpdateReadyState();
mState = DECODER_STATE_BUFFERING;
LOG(PR_LOG_DEBUG, ("%p Changed state from DECODING to BUFFERING, decoded for %.3lfs",
mDecoder.get(), decodeDuration.ToSeconds()));
nsMediaDecoder::Statistics stats = mDecoder->GetStatistics();
LOG(PR_LOG_DEBUG, ("%p Playback rate: %.1lfKB/s%s download rate: %.1lfKB/s%s",
mDecoder.get(),
stats.mPlaybackRate/1024, stats.mPlaybackRateReliable ? "" : " (unreliable)",
stats.mDownloadRate/1024, stats.mDownloadRateReliable ? "" : " (unreliable)"));
}
nsresult nsBuiltinDecoderStateMachine::GetBuffered(nsTimeRanges* aBuffered) {
nsMediaStream* stream = mDecoder->GetCurrentStream();
NS_ENSURE_TRUE(stream, NS_ERROR_FAILURE);
stream->Pin();
nsresult res = mReader->GetBuffered(aBuffered, mStartTime);
stream->Unpin();
return res;
}
PRBool nsBuiltinDecoderStateMachine::IsPausedAndDecoderWaiting() {
mDecoder->GetReentrantMonitor().AssertCurrentThreadIn();
NS_ASSERTION(OnStateMachineThread(), "Should be on state machine thread.");
return
mDecodeThreadWaiting &&
mDecoder->GetState() != nsBuiltinDecoder::PLAY_STATE_PLAYING &&
(mState == DECODER_STATE_DECODING || mState == DECODER_STATE_BUFFERING);
}
nsresult nsBuiltinDecoderStateMachine::Run()
{
ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor());
NS_ASSERTION(OnStateMachineThread(), "Should be on state machine thread.");
return CallRunStateMachine();
}
nsresult nsBuiltinDecoderStateMachine::CallRunStateMachine()
{
mDecoder->GetReentrantMonitor().AssertCurrentThreadIn();
NS_ASSERTION(OnStateMachineThread(), "Should be on state machine thread.");
// This will be set to PR_TRUE by ScheduleStateMachine() if it's called
// while we're in RunStateMachine().
mRunAgain = PR_FALSE;
// Set to PR_TRUE whenever we dispatch an event to run this state machine.
// This flag prevents us from dispatching
mDispatchedRunEvent = PR_FALSE;
mTimeout = TimeStamp();
mIsRunning = PR_TRUE;
nsresult res = RunStateMachine();
mIsRunning = PR_FALSE;
if (mRunAgain && !mDispatchedRunEvent) {
mDispatchedRunEvent = PR_TRUE;
return NS_DispatchToCurrentThread(this);
}
return res;
}
static void TimeoutExpired(nsITimer *aTimer, void *aClosure) {
nsBuiltinDecoderStateMachine *machine =
static_cast<nsBuiltinDecoderStateMachine*>(aClosure);
NS_ASSERTION(machine, "Must have been passed state machine");
machine->TimeoutExpired();
}
void nsBuiltinDecoderStateMachine::TimeoutExpired()
{
ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor());
NS_ASSERTION(OnStateMachineThread(), "Must be on state machine thread");
if (mIsRunning) {
mRunAgain = PR_TRUE;
} else if (!mDispatchedRunEvent) {
// We don't have an event dispatched to run the state machine, so we
// can just run it from here.
CallRunStateMachine();
}
// Otherwise, an event has already been dispatched to run the state machine
// as soon as possible. Nothing else needed to do, the state machine is
// going to run anyway.
}
nsresult nsBuiltinDecoderStateMachine::ScheduleStateMachine() {
return ScheduleStateMachine(0);
}
nsresult nsBuiltinDecoderStateMachine::ScheduleStateMachine(PRInt64 aUsecs) {
mDecoder->GetReentrantMonitor().AssertCurrentThreadIn();
NS_ABORT_IF_FALSE(gStateMachineThread,
"Must have a state machine thread to schedule");
if (mState == DECODER_STATE_SHUTDOWN) {
return NS_ERROR_FAILURE;
}
aUsecs = PR_MAX(aUsecs, 0);
TimeStamp timeout = TimeStamp::Now() + UsecsToDuration(aUsecs);
if (!mTimeout.IsNull()) {
if (timeout >= mTimeout) {
// We've already scheduled a timer set to expire at or before this time,
// or have an event dispatched to run the state machine.
return NS_OK;
}
if (mTimer) {
// We've been asked to schedule a timer to run before an existing timer.
// Cancel the existing timer.
mTimer->Cancel();
}
}
PRUint32 ms = static_cast<PRUint32>((aUsecs / USECS_PER_MS) & 0xFFFFFFFF);
if (ms == 0) {
if (mIsRunning) {
// We're currently running this state machine on the state machine
// thread. Signal it to run again once it finishes its current cycle.
mRunAgain = PR_TRUE;
return NS_OK;
} else if (!mDispatchedRunEvent) {
// We're not currently running this state machine on the state machine
// thread. Dispatch an event to run one cycle of the state machine.
mDispatchedRunEvent = PR_TRUE;
return gStateMachineThread->Dispatch(this, NS_DISPATCH_NORMAL);
}
// We're not currently running this state machine on the state machine
// thread, but something has already dispatched an event to run it again,
// so just exit; it's going to run real soon.
return NS_OK;
}
mTimeout = timeout;
nsresult res;
if (!mTimer) {
mTimer = do_CreateInstance("@mozilla.org/timer;1", &res);
if (NS_FAILED(res)) return res;
mTimer->SetTarget(gStateMachineThread);
}
res = mTimer->InitWithFuncCallback(::TimeoutExpired,
this,
ms,
nsITimer::TYPE_ONE_SHOT);
return res;
}