Index: media/filters/pipeline_controller.cc |
diff --git a/media/filters/pipeline_controller.cc b/media/filters/pipeline_controller.cc |
new file mode 100644 |
index 0000000000000000000000000000000000000000..1e218f9921395d399b2c23298f9eaef25e1aab8f |
--- /dev/null |
+++ b/media/filters/pipeline_controller.cc |
@@ -0,0 +1,268 @@ |
+// Copyright 2016 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/filters/pipeline_controller.h" |
+ |
+#include "base/bind.h" |
+#include "base/bind_helpers.h" |
+#include "media/base/bind_to_current_loop.h" |
+#include "media/filters/chunk_demuxer.h" |
+ |
+namespace media { |
+ |
+PipelineController::PipelineController( |
+ Pipeline* pipeline, |
+ const RendererFactoryCB& renderer_factory_cb, |
+ const SeekedCB& seeked_cb, |
+ const SuspendedCB& suspended_cb, |
+ const ResumedCB& resumed_cb, |
+ const PipelineStatusCB& error_cb) |
+ : pipeline_(pipeline), |
+ renderer_factory_cb_(renderer_factory_cb), |
+ seeked_cb_(seeked_cb), |
+ suspended_cb_(suspended_cb), |
+ resumed_cb_(resumed_cb), |
+ error_cb_(error_cb), |
+ weak_factory_(this) { |
+ DCHECK(pipeline_); |
+ DCHECK(!renderer_factory_cb_.is_null()); |
+ DCHECK(!seeked_cb_.is_null()); |
+ DCHECK(!suspended_cb_.is_null()); |
+ DCHECK(!resumed_cb_.is_null()); |
+ DCHECK(!error_cb_.is_null()); |
+} |
+ |
+PipelineController::~PipelineController() { |
+ DCHECK(thread_checker_.CalledOnValidThread()); |
+} |
+ |
+// TODO(sandersd): Move ChunkDemuxer API to Demuxer so that Pipeline can |
+// implement all of this. |
+// TODO(sandersd): If there is a pending suspend, don't call pipeline_.Start() |
+// until Resume(). |
+void PipelineController::Start( |
+ ChunkDemuxer* chunk_demuxer, |
+ Demuxer* demuxer, |
+ bool is_streaming, |
+ 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) { |
+ DCHECK(thread_checker_.CalledOnValidThread()); |
+ DCHECK(state_ == State::CREATED); |
+ |
+ if (chunk_demuxer) |
+ DCHECK_EQ(demuxer, chunk_demuxer); |
+ |
+ // Once the pipeline is started, we want to call the seeked callback but |
+ // without a time update. |
+ pending_seeked_cb_ = true; |
+ state_ = State::STARTING; |
+ |
+ chunk_demuxer_ = chunk_demuxer; |
+ is_streaming_ = is_streaming; |
+ pipeline_->Start( |
+ demuxer, renderer_factory_cb_.Run(), ended_cb, |
+ BindToCurrentLoop(error_cb_), |
+ BindToCurrentLoop(base::Bind(&PipelineController::OnPipelineStatus, |
+ weak_factory_.GetWeakPtr(), State::PLAYING)), |
+ metadata_cb, buffering_state_cb, duration_change_cb, add_text_track_cb, |
+ waiting_for_decryption_key_cb); |
+} |
+ |
+void PipelineController::Seek(base::TimeDelta time, bool time_updated) { |
+ DCHECK(thread_checker_.CalledOnValidThread()); |
+ |
+ // 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. |
+ if (time_updated) |
+ pending_time_updated_ = true; |
+ pending_seeked_cb_ = 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 |
+ // between the seek calls. |
+ // TODO(sandersd): The underlying buffer could also have changed for |
+ // File objects, but WMPI is also broken in that case (because it caches). |
+ if ((state_ == State::SEEKING || state_ == State::RESUMING) && |
+ seek_time_ == time && !chunk_demuxer_) { |
+ pending_seek_ = false; |
+ return; |
+ } |
+ |
+ pending_seek_time_ = time; |
+ pending_seek_ = true; |
+ Dispatch(); |
+} |
+ |
+// TODO(sandersd): It may be easier to use this interface if |suspended_cb_| is |
+// executed when Suspend() is called while already suspended. |
+void PipelineController::Suspend() { |
+ DCHECK(thread_checker_.CalledOnValidThread()); |
+ pending_resume_ = false; |
+ if (state_ != State::SUSPENDING && state_ != State::SUSPENDED) { |
+ pending_suspend_ = true; |
+ Dispatch(); |
+ } |
+} |
+ |
+void PipelineController::Resume() { |
+ DCHECK(thread_checker_.CalledOnValidThread()); |
+ pending_suspend_ = false; |
+ if (state_ == State::SUSPENDING || state_ == State::SUSPENDED) { |
+ pending_resume_ = true; |
+ Dispatch(); |
+ } |
+} |
+ |
+bool PipelineController::IsStable() { |
+ DCHECK(thread_checker_.CalledOnValidThread()); |
+ return (state_ == State::PLAYING); |
+} |
+ |
+bool PipelineController::IsSuspended() { |
+ DCHECK(thread_checker_.CalledOnValidThread()); |
+ return (state_ == State::SUSPENDED); |
+} |
+ |
+void PipelineController::OnPipelineStatus(State state, |
+ PipelineStatus pipeline_status) { |
+ DCHECK(thread_checker_.CalledOnValidThread()); |
+ |
+ if (pipeline_status != PIPELINE_OK) { |
+ error_cb_.Run(pipeline_status); |
+ return; |
+ } |
+ |
+ state_ = state; |
+ |
+ if (state == State::PLAYING) { |
+ // Start(), Seek(), or Resume() completed; we can be sure that |
+ // |chunk_demuxer_| got the seek it was waiting for. |
+ waiting_for_seek_ = false; |
+ if (pending_resumed_cb_) { |
+ pending_resumed_cb_ = false; |
+ |
+ // Warning: possibly reentrant. The state may change inside this callback. |
+ // It must be safe to call Dispatch() twice in a row here. |
+ resumed_cb_.Run(); |
+ } |
+ } else if (state == State::SUSPENDED) { |
+ pending_resumed_cb_ = true; |
+ |
+ // Warning: possibly reentrant. The state may change inside this callback. |
+ // It must be safe to call Dispatch() twice in a row here. |
+ suspended_cb_.Run(); |
+ } |
+ |
+ Dispatch(); |
+} |
+ |
+// Note: Dispatch() may be called re-entrantly (by callbacks internally) or |
+// twice in a row (by OnPipelineStatus()). |
+void PipelineController::Dispatch() { |
+ DCHECK(thread_checker_.CalledOnValidThread()); |
+ |
+ // Suspend/resume transitions take priority because seeks before a suspend |
+ // are wasted, and seeks after can be merged into the resume operation. |
+ if (pending_suspend_ && state_ == State::PLAYING) { |
+ pending_suspend_ = false; |
+ state_ = State::SUSPENDING; |
+ pipeline_->Suspend(BindToCurrentLoop( |
+ base::Bind(&PipelineController::OnPipelineStatus, |
+ weak_factory_.GetWeakPtr(), 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(); |
+ } |
+ |
+ // ...unless the media is streaming, in which case we resume at the start |
+ // because seeking doesn't work well. |
+ if (is_streaming_ && !seek_time_.is_zero()) { |
+ seek_time_ = base::TimeDelta(); |
+ |
+ // In this case we want to make sure that the controls get updated |
+ // immediately, so we don't try to hide the seek. |
+ pending_time_updated_ = true; |
+ } |
+ |
+ // 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_, |
+ BindToCurrentLoop(base::Bind( |
+ &PipelineController::OnPipelineStatus, |
+ weak_factory_.GetWeakPtr(), State::PLAYING))); |
+ return; |
+ } |
+ |
+ // |chunk_demuxer_| supports aborting seeks. Make use of that when we have |
+ // other pending operations. |
+ if ((pending_seek_ || pending_suspend_) && waiting_for_seek_) { |
+ CHECK(chunk_demuxer_); |
+ |
+ // If there is no pending seek, return the current seek to pending status. |
+ if (!pending_seek_) { |
+ pending_seek_time_ = seek_time_; |
+ pending_seek_ = true; |
+ } |
+ |
+ // CancelPendingSeek() may be reentrant, so update state first and return |
+ // immediately. |
+ waiting_for_seek_ = false; |
+ chunk_demuxer_->CancelPendingSeek(pending_seek_time_); |
+ return; |
+ } |
+ |
+ // Ordinary seeking. |
+ 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_, |
+ BindToCurrentLoop(base::Bind( |
+ &PipelineController::OnPipelineStatus, |
+ weak_factory_.GetWeakPtr(), 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_cb_) { |
+ // |seeked_cb_| may be reentrant, so update state first and return |
+ // immediately. |
+ pending_seeked_cb_ = false; |
+ bool was_pending_time_updated = pending_time_updated_; |
+ pending_time_updated_ = false; |
+ seeked_cb_.Run(was_pending_time_updated); |
+ return; |
+ } |
+ } |
+} |
+ |
+} // namespace media |