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Issue 1641423002: Re-land extract state management from WebMediaPlayerImpl. (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: Initialize |should_notify_time_changed_|. Created 4 years, 9 months ago
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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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