Chromium Code Reviews
chromiumcodereview-hr@appspot.gserviceaccount.com (chromiumcodereview-hr) | Please choose your nickname with Settings | Help | Chromium Project | Gerrit Changes | Sign out
(273)

Unified Diff: media/blink/pipeline_state.cc

Issue 1641423002: Re-land extract state management from WebMediaPlayerImpl. (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: WMPI fixes. Created 4 years, 11 months ago
Use n/p to move between diff chunks; N/P to move between comments. Draft comments are only viewable by you.
Jump to:
View side-by-side diff with in-line comments
Download patch
Index: media/blink/pipeline_state.cc
diff --git a/media/blink/pipeline_state.cc b/media/blink/pipeline_state.cc
new file mode 100644
index 0000000000000000000000000000000000000000..1a0d5c937010a06789cfe7fcb33c86ef4f3db10d
--- /dev/null
+++ b/media/blink/pipeline_state.cc
@@ -0,0 +1,202 @@
+// Copyright 2015 The Chromium Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+
+#include "media/blink/pipeline_state.h"
+
+#include "base/bind.h"
+#include "base/bind_helpers.h"
+#include "build/build_config.h"
+#include "media/filters/chunk_demuxer.h"
+
+namespace media {
+
+PipelineState::PipelineState(Pipeline* pipeline,
+ const RendererFactoryCB& renderer_factory_cb,
+ const SeekedCB& seeked_cb,
+ const SuspendedCB& suspended_cb,
+ const PipelineStatusCB& error_cb)
+ : pipeline_(pipeline),
+ renderer_factory_cb_(renderer_factory_cb),
+ seeked_cb_(seeked_cb),
+ suspended_cb_(suspended_cb),
+ error_cb_(error_cb) {
+ DCHECK(pipeline_);
+ DCHECK(!renderer_factory_cb_.is_null());
+ DCHECK(!seeked_cb_.is_null());
+ DCHECK(!suspended_cb_.is_null());
+ DCHECK(!error_cb_.is_null());
+}
+
+PipelineState::~PipelineState() {}
+
+// TODO(sandersd): Move ChunkDemuxer API to Demuxer so that Pipeline can
+// implement all of this.
+void PipelineState::Start(ChunkDemuxer* chunk_demuxer,
+ Demuxer* demuxer,
+ const base::Closure& ended_cb,
+ const PipelineMetadataCB& metadata_cb,
+ const BufferingStateCB& buffering_state_cb,
+ const base::Closure& duration_change_cb,
+ const AddTextTrackCB& add_text_track_cb,
+ const base::Closure& waiting_for_decryption_key_cb) {
+ chunk_demuxer_ = chunk_demuxer;
+ pipeline_->Start(demuxer, renderer_factory_cb_.Run(), ended_cb, error_cb_,
+ base::Bind(&PipelineState::OnPipelineStatus,
+ base::Unretained(this), State::PLAYING),
+ metadata_cb, buffering_state_cb, duration_change_cb,
+ add_text_track_cb, waiting_for_decryption_key_cb);
+}
+
+void PipelineState::Seek(base::TimeDelta time, bool time_updated) {
+ // It would be slightly more clear to set this in Dispatch(), but we want to
+ // be sure it gets updated even if the seek is elided.
+ // TODO(sandersd): Is it even possible to have an elided seek during Start()?
sandersd (OOO until July 31) 2016/02/01 23:19:26 FYI: I removed this TODO, because it turns out tha
+ // During this time playback should be paused, and so WMPI would handle the
+ // elision itself.
+ if (time_updated)
+ pending_time_update_ = true;
+ pending_seeked_ = true;
+
+ // If we are already seeking to |time|, just clear any pending seek. This does
+ // not apply to MSE because the underlying buffer could have been changed
wolenetz 2016/01/29 21:42:30 nit: as you mentioned yesterday, this could also a
sandersd (OOO until July 31) 2016/02/01 23:19:26 I added a comment about that for now.
+ // between the seek calls.
+ if ((state_ == State::SEEKING || state_ == State::RESUMING) &&
+ seek_time_ == time && !chunk_demuxer_) {
+ pending_seek_ = false;
+ return;
+ }
+
+ pending_seek_time_ = time;
+ pending_seek_ = true;
+ Dispatch();
+}
+
+void PipelineState::Suspend() {
+ pending_resume_ = false;
+ if (state_ != State::SUSPENDING && state_ != State::SUSPENDED) {
+ pending_suspend_ = true;
+ Dispatch();
+ }
+}
+
+void PipelineState::Resume() {
+ pending_suspend_ = false;
+ if (state_ == State::SUSPENDING || state_ == State::SUSPENDED) {
+ pending_resume_ = true;
+ Dispatch();
+ }
+}
+
+bool PipelineState::IsPlaying() {
+ return (state_ == State::PLAYING);
+}
+
+bool PipelineState::IsSuspended() {
+ return (state_ == State::SUSPENDED || state_ == State::RESUMING);
+}
+
+void PipelineState::OnPipelineStatus(State state,
+ PipelineStatus pipeline_status) {
+ if (pipeline_status != PIPELINE_OK) {
+ error_cb_.Run(pipeline_status);
+ return;
+ }
+
+ state_ = state;
+
+ // Start(), Seek(), or Resume() completed; we can be sure that
+ // |chunk_demuxer_| got the seek it was waiting for.
+ if (state == State::PLAYING)
+ waiting_for_seek_ = false;
+
+ // Sadly we need to signal this state change via a possibly reentrant
+ // callback. Keep in mind that the state may change inside the callback!
+ // (In particular, it must be safe to call Dispatch() twice in a row here.)
+ if (state == State::SUSPENDED)
+ suspended_cb_.Run();
+
+ Dispatch();
+}
+
+// Note: Dispatch() may be called twice in a row. (See OnPipelineStatus().)
wolenetz 2016/01/29 21:42:30 nit: Saying it must support re-entrancy by (at lea
sandersd (OOO until July 31) 2016/02/01 23:19:26 Done.
+void PipelineState::Dispatch() {
+ // Suspend/resume transitions take priority because seeks before a suspend
+ // are wasted, an seeks after can be merged into the resume operation.
+ if (pending_suspend_ && state_ == State::PLAYING) {
+ pending_suspend_ = false;
+ state_ = State::SUSPENDING;
+ pipeline_->Suspend(base::Bind(&PipelineState::OnPipelineStatus,
wolenetz 2016/01/29 21:42:30 In the case of an already-in-progress pipeline_->S
sandersd (OOO until July 31) 2016/02/01 23:19:26 While I tested this manually, and it seemed to wor
+ base::Unretained(this), State::SUSPENDED));
+ return;
+ }
+
+ if (pending_resume_ && state_ == State::SUSPENDED) {
+ // If there is a pending seek, resume to that time instead.
+ if (pending_seek_) {
+ seek_time_ = pending_seek_time_;
+ pending_seek_ = false;
+ } else {
+ seek_time_ = pipeline_->GetMediaTime();
+ }
+
+ // Tell |chunk_demuxer_| to expect our resume.
+ if (chunk_demuxer_) {
+ DCHECK(!waiting_for_seek_);
+ chunk_demuxer_->StartWaitingForSeek(seek_time_);
+ waiting_for_seek_ = true;
+ }
+
+ pending_resume_ = false;
+ state_ = State::RESUMING;
+ pipeline_->Resume(renderer_factory_cb_.Run(), seek_time_,
+ base::Bind(&PipelineState::OnPipelineStatus,
+ base::Unretained(this), State::PLAYING));
+ return;
+ }
+
+ // |chunk_demuxer_| supports aborting seeks. Make use of that when we have
+ // iother pending operations.
+ if ((pending_seek_ || pending_suspend_) && waiting_for_seek_) {
+ CHECK(chunk_demuxer_);
+ // CancelPendingSeek() may be reentrant, so update state first and return
+ // immediately.
+ waiting_for_seek_ = false;
+ chunk_demuxer_->CancelPendingSeek(pending_seek_time_);
+ return;
+ }
+
+ if (pending_seek_ && state_ == State::PLAYING) {
+ seek_time_ = pending_seek_time_;
+
+ // Tell |chunk_demuxer_| to expect our seek.
+ if (chunk_demuxer_) {
+ DCHECK(!waiting_for_seek_);
+ waiting_for_seek_ = true;
+ chunk_demuxer_->StartWaitingForSeek(seek_time_);
+ }
+
+ pending_seek_ = false;
+ state_ = State::SEEKING;
+ pipeline_->Seek(seek_time_,
+ base::Bind(&PipelineState::OnPipelineStatus,
+ base::Unretained(this), State::PLAYING));
+ return;
+ }
+
+ // If |state_| is PLAYING and we didn't trigger an operation above then we
+ // are in a stable state. If there is a seeked callback pending, emit it.
+ if (state_ == State::PLAYING) {
+ if (pending_seeked_) {
+ // |seeked_cb_| may be reentrant, so update state first and return
+ // immediately.
+ pending_seeked_ = false;
+ bool was_pending_time_update = pending_time_update_;
+ pending_time_update_ = false;
+ seeked_cb_.Run(was_pending_time_update);
+ return;
+ }
+ }
+}
+
+} // namespace media

Powered by Google App Engine
This is Rietveld 408576698