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| 1 // Copyright 2016 The Chromium Authors. All rights reserved. | |
| 2 // Use of this source code is governed by a BSD-style license that can be | |
| 3 // found in the LICENSE file. | |
| 4 | |
| 5 #include "media/filters/pipeline_controller.h" | |
| 6 | |
| 7 #include "base/bind.h" | |
| 8 #include "base/bind_helpers.h" | |
| 9 #include "build/build_config.h" | |
| 10 #include "media/base/bind_to_current_loop.h" | |
| 11 #include "media/filters/chunk_demuxer.h" | |
| 12 | |
| 13 namespace media { | |
| 14 | |
| 15 PipelineController::PipelineController( | |
| 16 Pipeline* pipeline, | |
| 17 const RendererFactoryCB& renderer_factory_cb, | |
| 18 const SeekedCB& seeked_cb, | |
| 19 const SuspendedCB& suspended_cb, | |
| 20 const PipelineStatusCB& error_cb) | |
| 21 : pipeline_(pipeline), | |
| 22 renderer_factory_cb_(renderer_factory_cb), | |
| 23 seeked_cb_(seeked_cb), | |
| 24 suspended_cb_(suspended_cb), | |
| 25 error_cb_(error_cb), | |
| 26 weak_factory_(this) { | |
| 27 DCHECK(pipeline_); | |
| 28 DCHECK(!renderer_factory_cb_.is_null()); | |
| 29 DCHECK(!seeked_cb_.is_null()); | |
| 30 DCHECK(!suspended_cb_.is_null()); | |
| 31 DCHECK(!error_cb_.is_null()); | |
| 32 } | |
| 33 | |
| 34 PipelineController::~PipelineController() {} | |
| 35 | |
| 36 // TODO(sandersd): Move ChunkDemuxer API to Demuxer so that Pipeline can | |
| 37 // implement all of this. | |
| 38 // TODO(sandersd): If there is a pending suspend, don't call pipeline_.Start() | |
| 39 // until Resume(). | |
| 40 void PipelineController::Start( | |
| 41 ChunkDemuxer* chunk_demuxer, | |
| 42 Demuxer* demuxer, | |
| 43 bool is_streaming, | |
| 44 const base::Closure& ended_cb, | |
| 45 const PipelineMetadataCB& metadata_cb, | |
| 46 const BufferingStateCB& buffering_state_cb, | |
| 47 const base::Closure& duration_change_cb, | |
| 48 const AddTextTrackCB& add_text_track_cb, | |
| 49 const base::Closure& waiting_for_decryption_key_cb) { | |
| 50 DCHECK(state_ == State::CREATED); | |
| 51 | |
|
wolenetz
2016/02/26 02:30:11
Let's further enforce the contract that, if chunk_
sandersd (OOO until July 31)
2016/02/26 22:10:48
Done.
| |
| 52 // Once the pipeline is started, we want to call the seeked callback but | |
| 53 // without a time update. | |
| 54 pending_seeked_ = true; | |
| 55 state_ = State::STARTING; | |
| 56 | |
| 57 chunk_demuxer_ = chunk_demuxer; | |
| 58 is_streaming_ = is_streaming; | |
| 59 pipeline_->Start( | |
| 60 demuxer, renderer_factory_cb_.Run(), ended_cb, error_cb_, | |
| 61 BindToCurrentLoop(base::Bind(&PipelineController::OnPipelineStatus, | |
| 62 weak_factory_.GetWeakPtr(), State::PLAYING)), | |
| 63 metadata_cb, buffering_state_cb, duration_change_cb, add_text_track_cb, | |
| 64 waiting_for_decryption_key_cb); | |
| 65 } | |
| 66 | |
| 67 void PipelineController::Seek(base::TimeDelta time, bool time_updated) { | |
| 68 // It would be slightly more clear to set this in Dispatch(), but we want to | |
| 69 // be sure it gets updated even if the seek is elided. | |
| 70 if (time_updated) | |
| 71 pending_time_update_ = true; | |
| 72 pending_seeked_ = true; | |
| 73 | |
| 74 // If we are already seeking to |time|, just clear any pending seek. This does | |
| 75 // not apply to MSE because the underlying buffer could have been changed | |
| 76 // between the seek calls. | |
| 77 // TODO(sandersd): The underlying buffer could also have changed for | |
| 78 // File objects, but WMPI is also broken in that case (because it caches). | |
| 79 if ((state_ == State::SEEKING || state_ == State::RESUMING) && | |
| 80 seek_time_ == time && !chunk_demuxer_) { | |
| 81 pending_seek_ = false; | |
| 82 return; | |
| 83 } | |
| 84 | |
| 85 pending_seek_time_ = time; | |
| 86 pending_seek_ = true; | |
| 87 Dispatch(); | |
| 88 } | |
| 89 | |
| 90 // TODO(sandersd): It may be easier to use this interface if |suspended_cb_| is | |
| 91 // executed when Suspend() is called while already suspended. | |
| 92 void PipelineController::Suspend() { | |
| 93 pending_resume_ = false; | |
| 94 if (state_ != State::SUSPENDING && state_ != State::SUSPENDED) { | |
| 95 pending_suspend_ = true; | |
| 96 Dispatch(); | |
| 97 } | |
| 98 } | |
| 99 | |
| 100 void PipelineController::Resume() { | |
| 101 pending_suspend_ = false; | |
| 102 if (state_ == State::SUSPENDING || state_ == State::SUSPENDED) { | |
| 103 pending_resume_ = true; | |
| 104 Dispatch(); | |
| 105 } | |
| 106 } | |
| 107 | |
| 108 bool PipelineController::IsStable() { | |
| 109 return (state_ == State::PLAYING); | |
| 110 } | |
| 111 | |
| 112 bool PipelineController::IsSuspended() { | |
| 113 return (state_ == State::SUSPENDED); | |
| 114 } | |
| 115 | |
| 116 void PipelineController::OnPipelineStatus(State state, | |
| 117 PipelineStatus pipeline_status) { | |
| 118 if (pipeline_status != PIPELINE_OK) { | |
| 119 error_cb_.Run(pipeline_status); | |
| 120 return; | |
| 121 } | |
| 122 | |
| 123 state_ = state; | |
| 124 | |
| 125 // Start(), Seek(), or Resume() completed; we can be sure that | |
| 126 // |chunk_demuxer_| got the seek it was waiting for. | |
| 127 if (state == State::PLAYING) | |
| 128 waiting_for_seek_ = false; | |
| 129 | |
| 130 // Sadly we need to signal this state change via a possibly reentrant | |
| 131 // callback. Keep in mind that the state may change inside the callback! | |
| 132 // (In particular, it must be safe to call Dispatch() twice in a row here.) | |
| 133 if (state == State::SUSPENDED) | |
| 134 suspended_cb_.Run(); | |
| 135 | |
| 136 Dispatch(); | |
| 137 } | |
| 138 | |
| 139 // Note: Dispatch() may be called re-entrantly (by callbacks internally) or | |
| 140 // twice in a row (by OnPipelineStatus()). | |
| 141 void PipelineController::Dispatch() { | |
| 142 // Suspend/resume transitions take priority because seeks before a suspend | |
| 143 // are wasted, and seeks after can be merged into the resume operation. | |
| 144 if (pending_suspend_ && state_ == State::PLAYING) { | |
| 145 pending_suspend_ = false; | |
| 146 state_ = State::SUSPENDING; | |
| 147 pipeline_->Suspend(BindToCurrentLoop( | |
| 148 base::Bind(&PipelineController::OnPipelineStatus, | |
| 149 weak_factory_.GetWeakPtr(), State::SUSPENDED))); | |
| 150 return; | |
| 151 } | |
| 152 | |
| 153 if (pending_resume_ && state_ == State::SUSPENDED) { | |
| 154 // If there is a pending seek, resume to that time instead. | |
| 155 if (pending_seek_) { | |
| 156 seek_time_ = pending_seek_time_; | |
| 157 pending_seek_ = false; | |
| 158 } else { | |
| 159 seek_time_ = pipeline_->GetMediaTime(); | |
| 160 } | |
| 161 | |
| 162 // Unless the media is streaming, in which case we resume at the start | |
| 163 // because seeking doesn't work well. | |
| 164 if (is_streaming_ && !seek_time_.is_zero()) { | |
| 165 seek_time_ = base::TimeDelta(); | |
| 166 | |
| 167 // In this case we want to make sure that the controls get updated | |
| 168 // immediately, so we don't try to hide the seek. | |
| 169 pending_time_update_ = true; | |
| 170 } | |
| 171 | |
| 172 // Tell |chunk_demuxer_| to expect our resume. | |
| 173 if (chunk_demuxer_) { | |
| 174 DCHECK(!waiting_for_seek_); | |
| 175 chunk_demuxer_->StartWaitingForSeek(seek_time_); | |
| 176 waiting_for_seek_ = true; | |
| 177 } | |
| 178 | |
| 179 pending_resume_ = false; | |
| 180 state_ = State::RESUMING; | |
| 181 pipeline_->Resume(renderer_factory_cb_.Run(), seek_time_, | |
| 182 BindToCurrentLoop(base::Bind( | |
| 183 &PipelineController::OnPipelineStatus, | |
| 184 weak_factory_.GetWeakPtr(), State::PLAYING))); | |
| 185 return; | |
| 186 } | |
| 187 | |
| 188 // |chunk_demuxer_| supports aborting seeks. Make use of that when we have | |
| 189 // other pending operations. | |
| 190 if ((pending_seek_ || pending_suspend_) && waiting_for_seek_) { | |
| 191 CHECK(chunk_demuxer_); | |
| 192 | |
| 193 // If there is no pending seek, return the current seek to pending status. | |
| 194 if (!pending_seek_) { | |
| 195 pending_seek_time_ = seek_time_; | |
| 196 pending_seek_ = true; | |
| 197 } | |
| 198 | |
| 199 // CancelPendingSeek() may be reentrant, so update state first and return | |
| 200 // immediately. | |
| 201 waiting_for_seek_ = false; | |
| 202 chunk_demuxer_->CancelPendingSeek(pending_seek_time_); | |
| 203 return; | |
| 204 } | |
| 205 | |
| 206 // Ordinary seeking. | |
| 207 if (pending_seek_ && state_ == State::PLAYING) { | |
| 208 seek_time_ = pending_seek_time_; | |
| 209 | |
| 210 // Tell |chunk_demuxer_| to expect our seek. | |
| 211 if (chunk_demuxer_) { | |
| 212 DCHECK(!waiting_for_seek_); | |
| 213 waiting_for_seek_ = true; | |
| 214 chunk_demuxer_->StartWaitingForSeek(seek_time_); | |
| 215 } | |
| 216 | |
| 217 pending_seek_ = false; | |
| 218 state_ = State::SEEKING; | |
| 219 pipeline_->Seek(seek_time_, | |
| 220 BindToCurrentLoop(base::Bind( | |
| 221 &PipelineController::OnPipelineStatus, | |
| 222 weak_factory_.GetWeakPtr(), State::PLAYING))); | |
| 223 return; | |
| 224 } | |
| 225 | |
| 226 // If |state_| is PLAYING and we didn't trigger an operation above then we | |
| 227 // are in a stable state. If there is a seeked callback pending, emit it. | |
| 228 if (state_ == State::PLAYING) { | |
| 229 if (pending_seeked_) { | |
| 230 // |seeked_cb_| may be reentrant, so update state first and return | |
| 231 // immediately. | |
| 232 pending_seeked_ = false; | |
| 233 bool was_pending_time_update = pending_time_update_; | |
| 234 pending_time_update_ = false; | |
| 235 seeked_cb_.Run(was_pending_time_update); | |
| 236 return; | |
| 237 } | |
| 238 } | |
| 239 } | |
| 240 | |
| 241 } // namespace media | |
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