/* vim:set ts=2 sw=2 sts=2 et cindent: */ /* This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ #include #include "nsAudioStream.h" #include "nsTArray.h" #include "nsBuiltinDecoder.h" #include "nsBuiltinDecoderReader.h" #include "nsBuiltinDecoderStateMachine.h" #include "mozilla/mozalloc.h" #include "VideoUtils.h" #include "nsTimeRanges.h" #include "nsDeque.h" #include "AudioSegment.h" #include "VideoSegment.h" #include "mozilla/Preferences.h" #include "mozilla/StandardInteger.h" #include "mozilla/Util.h" using namespace mozilla; using namespace mozilla::layers; #ifdef PR_LOGGING extern PRLogModuleInfo* gBuiltinDecoderLog; #define LOG(type, msg) PR_LOG(gBuiltinDecoderLog, type, msg) #else #define LOG(type, msg) #endif // Wait this number of seconds when buffering, then leave and play // as best as we can if the required amount of data hasn't been // retrieved. static const PRUint32 BUFFERING_WAIT_S = 30; // If audio queue has less than this many usecs of decoded audio, we won't risk // trying to decode the video, we'll skip decoding video up to the next // keyframe. We may increase this value for an individual decoder if we // encounter video frames which take a long time to decode. static const PRUint32 LOW_AUDIO_USECS = 300000; // If more than this many usecs of decoded audio is queued, we'll hold off // decoding more audio. If we increase the low audio threshold (see // LOW_AUDIO_USECS above) we'll also increase this value to ensure it's not // less than the low audio threshold. const PRInt64 AMPLE_AUDIO_USECS = 1000000; // Maximum number of bytes we'll allocate and write at once to the audio // hardware when the audio stream contains missing frames and we're // writing silence in order to fill the gap. We limit our silence-writes // to 32KB in order to avoid allocating an impossibly large chunk of // memory if we encounter a large chunk of silence. const PRUint32 SILENCE_BYTES_CHUNK = 32 * 1024; // If we have fewer than LOW_VIDEO_FRAMES decoded frames, and // we're not "pumping video", we'll skip the video up to the next keyframe // which is at or after the current playback position. static const PRUint32 LOW_VIDEO_FRAMES = 1; // If we've got more than AMPLE_VIDEO_FRAMES decoded video frames waiting in // the video queue, we will not decode any more video frames until some have // been consumed by the play state machine thread. static const PRUint32 AMPLE_VIDEO_FRAMES = 10; // Arbitrary "frame duration" when playing only audio. static const int AUDIO_DURATION_USECS = 40000; // If we increase our "low audio threshold" (see LOW_AUDIO_USECS above), we // use this as a factor in all our calculations. Increasing this will cause // us to be more likely to increase our low audio threshold, and to // increase it by more. static const int THRESHOLD_FACTOR = 2; // If we have less than this much undecoded data available, we'll consider // ourselves to be running low on undecoded data. We determine how much // undecoded data we have remaining using the reader's GetBuffered() // implementation. static const PRInt64 LOW_DATA_THRESHOLD_USECS = 5000000; // LOW_DATA_THRESHOLD_USECS needs to be greater than AMPLE_AUDIO_USECS, otherwise // the skip-to-keyframe logic can activate when we're running low on data. PR_STATIC_ASSERT(LOW_DATA_THRESHOLD_USECS > AMPLE_AUDIO_USECS); // Amount of excess usecs of data to add in to the "should we buffer" calculation. static const PRUint32 EXHAUSTED_DATA_MARGIN_USECS = 60000; // If we enter buffering within QUICK_BUFFER_THRESHOLD_USECS seconds of starting // decoding, we'll enter "quick buffering" mode, which exits a lot sooner than // normal buffering mode. This exists so that if the decode-ahead exhausts the // downloaded data while decode/playback is just starting up (for example // after a seek while the media is still playing, or when playing a media // as soon as it's load started), we won't necessarily stop for 30s and wait // for buffering. We may actually be able to playback in this case, so exit // buffering early and try to play. If it turns out we can't play, we'll fall // back to buffering normally. static const PRUint32 QUICK_BUFFER_THRESHOLD_USECS = 2000000; // If we're quick buffering, we'll remain in buffering mode while we have less than // QUICK_BUFFERING_LOW_DATA_USECS of decoded data available. static const PRUint32 QUICK_BUFFERING_LOW_DATA_USECS = 1000000; // If QUICK_BUFFERING_LOW_DATA_USECS is > AMPLE_AUDIO_USECS, we won't exit // quick buffering in a timely fashion, as the decode pauses when it // reaches AMPLE_AUDIO_USECS decoded data, and thus we'll never reach // QUICK_BUFFERING_LOW_DATA_USECS. PR_STATIC_ASSERT(QUICK_BUFFERING_LOW_DATA_USECS <= AMPLE_AUDIO_USECS); static TimeDuration UsecsToDuration(PRInt64 aUsecs) { return TimeDuration::FromMilliseconds(static_cast(aUsecs) / USECS_PER_MS); } static PRInt64 DurationToUsecs(TimeDuration aDuration) { return static_cast(aDuration.ToSeconds() * USECS_PER_S); } class nsAudioMetadataEventRunner : public nsRunnable { private: nsCOMPtr mDecoder; public: nsAudioMetadataEventRunner(nsBuiltinDecoder* aDecoder, PRUint32 aChannels, PRUint32 aRate, bool aHasAudio) : mDecoder(aDecoder), mChannels(aChannels), mRate(aRate), mHasAudio(aHasAudio) { } NS_IMETHOD Run() { mDecoder->MetadataLoaded(mChannels, mRate, mHasAudio); return NS_OK; } const PRUint32 mChannels; const PRUint32 mRate; const bool mHasAudio; }; // Owns the global state machine thread and counts of // state machine and decoder threads. There should // only be one instance of this class. class StateMachineTracker { private: StateMachineTracker() : mMonitor("media.statemachinetracker"), mStateMachineCount(0), mDecodeThreadCount(0), mStateMachineThread(nsnull) { MOZ_COUNT_CTOR(StateMachineTracker); NS_ASSERTION(NS_IsMainThread(), "Should be on main thread."); } ~StateMachineTracker() { NS_ASSERTION(NS_IsMainThread(), "Should be on main thread."); MOZ_COUNT_DTOR(StateMachineTracker); } public: // Access singleton instance. This is initially called on the main // thread in the nsBuiltinDecoderStateMachine constructor resulting // in the global object being created lazily. Non-main thread // access always occurs after this and uses the monitor to // safely access the decode thread counts. static StateMachineTracker& Instance(); // Instantiate the global state machine thread if required. // Call on main thread only. void EnsureGlobalStateMachine(); // Destroy global state machine thread if required. // Call on main thread only. void CleanupGlobalStateMachine(); // Return the global state machine thread. Call from any thread. nsIThread* GetGlobalStateMachineThread() { ReentrantMonitorAutoEnter mon(mMonitor); NS_ASSERTION(mStateMachineThread, "Should have non-null state machine thread!"); return mStateMachineThread; } // Requests that a decode thread be created for aStateMachine. The thread // may be created immediately, or after some delay, once a thread becomes // available. The request can be cancelled using CancelCreateDecodeThread(). // It's the callers responsibility to not call this more than once for any // given state machine. nsresult RequestCreateDecodeThread(nsBuiltinDecoderStateMachine* aStateMachine); // Cancels a request made by RequestCreateDecodeThread to create a decode // thread for aStateMachine. nsresult CancelCreateDecodeThread(nsBuiltinDecoderStateMachine* aStateMachine); // Maximum number of active decode threads allowed. When more // than this number are active the thread creation will fail. static const PRUint32 MAX_DECODE_THREADS = 25; // Returns the number of active decode threads. // Call on any thread. Holds the internal monitor so don't // call with any other monitor held to avoid deadlock. PRUint32 GetDecodeThreadCount(); // Keep track of the fact that a decode thread was destroyed. // Call on any thread. Holds the internal monitor so don't // call with any other monitor held to avoid deadlock. void NoteDecodeThreadDestroyed(); #ifdef DEBUG // Returns true if aStateMachine has a pending request for a // decode thread. bool IsQueued(nsBuiltinDecoderStateMachine* aStateMachine); #endif private: // Holds global instance of StateMachineTracker. // Writable on main thread only. static StateMachineTracker* sInstance; // Reentrant monitor that must be obtained to access // the decode thread count member and methods. ReentrantMonitor mMonitor; // Number of instances of nsBuiltinDecoderStateMachine // that are currently instantiated. Access on the // main thread only. PRUint32 mStateMachineCount; // Number of instances of decoder threads that are // currently instantiated. Access only with the // mMonitor lock held. Can be used from any thread. PRUint32 mDecodeThreadCount; // Global state machine thread. Write on the main thread // only, read from the decoder threads. Synchronized via // the mMonitor. nsIThread* mStateMachineThread; // Queue of state machines waiting for decode threads. Entries at the front // get their threads first. nsDeque mPending; }; StateMachineTracker* StateMachineTracker::sInstance = nsnull; StateMachineTracker& StateMachineTracker::Instance() { if (!sInstance) { NS_ASSERTION(NS_IsMainThread(), "Should be on main thread."); sInstance = new StateMachineTracker(); } return *sInstance; } void StateMachineTracker::EnsureGlobalStateMachine() { NS_ASSERTION(NS_IsMainThread(), "Should be on main thread."); ReentrantMonitorAutoEnter mon(mMonitor); if (mStateMachineCount == 0) { NS_ASSERTION(!mStateMachineThread, "Should have null state machine thread!"); DebugOnly rv = NS_NewNamedThread("Media State", &mStateMachineThread, nsnull); NS_ABORT_IF_FALSE(NS_SUCCEEDED(rv), "Can't create media state machine thread"); } mStateMachineCount++; } #ifdef DEBUG bool StateMachineTracker::IsQueued(nsBuiltinDecoderStateMachine* aStateMachine) { ReentrantMonitorAutoEnter mon(mMonitor); PRInt32 size = mPending.GetSize(); for (int i = 0; i < size; ++i) { nsBuiltinDecoderStateMachine* m = static_cast(mPending.ObjectAt(i)); if (m == aStateMachine) { return true; } } return false; } #endif void StateMachineTracker::CleanupGlobalStateMachine() { NS_ASSERTION(NS_IsMainThread(), "Should be on main thread."); NS_ABORT_IF_FALSE(mStateMachineCount > 0, "State machine ref count must be > 0"); mStateMachineCount--; if (mStateMachineCount == 0) { LOG(PR_LOG_DEBUG, ("Destroying media state machine thread")); NS_ASSERTION(mPending.GetSize() == 0, "Shouldn't all requests be handled by now?"); { ReentrantMonitorAutoEnter mon(mMonitor); nsCOMPtr event = new ShutdownThreadEvent(mStateMachineThread); NS_RELEASE(mStateMachineThread); mStateMachineThread = nsnull; NS_DispatchToMainThread(event); NS_ASSERTION(mDecodeThreadCount == 0, "Decode thread count must be zero."); sInstance = nsnull; } delete this; } } void StateMachineTracker::NoteDecodeThreadDestroyed() { ReentrantMonitorAutoEnter mon(mMonitor); --mDecodeThreadCount; while (mDecodeThreadCount < MAX_DECODE_THREADS && mPending.GetSize() > 0) { nsBuiltinDecoderStateMachine* m = static_cast(mPending.PopFront()); nsresult rv; { ReentrantMonitorAutoExit exitMon(mMonitor); rv = m->StartDecodeThread(); } if (NS_SUCCEEDED(rv)) { ++mDecodeThreadCount; } } } PRUint32 StateMachineTracker::GetDecodeThreadCount() { ReentrantMonitorAutoEnter mon(mMonitor); return mDecodeThreadCount; } nsresult StateMachineTracker::CancelCreateDecodeThread(nsBuiltinDecoderStateMachine* aStateMachine) { ReentrantMonitorAutoEnter mon(mMonitor); PRInt32 size = mPending.GetSize(); for (PRInt32 i = 0; i < size; ++i) { void* m = static_cast(mPending.ObjectAt(i)); if (m == aStateMachine) { mPending.RemoveObjectAt(i); break; } } NS_ASSERTION(!IsQueued(aStateMachine), "State machine should no longer have queued request."); return NS_OK; } nsresult StateMachineTracker::RequestCreateDecodeThread(nsBuiltinDecoderStateMachine* aStateMachine) { NS_ENSURE_STATE(aStateMachine); ReentrantMonitorAutoEnter mon(mMonitor); if (mPending.GetSize() > 0 || mDecodeThreadCount + 1 >= MAX_DECODE_THREADS) { // If there's already state machines in the queue, or we've exceeded the // limit, append the state machine to the queue of state machines waiting // for a decode thread. This ensures state machines already waiting get // their threads first. mPending.Push(aStateMachine); return NS_OK; } nsresult rv; { ReentrantMonitorAutoExit exitMon(mMonitor); rv = aStateMachine->StartDecodeThread(); } if (NS_SUCCEEDED(rv)) { ++mDecodeThreadCount; } NS_ASSERTION(mDecodeThreadCount <= MAX_DECODE_THREADS, "Should keep to thread limit!"); return NS_OK; } nsBuiltinDecoderStateMachine::nsBuiltinDecoderStateMachine(nsBuiltinDecoder* aDecoder, nsBuiltinDecoderReader* aReader, bool aRealTime) : mDecoder(aDecoder), mState(DECODER_STATE_DECODING_METADATA), mCbCrSize(0), mPlayDuration(0), mStartTime(-1), mEndTime(-1), mSeekTime(0), mFragmentEndTime(-1), mReader(aReader), mCurrentFrameTime(0), mAudioStartTime(-1), mAudioEndTime(-1), mVideoFrameEndTime(-1), mVolume(1.0), mAudioCaptured(false), mSeekable(true), mPositionChangeQueued(false), mAudioCompleted(false), mGotDurationFromMetaData(false), mStopDecodeThread(true), mDecodeThreadIdle(false), mStopAudioThread(true), mQuickBuffering(false), mIsRunning(false), mRunAgain(false), mDispatchedRunEvent(false), mDecodeThreadWaiting(false), mRealTime(aRealTime), mDidThrottleAudioDecoding(false), mDidThrottleVideoDecoding(false), mRequestedNewDecodeThread(false), mEventManager(aDecoder) { MOZ_COUNT_CTOR(nsBuiltinDecoderStateMachine); NS_ASSERTION(NS_IsMainThread(), "Should be on main thread."); StateMachineTracker::Instance().EnsureGlobalStateMachine(); // only enable realtime mode when "media.realtime_decoder.enabled" is true. if (Preferences::GetBool("media.realtime_decoder.enabled", false) == false) mRealTime = false; mBufferingWait = mRealTime ? 0 : BUFFERING_WAIT_S; mLowDataThresholdUsecs = mRealTime ? 0 : LOW_DATA_THRESHOLD_USECS; } nsBuiltinDecoderStateMachine::~nsBuiltinDecoderStateMachine() { NS_ASSERTION(NS_IsMainThread(), "Should be on main thread."); MOZ_COUNT_DTOR(nsBuiltinDecoderStateMachine); NS_ASSERTION(!StateMachineTracker::Instance().IsQueued(this), "Should not have a pending request for a new decode thread"); NS_ASSERTION(!mRequestedNewDecodeThread, "Should not have (or flagged) a pending request for a new decode thread"); if (mTimer) mTimer->Cancel(); mTimer = nsnull; mReader = nsnull; StateMachineTracker::Instance().CleanupGlobalStateMachine(); } bool nsBuiltinDecoderStateMachine::HasFutureAudio() const { mDecoder->GetReentrantMonitor().AssertCurrentThreadIn(); NS_ASSERTION(HasAudio(), "Should only call HasFutureAudio() when we have audio"); // We've got audio ready to play if: // 1. We've not completed playback of audio, and // 2. we either have more than the threshold of decoded audio available, or // we've completely decoded all audio (but not finished playing it yet // as per 1). return !mAudioCompleted && (AudioDecodedUsecs() > LOW_AUDIO_USECS || mReader->mAudioQueue.IsFinished()); } bool nsBuiltinDecoderStateMachine::HaveNextFrameData() const { mDecoder->GetReentrantMonitor().AssertCurrentThreadIn(); return (!HasAudio() || HasFutureAudio()) && (!HasVideo() || mReader->mVideoQueue.GetSize() > 0); } PRInt64 nsBuiltinDecoderStateMachine::GetDecodedAudioDuration() { NS_ASSERTION(OnDecodeThread(), "Should be on decode thread."); mDecoder->GetReentrantMonitor().AssertCurrentThreadIn(); PRInt64 audioDecoded = mReader->mAudioQueue.Duration(); if (mAudioEndTime != -1) { audioDecoded += mAudioEndTime - GetMediaTime(); } return audioDecoded; } void nsBuiltinDecoderStateMachine::DecodeThreadRun() { NS_ASSERTION(OnDecodeThread(), "Should be on decode thread."); ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor()); if (mState == DECODER_STATE_DECODING_METADATA) { if (NS_FAILED(DecodeMetadata())) { NS_ASSERTION(mState == DECODER_STATE_SHUTDOWN, "Should be in shutdown state if metadata loading fails."); LOG(PR_LOG_DEBUG, ("Decode metadata failed, shutting down decode thread")); } } while (mState != DECODER_STATE_SHUTDOWN && mState != DECODER_STATE_COMPLETED && !mStopDecodeThread) { if (mState == DECODER_STATE_DECODING || mState == DECODER_STATE_BUFFERING) { DecodeLoop(); } else if (mState == DECODER_STATE_SEEKING) { DecodeSeek(); } } mDecodeThreadIdle = true; LOG(PR_LOG_DEBUG, ("%p Decode thread finished", mDecoder.get())); } void nsBuiltinDecoderStateMachine::SendOutputStreamAudio(AudioData* aAudio, OutputMediaStream* aStream, AudioSegment* aOutput) { mDecoder->GetReentrantMonitor().AssertCurrentThreadIn(); if (aAudio->mTime <= aStream->mLastAudioPacketTime) { // ignore packet that we've already processed return; } aStream->mLastAudioPacketTime = aAudio->mTime; aStream->mLastAudioPacketEndTime = aAudio->GetEnd(); NS_ASSERTION(aOutput->GetChannels() == PRInt32(aAudio->mChannels), "Wrong number of channels"); // This logic has to mimic AudioLoop closely to make sure we write // the exact same silences CheckedInt64 audioWrittenOffset = UsecsToFrames(mInfo.mAudioRate, aStream->mAudioFramesWrittenBaseTime + mStartTime) + aStream->mAudioFramesWritten; CheckedInt64 frameOffset = UsecsToFrames(mInfo.mAudioRate, aAudio->mTime); if (!audioWrittenOffset.isValid() || !frameOffset.isValid()) return; if (audioWrittenOffset.value() < frameOffset.value()) { // Write silence to catch up LOG(PR_LOG_DEBUG, ("%p Decoder writing %d frames of silence to MediaStream", mDecoder.get(), PRInt32(frameOffset.value() - audioWrittenOffset.value()))); AudioSegment silence; silence.InitFrom(*aOutput); silence.InsertNullDataAtStart(frameOffset.value() - audioWrittenOffset.value()); aStream->mAudioFramesWritten += silence.GetDuration(); aOutput->AppendFrom(&silence); } PRInt64 offset; if (aStream->mAudioFramesWritten == 0) { NS_ASSERTION(frameOffset.value() <= audioWrittenOffset.value(), "Otherwise we'd have taken the write-silence path"); // We're starting in the middle of a packet. Split the packet. offset = audioWrittenOffset.value() - frameOffset.value(); } else { // Write the entire packet. offset = 0; } if (offset >= aAudio->mFrames) return; aAudio->EnsureAudioBuffer(); nsRefPtr buffer = aAudio->mAudioBuffer; aOutput->AppendFrames(buffer.forget(), aAudio->mFrames, PRInt32(offset), aAudio->mFrames, MOZ_AUDIO_DATA_FORMAT); LOG(PR_LOG_DEBUG, ("%p Decoder writing %d frames of data to MediaStream for AudioData at %lld", mDecoder.get(), aAudio->mFrames - PRInt32(offset), aAudio->mTime)); aStream->mAudioFramesWritten += aAudio->mFrames - PRInt32(offset); } static void WriteVideoToMediaStream(mozilla::layers::Image* aImage, PRInt64 aDuration, const gfxIntSize& aIntrinsicSize, VideoSegment* aOutput) { nsRefPtr image = aImage; aOutput->AppendFrame(image.forget(), aDuration, aIntrinsicSize); } static const TrackID TRACK_AUDIO = 1; static const TrackID TRACK_VIDEO = 2; static const TrackRate RATE_VIDEO = USECS_PER_S; void nsBuiltinDecoderStateMachine::SendOutputStreamData() { mDecoder->GetReentrantMonitor().AssertCurrentThreadIn(); if (mState == DECODER_STATE_DECODING_METADATA) return; nsTArray& streams = mDecoder->OutputStreams(); PRInt64 minLastAudioPacketTime = PR_INT64_MAX; bool finished = (!mInfo.mHasAudio || mReader->mAudioQueue.IsFinished()) && (!mInfo.mHasVideo || mReader->mVideoQueue.IsFinished()); for (PRUint32 i = 0; i < streams.Length(); ++i) { OutputMediaStream* stream = &streams[i]; SourceMediaStream* mediaStream = stream->mStream; StreamTime endPosition = 0; if (!stream->mStreamInitialized) { if (mInfo.mHasAudio) { AudioSegment* audio = new AudioSegment(); audio->Init(mInfo.mAudioChannels); mediaStream->AddTrack(TRACK_AUDIO, mInfo.mAudioRate, 0, audio); } if (mInfo.mHasVideo) { VideoSegment* video = new VideoSegment(); mediaStream->AddTrack(TRACK_VIDEO, RATE_VIDEO, 0, video); } stream->mStreamInitialized = true; } if (mInfo.mHasAudio) { nsAutoTArray audio; // It's OK to hold references to the AudioData because while audio // is captured, only the decoder thread pops from the queue (see below). mReader->mAudioQueue.GetElementsAfter(stream->mLastAudioPacketTime, &audio); AudioSegment output; output.Init(mInfo.mAudioChannels); for (PRUint32 i = 0; i < audio.Length(); ++i) { SendOutputStreamAudio(audio[i], stream, &output); } if (output.GetDuration() > 0) { mediaStream->AppendToTrack(TRACK_AUDIO, &output); } if (mReader->mAudioQueue.IsFinished() && !stream->mHaveSentFinishAudio) { mediaStream->EndTrack(TRACK_AUDIO); stream->mHaveSentFinishAudio = true; } minLastAudioPacketTime = NS_MIN(minLastAudioPacketTime, stream->mLastAudioPacketTime); endPosition = NS_MAX(endPosition, TicksToTimeRoundDown(mInfo.mAudioRate, stream->mAudioFramesWritten)); } if (mInfo.mHasVideo) { nsAutoTArray video; // It's OK to hold references to the VideoData only the decoder thread // pops from the queue. mReader->mVideoQueue.GetElementsAfter(stream->mNextVideoTime + mStartTime, &video); VideoSegment output; for (PRUint32 i = 0; i < video.Length(); ++i) { VideoData* v = video[i]; if (stream->mNextVideoTime + mStartTime < v->mTime) { LOG(PR_LOG_DEBUG, ("%p Decoder writing last video to MediaStream for %lld ms", mDecoder.get(), v->mTime - (stream->mNextVideoTime + mStartTime))); // Write last video frame to catch up. mLastVideoImage can be null here // which is fine, it just means there's no video. WriteVideoToMediaStream(stream->mLastVideoImage, v->mTime - (stream->mNextVideoTime + mStartTime), stream->mLastVideoImageDisplaySize, &output); stream->mNextVideoTime = v->mTime - mStartTime; } if (stream->mNextVideoTime + mStartTime < v->mEndTime) { LOG(PR_LOG_DEBUG, ("%p Decoder writing video frame %lld to MediaStream", mDecoder.get(), v->mTime)); WriteVideoToMediaStream(v->mImage, v->mEndTime - (stream->mNextVideoTime + mStartTime), v->mDisplay, &output); stream->mNextVideoTime = v->mEndTime - mStartTime; stream->mLastVideoImage = v->mImage; stream->mLastVideoImageDisplaySize = v->mDisplay; } else { LOG(PR_LOG_DEBUG, ("%p Decoder skipping writing video frame %lld to MediaStream", mDecoder.get(), v->mTime)); } } if (output.GetDuration() > 0) { mediaStream->AppendToTrack(TRACK_VIDEO, &output); } if (mReader->mVideoQueue.IsFinished() && !stream->mHaveSentFinishVideo) { mediaStream->EndTrack(TRACK_VIDEO); stream->mHaveSentFinishVideo = true; } endPosition = NS_MAX(endPosition, TicksToTimeRoundDown(RATE_VIDEO, stream->mNextVideoTime)); } if (!stream->mHaveSentFinish) { stream->mStream->AdvanceKnownTracksTime(endPosition); } if (finished && !stream->mHaveSentFinish) { stream->mHaveSentFinish = true; stream->mStream->Finish(); } } if (mAudioCaptured) { // Discard audio packets that are no longer needed. PRInt64 audioPacketTimeToDiscard = NS_MIN(minLastAudioPacketTime, mStartTime + mCurrentFrameTime); while (true) { nsAutoPtr a(mReader->mAudioQueue.PopFront()); if (!a) break; // Packet times are not 100% reliable so this may discard packets that // actually contain data for mCurrentFrameTime. This means if someone might // create a new output stream and we actually don't have the audio for the // very start. That's OK, we'll play silence instead for a brief moment. // That's OK. Seeking to this time would have a similar issue for such // badly muxed resources. if (a->GetEnd() >= audioPacketTimeToDiscard) { mReader->mAudioQueue.PushFront(a.forget()); break; } } if (finished) { mAudioCompleted = true; UpdateReadyState(); } } } void nsBuiltinDecoderStateMachine::FinishOutputStreams() { // Tell all our output streams that all tracks have ended and we've // finished. nsTArray& streams = mDecoder->OutputStreams(); for (PRUint32 i = 0; i < streams.Length(); ++i) { OutputMediaStream* stream = &streams[i]; if (!stream->mStreamInitialized) { continue; } SourceMediaStream* mediaStream = stream->mStream; if (mInfo.mHasAudio && !stream->mHaveSentFinishAudio) { mediaStream->EndTrack(TRACK_AUDIO); stream->mHaveSentFinishAudio = true; } if (mInfo.mHasVideo && !stream->mHaveSentFinishVideo) { mediaStream->EndTrack(TRACK_VIDEO); stream->mHaveSentFinishVideo = true; } // XXX ignoring mFinishWhenEnded for now. Immediate goal is to not crash. if (!stream->mHaveSentFinish) { mediaStream->Finish(); stream->mHaveSentFinish = true; } } } bool nsBuiltinDecoderStateMachine::HaveEnoughDecodedAudio(PRInt64 aAmpleAudioUSecs) { mDecoder->GetReentrantMonitor().AssertCurrentThreadIn(); if (mReader->mAudioQueue.GetSize() == 0 || GetDecodedAudioDuration() < aAmpleAudioUSecs) { return false; } if (!mAudioCaptured) { return true; } nsTArray& streams = mDecoder->OutputStreams(); for (PRUint32 i = 0; i < streams.Length(); ++i) { OutputMediaStream* stream = &streams[i]; if (stream->mStreamInitialized && !stream->mHaveSentFinishAudio && !stream->mStream->HaveEnoughBuffered(TRACK_AUDIO)) { return false; } } nsIThread* thread = GetStateMachineThread(); nsCOMPtr callback = NS_NewRunnableMethod(this, &nsBuiltinDecoderStateMachine::ScheduleStateMachineWithLockAndWakeDecoder); for (PRUint32 i = 0; i < streams.Length(); ++i) { OutputMediaStream* stream = &streams[i]; if (stream->mStreamInitialized && !stream->mHaveSentFinishAudio) { stream->mStream->DispatchWhenNotEnoughBuffered(TRACK_AUDIO, thread, callback); } } return true; } bool nsBuiltinDecoderStateMachine::HaveEnoughDecodedVideo() { mDecoder->GetReentrantMonitor().AssertCurrentThreadIn(); if (static_cast(mReader->mVideoQueue.GetSize()) < AMPLE_VIDEO_FRAMES) { return false; } nsTArray& streams = mDecoder->OutputStreams(); if (streams.IsEmpty()) { return true; } for (PRUint32 i = 0; i < streams.Length(); ++i) { OutputMediaStream* stream = &streams[i]; if (stream->mStreamInitialized && !stream->mHaveSentFinishVideo && !stream->mStream->HaveEnoughBuffered(TRACK_VIDEO)) { return false; } } nsIThread* thread = GetStateMachineThread(); nsCOMPtr callback = NS_NewRunnableMethod(this, &nsBuiltinDecoderStateMachine::ScheduleStateMachineWithLockAndWakeDecoder); for (PRUint32 i = 0; i < streams.Length(); ++i) { OutputMediaStream* stream = &streams[i]; if (stream->mStreamInitialized && !stream->mHaveSentFinishVideo) { stream->mStream->DispatchWhenNotEnoughBuffered(TRACK_VIDEO, thread, callback); } } return true; } void nsBuiltinDecoderStateMachine::DecodeLoop() { LOG(PR_LOG_DEBUG, ("%p Start DecodeLoop()", mDecoder.get())); mDecoder->GetReentrantMonitor().AssertCurrentThreadIn(); NS_ASSERTION(OnDecodeThread(), "Should be on decode thread."); // We want to "pump" the decode until we've got a few frames decoded // before we consider whether decode is falling behind. bool audioPump = true; bool videoPump = true; // If the video decode is falling behind the audio, we'll start dropping the // inter-frames up until the next keyframe which is at or before the current // playback position. skipToNextKeyframe is true if we're currently // skipping up to the next keyframe. bool skipToNextKeyframe = false; // Once we've decoded more than videoPumpThreshold video frames, we'll // no longer be considered to be "pumping video". const unsigned videoPumpThreshold = mRealTime ? 0 : AMPLE_VIDEO_FRAMES / 2; // After the audio decode fills with more than audioPumpThreshold usecs // of decoded audio, we'll start to check whether the audio or video decode // is falling behind. const unsigned audioPumpThreshold = mRealTime ? 0 : LOW_AUDIO_USECS * 2; // Our local low audio threshold. We may increase this if we're slow to // decode video frames, in order to reduce the chance of audio underruns. PRInt64 lowAudioThreshold = LOW_AUDIO_USECS; // Our local ample audio threshold. If we increase lowAudioThreshold, we'll // also increase this too appropriately (we don't want lowAudioThreshold to // be greater than ampleAudioThreshold, else we'd stop decoding!). PRInt64 ampleAudioThreshold = AMPLE_AUDIO_USECS; MediaQueue& videoQueue = mReader->mVideoQueue; // Main decode loop. bool videoPlaying = HasVideo(); bool audioPlaying = HasAudio(); while ((mState == DECODER_STATE_DECODING || mState == DECODER_STATE_BUFFERING) && !mStopDecodeThread && (videoPlaying || audioPlaying)) { // We don't want to consider skipping to the next keyframe if we've // only just started up the decode loop, so wait until we've decoded // some frames before enabling the keyframe skip logic on video. if (videoPump && static_cast(videoQueue.GetSize()) >= videoPumpThreshold) { videoPump = false; } // We don't want to consider skipping to the next keyframe if we've // only just started up the decode loop, so wait until we've decoded // some audio data before enabling the keyframe skip logic on audio. if (audioPump && GetDecodedAudioDuration() >= audioPumpThreshold) { audioPump = false; } // We'll skip the video decode to the nearest keyframe if we're low on // audio, or if we're low on video, provided we're not running low on // data to decode. If we're running low on downloaded data to decode, // we won't start keyframe skipping, as we'll be pausing playback to buffer // soon anyway and we'll want to be able to display frames immediately // after buffering finishes. if (mState == DECODER_STATE_DECODING && !skipToNextKeyframe && videoPlaying && ((!audioPump && audioPlaying && !mDidThrottleAudioDecoding && GetDecodedAudioDuration() < lowAudioThreshold) || (!videoPump && videoPlaying && !mDidThrottleVideoDecoding && static_cast(videoQueue.GetSize()) < LOW_VIDEO_FRAMES)) && !HasLowUndecodedData()) { skipToNextKeyframe = true; LOG(PR_LOG_DEBUG, ("%p Skipping video decode to the next keyframe", mDecoder.get())); } // Video decode. bool throttleVideoDecoding = !videoPlaying || HaveEnoughDecodedVideo(); if (mDidThrottleVideoDecoding && !throttleVideoDecoding) { videoPump = true; } mDidThrottleVideoDecoding = throttleVideoDecoding; if (!throttleVideoDecoding) { // Time the video decode, so that if it's slow, we can increase our low // audio threshold to reduce the chance of an audio underrun while we're // waiting for a video decode to complete. TimeDuration decodeTime; { PRInt64 currentTime = GetMediaTime(); ReentrantMonitorAutoExit exitMon(mDecoder->GetReentrantMonitor()); TimeStamp start = TimeStamp::Now(); videoPlaying = mReader->DecodeVideoFrame(skipToNextKeyframe, currentTime); decodeTime = TimeStamp::Now() - start; } if (THRESHOLD_FACTOR * DurationToUsecs(decodeTime) > lowAudioThreshold && !HasLowUndecodedData()) { lowAudioThreshold = NS_MIN(THRESHOLD_FACTOR * DurationToUsecs(decodeTime), AMPLE_AUDIO_USECS); ampleAudioThreshold = NS_MAX(THRESHOLD_FACTOR * lowAudioThreshold, ampleAudioThreshold); LOG(PR_LOG_DEBUG, ("Slow video decode, set lowAudioThreshold=%lld ampleAudioThreshold=%lld", lowAudioThreshold, ampleAudioThreshold)); } } // Audio decode. bool throttleAudioDecoding = !audioPlaying || HaveEnoughDecodedAudio(ampleAudioThreshold); if (mDidThrottleAudioDecoding && !throttleAudioDecoding) { audioPump = true; } mDidThrottleAudioDecoding = throttleAudioDecoding; if (!mDidThrottleAudioDecoding) { ReentrantMonitorAutoExit exitMon(mDecoder->GetReentrantMonitor()); audioPlaying = mReader->DecodeAudioData(); } SendOutputStreamData(); // Notify to ensure that the AudioLoop() is not waiting, in case it was // waiting for more audio to be decoded. mDecoder->GetReentrantMonitor().NotifyAll(); // The ready state can change when we've decoded data, so update the // ready state, so that DOM events can fire. UpdateReadyState(); if ((mState == DECODER_STATE_DECODING || mState == DECODER_STATE_BUFFERING) && !mStopDecodeThread && (videoPlaying || audioPlaying) && throttleAudioDecoding && throttleVideoDecoding) { // All active bitstreams' decode is well ahead of the playback // position, we may as well wait for the playback to catch up. Note the // audio push thread acquires and notifies the decoder monitor every time // it pops AudioData off the audio queue. So if the audio push thread pops // the last AudioData off the audio queue right after that queue reported // it was non-empty here, we'll receive a notification on the decoder // monitor which will wake us up shortly after we sleep, thus preventing // both the decode and audio push threads waiting at the same time. // See bug 620326. mDecodeThreadWaiting = true; if (mDecoder->GetState() != nsBuiltinDecoder::PLAY_STATE_PLAYING) { // We're not playing, and the decode is about to wait. This means // the decode thread may not be needed in future. Signal the state // machine thread to run, so it can decide whether to shutdown the // decode thread. ScheduleStateMachine(); } mDecoder->GetReentrantMonitor().Wait(); mDecodeThreadWaiting = false; } } // End decode loop. if (!mStopDecodeThread && mState != DECODER_STATE_SHUTDOWN && mState != DECODER_STATE_SEEKING) { mState = DECODER_STATE_COMPLETED; ScheduleStateMachine(); } LOG(PR_LOG_DEBUG, ("%p Exiting DecodeLoop", mDecoder.get())); } bool nsBuiltinDecoderStateMachine::IsPlaying() { mDecoder->GetReentrantMonitor().AssertCurrentThreadIn(); return !mPlayStartTime.IsNull(); } static void WriteSilence(nsAudioStream* aStream, PRUint32 aFrames) { PRUint32 numSamples = aFrames * aStream->GetChannels(); nsAutoTArray buf; buf.SetLength(numSamples); memset(buf.Elements(), 0, numSamples * sizeof(AudioDataValue)); aStream->Write(buf.Elements(), aFrames); } void nsBuiltinDecoderStateMachine::AudioLoop() { NS_ASSERTION(OnAudioThread(), "Should be on audio thread."); LOG(PR_LOG_DEBUG, ("%p Begun audio thread/loop", mDecoder.get())); PRInt64 audioDuration = 0; PRInt64 audioStartTime = -1; PRUint32 channels, rate; double volume = -1; bool setVolume; PRInt32 minWriteFrames = -1; { ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor()); mAudioCompleted = false; audioStartTime = mAudioStartTime; channels = mInfo.mAudioChannels; rate = mInfo.mAudioRate; NS_ASSERTION(audioStartTime != -1, "Should have audio start time by now"); } // It is unsafe to call some methods of nsAudioStream with the decoder // monitor held, as on Android those methods do a synchronous dispatch to // the main thread. If the audio thread holds the decoder monitor while // it does a synchronous dispatch to the main thread, we can get deadlocks // if the main thread tries to acquire the decoder monitor before the // dispatched event has finished (or even started!) running. Methods which // are unsafe to call with the decoder monitor held are documented as such // in nsAudioStream.h. nsRefPtr audioStream = nsAudioStream::AllocateStream(); audioStream->Init(channels, rate, MOZ_AUDIO_DATA_FORMAT); { // We must hold the monitor while setting mAudioStream or whenever we query // the playback position off the audio thread. This ensures the audio stream // is always alive when we use it off the audio thread. Note that querying // the playback position does not do a synchronous dispatch to the main // thread, so it's safe to call with the decoder monitor held. ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor()); mAudioStream = audioStream; volume = mVolume; mAudioStream->SetVolume(volume); } while (1) { // Wait while we're not playing, and we're not shutting down, or we're // playing and we've got no audio to play. { ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor()); NS_ASSERTION(mState != DECODER_STATE_DECODING_METADATA, "Should have meta data before audio started playing."); while (mState != DECODER_STATE_SHUTDOWN && !mStopAudioThread && (!IsPlaying() || mState == DECODER_STATE_BUFFERING || (mReader->mAudioQueue.GetSize() == 0 && !mReader->mAudioQueue.AtEndOfStream()))) { if (!IsPlaying() && !mAudioStream->IsPaused()) { mAudioStream->Pause(); } mon.Wait(); } // If we're shutting down, break out and exit the audio thread. // Also break out if audio is being captured. if (mState == DECODER_STATE_SHUTDOWN || mStopAudioThread || mReader->mAudioQueue.AtEndOfStream()) { break; } // We only want to go to the expense of changing the volume if // the volume has changed. setVolume = volume != mVolume; volume = mVolume; // Note audio stream IsPaused() does not do synchronous dispatch to the // main thread on Android, so can be called safely with the decoder // monitor held. if (IsPlaying() && mAudioStream->IsPaused()) { mAudioStream->Resume(); } } if (setVolume) { mAudioStream->SetVolume(volume); } if (minWriteFrames == -1) { minWriteFrames = mAudioStream->GetMinWriteSize(); } NS_ASSERTION(mReader->mAudioQueue.GetSize() > 0, "Should have data to play"); // See if there's a gap in the audio. If there is, push silence into the // audio hardware, so we can play across the gap. const AudioData* s = mReader->mAudioQueue.PeekFront(); // Calculate the number of frames that have been pushed onto the audio // hardware. CheckedInt64 playedFrames = UsecsToFrames(audioStartTime, rate) + audioDuration; // Calculate the timestamp of the next chunk of audio in numbers of // samples. CheckedInt64 sampleTime = UsecsToFrames(s->mTime, rate); CheckedInt64 missingFrames = sampleTime - playedFrames; if (!missingFrames.isValid() || !sampleTime.isValid()) { NS_WARNING("Int overflow adding in AudioLoop()"); break; } PRInt64 framesWritten = 0; if (missingFrames.value() > 0) { // The next audio chunk begins some time after the end of the last chunk // we pushed to the audio hardware. We must push silence into the audio // hardware so that the next audio chunk begins playback at the correct // time. missingFrames = NS_MIN(UINT32_MAX, missingFrames.value()); LOG(PR_LOG_DEBUG, ("%p Decoder playing %d frames of silence", mDecoder.get(), PRInt32(missingFrames.value()))); framesWritten = PlaySilence(static_cast(missingFrames.value()), channels, playedFrames.value()); } else { framesWritten = PlayFromAudioQueue(sampleTime.value(), channels); } audioDuration += framesWritten; { ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor()); CheckedInt64 playedUsecs = FramesToUsecs(audioDuration, rate) + audioStartTime; if (!playedUsecs.isValid()) { NS_WARNING("Int overflow calculating audio end time"); break; } mAudioEndTime = playedUsecs.value(); } } { ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor()); if (mReader->mAudioQueue.AtEndOfStream() && mState != DECODER_STATE_SHUTDOWN && !mStopAudioThread) { // Last frame pushed to audio hardware, wait for the audio to finish, // before the audio thread terminates. bool seeking = false; { PRInt64 unplayedFrames = audioDuration % minWriteFrames; if (minWriteFrames > 1 && unplayedFrames > 0) { // Sound is written by libsydneyaudio to the hardware in blocks of // frames of size minWriteFrames. So if the number of frames we've // written isn't an exact multiple of minWriteFrames, we'll have // left over audio data which hasn't yet been written to the hardware, // and so that audio will not start playing. Write silence to ensure // the last block gets pushed to hardware, so that playback starts. PRInt64 framesToWrite = minWriteFrames - unplayedFrames; if (framesToWrite < PR_UINT32_MAX / channels) { // Write silence manually rather than using PlaySilence(), so that // the AudioAPI doesn't get a copy of the audio frames. ReentrantMonitorAutoExit exit(mDecoder->GetReentrantMonitor()); WriteSilence(mAudioStream, framesToWrite); } } PRInt64 oldPosition = -1; PRInt64 position = GetMediaTime(); while (oldPosition != position && mAudioEndTime - position > 0 && mState != DECODER_STATE_SEEKING && mState != DECODER_STATE_SHUTDOWN) { const PRInt64 DRAIN_BLOCK_USECS = 100000; Wait(NS_MIN(mAudioEndTime - position, DRAIN_BLOCK_USECS)); oldPosition = position; position = GetMediaTime(); } seeking = mState == DECODER_STATE_SEEKING; } if (!seeking && !mAudioStream->IsPaused()) { { ReentrantMonitorAutoExit exit(mDecoder->GetReentrantMonitor()); mAudioStream->Drain(); } // Fire one last event for any extra frames that didn't fill a framebuffer. mEventManager.Drain(mAudioEndTime); } } } LOG(PR_LOG_DEBUG, ("%p Reached audio stream end.", mDecoder.get())); { // Must hold lock while anulling the audio stream to prevent // state machine thread trying to use it while we're destroying it. ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor()); mAudioStream = nsnull; mEventManager.Clear(); if (!mAudioCaptured) { mAudioCompleted = true; UpdateReadyState(); // Kick the decode thread; it may be sleeping waiting for this to finish. mDecoder->GetReentrantMonitor().NotifyAll(); } } // Must not hold the decoder monitor while we shutdown the audio stream, as // it makes a synchronous dispatch on Android. audioStream->Shutdown(); audioStream = nsnull; LOG(PR_LOG_DEBUG, ("%p Audio stream finished playing, audio thread exit", mDecoder.get())); } PRUint32 nsBuiltinDecoderStateMachine::PlaySilence(PRUint32 aFrames, PRUint32 aChannels, PRUint64 aFrameOffset) { NS_ASSERTION(OnAudioThread(), "Only call on audio thread."); NS_ASSERTION(!mAudioStream->IsPaused(), "Don't play when paused"); PRUint32 maxFrames = SILENCE_BYTES_CHUNK / aChannels / sizeof(AudioDataValue); PRUint32 frames = NS_MIN(aFrames, maxFrames); WriteSilence(mAudioStream, frames); // Dispatch events to the DOM for the audio just written. mEventManager.QueueWrittenAudioData(nsnull, frames * aChannels, (aFrameOffset + frames) * aChannels); return frames; } PRUint32 nsBuiltinDecoderStateMachine::PlayFromAudioQueue(PRUint64 aFrameOffset, PRUint32 aChannels) { NS_ASSERTION(OnAudioThread(), "Only call on audio thread."); NS_ASSERTION(!mAudioStream->IsPaused(), "Don't play when paused"); nsAutoPtr audio(mReader->mAudioQueue.PopFront()); { ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor()); NS_WARN_IF_FALSE(IsPlaying(), "Should be playing"); NS_ASSERTION(!mAudioCaptured, "Audio cannot be captured here!"); // Awaken the decode loop if it's waiting for space to free up in the // audio queue. mDecoder->GetReentrantMonitor().NotifyAll(); } PRInt64 offset = -1; PRUint32 frames = 0; LOG(PR_LOG_DEBUG, ("%p Decoder playing %d frames of data to stream for AudioData at %lld", mDecoder.get(), audio->mFrames, audio->mTime)); mAudioStream->Write(audio->mAudioData, audio->mFrames); offset = audio->mOffset; frames = audio->mFrames; // Dispatch events to the DOM for the audio just written. mEventManager.QueueWrittenAudioData(audio->mAudioData.get(), audio->mFrames * aChannels, (aFrameOffset + frames) * aChannels); if (offset != -1) { mDecoder->UpdatePlaybackOffset(offset); } return frames; } nsresult nsBuiltinDecoderStateMachine::Init(nsDecoderStateMachine* aCloneDonor) { nsBuiltinDecoderReader* cloneReader = nsnull; if (aCloneDonor) { cloneReader = static_cast(aCloneDonor)->mReader; } return mReader->Init(cloneReader); } void nsBuiltinDecoderStateMachine::StopPlayback() { LOG(PR_LOG_DEBUG, ("%p StopPlayback()", mDecoder.get())); NS_ASSERTION(OnStateMachineThread() || OnDecodeThread(), "Should be on state machine thread."); mDecoder->GetReentrantMonitor().AssertCurrentThreadIn(); mDecoder->mPlaybackStatistics.Stop(TimeStamp::Now()); if (IsPlaying()) { mPlayDuration += DurationToUsecs(TimeStamp::Now() - mPlayStartTime); mPlayStartTime = TimeStamp(); } // Notify the audio thread, so that it notices that we've stopped playing, // so it can pause audio playback. mDecoder->GetReentrantMonitor().NotifyAll(); NS_ASSERTION(!IsPlaying(), "Should report not playing at end of StopPlayback()"); } void nsBuiltinDecoderStateMachine::StartPlayback() { LOG(PR_LOG_DEBUG, ("%p StartPlayback()", mDecoder.get())); NS_ASSERTION(!IsPlaying(), "Shouldn't be playing when StartPlayback() is called"); mDecoder->GetReentrantMonitor().AssertCurrentThreadIn(); LOG(PR_LOG_DEBUG, ("%p StartPlayback", mDecoder.get())); mDecoder->mPlaybackStatistics.Start(TimeStamp::Now()); mPlayStartTime = TimeStamp::Now(); NS_ASSERTION(IsPlaying(), "Should report playing by end of StartPlayback()"); if (NS_FAILED(StartAudioThread())) { NS_WARNING("Failed to create audio thread"); } mDecoder->GetReentrantMonitor().NotifyAll(); } void nsBuiltinDecoderStateMachine::UpdatePlaybackPositionInternal(PRInt64 aTime) { NS_ASSERTION(OnStateMachineThread() || OnDecodeThread(), "Should be on state machine thread."); mDecoder->GetReentrantMonitor().AssertCurrentThreadIn(); NS_ASSERTION(mStartTime >= 0, "Should have positive mStartTime"); mCurrentFrameTime = aTime - mStartTime; NS_ASSERTION(mCurrentFrameTime >= 0, "CurrentTime should be positive!"); if (aTime > mEndTime) { NS_ASSERTION(mCurrentFrameTime > GetDuration(), "CurrentTime must be after duration if aTime > endTime!"); mEndTime = aTime; nsCOMPtr event = NS_NewRunnableMethod(mDecoder, &nsBuiltinDecoder::DurationChanged); NS_DispatchToMainThread(event, NS_DISPATCH_NORMAL); } } void nsBuiltinDecoderStateMachine::UpdatePlaybackPosition(PRInt64 aTime) { UpdatePlaybackPositionInternal(aTime); bool fragmentEnded = mFragmentEndTime >= 0 && GetMediaTime() >= mFragmentEndTime; if (!mPositionChangeQueued || fragmentEnded) { mPositionChangeQueued = true; nsCOMPtr event = NS_NewRunnableMethod(mDecoder, &nsBuiltinDecoder::PlaybackPositionChanged); NS_DispatchToMainThread(event, NS_DISPATCH_NORMAL); } // Notify DOM of any queued up audioavailable events mEventManager.DispatchPendingEvents(GetMediaTime()); if (fragmentEnded) { StopPlayback(); } } void nsBuiltinDecoderStateMachine::ClearPositionChangeFlag() { NS_ASSERTION(NS_IsMainThread(), "Should be on main thread."); mDecoder->GetReentrantMonitor().AssertCurrentThreadIn(); mPositionChangeQueued = false; } nsHTMLMediaElement::NextFrameStatus nsBuiltinDecoderStateMachine::GetNextFrameStatus() { ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor()); if (IsBuffering() || IsSeeking()) { return nsHTMLMediaElement::NEXT_FRAME_UNAVAILABLE_BUFFERING; } else if (HaveNextFrameData()) { return nsHTMLMediaElement::NEXT_FRAME_AVAILABLE; } return nsHTMLMediaElement::NEXT_FRAME_UNAVAILABLE; } void nsBuiltinDecoderStateMachine::SetVolume(double volume) { NS_ASSERTION(NS_IsMainThread(), "Should be on main thread."); ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor()); mVolume = volume; } void nsBuiltinDecoderStateMachine::SetAudioCaptured(bool aCaptured) { NS_ASSERTION(NS_IsMainThread(), "Should be on main thread."); ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor()); if (!mAudioCaptured && aCaptured) { StopAudioThread(); } mAudioCaptured = aCaptured; } double nsBuiltinDecoderStateMachine::GetCurrentTime() const { NS_ASSERTION(NS_IsMainThread() || OnStateMachineThread() || OnDecodeThread(), "Should be on main, decode, or state machine thread."); return static_cast(mCurrentFrameTime) / static_cast(USECS_PER_S); } PRInt64 nsBuiltinDecoderStateMachine::GetDuration() { mDecoder->GetReentrantMonitor().AssertCurrentThreadIn(); if (mEndTime == -1 || mStartTime == -1) return -1; return mEndTime - mStartTime; } void nsBuiltinDecoderStateMachine::SetDuration(PRInt64 aDuration) { NS_ASSERTION(NS_IsMainThread() || OnDecodeThread(), "Should be on main or decode thread."); mDecoder->GetReentrantMonitor().AssertCurrentThreadIn(); if (aDuration == -1) { return; } if (mStartTime != -1) { mEndTime = mStartTime + aDuration; } else { mStartTime = 0; mEndTime = aDuration; } } void nsBuiltinDecoderStateMachine::SetEndTime(PRInt64 aEndTime) { NS_ASSERTION(OnDecodeThread(), "Should be on decode thread"); mDecoder->GetReentrantMonitor().AssertCurrentThreadIn(); mEndTime = aEndTime; } void nsBuiltinDecoderStateMachine::SetFragmentEndTime(PRInt64 aEndTime) { mDecoder->GetReentrantMonitor().AssertCurrentThreadIn(); mFragmentEndTime = aEndTime < 0 ? aEndTime : aEndTime + mStartTime; } void nsBuiltinDecoderStateMachine::SetSeekable(bool aSeekable) { NS_ASSERTION(NS_IsMainThread(), "Should be on main thread."); mDecoder->GetReentrantMonitor().AssertCurrentThreadIn(); mSeekable = aSeekable; } void nsBuiltinDecoderStateMachine::Shutdown() { NS_ASSERTION(NS_IsMainThread(), "Should be on main thread."); // Once we've entered the shutdown state here there's no going back. ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor()); // Change state before issuing shutdown request to threads so those // threads can start exiting cleanly during the Shutdown call. LOG(PR_LOG_DEBUG, ("%p Changed state to SHUTDOWN", mDecoder.get())); ScheduleStateMachine(); mState = DECODER_STATE_SHUTDOWN; mDecoder->GetReentrantMonitor().NotifyAll(); } void nsBuiltinDecoderStateMachine::StartDecoding() { NS_ASSERTION(OnStateMachineThread() || OnDecodeThread(), "Should be on state machine or decode thread."); ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor()); if (mState != DECODER_STATE_DECODING) { mDecodeStartTime = TimeStamp::Now(); } mState = DECODER_STATE_DECODING; ScheduleStateMachine(); } void nsBuiltinDecoderStateMachine::Play() { NS_ASSERTION(NS_IsMainThread(), "Should be on main thread."); // When asked to play, switch to decoding state only if // we are currently buffering. In other cases, we'll start playing anyway // when the state machine notices the decoder's state change to PLAYING. ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor()); if (mState == DECODER_STATE_BUFFERING) { LOG(PR_LOG_DEBUG, ("%p Changed state from BUFFERING to DECODING", mDecoder.get())); mState = DECODER_STATE_DECODING; mDecodeStartTime = TimeStamp::Now(); } ScheduleStateMachine(); } void nsBuiltinDecoderStateMachine::ResetPlayback() { NS_ASSERTION(OnDecodeThread(), "Should be on decode thread."); mVideoFrameEndTime = -1; mAudioStartTime = -1; mAudioEndTime = -1; mAudioCompleted = false; } void nsBuiltinDecoderStateMachine::NotifyDataArrived(const char* aBuffer, PRUint32 aLength, PRInt64 aOffset) { NS_ASSERTION(NS_IsMainThread(), "Only call on main thread"); mReader->NotifyDataArrived(aBuffer, aLength, aOffset); // While playing an unseekable stream of unknown duration, mEndTime is // updated (in AdvanceFrame()) as we play. But if data is being downloaded // faster than played, mEndTime won't reflect the end of playable data // since we haven't played the frame at the end of buffered data. So update // mEndTime here as new data is downloaded to prevent such a lag. nsTimeRanges buffered; if (mDecoder->IsInfinite() && NS_SUCCEEDED(mDecoder->GetBuffered(&buffered))) { PRUint32 length = 0; buffered.GetLength(&length); if (length) { double end = 0; buffered.End(length - 1, &end); ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor()); mEndTime = NS_MAX(mEndTime, end * USECS_PER_S); } } } void nsBuiltinDecoderStateMachine::Seek(double aTime) { NS_ASSERTION(NS_IsMainThread(), "Should be on main thread."); ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor()); // nsBuiltinDecoder::mPlayState should be SEEKING while we seek, and // in that case nsBuiltinDecoder shouldn't be calling us. NS_ASSERTION(mState != DECODER_STATE_SEEKING, "We shouldn't already be seeking"); NS_ASSERTION(mState >= DECODER_STATE_DECODING, "We should have loaded metadata"); double t = aTime * static_cast(USECS_PER_S); if (t > INT64_MAX) { // Prevent integer overflow. return; } mSeekTime = static_cast(t) + mStartTime; NS_ASSERTION(mSeekTime >= mStartTime && mSeekTime <= mEndTime, "Can only seek in range [0,duration]"); // Bound the seek time to be inside the media range. NS_ASSERTION(mStartTime != -1, "Should know start time by now"); NS_ASSERTION(mEndTime != -1, "Should know end time by now"); mSeekTime = NS_MIN(mSeekTime, mEndTime); mSeekTime = NS_MAX(mStartTime, mSeekTime); LOG(PR_LOG_DEBUG, ("%p Changed state to SEEKING (to %f)", mDecoder.get(), aTime)); mState = DECODER_STATE_SEEKING; ScheduleStateMachine(); } void nsBuiltinDecoderStateMachine::StopDecodeThread() { NS_ASSERTION(OnStateMachineThread(), "Should be on state machine thread."); mDecoder->GetReentrantMonitor().AssertCurrentThreadIn(); if (mRequestedNewDecodeThread) { // We've requested that the decode be created, but it hasn't been yet. // Cancel that request. NS_ASSERTION(!mDecodeThread, "Shouldn't have a decode thread until after request processed"); StateMachineTracker::Instance().CancelCreateDecodeThread(this); mRequestedNewDecodeThread = false; } mStopDecodeThread = true; mDecoder->GetReentrantMonitor().NotifyAll(); if (mDecodeThread) { LOG(PR_LOG_DEBUG, ("%p Shutdown decode thread", mDecoder.get())); { ReentrantMonitorAutoExit exitMon(mDecoder->GetReentrantMonitor()); mDecodeThread->Shutdown(); StateMachineTracker::Instance().NoteDecodeThreadDestroyed(); } mDecodeThread = nsnull; mDecodeThreadIdle = false; } NS_ASSERTION(!mRequestedNewDecodeThread, "Any pending requests for decode threads must be canceled and unflagged"); NS_ASSERTION(!StateMachineTracker::Instance().IsQueued(this), "Any pending requests for decode threads must be canceled"); } void nsBuiltinDecoderStateMachine::StopAudioThread() { mDecoder->GetReentrantMonitor().AssertCurrentThreadIn(); mStopAudioThread = true; mDecoder->GetReentrantMonitor().NotifyAll(); if (mAudioThread) { LOG(PR_LOG_DEBUG, ("%p Shutdown audio thread", mDecoder.get())); { ReentrantMonitorAutoExit exitMon(mDecoder->GetReentrantMonitor()); mAudioThread->Shutdown(); } mAudioThread = nsnull; } } nsresult nsBuiltinDecoderStateMachine::ScheduleDecodeThread() { NS_ASSERTION(OnStateMachineThread(), "Should be on state machine thread."); mDecoder->GetReentrantMonitor().AssertCurrentThreadIn(); mStopDecodeThread = false; if (mState >= DECODER_STATE_COMPLETED) { return NS_OK; } if (mDecodeThread) { NS_ASSERTION(!mRequestedNewDecodeThread, "Shouldn't have requested new decode thread when we have a decode thread"); // We already have a decode thread... if (mDecodeThreadIdle) { // ... and it's not been shutdown yet, wake it up. nsCOMPtr event = NS_NewRunnableMethod(this, &nsBuiltinDecoderStateMachine::DecodeThreadRun); mDecodeThread->Dispatch(event, NS_DISPATCH_NORMAL); mDecodeThreadIdle = false; } return NS_OK; } else if (!mRequestedNewDecodeThread) { // We don't already have a decode thread, request a new one. mRequestedNewDecodeThread = true; ReentrantMonitorAutoExit mon(mDecoder->GetReentrantMonitor()); StateMachineTracker::Instance().RequestCreateDecodeThread(this); } return NS_OK; } nsresult nsBuiltinDecoderStateMachine::StartDecodeThread() { NS_ASSERTION(StateMachineTracker::Instance().GetDecodeThreadCount() < StateMachineTracker::MAX_DECODE_THREADS, "Should not have reached decode thread limit"); ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor()); NS_ASSERTION(!StateMachineTracker::Instance().IsQueued(this), "Should not already have a pending request for a new decode thread."); NS_ASSERTION(OnStateMachineThread(), "Should be on state machine thread."); NS_ASSERTION(!mDecodeThread, "Should not have decode thread yet"); NS_ASSERTION(mRequestedNewDecodeThread, "Should have requested this..."); mRequestedNewDecodeThread = false; nsresult rv = NS_NewNamedThread("Media Decode", getter_AddRefs(mDecodeThread), nsnull, MEDIA_THREAD_STACK_SIZE); if (NS_FAILED(rv)) { // Give up, report error to media element. nsCOMPtr event = NS_NewRunnableMethod(mDecoder, &nsBuiltinDecoder::DecodeError); NS_DispatchToMainThread(event, NS_DISPATCH_NORMAL); return rv; } nsCOMPtr event = NS_NewRunnableMethod(this, &nsBuiltinDecoderStateMachine::DecodeThreadRun); mDecodeThread->Dispatch(event, NS_DISPATCH_NORMAL); mDecodeThreadIdle = false; return NS_OK; } nsresult nsBuiltinDecoderStateMachine::StartAudioThread() { NS_ASSERTION(OnStateMachineThread() || OnDecodeThread(), "Should be on state machine or decode thread."); mDecoder->GetReentrantMonitor().AssertCurrentThreadIn(); mStopAudioThread = false; if (HasAudio() && !mAudioThread && !mAudioCaptured) { nsresult rv = NS_NewNamedThread("Media Audio", getter_AddRefs(mAudioThread), nsnull, MEDIA_THREAD_STACK_SIZE); if (NS_FAILED(rv)) { LOG(PR_LOG_DEBUG, ("%p Changed state to SHUTDOWN because failed to create audio thread", mDecoder.get())); mState = DECODER_STATE_SHUTDOWN; return rv; } nsCOMPtr event = NS_NewRunnableMethod(this, &nsBuiltinDecoderStateMachine::AudioLoop); mAudioThread->Dispatch(event, NS_DISPATCH_NORMAL); } return NS_OK; } PRInt64 nsBuiltinDecoderStateMachine::AudioDecodedUsecs() const { NS_ASSERTION(HasAudio(), "Should only call AudioDecodedUsecs() when we have audio"); // The amount of audio we have decoded is the amount of audio data we've // already decoded and pushed to the hardware, plus the amount of audio // data waiting to be pushed to the hardware. PRInt64 pushed = (mAudioEndTime != -1) ? (mAudioEndTime - GetMediaTime()) : 0; return pushed + mReader->mAudioQueue.Duration(); } bool nsBuiltinDecoderStateMachine::HasLowDecodedData(PRInt64 aAudioUsecs) const { mDecoder->GetReentrantMonitor().AssertCurrentThreadIn(); // We consider ourselves low on decoded data if we're low on audio, // provided we've not decoded to the end of the audio stream, or // if we're only playing video and we're low on video frames, provided // we've not decoded to the end of the video stream. return ((HasAudio() && !mReader->mAudioQueue.IsFinished() && AudioDecodedUsecs() < aAudioUsecs) || (!HasAudio() && HasVideo() && !mReader->mVideoQueue.IsFinished() && static_cast(mReader->mVideoQueue.GetSize()) < LOW_VIDEO_FRAMES)); } bool nsBuiltinDecoderStateMachine::HasLowUndecodedData() const { return GetUndecodedData() < mLowDataThresholdUsecs; } PRInt64 nsBuiltinDecoderStateMachine::GetUndecodedData() const { mDecoder->GetReentrantMonitor().AssertCurrentThreadIn(); NS_ASSERTION(mState > DECODER_STATE_DECODING_METADATA, "Must have loaded metadata for GetBuffered() to work"); nsTimeRanges buffered; nsresult res = mDecoder->GetBuffered(&buffered); NS_ENSURE_SUCCESS(res, 0); double currentTime = GetCurrentTime(); nsIDOMTimeRanges* r = static_cast(&buffered); PRUint32 length = 0; res = r->GetLength(&length); NS_ENSURE_SUCCESS(res, 0); for (PRUint32 index = 0; index < length; ++index) { double start, end; res = r->Start(index, &start); NS_ENSURE_SUCCESS(res, 0); res = r->End(index, &end); NS_ENSURE_SUCCESS(res, 0); if (start <= currentTime && end >= currentTime) { return static_cast((end - currentTime) * USECS_PER_S); } } return 0; } void nsBuiltinDecoderStateMachine::SetFrameBufferLength(PRUint32 aLength) { NS_ASSERTION(aLength >= 512 && aLength <= 16384, "The length must be between 512 and 16384"); mDecoder->GetReentrantMonitor().AssertCurrentThreadIn(); mEventManager.SetSignalBufferLength(aLength); } nsresult nsBuiltinDecoderStateMachine::DecodeMetadata() { NS_ASSERTION(OnDecodeThread(), "Should be on decode thread."); mDecoder->GetReentrantMonitor().AssertCurrentThreadIn(); NS_ASSERTION(mState == DECODER_STATE_DECODING_METADATA, "Only call when in metadata decoding state"); LOG(PR_LOG_DEBUG, ("%p Decoding Media Headers", mDecoder.get())); nsresult res; nsVideoInfo info; { ReentrantMonitorAutoExit exitMon(mDecoder->GetReentrantMonitor()); res = mReader->ReadMetadata(&info); } mInfo = info; if (NS_FAILED(res) || (!info.mHasVideo && !info.mHasAudio)) { // Dispatch the event to call DecodeError synchronously. This ensures // we're in shutdown state by the time we exit the decode thread. // If we just moved to shutdown state here on the decode thread, we may // cause the state machine to shutdown/free memory without closing its // media stream properly, and we'll get callbacks from the media stream // causing a crash. Note the state machine shutdown joins this decode // thread during shutdown (and other state machines can run on the state // machine thread while the join is waiting), so it's safe to do this // synchronously. nsCOMPtr event = NS_NewRunnableMethod(mDecoder, &nsBuiltinDecoder::DecodeError); ReentrantMonitorAutoExit exitMon(mDecoder->GetReentrantMonitor()); NS_DispatchToMainThread(event, NS_DISPATCH_SYNC); return NS_ERROR_FAILURE; } mDecoder->StartProgressUpdates(); mGotDurationFromMetaData = (GetDuration() != -1); VideoData* videoData = FindStartTime(); if (videoData) { ReentrantMonitorAutoExit exitMon(mDecoder->GetReentrantMonitor()); RenderVideoFrame(videoData, TimeStamp::Now()); } if (mState == DECODER_STATE_SHUTDOWN) { return NS_ERROR_FAILURE; } NS_ASSERTION(mStartTime != -1, "Must have start time"); NS_ASSERTION((!HasVideo() && !HasAudio()) || !mSeekable || mEndTime != -1, "Active seekable media should have end time"); NS_ASSERTION(!mSeekable || GetDuration() != -1, "Seekable media should have duration"); LOG(PR_LOG_DEBUG, ("%p Media goes from %lld to %lld (duration %lld) seekable=%d", mDecoder.get(), mStartTime, mEndTime, GetDuration(), mSeekable)); // Inform the element that we've loaded the metadata and the first frame, // setting the default framebuffer size for audioavailable events. Also, // if there is audio, let the MozAudioAvailable event manager know about // the metadata. if (HasAudio()) { mEventManager.Init(mInfo.mAudioChannels, mInfo.mAudioRate); // Set the buffer length at the decoder level to be able, to be able // to retrive the value via media element method. The RequestFrameBufferLength // will call the nsBuiltinDecoderStateMachine::SetFrameBufferLength(). PRUint32 frameBufferLength = mInfo.mAudioChannels * FRAMEBUFFER_LENGTH_PER_CHANNEL; mDecoder->RequestFrameBufferLength(frameBufferLength); } nsCOMPtr metadataLoadedEvent = new nsAudioMetadataEventRunner(mDecoder, mInfo.mAudioChannels, mInfo.mAudioRate, HasAudio()); NS_DispatchToMainThread(metadataLoadedEvent, NS_DISPATCH_NORMAL); if (mState == DECODER_STATE_DECODING_METADATA) { LOG(PR_LOG_DEBUG, ("%p Changed state from DECODING_METADATA to DECODING", mDecoder.get())); StartDecoding(); } if ((mState == DECODER_STATE_DECODING || mState == DECODER_STATE_COMPLETED) && mDecoder->GetState() == nsBuiltinDecoder::PLAY_STATE_PLAYING && !IsPlaying()) { StartPlayback(); } return NS_OK; } void nsBuiltinDecoderStateMachine::DecodeSeek() { NS_ASSERTION(OnDecodeThread(), "Should be on decode thread."); mDecoder->GetReentrantMonitor().AssertCurrentThreadIn(); NS_ASSERTION(mState == DECODER_STATE_SEEKING, "Only call when in seeking state"); mDidThrottleAudioDecoding = false; mDidThrottleVideoDecoding = false; // During the seek, don't have a lock on the decoder state, // otherwise long seek operations can block the main thread. // The events dispatched to the main thread are SYNC calls. // These calls are made outside of the decode monitor lock so // it is safe for the main thread to makes calls that acquire // the lock since it won't deadlock. We check the state when // acquiring the lock again in case shutdown has occurred // during the time when we didn't have the lock. PRInt64 seekTime = mSeekTime; mDecoder->StopProgressUpdates(); bool currentTimeChanged = false; PRInt64 mediaTime = GetMediaTime(); if (mediaTime != seekTime) { currentTimeChanged = true; // Stop playback now to ensure that while we're outside the monitor // dispatching SeekingStarted, playback doesn't advance and mess with // mCurrentFrameTime that we've setting to seekTime here. StopPlayback(); UpdatePlaybackPositionInternal(seekTime); } // SeekingStarted will do a UpdateReadyStateForData which will // inform the element and its users that we have no frames // to display { ReentrantMonitorAutoExit exitMon(mDecoder->GetReentrantMonitor()); nsCOMPtr startEvent = NS_NewRunnableMethod(mDecoder, &nsBuiltinDecoder::SeekingStarted); NS_DispatchToMainThread(startEvent, NS_DISPATCH_SYNC); } if (currentTimeChanged) { // The seek target is different than the current playback position, // we'll need to seek the playback position, so shutdown our decode // and audio threads. StopAudioThread(); ResetPlayback(); nsresult res; { ReentrantMonitorAutoExit exitMon(mDecoder->GetReentrantMonitor()); // Now perform the seek. We must not hold the state machine monitor // while we seek, since the seek reads, which could block on I/O. res = mReader->Seek(seekTime, mStartTime, mEndTime, mediaTime); } if (NS_SUCCEEDED(res)) { AudioData* audio = HasAudio() ? mReader->mAudioQueue.PeekFront() : nsnull; NS_ASSERTION(!audio || (audio->mTime <= seekTime && seekTime <= audio->mTime + audio->mDuration), "Seek target should lie inside the first audio block after seek"); PRInt64 startTime = (audio && audio->mTime < seekTime) ? audio->mTime : seekTime; mAudioStartTime = startTime; mPlayDuration = startTime - mStartTime; if (HasVideo()) { VideoData* video = mReader->mVideoQueue.PeekFront(); if (video) { NS_ASSERTION(video->mTime <= seekTime && seekTime <= video->mEndTime, "Seek target should lie inside the first frame after seek"); { ReentrantMonitorAutoExit exitMon(mDecoder->GetReentrantMonitor()); RenderVideoFrame(video, TimeStamp::Now()); } nsCOMPtr event = NS_NewRunnableMethod(mDecoder, &nsBuiltinDecoder::Invalidate); NS_DispatchToMainThread(event, NS_DISPATCH_NORMAL); } } } } mDecoder->StartProgressUpdates(); if (mState == DECODER_STATE_SHUTDOWN) return; // Try to decode another frame to detect if we're at the end... LOG(PR_LOG_DEBUG, ("%p Seek completed, mCurrentFrameTime=%lld\n", mDecoder.get(), mCurrentFrameTime)); // Change state to DECODING or COMPLETED now. SeekingStopped will // call nsBuiltinDecoderStateMachine::Seek to reset our state to SEEKING // if we need to seek again. nsCOMPtr stopEvent; bool isLiveStream = mDecoder->GetResource()->GetLength() == -1; if (GetMediaTime() == mEndTime && !isLiveStream) { // Seeked to end of media, move to COMPLETED state. Note we don't do // this if we're playing a live stream, since the end of media will advance // once we download more data! LOG(PR_LOG_DEBUG, ("%p Changed state from SEEKING (to %lld) to COMPLETED", mDecoder.get(), seekTime)); stopEvent = NS_NewRunnableMethod(mDecoder, &nsBuiltinDecoder::SeekingStoppedAtEnd); mState = DECODER_STATE_COMPLETED; } else { LOG(PR_LOG_DEBUG, ("%p Changed state from SEEKING (to %lld) to DECODING", mDecoder.get(), seekTime)); stopEvent = NS_NewRunnableMethod(mDecoder, &nsBuiltinDecoder::SeekingStopped); StartDecoding(); } { ReentrantMonitorAutoExit exitMon(mDecoder->GetReentrantMonitor()); NS_DispatchToMainThread(stopEvent, NS_DISPATCH_SYNC); } // Reset quick buffering status. This ensures that if we began the // seek while quick-buffering, we won't bypass quick buffering mode // if we need to buffer after the seek. mQuickBuffering = false; ScheduleStateMachine(); } // Runnable to dispose of the decoder and state machine on the main thread. class nsDecoderDisposeEvent : public nsRunnable { public: nsDecoderDisposeEvent(already_AddRefed aDecoder, already_AddRefed aStateMachine) : mDecoder(aDecoder), mStateMachine(aStateMachine) {} NS_IMETHOD Run() { NS_ASSERTION(NS_IsMainThread(), "Must be on main thread."); mStateMachine->ReleaseDecoder(); mDecoder->ReleaseStateMachine(); mStateMachine = nsnull; mDecoder = nsnull; return NS_OK; } private: nsRefPtr mDecoder; nsCOMPtr mStateMachine; }; // Runnable which dispatches an event to the main thread to dispose of the // decoder and state machine. This runs on the state machine thread after // the state machine has shutdown, and all events for that state machine have // finished running. class nsDispatchDisposeEvent : public nsRunnable { public: nsDispatchDisposeEvent(nsBuiltinDecoder* aDecoder, nsBuiltinDecoderStateMachine* aStateMachine) : mDecoder(aDecoder), mStateMachine(aStateMachine) {} NS_IMETHOD Run() { NS_DispatchToMainThread(new nsDecoderDisposeEvent(mDecoder.forget(), mStateMachine.forget())); return NS_OK; } private: nsRefPtr mDecoder; nsCOMPtr mStateMachine; }; nsresult nsBuiltinDecoderStateMachine::RunStateMachine() { mDecoder->GetReentrantMonitor().AssertCurrentThreadIn(); MediaResource* resource = mDecoder->GetResource(); NS_ENSURE_TRUE(resource, NS_ERROR_NULL_POINTER); switch (mState) { case DECODER_STATE_SHUTDOWN: { if (IsPlaying()) { StopPlayback(); } StopAudioThread(); StopDecodeThread(); NS_ASSERTION(mState == DECODER_STATE_SHUTDOWN, "How did we escape from the shutdown state?"); // Need to call this before dispatching nsDispatchDisposeEvent below, to // ensure that any notifications dispatched by the stream graph // will run before nsDispatchDisposeEvent below. FinishOutputStreams(); // We must daisy-chain these events to destroy the decoder. We must // destroy the decoder on the main thread, but we can't destroy the // decoder while this thread holds the decoder monitor. We can't // dispatch an event to the main thread to destroy the decoder from // here, as the event may run before the dispatch returns, and we // hold the decoder monitor here. We also want to guarantee that the // state machine is destroyed on the main thread, and so the // event runner running this function (which holds a reference to the // state machine) needs to finish and be released in order to allow // that. So we dispatch an event to run after this event runner has // finished and released its monitor/references. That event then will // dispatch an event to the main thread to release the decoder and // state machine. NS_DispatchToCurrentThread(new nsDispatchDisposeEvent(mDecoder, this)); return NS_OK; } case DECODER_STATE_DECODING_METADATA: { // Ensure we have a decode thread to decode metadata. return ScheduleDecodeThread(); } case DECODER_STATE_DECODING: { if (mDecoder->GetState() != nsBuiltinDecoder::PLAY_STATE_PLAYING && IsPlaying()) { // We're playing, but the element/decoder is in paused state. Stop // playing! Note we do this before StopDecodeThread() below because // that blocks this state machine's execution, and can cause a // perceptible delay between the pause command, and playback actually // pausing. StopPlayback(); } if (IsPausedAndDecoderWaiting()) { // The decode buffers are full, and playback is paused. Shutdown the // decode thread. StopDecodeThread(); return NS_OK; } // We're playing and/or our decode buffers aren't full. Ensure we have // an active decode thread. if (NS_FAILED(ScheduleDecodeThread())) { NS_WARNING("Failed to start media decode thread!"); return NS_ERROR_FAILURE; } AdvanceFrame(); NS_ASSERTION(mDecoder->GetState() != nsBuiltinDecoder::PLAY_STATE_PLAYING || IsStateMachineScheduled(), "Must have timer scheduled"); return NS_OK; } case DECODER_STATE_BUFFERING: { if (IsPausedAndDecoderWaiting()) { // The decode buffers are full, and playback is paused. Shutdown the // decode thread. StopDecodeThread(); return NS_OK; } TimeStamp now = TimeStamp::Now(); NS_ASSERTION(!mBufferingStart.IsNull(), "Must know buffering start time."); // We will remain in the buffering state if we've not decoded enough // data to begin playback, or if we've not downloaded a reasonable // amount of data inside our buffering time. TimeDuration elapsed = now - mBufferingStart; bool isLiveStream = mDecoder->GetResource()->GetLength() == -1; if ((isLiveStream || !mDecoder->CanPlayThrough()) && elapsed < TimeDuration::FromSeconds(mBufferingWait) && (mQuickBuffering ? HasLowDecodedData(QUICK_BUFFERING_LOW_DATA_USECS) : (GetUndecodedData() < mBufferingWait * USECS_PER_S / 1000)) && !resource->IsDataCachedToEndOfResource(mDecoder->mDecoderPosition) && !resource->IsSuspended()) { LOG(PR_LOG_DEBUG, ("%p Buffering: %.3lfs/%ds, timeout in %.3lfs %s", mDecoder.get(), GetUndecodedData() / static_cast(USECS_PER_S), mBufferingWait, mBufferingWait - elapsed.ToSeconds(), (mQuickBuffering ? "(quick exit)" : ""))); ScheduleStateMachine(USECS_PER_S); return NS_OK; } else { LOG(PR_LOG_DEBUG, ("%p Changed state from BUFFERING to DECODING", mDecoder.get())); LOG(PR_LOG_DEBUG, ("%p Buffered for %.3lfs", mDecoder.get(), (now - mBufferingStart).ToSeconds())); StartDecoding(); } // Notify to allow blocked decoder thread to continue mDecoder->GetReentrantMonitor().NotifyAll(); UpdateReadyState(); if (mDecoder->GetState() == nsBuiltinDecoder::PLAY_STATE_PLAYING && !IsPlaying()) { StartPlayback(); } NS_ASSERTION(IsStateMachineScheduled(), "Must have timer scheduled"); return NS_OK; } case DECODER_STATE_SEEKING: { // Ensure we have a decode thread to perform the seek. return ScheduleDecodeThread(); } case DECODER_STATE_COMPLETED: { StopDecodeThread(); if (mState != DECODER_STATE_COMPLETED) { // While we're waiting for the decode thread to shutdown, we can // change state, for example to seeking or shutdown state. // Whatever changed our state should have scheduled another state // machine run. NS_ASSERTION(IsStateMachineScheduled(), "Must have timer scheduled"); return NS_OK; } // Play the remaining media. We want to run AdvanceFrame() at least // once to ensure the current playback position is advanced to the // end of the media, and so that we update the readyState. if (mState == DECODER_STATE_COMPLETED && (mReader->mVideoQueue.GetSize() > 0 || (HasAudio() && !mAudioCompleted))) { AdvanceFrame(); NS_ASSERTION(mDecoder->GetState() != nsBuiltinDecoder::PLAY_STATE_PLAYING || IsStateMachineScheduled(), "Must have timer scheduled"); return NS_OK; } // StopPlayback in order to reset the IsPlaying() state so audio // is restarted correctly. StopPlayback(); if (mState != DECODER_STATE_COMPLETED) { // While we're presenting a frame we can change state. Whatever changed // our state should have scheduled another state machine run. NS_ASSERTION(IsStateMachineScheduled(), "Must have timer scheduled"); return NS_OK; } StopAudioThread(); if (mDecoder->GetState() == nsBuiltinDecoder::PLAY_STATE_PLAYING) { PRInt64 videoTime = HasVideo() ? mVideoFrameEndTime : 0; PRInt64 clockTime = NS_MAX(mEndTime, NS_MAX(videoTime, GetAudioClock())); UpdatePlaybackPosition(clockTime); printf("nsBuiltinDecoderStateMachine::RunStateMachine queuing nsBuiltinDecoder::PlaybackEnded\n"); nsCOMPtr event = NS_NewRunnableMethod(mDecoder, &nsBuiltinDecoder::PlaybackEnded); NS_DispatchToMainThread(event, NS_DISPATCH_NORMAL); } return NS_OK; } } return NS_OK; } void nsBuiltinDecoderStateMachine::RenderVideoFrame(VideoData* aData, TimeStamp aTarget) { NS_ASSERTION(OnStateMachineThread() || OnDecodeThread(), "Should be on state machine or decode thread."); mDecoder->GetReentrantMonitor().AssertNotCurrentThreadIn(); if (aData->mDuplicate) { return; } LOG(PR_LOG_DEBUG, ("%p Decoder playing video frame %lld", mDecoder.get(), aData->mTime)); VideoFrameContainer* container = mDecoder->GetVideoFrameContainer(); if (container) { container->SetCurrentFrame(aData->mDisplay, aData->mImage, aTarget); } } PRInt64 nsBuiltinDecoderStateMachine::GetAudioClock() { NS_ASSERTION(OnStateMachineThread(), "Should be on state machine thread."); mDecoder->GetReentrantMonitor().AssertCurrentThreadIn(); if (!HasAudio() || mAudioCaptured) return -1; // We must hold the decoder monitor while using the audio stream off the // audio thread to ensure that it doesn't get destroyed on the audio thread // while we're using it. if (!mAudioStream) { // Audio thread hasn't played any data yet. return mAudioStartTime; } // Note that querying the playback position does not do a synchronous // dispatch to the main thread on Android, so it's safe to call with // the decoder monitor held here. PRInt64 t = mAudioStream->GetPosition(); return (t == -1) ? -1 : t + mAudioStartTime; } void nsBuiltinDecoderStateMachine::AdvanceFrame() { NS_ASSERTION(OnStateMachineThread(), "Should be on state machine thread."); mDecoder->GetReentrantMonitor().AssertCurrentThreadIn(); NS_ASSERTION(!HasAudio() || mAudioStartTime != -1, "Should know audio start time if we have audio."); if (mDecoder->GetState() != nsBuiltinDecoder::PLAY_STATE_PLAYING) { return; } // Determine the clock time. If we've got audio, and we've not reached // the end of the audio, use the audio clock. However if we've finished // audio, or don't have audio, use the system clock. PRInt64 clock_time = -1; if (!IsPlaying()) { clock_time = mPlayDuration + mStartTime; } else { PRInt64 audio_time = GetAudioClock(); if (HasAudio() && !mAudioCompleted && audio_time != -1) { clock_time = audio_time; // Resync against the audio clock, while we're trusting the // audio clock. This ensures no "drift", particularly on Linux. mPlayDuration = clock_time - mStartTime; mPlayStartTime = TimeStamp::Now(); } else { // Audio is disabled on this system. Sync to the system clock. clock_time = DurationToUsecs(TimeStamp::Now() - mPlayStartTime) + mPlayDuration; // Ensure the clock can never go backwards. NS_ASSERTION(mCurrentFrameTime <= clock_time, "Clock should go forwards"); clock_time = NS_MAX(mCurrentFrameTime, clock_time) + mStartTime; } } // Skip frames up to the frame at the playback position, and figure out // the time remaining until it's time to display the next frame. PRInt64 remainingTime = AUDIO_DURATION_USECS; NS_ASSERTION(clock_time >= mStartTime, "Should have positive clock time."); nsAutoPtr currentFrame; if (mReader->mVideoQueue.GetSize() > 0) { VideoData* frame = mReader->mVideoQueue.PeekFront(); while (mRealTime || clock_time >= frame->mTime) { mVideoFrameEndTime = frame->mEndTime; currentFrame = frame; LOG(PR_LOG_DEBUG, ("%p Decoder discarding video frame %lld", mDecoder.get(), frame->mTime)); mReader->mVideoQueue.PopFront(); // Notify the decode thread that the video queue's buffers may have // free'd up space for more frames. mDecoder->GetReentrantMonitor().NotifyAll(); mDecoder->UpdatePlaybackOffset(frame->mOffset); if (mReader->mVideoQueue.GetSize() == 0) break; frame = mReader->mVideoQueue.PeekFront(); } // Current frame has already been presented, wait until it's time to // present the next frame. if (frame && !currentFrame) { PRInt64 now = IsPlaying() ? (DurationToUsecs(TimeStamp::Now() - mPlayStartTime) + mPlayDuration) : mPlayDuration; remainingTime = frame->mTime - mStartTime - now; } } // Check to see if we don't have enough data to play up to the next frame. // If we don't, switch to buffering mode. MediaResource* resource = mDecoder->GetResource(); if (mState == DECODER_STATE_DECODING && mDecoder->GetState() == nsBuiltinDecoder::PLAY_STATE_PLAYING && HasLowDecodedData(remainingTime + EXHAUSTED_DATA_MARGIN_USECS) && !resource->IsDataCachedToEndOfResource(mDecoder->mDecoderPosition) && !resource->IsSuspended() && (JustExitedQuickBuffering() || HasLowUndecodedData())) { if (currentFrame) { mReader->mVideoQueue.PushFront(currentFrame.forget()); } StartBuffering(); ScheduleStateMachine(); return; } // We've got enough data to keep playing until at least the next frame. // Start playing now if need be. if (!IsPlaying() && ((mFragmentEndTime >= 0 && clock_time < mFragmentEndTime) || mFragmentEndTime < 0)) { StartPlayback(); } if (currentFrame) { // Decode one frame and display it. TimeStamp presTime = mPlayStartTime - UsecsToDuration(mPlayDuration) + UsecsToDuration(currentFrame->mTime - mStartTime); NS_ASSERTION(currentFrame->mTime >= mStartTime, "Should have positive frame time"); { ReentrantMonitorAutoExit exitMon(mDecoder->GetReentrantMonitor()); // If we have video, we want to increment the clock in steps of the frame // duration. RenderVideoFrame(currentFrame, presTime); } // If we're no longer playing after dropping and reacquiring the lock, // playback must've been stopped on the decode thread (by a seek, for // example). In that case, the current frame is probably out of date. if (!IsPlaying()) { ScheduleStateMachine(); return; } mDecoder->GetFrameStatistics().NotifyPresentedFrame(); PRInt64 now = DurationToUsecs(TimeStamp::Now() - mPlayStartTime) + mPlayDuration; remainingTime = currentFrame->mEndTime - mStartTime - now; currentFrame = nsnull; } // Cap the current time to the larger of the audio and video end time. // This ensures that if we're running off the system clock, we don't // advance the clock to after the media end time. if (mVideoFrameEndTime != -1 || mAudioEndTime != -1) { // These will be non -1 if we've displayed a video frame, or played an audio frame. clock_time = NS_MIN(clock_time, NS_MAX(mVideoFrameEndTime, mAudioEndTime)); if (clock_time > GetMediaTime()) { // Only update the playback position if the clock time is greater // than the previous playback position. The audio clock can // sometimes report a time less than its previously reported in // some situations, and we need to gracefully handle that. UpdatePlaybackPosition(clock_time); } } // If the number of audio/video frames queued has changed, either by // this function popping and playing a video frame, or by the audio // thread popping and playing an audio frame, we may need to update our // ready state. Post an update to do so. UpdateReadyState(); ScheduleStateMachine(remainingTime); } void nsBuiltinDecoderStateMachine::Wait(PRInt64 aUsecs) { NS_ASSERTION(OnAudioThread(), "Only call on the audio thread"); mDecoder->GetReentrantMonitor().AssertCurrentThreadIn(); TimeStamp end = TimeStamp::Now() + UsecsToDuration(NS_MAX(USECS_PER_MS, aUsecs)); TimeStamp now; while ((now = TimeStamp::Now()) < end && mState != DECODER_STATE_SHUTDOWN && mState != DECODER_STATE_SEEKING && !mStopAudioThread && IsPlaying()) { PRInt64 ms = static_cast(NS_round((end - now).ToSeconds() * 1000)); if (ms == 0 || ms > PR_UINT32_MAX) { break; } mDecoder->GetReentrantMonitor().Wait(PR_MillisecondsToInterval(static_cast(ms))); } } VideoData* nsBuiltinDecoderStateMachine::FindStartTime() { NS_ASSERTION(OnDecodeThread(), "Should be on decode thread."); mDecoder->GetReentrantMonitor().AssertCurrentThreadIn(); PRInt64 startTime = 0; mStartTime = 0; VideoData* v = nsnull; { ReentrantMonitorAutoExit exitMon(mDecoder->GetReentrantMonitor()); v = mReader->FindStartTime(startTime); } if (startTime != 0) { mStartTime = startTime; if (mGotDurationFromMetaData) { NS_ASSERTION(mEndTime != -1, "We should have mEndTime as supplied duration here"); // We were specified a duration from a Content-Duration HTTP header. // Adjust mEndTime so that mEndTime-mStartTime matches the specified // duration. mEndTime = mStartTime + mEndTime; } } // Set the audio start time to be start of media. If this lies before the // first actual audio frame we have, we'll inject silence during playback // to ensure the audio starts at the correct time. mAudioStartTime = mStartTime; LOG(PR_LOG_DEBUG, ("%p Media start time is %lld", mDecoder.get(), mStartTime)); return v; } void nsBuiltinDecoderStateMachine::UpdateReadyState() { mDecoder->GetReentrantMonitor().AssertCurrentThreadIn(); nsCOMPtr event; switch (GetNextFrameStatus()) { case nsHTMLMediaElement::NEXT_FRAME_UNAVAILABLE_BUFFERING: event = NS_NewRunnableMethod(mDecoder, &nsBuiltinDecoder::NextFrameUnavailableBuffering); break; case nsHTMLMediaElement::NEXT_FRAME_AVAILABLE: event = NS_NewRunnableMethod(mDecoder, &nsBuiltinDecoder::NextFrameAvailable); break; case nsHTMLMediaElement::NEXT_FRAME_UNAVAILABLE: event = NS_NewRunnableMethod(mDecoder, &nsBuiltinDecoder::NextFrameUnavailable); break; default: PR_NOT_REACHED("unhandled frame state"); } NS_DispatchToMainThread(event, NS_DISPATCH_NORMAL); } bool nsBuiltinDecoderStateMachine::JustExitedQuickBuffering() { return !mDecodeStartTime.IsNull() && mQuickBuffering && (TimeStamp::Now() - mDecodeStartTime) < TimeDuration::FromSeconds(QUICK_BUFFER_THRESHOLD_USECS); } void nsBuiltinDecoderStateMachine::StartBuffering() { mDecoder->GetReentrantMonitor().AssertCurrentThreadIn(); if (IsPlaying()) { StopPlayback(); } TimeDuration decodeDuration = TimeStamp::Now() - mDecodeStartTime; // Go into quick buffering mode provided we've not just left buffering using // a "quick exit". This stops us flip-flopping between playing and buffering // when the download speed is similar to the decode speed. mQuickBuffering = !JustExitedQuickBuffering() && decodeDuration < UsecsToDuration(QUICK_BUFFER_THRESHOLD_USECS); mBufferingStart = TimeStamp::Now(); // We need to tell the element that buffering has started. // We can't just directly send an asynchronous runnable that // eventually fires the "waiting" event. The problem is that // there might be pending main-thread events, such as "data // received" notifications, that mean we're not actually still // buffering by the time this runnable executes. So instead // we just trigger UpdateReadyStateForData; when it runs, it // will check the current state and decide whether to tell // the element we're buffering or not. UpdateReadyState(); mState = DECODER_STATE_BUFFERING; LOG(PR_LOG_DEBUG, ("%p Changed state from DECODING to BUFFERING, decoded for %.3lfs", mDecoder.get(), decodeDuration.ToSeconds())); #ifdef PR_LOGGING nsMediaDecoder::Statistics stats = mDecoder->GetStatistics(); #endif LOG(PR_LOG_DEBUG, ("%p Playback rate: %.1lfKB/s%s download rate: %.1lfKB/s%s", mDecoder.get(), stats.mPlaybackRate/1024, stats.mPlaybackRateReliable ? "" : " (unreliable)", stats.mDownloadRate/1024, stats.mDownloadRateReliable ? "" : " (unreliable)")); } nsresult nsBuiltinDecoderStateMachine::GetBuffered(nsTimeRanges* aBuffered) { MediaResource* resource = mDecoder->GetResource(); NS_ENSURE_TRUE(resource, NS_ERROR_FAILURE); resource->Pin(); nsresult res = mReader->GetBuffered(aBuffered, mStartTime); resource->Unpin(); return res; } bool nsBuiltinDecoderStateMachine::IsPausedAndDecoderWaiting() { mDecoder->GetReentrantMonitor().AssertCurrentThreadIn(); NS_ASSERTION(OnStateMachineThread(), "Should be on state machine thread."); return mDecodeThreadWaiting && mDecoder->GetState() != nsBuiltinDecoder::PLAY_STATE_PLAYING && (mState == DECODER_STATE_DECODING || mState == DECODER_STATE_BUFFERING); } nsresult nsBuiltinDecoderStateMachine::Run() { ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor()); NS_ASSERTION(OnStateMachineThread(), "Should be on state machine thread."); return CallRunStateMachine(); } nsresult nsBuiltinDecoderStateMachine::CallRunStateMachine() { mDecoder->GetReentrantMonitor().AssertCurrentThreadIn(); NS_ASSERTION(OnStateMachineThread(), "Should be on state machine thread."); // This will be set to true by ScheduleStateMachine() if it's called // while we're in RunStateMachine(). mRunAgain = false; // Set to true whenever we dispatch an event to run this state machine. // This flag prevents us from dispatching mDispatchedRunEvent = false; mTimeout = TimeStamp(); mIsRunning = true; nsresult res = RunStateMachine(); mIsRunning = false; if (mRunAgain && !mDispatchedRunEvent) { mDispatchedRunEvent = true; return NS_DispatchToCurrentThread(this); } return res; } static void TimeoutExpired(nsITimer *aTimer, void *aClosure) { nsBuiltinDecoderStateMachine *machine = static_cast(aClosure); NS_ASSERTION(machine, "Must have been passed state machine"); machine->TimeoutExpired(); } void nsBuiltinDecoderStateMachine::TimeoutExpired() { ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor()); NS_ASSERTION(OnStateMachineThread(), "Must be on state machine thread"); if (mIsRunning) { mRunAgain = true; } else if (!mDispatchedRunEvent) { // We don't have an event dispatched to run the state machine, so we // can just run it from here. CallRunStateMachine(); } // Otherwise, an event has already been dispatched to run the state machine // as soon as possible. Nothing else needed to do, the state machine is // going to run anyway. } nsresult nsBuiltinDecoderStateMachine::ScheduleStateMachine() { return ScheduleStateMachine(0); } void nsBuiltinDecoderStateMachine::ScheduleStateMachineWithLockAndWakeDecoder() { ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor()); mon.NotifyAll(); ScheduleStateMachine(0); } nsresult nsBuiltinDecoderStateMachine::ScheduleStateMachine(PRInt64 aUsecs) { mDecoder->GetReentrantMonitor().AssertCurrentThreadIn(); NS_ABORT_IF_FALSE(GetStateMachineThread(), "Must have a state machine thread to schedule"); if (mState == DECODER_STATE_SHUTDOWN) { return NS_ERROR_FAILURE; } aUsecs = PR_MAX(aUsecs, 0); TimeStamp timeout = TimeStamp::Now() + UsecsToDuration(aUsecs); if (!mTimeout.IsNull()) { if (timeout >= mTimeout) { // We've already scheduled a timer set to expire at or before this time, // or have an event dispatched to run the state machine. return NS_OK; } if (mTimer) { // We've been asked to schedule a timer to run before an existing timer. // Cancel the existing timer. mTimer->Cancel(); } } PRUint32 ms = static_cast((aUsecs / USECS_PER_MS) & 0xFFFFFFFF); if (mRealTime && ms > 40) ms = 40; if (ms == 0) { if (mIsRunning) { // We're currently running this state machine on the state machine // thread. Signal it to run again once it finishes its current cycle. mRunAgain = true; return NS_OK; } else if (!mDispatchedRunEvent) { // We're not currently running this state machine on the state machine // thread. Dispatch an event to run one cycle of the state machine. mDispatchedRunEvent = true; return GetStateMachineThread()->Dispatch(this, NS_DISPATCH_NORMAL); } // We're not currently running this state machine on the state machine // thread, but something has already dispatched an event to run it again, // so just exit; it's going to run real soon. return NS_OK; } mTimeout = timeout; nsresult res; if (!mTimer) { mTimer = do_CreateInstance("@mozilla.org/timer;1", &res); if (NS_FAILED(res)) return res; mTimer->SetTarget(GetStateMachineThread()); } res = mTimer->InitWithFuncCallback(::TimeoutExpired, this, ms, nsITimer::TYPE_ONE_SHOT); return res; } bool nsBuiltinDecoderStateMachine::OnStateMachineThread() const { return IsCurrentThread(GetStateMachineThread()); } nsIThread* nsBuiltinDecoderStateMachine::GetStateMachineThread() { return StateMachineTracker::Instance().GetGlobalStateMachineThread(); } void nsBuiltinDecoderStateMachine::NotifyAudioAvailableListener() { mDecoder->GetReentrantMonitor().AssertCurrentThreadIn(); mEventManager.NotifyAudioAvailableListener(); }