blob: 1e218f9921395d399b2c23298f9eaef25e1aab8f [file] [log] [blame]
// 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