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Unified Diff: media/filters/pipeline_controller.cc

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, 10 months ago
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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
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