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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 "media/base/bind_to_current_loop.h" |
| 10 #include "media/filters/chunk_demuxer.h" |
| 11 |
| 12 namespace media { |
| 13 |
| 14 PipelineController::PipelineController( |
| 15 Pipeline* pipeline, |
| 16 const RendererFactoryCB& renderer_factory_cb, |
| 17 const SeekedCB& seeked_cb, |
| 18 const SuspendedCB& suspended_cb, |
| 19 const ResumedCB& resumed_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 resumed_cb_(resumed_cb), |
| 26 error_cb_(error_cb), |
| 27 weak_factory_(this) { |
| 28 DCHECK(pipeline_); |
| 29 DCHECK(!renderer_factory_cb_.is_null()); |
| 30 DCHECK(!seeked_cb_.is_null()); |
| 31 DCHECK(!suspended_cb_.is_null()); |
| 32 DCHECK(!resumed_cb_.is_null()); |
| 33 DCHECK(!error_cb_.is_null()); |
| 34 } |
| 35 |
| 36 PipelineController::~PipelineController() { |
| 37 DCHECK(thread_checker_.CalledOnValidThread()); |
| 38 } |
| 39 |
| 40 // TODO(sandersd): Move ChunkDemuxer API to Demuxer so that Pipeline can |
| 41 // implement all of this. |
| 42 // TODO(sandersd): If there is a pending suspend, don't call pipeline_.Start() |
| 43 // until Resume(). |
| 44 void PipelineController::Start( |
| 45 ChunkDemuxer* chunk_demuxer, |
| 46 Demuxer* demuxer, |
| 47 bool is_streaming, |
| 48 const base::Closure& ended_cb, |
| 49 const PipelineMetadataCB& metadata_cb, |
| 50 const BufferingStateCB& buffering_state_cb, |
| 51 const base::Closure& duration_change_cb, |
| 52 const AddTextTrackCB& add_text_track_cb, |
| 53 const base::Closure& waiting_for_decryption_key_cb) { |
| 54 DCHECK(thread_checker_.CalledOnValidThread()); |
| 55 DCHECK(state_ == State::CREATED); |
| 56 |
| 57 if (chunk_demuxer) |
| 58 DCHECK_EQ(demuxer, chunk_demuxer); |
| 59 |
| 60 // Once the pipeline is started, we want to call the seeked callback but |
| 61 // without a time update. |
| 62 pending_seeked_cb_ = true; |
| 63 state_ = State::STARTING; |
| 64 |
| 65 chunk_demuxer_ = chunk_demuxer; |
| 66 is_streaming_ = is_streaming; |
| 67 pipeline_->Start( |
| 68 demuxer, renderer_factory_cb_.Run(), ended_cb, |
| 69 BindToCurrentLoop(error_cb_), |
| 70 BindToCurrentLoop(base::Bind(&PipelineController::OnPipelineStatus, |
| 71 weak_factory_.GetWeakPtr(), State::PLAYING)), |
| 72 metadata_cb, buffering_state_cb, duration_change_cb, add_text_track_cb, |
| 73 waiting_for_decryption_key_cb); |
| 74 } |
| 75 |
| 76 void PipelineController::Seek(base::TimeDelta time, bool time_updated) { |
| 77 DCHECK(thread_checker_.CalledOnValidThread()); |
| 78 |
| 79 // It would be slightly more clear to set this in Dispatch(), but we want to |
| 80 // be sure it gets updated even if the seek is elided. |
| 81 if (time_updated) |
| 82 pending_time_updated_ = true; |
| 83 pending_seeked_cb_ = true; |
| 84 |
| 85 // If we are already seeking to |time|, just clear any pending seek. This does |
| 86 // not apply to MSE because the underlying buffer could have been changed |
| 87 // between the seek calls. |
| 88 // TODO(sandersd): The underlying buffer could also have changed for |
| 89 // File objects, but WMPI is also broken in that case (because it caches). |
| 90 if ((state_ == State::SEEKING || state_ == State::RESUMING) && |
| 91 seek_time_ == time && !chunk_demuxer_) { |
| 92 pending_seek_ = false; |
| 93 return; |
| 94 } |
| 95 |
| 96 pending_seek_time_ = time; |
| 97 pending_seek_ = true; |
| 98 Dispatch(); |
| 99 } |
| 100 |
| 101 // TODO(sandersd): It may be easier to use this interface if |suspended_cb_| is |
| 102 // executed when Suspend() is called while already suspended. |
| 103 void PipelineController::Suspend() { |
| 104 DCHECK(thread_checker_.CalledOnValidThread()); |
| 105 pending_resume_ = false; |
| 106 if (state_ != State::SUSPENDING && state_ != State::SUSPENDED) { |
| 107 pending_suspend_ = true; |
| 108 Dispatch(); |
| 109 } |
| 110 } |
| 111 |
| 112 void PipelineController::Resume() { |
| 113 DCHECK(thread_checker_.CalledOnValidThread()); |
| 114 pending_suspend_ = false; |
| 115 if (state_ == State::SUSPENDING || state_ == State::SUSPENDED) { |
| 116 pending_resume_ = true; |
| 117 Dispatch(); |
| 118 } |
| 119 } |
| 120 |
| 121 bool PipelineController::IsStable() { |
| 122 DCHECK(thread_checker_.CalledOnValidThread()); |
| 123 return (state_ == State::PLAYING); |
| 124 } |
| 125 |
| 126 bool PipelineController::IsSuspended() { |
| 127 DCHECK(thread_checker_.CalledOnValidThread()); |
| 128 return (state_ == State::SUSPENDED); |
| 129 } |
| 130 |
| 131 void PipelineController::OnPipelineStatus(State state, |
| 132 PipelineStatus pipeline_status) { |
| 133 DCHECK(thread_checker_.CalledOnValidThread()); |
| 134 |
| 135 if (pipeline_status != PIPELINE_OK) { |
| 136 error_cb_.Run(pipeline_status); |
| 137 return; |
| 138 } |
| 139 |
| 140 state_ = state; |
| 141 |
| 142 if (state == State::PLAYING) { |
| 143 // Start(), Seek(), or Resume() completed; we can be sure that |
| 144 // |chunk_demuxer_| got the seek it was waiting for. |
| 145 waiting_for_seek_ = false; |
| 146 if (pending_resumed_cb_) { |
| 147 pending_resumed_cb_ = false; |
| 148 |
| 149 // Warning: possibly reentrant. The state may change inside this callback. |
| 150 // It must be safe to call Dispatch() twice in a row here. |
| 151 resumed_cb_.Run(); |
| 152 } |
| 153 } else if (state == State::SUSPENDED) { |
| 154 pending_resumed_cb_ = true; |
| 155 |
| 156 // Warning: possibly reentrant. The state may change inside this callback. |
| 157 // It must be safe to call Dispatch() twice in a row here. |
| 158 suspended_cb_.Run(); |
| 159 } |
| 160 |
| 161 Dispatch(); |
| 162 } |
| 163 |
| 164 // Note: Dispatch() may be called re-entrantly (by callbacks internally) or |
| 165 // twice in a row (by OnPipelineStatus()). |
| 166 void PipelineController::Dispatch() { |
| 167 DCHECK(thread_checker_.CalledOnValidThread()); |
| 168 |
| 169 // Suspend/resume transitions take priority because seeks before a suspend |
| 170 // are wasted, and seeks after can be merged into the resume operation. |
| 171 if (pending_suspend_ && state_ == State::PLAYING) { |
| 172 pending_suspend_ = false; |
| 173 state_ = State::SUSPENDING; |
| 174 pipeline_->Suspend(BindToCurrentLoop( |
| 175 base::Bind(&PipelineController::OnPipelineStatus, |
| 176 weak_factory_.GetWeakPtr(), State::SUSPENDED))); |
| 177 return; |
| 178 } |
| 179 |
| 180 if (pending_resume_ && state_ == State::SUSPENDED) { |
| 181 // If there is a pending seek, resume to that time instead... |
| 182 if (pending_seek_) { |
| 183 seek_time_ = pending_seek_time_; |
| 184 pending_seek_ = false; |
| 185 } else { |
| 186 seek_time_ = pipeline_->GetMediaTime(); |
| 187 } |
| 188 |
| 189 // ...unless the media is streaming, in which case we resume at the start |
| 190 // because seeking doesn't work well. |
| 191 if (is_streaming_ && !seek_time_.is_zero()) { |
| 192 seek_time_ = base::TimeDelta(); |
| 193 |
| 194 // In this case we want to make sure that the controls get updated |
| 195 // immediately, so we don't try to hide the seek. |
| 196 pending_time_updated_ = true; |
| 197 } |
| 198 |
| 199 // Tell |chunk_demuxer_| to expect our resume. |
| 200 if (chunk_demuxer_) { |
| 201 DCHECK(!waiting_for_seek_); |
| 202 chunk_demuxer_->StartWaitingForSeek(seek_time_); |
| 203 waiting_for_seek_ = true; |
| 204 } |
| 205 |
| 206 pending_resume_ = false; |
| 207 state_ = State::RESUMING; |
| 208 pipeline_->Resume(renderer_factory_cb_.Run(), seek_time_, |
| 209 BindToCurrentLoop(base::Bind( |
| 210 &PipelineController::OnPipelineStatus, |
| 211 weak_factory_.GetWeakPtr(), State::PLAYING))); |
| 212 return; |
| 213 } |
| 214 |
| 215 // |chunk_demuxer_| supports aborting seeks. Make use of that when we have |
| 216 // other pending operations. |
| 217 if ((pending_seek_ || pending_suspend_) && waiting_for_seek_) { |
| 218 CHECK(chunk_demuxer_); |
| 219 |
| 220 // If there is no pending seek, return the current seek to pending status. |
| 221 if (!pending_seek_) { |
| 222 pending_seek_time_ = seek_time_; |
| 223 pending_seek_ = true; |
| 224 } |
| 225 |
| 226 // CancelPendingSeek() may be reentrant, so update state first and return |
| 227 // immediately. |
| 228 waiting_for_seek_ = false; |
| 229 chunk_demuxer_->CancelPendingSeek(pending_seek_time_); |
| 230 return; |
| 231 } |
| 232 |
| 233 // Ordinary seeking. |
| 234 if (pending_seek_ && state_ == State::PLAYING) { |
| 235 seek_time_ = pending_seek_time_; |
| 236 |
| 237 // Tell |chunk_demuxer_| to expect our seek. |
| 238 if (chunk_demuxer_) { |
| 239 DCHECK(!waiting_for_seek_); |
| 240 waiting_for_seek_ = true; |
| 241 chunk_demuxer_->StartWaitingForSeek(seek_time_); |
| 242 } |
| 243 |
| 244 pending_seek_ = false; |
| 245 state_ = State::SEEKING; |
| 246 pipeline_->Seek(seek_time_, |
| 247 BindToCurrentLoop(base::Bind( |
| 248 &PipelineController::OnPipelineStatus, |
| 249 weak_factory_.GetWeakPtr(), State::PLAYING))); |
| 250 return; |
| 251 } |
| 252 |
| 253 // If |state_| is PLAYING and we didn't trigger an operation above then we |
| 254 // are in a stable state. If there is a seeked callback pending, emit it. |
| 255 if (state_ == State::PLAYING) { |
| 256 if (pending_seeked_cb_) { |
| 257 // |seeked_cb_| may be reentrant, so update state first and return |
| 258 // immediately. |
| 259 pending_seeked_cb_ = false; |
| 260 bool was_pending_time_updated = pending_time_updated_; |
| 261 pending_time_updated_ = false; |
| 262 seeked_cb_.Run(was_pending_time_updated); |
| 263 return; |
| 264 } |
| 265 } |
| 266 } |
| 267 |
| 268 } // namespace media |
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