/* 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/. */ #ifdef XP_WIN // Include Windows headers required for enabling high precision timers. #include "windows.h" #include "mmsystem.h" #endif #include "mozilla/DebugOnly.h" #include #include "MediaDecoderStateMachine.h" #include "MediaDecoderStateMachineScheduler.h" #include "AudioSink.h" #include "nsTArray.h" #include "MediaDecoder.h" #include "MediaDecoderReader.h" #include "mozilla/mozalloc.h" #include "VideoUtils.h" #include "mozilla/dom/TimeRanges.h" #include "nsDeque.h" #include "AudioSegment.h" #include "VideoSegment.h" #include "ImageContainer.h" #include "nsComponentManagerUtils.h" #include "nsITimer.h" #include "nsContentUtils.h" #include "MediaShutdownManager.h" #include "SharedThreadPool.h" #include "MediaTaskQueue.h" #include "nsIEventTarget.h" #include "prenv.h" #include "mozilla/Preferences.h" #include "gfx2DGlue.h" #include "nsPrintfCString.h" #include namespace mozilla { using namespace mozilla::layers; using namespace mozilla::dom; using namespace mozilla::gfx; // avoid redefined macro in unified build #undef DECODER_LOG #undef VERBOSE_LOG #ifdef PR_LOGGING extern PRLogModuleInfo* gMediaDecoderLog; #define DECODER_LOG(x, ...) \ PR_LOG(gMediaDecoderLog, PR_LOG_DEBUG, ("Decoder=%p " x, mDecoder.get(), ##__VA_ARGS__)) #define VERBOSE_LOG(x, ...) \ PR_BEGIN_MACRO \ if (!PR_GetEnv("MOZ_QUIET")) { \ DECODER_LOG(x, ##__VA_ARGS__); \ } \ PR_END_MACRO #define SAMPLE_LOG(x, ...) \ PR_BEGIN_MACRO \ if (PR_GetEnv("MEDIA_LOG_SAMPLES")) { \ DECODER_LOG(x, ##__VA_ARGS__); \ } \ PR_END_MACRO #else #define DECODER_LOG(x, ...) #define VERBOSE_LOG(x, ...) #define SAMPLE_LOG(x, ...) #endif // Somehow MSVC doesn't correctly delete the comma before ##__VA_ARGS__ // when __VA_ARGS__ expands to nothing. This is a workaround for it. #define DECODER_WARN_HELPER(a, b) NS_WARNING b #define DECODER_WARN(x, ...) \ DECODER_WARN_HELPER(0, (nsPrintfCString("Decoder=%p " x, mDecoder.get(), ##__VA_ARGS__).get())) // GetCurrentTime is defined in winbase.h as zero argument macro forwarding to // GetTickCount() and conflicts with MediaDecoderStateMachine::GetCurrentTime // implementation. With unified builds, putting this in headers is not enough. #ifdef GetCurrentTime #undef GetCurrentTime #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 uint32_t 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 uint32_t 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 int64_t AMPLE_AUDIO_USECS = 1000000; // When we're only playing audio and we don't have a video stream, we divide // AMPLE_AUDIO_USECS and LOW_AUDIO_USECS by the following value. This reduces // the amount of decoded audio we buffer, reducing our memory usage. We only // need to decode far ahead when we're decoding video using software decoding, // as otherwise a long video decode could cause an audio underrun. const int64_t NO_VIDEO_AMPLE_AUDIO_DIVISOR = 8; // If we have fewer than LOW_VIDEO_FRAMES decoded frames, and // we're not "prerolling video", we'll skip the video up to the next keyframe // which is at or after the current playback position. static const uint32_t LOW_VIDEO_FRAMES = 1; // 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 int64_t 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. static_assert(LOW_DATA_THRESHOLD_USECS > AMPLE_AUDIO_USECS, "LOW_DATA_THRESHOLD_USECS is too small"); // Amount of excess usecs of data to add in to the "should we buffer" calculation. static const uint32_t 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 uint32_t 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 uint32_t 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. static_assert(QUICK_BUFFERING_LOW_DATA_USECS <= AMPLE_AUDIO_USECS, "QUICK_BUFFERING_LOW_DATA_USECS is too large"); // The amount of instability we tollerate in calls to // MediaDecoderStateMachine::UpdateEstimatedDuration(); changes of duration // less than this are ignored, as they're assumed to be the result of // instability in the duration estimation. static const int64_t ESTIMATED_DURATION_FUZZ_FACTOR_USECS = USECS_PER_S / 2; static TimeDuration UsecsToDuration(int64_t aUsecs) { return TimeDuration::FromMicroseconds(aUsecs); } static int64_t DurationToUsecs(TimeDuration aDuration) { return static_cast(aDuration.ToSeconds() * USECS_PER_S); } MediaDecoderStateMachine::MediaDecoderStateMachine(MediaDecoder* aDecoder, MediaDecoderReader* aReader, bool aRealTime) : mDecoder(aDecoder), mScheduler(new MediaDecoderStateMachineScheduler( aDecoder->GetReentrantMonitor(), &MediaDecoderStateMachine::TimeoutExpired, MOZ_THIS_IN_INITIALIZER_LIST(), aRealTime)), mState(DECODER_STATE_DECODING_NONE), mSyncPointInMediaStream(-1), mSyncPointInDecodedStream(-1), mPlayDuration(0), mStartTime(-1), mEndTime(-1), mFragmentEndTime(-1), mReader(aReader), mCurrentFrameTime(0), mAudioStartTime(-1), mAudioEndTime(-1), mVideoFrameEndTime(-1), mVolume(1.0), mPlaybackRate(1.0), mPreservesPitch(true), mAmpleVideoFrames(2), mLowAudioThresholdUsecs(LOW_AUDIO_USECS), mAmpleAudioThresholdUsecs(AMPLE_AUDIO_USECS), mAudioRequestPending(false), mVideoRequestPending(false), mAudioCaptured(false), mPositionChangeQueued(false), mAudioCompleted(false), mGotDurationFromMetaData(false), mDispatchedEventToDecode(false), mStopAudioThread(true), mQuickBuffering(false), mMinimizePreroll(false), mDecodeThreadWaiting(false), mDropAudioUntilNextDiscontinuity(false), mDropVideoUntilNextDiscontinuity(false), mDecodeToSeekTarget(false), mCurrentTimeBeforeSeek(0), mLastFrameStatus(MediaDecoderOwner::NEXT_FRAME_UNINITIALIZED), mDecodingFrozenAtStateMetadata(false), mDecodingFrozenAtStateDecoding(false) { MOZ_COUNT_CTOR(MediaDecoderStateMachine); NS_ASSERTION(NS_IsMainThread(), "Should be on main thread."); mAmpleVideoFrames = std::max(Preferences::GetUint("media.video-queue.default-size", 10), 3); mBufferingWait = mScheduler->IsRealTime() ? 0 : BUFFERING_WAIT_S; mLowDataThresholdUsecs = mScheduler->IsRealTime() ? 0 : LOW_DATA_THRESHOLD_USECS; mVideoPrerollFrames = mScheduler->IsRealTime() ? 0 : mAmpleVideoFrames / 2; mAudioPrerollUsecs = mScheduler->IsRealTime() ? 0 : LOW_AUDIO_USECS * 2; #ifdef XP_WIN // Ensure high precision timers are enabled on Windows, otherwise the state // machine thread isn't woken up at reliable intervals to set the next frame, // and we drop frames while painting. Note that multiple calls to this // function per-process is OK, provided each call is matched by a corresponding // timeEndPeriod() call. timeBeginPeriod(1); #endif } MediaDecoderStateMachine::~MediaDecoderStateMachine() { MOZ_ASSERT(NS_IsMainThread(), "Should be on main thread."); MOZ_COUNT_DTOR(MediaDecoderStateMachine); NS_ASSERTION(!mPendingWakeDecoder.get(), "WakeDecoder should have been revoked already"); MOZ_ASSERT(!mDecodeTaskQueue, "Should be released in SHUTDOWN"); mReader = nullptr; #ifdef XP_WIN timeEndPeriod(1); #endif } bool MediaDecoderStateMachine::HasFutureAudio() { AssertCurrentThreadInMonitor(); 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() > mLowAudioThresholdUsecs * mPlaybackRate || AudioQueue().IsFinished()); } bool MediaDecoderStateMachine::HaveNextFrameData() { AssertCurrentThreadInMonitor(); return (!HasAudio() || HasFutureAudio()) && (!HasVideo() || VideoQueue().GetSize() > 0); } int64_t MediaDecoderStateMachine::GetDecodedAudioDuration() { NS_ASSERTION(OnDecodeThread() || OnStateMachineThread(), "Should be on decode thread or state machine thread"); AssertCurrentThreadInMonitor(); int64_t audioDecoded = AudioQueue().Duration(); if (mAudioEndTime != -1) { audioDecoded += mAudioEndTime - GetMediaTime(); } return audioDecoded; } void MediaDecoderStateMachine::SendStreamAudio(AudioData* aAudio, DecodedStreamData* aStream, AudioSegment* aOutput) { NS_ASSERTION(OnDecodeThread() || OnStateMachineThread(), "Should be on decode thread or state machine thread"); AssertCurrentThreadInMonitor(); if (aAudio->mTime <= aStream->mLastAudioPacketTime) { // ignore packet that we've already processed return; } aStream->mLastAudioPacketTime = aAudio->mTime; aStream->mLastAudioPacketEndTime = aAudio->GetEndTime(); // This logic has to mimic AudioSink closely to make sure we write // the exact same silences CheckedInt64 audioWrittenOffset = UsecsToFrames(mInfo.mAudio.mRate, aStream->mInitialTime + mStartTime) + aStream->mAudioFramesWritten; CheckedInt64 frameOffset = UsecsToFrames(mInfo.mAudio.mRate, aAudio->mTime); if (!audioWrittenOffset.isValid() || !frameOffset.isValid()) return; if (audioWrittenOffset.value() < frameOffset.value()) { // Write silence to catch up VERBOSE_LOG("writing %d frames of silence to MediaStream", int32_t(frameOffset.value() - audioWrittenOffset.value())); AudioSegment silence; silence.InsertNullDataAtStart(frameOffset.value() - audioWrittenOffset.value()); aStream->mAudioFramesWritten += silence.GetDuration(); aOutput->AppendFrom(&silence); } int64_t 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; AudioDataValue* bufferData = static_cast(buffer->Data()); nsAutoTArray channels; for (uint32_t i = 0; i < aAudio->mChannels; ++i) { channels.AppendElement(bufferData + i*aAudio->mFrames + offset); } aOutput->AppendFrames(buffer.forget(), channels, aAudio->mFrames); VERBOSE_LOG("writing %d frames of data to MediaStream for AudioData at %lld", aAudio->mFrames - int32_t(offset), aAudio->mTime); aStream->mAudioFramesWritten += aAudio->mFrames - int32_t(offset); } static void WriteVideoToMediaStream(layers::Image* aImage, int64_t aDuration, const IntSize& 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 MediaDecoderStateMachine::SendStreamData() { NS_ASSERTION(OnDecodeThread() || OnStateMachineThread(), "Should be on decode thread or state machine thread"); AssertCurrentThreadInMonitor(); MOZ_ASSERT(mState != DECODER_STATE_DECODING_NONE); DecodedStreamData* stream = mDecoder->GetDecodedStream(); if (!stream) { return; } if (mState == DECODER_STATE_DECODING_METADATA) { return; } // If there's still an audio sink alive, then we can't send any stream // data yet since both SendStreamData and the audio sink want to be in // charge of popping the audio queue. We're waiting for the audio sink if (mAudioSink) { return; } int64_t minLastAudioPacketTime = INT64_MAX; bool finished = (!mInfo.HasAudio() || AudioQueue().IsFinished()) && (!mInfo.HasVideo() || VideoQueue().IsFinished()); if (mDecoder->IsSameOriginMedia()) { SourceMediaStream* mediaStream = stream->mStream; StreamTime endPosition = 0; if (!stream->mStreamInitialized) { if (mInfo.HasAudio()) { AudioSegment* audio = new AudioSegment(); mediaStream->AddTrack(TRACK_AUDIO, mInfo.mAudio.mRate, 0, audio); stream->mStream->DispatchWhenNotEnoughBuffered(TRACK_AUDIO, GetStateMachineThread(), GetWakeDecoderRunnable()); } if (mInfo.HasVideo()) { VideoSegment* video = new VideoSegment(); mediaStream->AddTrack(TRACK_VIDEO, RATE_VIDEO, 0, video); stream->mStream->DispatchWhenNotEnoughBuffered(TRACK_VIDEO, GetStateMachineThread(), GetWakeDecoderRunnable()); } stream->mStreamInitialized = true; } if (mInfo.HasAudio()) { 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). AudioQueue().GetElementsAfter(stream->mLastAudioPacketTime, &audio); AudioSegment output; for (uint32_t i = 0; i < audio.Length(); ++i) { SendStreamAudio(audio[i], stream, &output); } if (output.GetDuration() > 0) { mediaStream->AppendToTrack(TRACK_AUDIO, &output); } if (AudioQueue().IsFinished() && !stream->mHaveSentFinishAudio) { mediaStream->EndTrack(TRACK_AUDIO); stream->mHaveSentFinishAudio = true; } minLastAudioPacketTime = std::min(minLastAudioPacketTime, stream->mLastAudioPacketTime); endPosition = std::max(endPosition, mediaStream->TicksToTimeRoundDown(mInfo.mAudio.mRate, stream->mAudioFramesWritten)); } if (mInfo.HasVideo()) { nsAutoTArray video; // It's OK to hold references to the VideoData only the decoder thread // pops from the queue. VideoQueue().GetElementsAfter(stream->mNextVideoTime, &video); VideoSegment output; for (uint32_t i = 0; i < video.Length(); ++i) { VideoData* v = video[i]; if (stream->mNextVideoTime < v->mTime) { VERBOSE_LOG("writing last video to MediaStream %p for %lldus", mediaStream, v->mTime - stream->mNextVideoTime); // 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, stream->mLastVideoImageDisplaySize, &output); stream->mNextVideoTime = v->mTime; } if (stream->mNextVideoTime < v->GetEndTime()) { VERBOSE_LOG("writing video frame %lldus to MediaStream %p for %lldus", v->mTime, mediaStream, v->GetEndTime() - stream->mNextVideoTime); WriteVideoToMediaStream(v->mImage, v->GetEndTime() - stream->mNextVideoTime, v->mDisplay, &output); stream->mNextVideoTime = v->GetEndTime(); stream->mLastVideoImage = v->mImage; stream->mLastVideoImageDisplaySize = v->mDisplay; } else { VERBOSE_LOG("skipping writing video frame %lldus (end %lldus) to MediaStream", v->mTime, v->GetEndTime()); } } if (output.GetDuration() > 0) { mediaStream->AppendToTrack(TRACK_VIDEO, &output); } if (VideoQueue().IsFinished() && !stream->mHaveSentFinishVideo) { mediaStream->EndTrack(TRACK_VIDEO); stream->mHaveSentFinishVideo = true; } endPosition = std::max(endPosition, mediaStream->TicksToTimeRoundDown(RATE_VIDEO, stream->mNextVideoTime - stream->mInitialTime)); } 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. while (true) { const AudioData* a = AudioQueue().PeekFront(); // 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 || a->GetEndTime() >= minLastAudioPacketTime) break; OnAudioEndTimeUpdate(std::max(mAudioEndTime, a->GetEndTime())); delete AudioQueue().PopFront(); } if (finished) { mAudioCompleted = true; UpdateReadyState(); } } } MediaDecoderStateMachine::WakeDecoderRunnable* MediaDecoderStateMachine::GetWakeDecoderRunnable() { AssertCurrentThreadInMonitor(); if (!mPendingWakeDecoder.get()) { mPendingWakeDecoder = new WakeDecoderRunnable(this); } return mPendingWakeDecoder.get(); } bool MediaDecoderStateMachine::HaveEnoughDecodedAudio(int64_t aAmpleAudioUSecs) { AssertCurrentThreadInMonitor(); if (AudioQueue().GetSize() == 0 || GetDecodedAudioDuration() < aAmpleAudioUSecs) { return false; } if (!mAudioCaptured) { return true; } DecodedStreamData* stream = mDecoder->GetDecodedStream(); if (stream && stream->mStreamInitialized && !stream->mHaveSentFinishAudio) { if (!stream->mStream->HaveEnoughBuffered(TRACK_AUDIO)) { return false; } stream->mStream->DispatchWhenNotEnoughBuffered(TRACK_AUDIO, GetStateMachineThread(), GetWakeDecoderRunnable()); } return true; } bool MediaDecoderStateMachine::HaveEnoughDecodedVideo() { AssertCurrentThreadInMonitor(); if (static_cast(VideoQueue().GetSize()) < mAmpleVideoFrames * mPlaybackRate) { return false; } DecodedStreamData* stream = mDecoder->GetDecodedStream(); if (stream && stream->mStreamInitialized && !stream->mHaveSentFinishVideo) { if (!stream->mStream->HaveEnoughBuffered(TRACK_VIDEO)) { return false; } stream->mStream->DispatchWhenNotEnoughBuffered(TRACK_VIDEO, GetStateMachineThread(), GetWakeDecoderRunnable()); } return true; } bool MediaDecoderStateMachine::NeedToDecodeVideo() { AssertCurrentThreadInMonitor(); return IsVideoDecoding() && ((mState == DECODER_STATE_SEEKING && mDecodeToSeekTarget) || (!mMinimizePreroll && !HaveEnoughDecodedVideo())); } void MediaDecoderStateMachine::DecodeVideo() { int64_t currentTime = 0; bool skipToNextKeyFrame = false; { ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor()); NS_ASSERTION(OnDecodeThread(), "Should be on decode thread."); if (mState != DECODER_STATE_DECODING && mState != DECODER_STATE_BUFFERING && mState != DECODER_STATE_SEEKING) { mVideoRequestPending = false; DispatchDecodeTasksIfNeeded(); return; } // 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 (mIsVideoPrerolling && (static_cast(VideoQueue().GetSize()) >= mVideoPrerollFrames * mPlaybackRate)) { mIsVideoPrerolling = 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 && IsVideoDecoding() && ((!mIsAudioPrerolling && IsAudioDecoding() && GetDecodedAudioDuration() < mLowAudioThresholdUsecs * mPlaybackRate) || (!mIsVideoPrerolling && IsVideoDecoding() && // don't skip frame when |clock time| <= |mVideoFrameEndTime| for // we are still in the safe range without underrunning video frames GetClock() > mVideoFrameEndTime && (static_cast(VideoQueue().GetSize()) < LOW_VIDEO_FRAMES * mPlaybackRate))) && !HasLowUndecodedData()) { skipToNextKeyFrame = true; DECODER_LOG("Skipping video decode to the next keyframe"); } currentTime = mState == DECODER_STATE_SEEKING ? 0 : GetMediaTime(); // 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. mVideoDecodeStartTime = TimeStamp::Now(); } mReader->RequestVideoData(skipToNextKeyFrame, currentTime); } bool MediaDecoderStateMachine::NeedToDecodeAudio() { AssertCurrentThreadInMonitor(); return IsAudioDecoding() && ((mState == DECODER_STATE_SEEKING && mDecodeToSeekTarget) || (!mMinimizePreroll && !HaveEnoughDecodedAudio(mAmpleAudioThresholdUsecs * mPlaybackRate) && (mState != DECODER_STATE_SEEKING || mDecodeToSeekTarget))); } void MediaDecoderStateMachine::DecodeAudio() { { ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor()); NS_ASSERTION(OnDecodeThread(), "Should be on decode thread."); if (mState != DECODER_STATE_DECODING && mState != DECODER_STATE_BUFFERING && mState != DECODER_STATE_SEEKING) { mAudioRequestPending = false; DispatchDecodeTasksIfNeeded(); mon.NotifyAll(); return; } // 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 (mIsAudioPrerolling && GetDecodedAudioDuration() >= mAudioPrerollUsecs * mPlaybackRate) { mIsAudioPrerolling = false; } } mReader->RequestAudioData(); } bool MediaDecoderStateMachine::IsAudioSeekComplete() { AssertCurrentThreadInMonitor(); SAMPLE_LOG("IsAudioSeekComplete() curTarVal=%d mAudDis=%d aqFin=%d aqSz=%d", mCurrentSeekTarget.IsValid(), mDropAudioUntilNextDiscontinuity, AudioQueue().IsFinished(), AudioQueue().GetSize()); return !HasAudio() || (mCurrentSeekTarget.IsValid() && !mDropAudioUntilNextDiscontinuity && (AudioQueue().IsFinished() || AudioQueue().GetSize() > 0)); } bool MediaDecoderStateMachine::IsVideoSeekComplete() { AssertCurrentThreadInMonitor(); SAMPLE_LOG("IsVideoSeekComplete() curTarVal=%d mVidDis=%d vqFin=%d vqSz=%d", mCurrentSeekTarget.IsValid(), mDropVideoUntilNextDiscontinuity, VideoQueue().IsFinished(), VideoQueue().GetSize()); return !HasVideo() || (mCurrentSeekTarget.IsValid() && !mDropVideoUntilNextDiscontinuity && (VideoQueue().IsFinished() || VideoQueue().GetSize() > 0)); } void MediaDecoderStateMachine::OnAudioEOS() { ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor()); SAMPLE_LOG("OnAudioEOS"); mAudioRequestPending = false; AudioQueue().Finish(); switch (mState) { case DECODER_STATE_DECODING_METADATA: { MaybeFinishDecodeMetadata(); return; } case DECODER_STATE_BUFFERING: case DECODER_STATE_DECODING: { CheckIfDecodeComplete(); SendStreamData(); // The ready state can change when we've decoded data, so update the // ready state, so that DOM events can fire. UpdateReadyState(); mDecoder->GetReentrantMonitor().NotifyAll(); return; } case DECODER_STATE_SEEKING: { if (!mCurrentSeekTarget.IsValid()) { // We've received an EOS from a previous decode. Discard it. return; } mDropAudioUntilNextDiscontinuity = false; CheckIfSeekComplete(); return; } default: { // Ignore other cases. return; } } } void MediaDecoderStateMachine::OnAudioDecoded(AudioData* aAudioSample) { ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor()); nsAutoPtr audio(aAudioSample); MOZ_ASSERT(audio); mAudioRequestPending = false; SAMPLE_LOG("OnAudioDecoded [%lld,%lld] disc=%d", (audio ? audio->mTime : -1), (audio ? audio->GetEndTime() : -1), (audio ? audio->mDiscontinuity : 0)); switch (mState) { case DECODER_STATE_DECODING_METADATA: { Push(audio.forget()); MaybeFinishDecodeMetadata(); return; } case DECODER_STATE_BUFFERING: case DECODER_STATE_DECODING: { // In buffering and decoding state, we simply enqueue samples. Push(audio.forget()); return; } case DECODER_STATE_SEEKING: { if (!mCurrentSeekTarget.IsValid()) { // We've received a sample from a previous decode. Discard it. return; } if (audio->mDiscontinuity) { mDropAudioUntilNextDiscontinuity = false; } if (!mDropAudioUntilNextDiscontinuity) { // We must be after the discontinuity; we're receiving samples // at or after the seek target. if (mCurrentSeekTarget.mType == SeekTarget::PrevSyncPoint && mCurrentSeekTarget.mTime > mCurrentTimeBeforeSeek && audio->mTime < mCurrentTimeBeforeSeek) { // We are doing a fastSeek, but we ended up *before* the previous // playback position. This is surprising UX, so switch to an accurate // seek and decode to the seek target. This is not conformant to the // spec, fastSeek should always be fast, but until we get the time to // change all Readers to seek to the keyframe after the currentTime // in this case, we'll just decode forward. Bug 1026330. mCurrentSeekTarget.mType = SeekTarget::Accurate; } if (mCurrentSeekTarget.mType == SeekTarget::PrevSyncPoint) { // Non-precise seek; we can stop the seek at the first sample. AudioQueue().Push(audio.forget()); } else { // We're doing an accurate seek. We must discard // MediaData up to the one containing exact seek target. if (NS_FAILED(DropAudioUpToSeekTarget(audio.forget()))) { DecodeError(); return; } } } CheckIfSeekComplete(); return; } default: { // Ignore other cases. return; } } } void MediaDecoderStateMachine::Push(AudioData* aSample) { MOZ_ASSERT(aSample); // TODO: Send aSample to MSG and recalculate readystate before pushing, // otherwise AdvanceFrame may pop the sample before we have a chance // to reach playing. AudioQueue().Push(aSample); if (mState > DECODER_STATE_DECODING_METADATA) { SendStreamData(); // The ready state can change when we've decoded data, so update the // ready state, so that DOM events can fire. UpdateReadyState(); DispatchDecodeTasksIfNeeded(); mDecoder->GetReentrantMonitor().NotifyAll(); } } void MediaDecoderStateMachine::Push(VideoData* aSample) { MOZ_ASSERT(aSample); // TODO: Send aSample to MSG and recalculate readystate before pushing, // otherwise AdvanceFrame may pop the sample before we have a chance // to reach playing. VideoQueue().Push(aSample); if (mState > DECODER_STATE_DECODING_METADATA) { SendStreamData(); // The ready state can change when we've decoded data, so update the // ready state, so that DOM events can fire. UpdateReadyState(); DispatchDecodeTasksIfNeeded(); mDecoder->GetReentrantMonitor().NotifyAll(); } } void MediaDecoderStateMachine::OnDecodeError() { ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor()); DecodeError(); } void MediaDecoderStateMachine::MaybeFinishDecodeMetadata() { AssertCurrentThreadInMonitor(); if ((IsAudioDecoding() && AudioQueue().GetSize() == 0) || (IsVideoDecoding() && VideoQueue().GetSize() == 0)) { return; } if (NS_FAILED(FinishDecodeMetadata())) { DecodeError(); } } void MediaDecoderStateMachine::OnVideoEOS() { ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor()); SAMPLE_LOG("OnVideoEOS"); mVideoRequestPending = false; switch (mState) { case DECODER_STATE_DECODING_METADATA: { VideoQueue().Finish(); MaybeFinishDecodeMetadata(); return; } case DECODER_STATE_BUFFERING: case DECODER_STATE_DECODING: { VideoQueue().Finish(); CheckIfDecodeComplete(); SendStreamData(); // The ready state can change when we've decoded data, so update the // ready state, so that DOM events can fire. UpdateReadyState(); mDecoder->GetReentrantMonitor().NotifyAll(); return; } case DECODER_STATE_SEEKING: { if (!mCurrentSeekTarget.IsValid()) { // We've received a sample from a previous decode. Discard it. return; } // Null sample. Hit end of stream. If we have decoded a frame, // insert it into the queue so that we have something to display. if (mFirstVideoFrameAfterSeek) { VideoQueue().Push(mFirstVideoFrameAfterSeek.forget()); } VideoQueue().Finish(); mDropVideoUntilNextDiscontinuity = false; CheckIfSeekComplete(); return; } default: { // Ignore other cases. return; } } } void MediaDecoderStateMachine::OnVideoDecoded(VideoData* aVideoSample) { ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor()); nsAutoPtr video(aVideoSample); mVideoRequestPending = false; SAMPLE_LOG("OnVideoDecoded [%lld,%lld] disc=%d", (video ? video->mTime : -1), (video ? video->GetEndTime() : -1), (video ? video->mDiscontinuity : 0)); switch (mState) { case DECODER_STATE_DECODING_METADATA: { Push(video.forget()); MaybeFinishDecodeMetadata(); return; } case DECODER_STATE_BUFFERING: case DECODER_STATE_DECODING: { Push(video.forget()); // If the requested video sample was slow to arrive, increase the // amount of audio we buffer to ensure that we don't run out of audio. // TODO: Detect when we're truly async, and don't do this if so, as // it's not necessary. TimeDuration decodeTime = TimeStamp::Now() - mVideoDecodeStartTime; if (THRESHOLD_FACTOR * DurationToUsecs(decodeTime) > mLowAudioThresholdUsecs && !HasLowUndecodedData()) { mLowAudioThresholdUsecs = std::min(THRESHOLD_FACTOR * DurationToUsecs(decodeTime), AMPLE_AUDIO_USECS); mAmpleAudioThresholdUsecs = std::max(THRESHOLD_FACTOR * mLowAudioThresholdUsecs, mAmpleAudioThresholdUsecs); DECODER_LOG("Slow video decode, set mLowAudioThresholdUsecs=%lld mAmpleAudioThresholdUsecs=%lld", mLowAudioThresholdUsecs, mAmpleAudioThresholdUsecs); } return; } case DECODER_STATE_SEEKING: { if (!mCurrentSeekTarget.IsValid()) { // We've received a sample from a previous decode. Discard it. return; } if (mDropVideoUntilNextDiscontinuity) { if (video->mDiscontinuity) { mDropVideoUntilNextDiscontinuity = false; } } if (!mDropVideoUntilNextDiscontinuity) { // We must be after the discontinuity; we're receiving samples // at or after the seek target. if (mCurrentSeekTarget.mType == SeekTarget::PrevSyncPoint && mCurrentSeekTarget.mTime > mCurrentTimeBeforeSeek && video->mTime < mCurrentTimeBeforeSeek) { // We are doing a fastSeek, but we ended up *before* the previous // playback position. This is surprising UX, so switch to an accurate // seek and decode to the seek target. This is not conformant to the // spec, fastSeek should always be fast, but until we get the time to // change all Readers to seek to the keyframe after the currentTime // in this case, we'll just decode forward. Bug 1026330. mCurrentSeekTarget.mType = SeekTarget::Accurate; } if (mCurrentSeekTarget.mType == SeekTarget::PrevSyncPoint) { // Non-precise seek; we can stop the seek at the first sample. VideoQueue().Push(video.forget()); } else { // We're doing an accurate seek. We still need to discard // MediaData up to the one containing exact seek target. if (NS_FAILED(DropVideoUpToSeekTarget(video.forget()))) { DecodeError(); return; } } } CheckIfSeekComplete(); return; } default: { // Ignore other cases. return; } } } void MediaDecoderStateMachine::CheckIfSeekComplete() { AssertCurrentThreadInMonitor(); const bool videoSeekComplete = IsVideoSeekComplete(); if (HasVideo() && !videoSeekComplete) { // We haven't reached the target. Ensure we have requested another sample. if (NS_FAILED(EnsureVideoDecodeTaskQueued())) { DECODER_WARN("Failed to request video during seek"); DecodeError(); } } const bool audioSeekComplete = IsAudioSeekComplete(); if (HasAudio() && !audioSeekComplete) { // We haven't reached the target. Ensure we have requested another sample. if (NS_FAILED(EnsureAudioDecodeTaskQueued())) { DECODER_WARN("Failed to request audio during seek"); DecodeError(); } } SAMPLE_LOG("CheckIfSeekComplete() audioSeekComplete=%d videoSeekComplete=%d", audioSeekComplete, videoSeekComplete); if (audioSeekComplete && videoSeekComplete) { mDecodeToSeekTarget = false; RefPtr task( NS_NewRunnableMethod(this, &MediaDecoderStateMachine::SeekCompleted)); nsresult rv = mDecodeTaskQueue->Dispatch(task); if (NS_FAILED(rv)) { DecodeError(); } } } bool MediaDecoderStateMachine::IsAudioDecoding() { AssertCurrentThreadInMonitor(); return HasAudio() && !AudioQueue().IsFinished(); } bool MediaDecoderStateMachine::IsVideoDecoding() { AssertCurrentThreadInMonitor(); return HasVideo() && !VideoQueue().IsFinished(); } void MediaDecoderStateMachine::CheckIfDecodeComplete() { AssertCurrentThreadInMonitor(); if (mState == DECODER_STATE_SHUTDOWN || mState == DECODER_STATE_SEEKING || mState == DECODER_STATE_COMPLETED) { // Don't change our state if we've already been shutdown, or we're seeking, // since we don't want to abort the shutdown or seek processes. return; } if (!IsVideoDecoding() && !IsAudioDecoding()) { // We've finished decoding all active streams, // so move to COMPLETED state. SetState(DECODER_STATE_COMPLETED); DispatchDecodeTasksIfNeeded(); ScheduleStateMachine(); } DECODER_LOG("CheckIfDecodeComplete %scompleted", ((mState == DECODER_STATE_COMPLETED) ? "" : "NOT ")); } bool MediaDecoderStateMachine::IsPlaying() { AssertCurrentThreadInMonitor(); return !mPlayStartTime.IsNull(); } nsresult MediaDecoderStateMachine::Init(MediaDecoderStateMachine* aCloneDonor) { MOZ_ASSERT(NS_IsMainThread()); RefPtr decodePool(GetMediaDecodeThreadPool()); NS_ENSURE_TRUE(decodePool, NS_ERROR_FAILURE); mDecodeTaskQueue = new MediaTaskQueue(decodePool.forget()); NS_ENSURE_TRUE(mDecodeTaskQueue, NS_ERROR_FAILURE); MediaDecoderReader* cloneReader = nullptr; if (aCloneDonor) { cloneReader = aCloneDonor->mReader; } nsresult rv = mScheduler->Init(); NS_ENSURE_SUCCESS(rv, rv); // Note: This creates a cycle, broken in shutdown. mMediaDecodedListener = new MediaDataDecodedListener(this, mDecodeTaskQueue); mReader->SetCallback(mMediaDecodedListener); mReader->SetTaskQueue(mDecodeTaskQueue); rv = mReader->Init(cloneReader); NS_ENSURE_SUCCESS(rv, rv); return NS_OK; } void MediaDecoderStateMachine::StopPlayback() { DECODER_LOG("StopPlayback()"); AssertCurrentThreadInMonitor(); mDecoder->NotifyPlaybackStopped(); if (IsPlaying()) { mPlayDuration = GetClock() - mStartTime; SetPlayStartTime(TimeStamp()); } // Notify the audio sink, 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()"); mDecoder->UpdateStreamBlockingForStateMachinePlaying(); DispatchDecodeTasksIfNeeded(); } void MediaDecoderStateMachine::SetSyncPointForMediaStream() { AssertCurrentThreadInMonitor(); DecodedStreamData* stream = mDecoder->GetDecodedStream(); if (!stream) { return; } mSyncPointInMediaStream = stream->GetLastOutputTime(); mSyncPointInDecodedStream = mStartTime + mPlayDuration; } int64_t MediaDecoderStateMachine::GetCurrentTimeViaMediaStreamSync() { AssertCurrentThreadInMonitor(); NS_ASSERTION(mSyncPointInDecodedStream >= 0, "Should have set up sync point"); DecodedStreamData* stream = mDecoder->GetDecodedStream(); int64_t streamDelta = stream->GetLastOutputTime() - mSyncPointInMediaStream; return mSyncPointInDecodedStream + streamDelta; } void MediaDecoderStateMachine::StartPlayback() { DECODER_LOG("StartPlayback()"); NS_ASSERTION(!IsPlaying(), "Shouldn't be playing when StartPlayback() is called"); AssertCurrentThreadInMonitor(); if (mDecoder->CheckDecoderCanOffloadAudio()) { DECODER_LOG("Offloading playback"); return; } mDecoder->NotifyPlaybackStarted(); SetPlayStartTime(TimeStamp::Now()); NS_ASSERTION(IsPlaying(), "Should report playing by end of StartPlayback()"); nsresult rv = StartAudioThread(); NS_ENSURE_SUCCESS_VOID(rv); mDecoder->GetReentrantMonitor().NotifyAll(); mDecoder->UpdateStreamBlockingForStateMachinePlaying(); DispatchDecodeTasksIfNeeded(); } void MediaDecoderStateMachine::UpdatePlaybackPositionInternal(int64_t aTime) { SAMPLE_LOG("UpdatePlaybackPositionInternal(%lld) (mStartTime=%lld)", aTime, mStartTime); NS_ASSERTION(OnStateMachineThread() || OnDecodeThread(), "Should be on state machine thread."); AssertCurrentThreadInMonitor(); 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, &MediaDecoder::DurationChanged); NS_DispatchToMainThread(event); } } void MediaDecoderStateMachine::UpdatePlaybackPosition(int64_t aTime) { UpdatePlaybackPositionInternal(aTime); bool fragmentEnded = mFragmentEndTime >= 0 && GetMediaTime() >= mFragmentEndTime; if (!mPositionChangeQueued || fragmentEnded) { mPositionChangeQueued = true; nsCOMPtr event = NS_NewRunnableMethod(mDecoder, &MediaDecoder::PlaybackPositionChanged); NS_DispatchToMainThread(event); } mMetadataManager.DispatchMetadataIfNeeded(mDecoder, aTime); if (fragmentEnded) { StopPlayback(); } } void MediaDecoderStateMachine::ClearPositionChangeFlag() { NS_ASSERTION(NS_IsMainThread(), "Should be on main thread."); AssertCurrentThreadInMonitor(); mPositionChangeQueued = false; } MediaDecoderOwner::NextFrameStatus MediaDecoderStateMachine::GetNextFrameStatus() { ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor()); if (IsBuffering()) { return MediaDecoderOwner::NEXT_FRAME_UNAVAILABLE_BUFFERING; } else if (IsSeeking()) { return MediaDecoderOwner::NEXT_FRAME_UNAVAILABLE_SEEKING; } else if (HaveNextFrameData()) { return MediaDecoderOwner::NEXT_FRAME_AVAILABLE; } return MediaDecoderOwner::NEXT_FRAME_UNAVAILABLE; } static const char* const gMachineStateStr[] = { "NONE", "DECODING_METADATA", "WAIT_FOR_RESOURCES", "DORMANT", "DECODING", "SEEKING", "BUFFERING", "COMPLETED", "SHUTDOWN" }; void MediaDecoderStateMachine::SetState(State aState) { AssertCurrentThreadInMonitor(); if (mState == aState) { return; } DECODER_LOG("Change machine state from %s to %s", gMachineStateStr[mState], gMachineStateStr[aState]); mState = aState; } void MediaDecoderStateMachine::SetVolume(double volume) { NS_ASSERTION(NS_IsMainThread(), "Should be on main thread."); ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor()); mVolume = volume; if (mAudioSink) { mAudioSink->SetVolume(mVolume); } } void MediaDecoderStateMachine::SetAudioCaptured(bool aCaptured) { NS_ASSERTION(NS_IsMainThread(), "Should be on main thread."); ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor()); if (!mAudioCaptured && aCaptured && !mStopAudioThread) { // Make sure the state machine runs as soon as possible. That will // stop the audio sink. // If mStopAudioThread is true then we're already stopping the audio sink // and since we set mAudioCaptured to true, nothing can start it again. ScheduleStateMachine(); } mAudioCaptured = aCaptured; } double MediaDecoderStateMachine::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); } int64_t MediaDecoderStateMachine::GetDuration() { AssertCurrentThreadInMonitor(); if (mEndTime == -1 || mStartTime == -1) return -1; return mEndTime - mStartTime; } void MediaDecoderStateMachine::SetDuration(int64_t aDuration) { NS_ASSERTION(NS_IsMainThread() || OnDecodeThread(), "Should be on main or decode thread."); AssertCurrentThreadInMonitor(); if (aDuration == -1) { return; } if (mStartTime != -1) { mEndTime = mStartTime + aDuration; } else { mStartTime = 0; mEndTime = aDuration; } } void MediaDecoderStateMachine::UpdateEstimatedDuration(int64_t aDuration) { AssertCurrentThreadInMonitor(); int64_t duration = GetDuration(); if (aDuration != duration && std::abs(aDuration - duration) > ESTIMATED_DURATION_FUZZ_FACTOR_USECS) { SetDuration(aDuration); nsCOMPtr event = NS_NewRunnableMethod(mDecoder, &MediaDecoder::DurationChanged); NS_DispatchToMainThread(event); } } void MediaDecoderStateMachine::SetMediaEndTime(int64_t aEndTime) { NS_ASSERTION(OnDecodeThread(), "Should be on decode thread"); AssertCurrentThreadInMonitor(); mEndTime = aEndTime; } void MediaDecoderStateMachine::SetFragmentEndTime(int64_t aEndTime) { AssertCurrentThreadInMonitor(); mFragmentEndTime = aEndTime < 0 ? aEndTime : aEndTime + mStartTime; } bool MediaDecoderStateMachine::IsDormantNeeded() { return mReader->IsDormantNeeded(); } void MediaDecoderStateMachine::SetDormant(bool aDormant) { NS_ASSERTION(NS_IsMainThread(), "Should be on main thread."); AssertCurrentThreadInMonitor(); if (!mReader) { return; } DECODER_LOG("SetDormant=%d", aDormant); if (aDormant) { ScheduleStateMachine(); SetState(DECODER_STATE_DORMANT); mDecoder->GetReentrantMonitor().NotifyAll(); } else if ((aDormant != true) && (mState == DECODER_STATE_DORMANT)) { mDecodingFrozenAtStateMetadata = true; mDecodingFrozenAtStateDecoding = true; ScheduleStateMachine(); mCurrentFrameTime = 0; SetState(DECODER_STATE_DECODING_NONE); mDecoder->GetReentrantMonitor().NotifyAll(); } } void MediaDecoderStateMachine::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. DECODER_LOG("Changed state to SHUTDOWN"); SetState(DECODER_STATE_SHUTDOWN); mScheduler->ScheduleAndShutdown(); if (mAudioSink) { mAudioSink->PrepareToShutdown(); } mDecoder->GetReentrantMonitor().NotifyAll(); } void MediaDecoderStateMachine::StartDecoding() { NS_ASSERTION(OnStateMachineThread() || OnDecodeThread(), "Should be on state machine or decode thread."); ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor()); if (mState == DECODER_STATE_DECODING) { return; } SetState(DECODER_STATE_DECODING); mDecodeStartTime = TimeStamp::Now(); CheckIfDecodeComplete(); if (mState == DECODER_STATE_COMPLETED) { return; } // Reset other state to pristine values before starting decode. mIsAudioPrerolling = true; mIsVideoPrerolling = true; // Ensure that we've got tasks enqueued to decode data if we need to. DispatchDecodeTasksIfNeeded(); ScheduleStateMachine(); } void MediaDecoderStateMachine::StartWaitForResources() { NS_ASSERTION(OnStateMachineThread() || OnDecodeThread(), "Should be on state machine or decode thread."); AssertCurrentThreadInMonitor(); SetState(DECODER_STATE_WAIT_FOR_RESOURCES); DECODER_LOG("StartWaitForResources"); } void MediaDecoderStateMachine::NotifyWaitingForResourcesStatusChanged() { AssertCurrentThreadInMonitor(); DECODER_LOG("NotifyWaitingForResourcesStatusChanged"); RefPtr task( NS_NewRunnableMethod(this, &MediaDecoderStateMachine::DoNotifyWaitingForResourcesStatusChanged)); mDecodeTaskQueue->Dispatch(task); } void MediaDecoderStateMachine::DoNotifyWaitingForResourcesStatusChanged() { NS_ASSERTION(OnDecodeThread(), "Should be on decode thread."); ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor()); if (mState != DECODER_STATE_WAIT_FOR_RESOURCES) { return; } DECODER_LOG("DoNotifyWaitingForResourcesStatusChanged"); // The reader is no longer waiting for resources (say a hardware decoder), // we can now proceed to decode metadata. SetState(DECODER_STATE_DECODING_NONE); ScheduleStateMachine(); } void MediaDecoderStateMachine::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) { DECODER_LOG("Changed state from BUFFERING to DECODING"); SetState(DECODER_STATE_DECODING); mDecodeStartTime = TimeStamp::Now(); } if (mDecodingFrozenAtStateDecoding) { mDecodingFrozenAtStateDecoding = false; DispatchDecodeTasksIfNeeded(); } // Once we start playing, we don't want to minimize our prerolling, as we // assume the user is likely to want to keep playing in future. mMinimizePreroll = false; ScheduleStateMachine(); } void MediaDecoderStateMachine::ResetPlayback() { AssertCurrentThreadInMonitor(); MOZ_ASSERT(mState == DECODER_STATE_SEEKING || mState == DECODER_STATE_SHUTDOWN || mState == DECODER_STATE_DORMANT); // Audio thread should've been stopped at the moment. Otherwise, AudioSink // might be accessing AudioQueue outside of the decoder monitor while we // are clearing the queue and causes crash for no samples to be popped. MOZ_ASSERT(!mAudioSink); mVideoFrameEndTime = -1; mAudioStartTime = -1; mAudioEndTime = -1; mAudioCompleted = false; AudioQueue().Reset(); VideoQueue().Reset(); mFirstVideoFrameAfterSeek = nullptr; mDropAudioUntilNextDiscontinuity = true; mDropVideoUntilNextDiscontinuity = true; } void MediaDecoderStateMachine::NotifyDataArrived(const char* aBuffer, uint32_t aLength, int64_t 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. nsRefPtr buffered = new dom::TimeRanges(); if (mDecoder->IsInfinite() && NS_SUCCEEDED(mDecoder->GetBuffered(buffered))) { uint32_t length = 0; buffered->GetLength(&length); if (length) { double end = 0; buffered->End(length - 1, &end); ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor()); mEndTime = std::max(mEndTime, end * USECS_PER_S); } } } void MediaDecoderStateMachine::Seek(const SeekTarget& aTarget) { NS_ASSERTION(NS_IsMainThread(), "Should be on main thread."); ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor()); mDecodingFrozenAtStateDecoding = false; if (mState == DECODER_STATE_SHUTDOWN) { return; } // We need to be able to seek both at a transport level and at a media level // to seek. if (!mDecoder->IsMediaSeekable()) { DECODER_WARN("Seek() function should not be called on a non-seekable state machine"); return; } // MediaDecoder::mPlayState should be SEEKING while we seek, and // in that case MediaDecoder 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"); // 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"); int64_t seekTime = aTarget.mTime + mStartTime; seekTime = std::min(seekTime, mEndTime); seekTime = std::max(mStartTime, seekTime); NS_ASSERTION(seekTime >= mStartTime && seekTime <= mEndTime, "Can only seek in range [0,duration]"); mSeekTarget = SeekTarget(seekTime, aTarget.mType); DECODER_LOG("Changed state to SEEKING (to %lld)", mSeekTarget.mTime); SetState(DECODER_STATE_SEEKING); if (mDecoder->GetDecodedStream()) { mDecoder->RecreateDecodedStream(seekTime - mStartTime); } ScheduleStateMachine(); } void MediaDecoderStateMachine::StopAudioThread() { NS_ASSERTION(OnDecodeThread() || OnStateMachineThread(), "Should be on decode thread or state machine thread"); AssertCurrentThreadInMonitor(); if (mStopAudioThread) { // Audio sink is being stopped in another thread. Wait until finished. while (mAudioSink) { mDecoder->GetReentrantMonitor().Wait(); } return; } mStopAudioThread = true; // Wake up audio sink so that it can reach the finish line. mDecoder->GetReentrantMonitor().NotifyAll(); if (mAudioSink) { DECODER_LOG("Shutdown audio thread"); mAudioSink->PrepareToShutdown(); { ReentrantMonitorAutoExit exitMon(mDecoder->GetReentrantMonitor()); mAudioSink->Shutdown(); } mAudioSink = nullptr; // Now that the audio sink is dead, try sending data to our MediaStream(s). // That may have been waiting for the audio thread to stop. SendStreamData(); } // Wake up those waiting for audio sink to finish. mDecoder->GetReentrantMonitor().NotifyAll(); } nsresult MediaDecoderStateMachine::EnqueueDecodeMetadataTask() { AssertCurrentThreadInMonitor(); MOZ_ASSERT(mState == DECODER_STATE_DECODING_METADATA); RefPtr task( NS_NewRunnableMethod(this, &MediaDecoderStateMachine::CallDecodeMetadata)); nsresult rv = mDecodeTaskQueue->Dispatch(task); NS_ENSURE_SUCCESS(rv, rv); return NS_OK; } void MediaDecoderStateMachine::SetReaderIdle() { #ifdef PR_LOGGING { ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor()); DECODER_LOG("SetReaderIdle() audioQueue=%lld videoQueue=%lld", GetDecodedAudioDuration(), VideoQueue().Duration()); } #endif MOZ_ASSERT(OnDecodeThread()); mReader->SetIdle(); } void MediaDecoderStateMachine::DispatchDecodeTasksIfNeeded() { AssertCurrentThreadInMonitor(); if (mState != DECODER_STATE_DECODING && mState != DECODER_STATE_BUFFERING && mState != DECODER_STATE_SEEKING) { return; } if (mState == DECODER_STATE_DECODING && mDecodingFrozenAtStateDecoding) { DECODER_LOG("DispatchDecodeTasksIfNeeded return due to " "mFreezeDecodingAtStateDecoding"); return; } // NeedToDecodeAudio() can go from false to true while we hold the // monitor, but it can't go from true to false. This can happen because // NeedToDecodeAudio() takes into account the amount of decoded audio // that's been written to the AudioStream but not played yet. So if we // were calling NeedToDecodeAudio() twice and we thread-context switch // between the calls, audio can play, which can affect the return value // of NeedToDecodeAudio() giving inconsistent results. So we cache the // value returned by NeedToDecodeAudio(), and make decisions // based on the cached value. If NeedToDecodeAudio() has // returned false, and then subsequently returns true and we're not // playing, it will probably be OK since we don't need to consume data // anyway. const bool needToDecodeAudio = NeedToDecodeAudio(); const bool needToDecodeVideo = NeedToDecodeVideo(); // If we're in completed state, we should not need to decode anything else. MOZ_ASSERT(mState != DECODER_STATE_COMPLETED || (!needToDecodeAudio && !needToDecodeVideo)); bool needIdle = !mDecoder->IsLogicallyPlaying() && mState != DECODER_STATE_SEEKING && !needToDecodeAudio && !needToDecodeVideo && !IsPlaying(); if (needToDecodeAudio) { EnsureAudioDecodeTaskQueued(); } if (needToDecodeVideo) { EnsureVideoDecodeTaskQueued(); } SAMPLE_LOG("DispatchDecodeTasksIfNeeded needAudio=%d dispAudio=%d needVideo=%d dispVid=%d needIdle=%d", needToDecodeAudio, mAudioRequestPending, needToDecodeVideo, mVideoRequestPending, needIdle); if (needIdle) { RefPtr event = NS_NewRunnableMethod( this, &MediaDecoderStateMachine::SetReaderIdle); nsresult rv = mDecodeTaskQueue->Dispatch(event.forget()); if (NS_FAILED(rv) && mState != DECODER_STATE_SHUTDOWN) { DECODER_WARN("Failed to dispatch event to set decoder idle state"); } } } nsresult MediaDecoderStateMachine::EnqueueDecodeSeekTask() { NS_ASSERTION(OnStateMachineThread() || OnDecodeThread(), "Should be on state machine or decode thread."); AssertCurrentThreadInMonitor(); if (mState != DECODER_STATE_SEEKING || !mSeekTarget.IsValid() || mCurrentSeekTarget.IsValid()) { return NS_OK; } mCurrentSeekTarget = mSeekTarget; mSeekTarget.Reset(); mDropAudioUntilNextDiscontinuity = HasAudio(); mDropVideoUntilNextDiscontinuity = HasVideo(); RefPtr task( NS_NewRunnableMethod(this, &MediaDecoderStateMachine::DecodeSeek)); nsresult rv = mDecodeTaskQueue->Dispatch(task); if (NS_FAILED(rv)) { DECODER_WARN("Dispatch DecodeSeek task failed."); mCurrentSeekTarget.Reset(); DecodeError(); } return rv; } nsresult MediaDecoderStateMachine::DispatchAudioDecodeTaskIfNeeded() { ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor()); NS_ASSERTION(OnStateMachineThread() || OnDecodeThread(), "Should be on state machine or decode thread."); if (NeedToDecodeAudio()) { return EnsureAudioDecodeTaskQueued(); } return NS_OK; } nsresult MediaDecoderStateMachine::EnsureAudioDecodeTaskQueued() { AssertCurrentThreadInMonitor(); NS_ASSERTION(OnStateMachineThread() || OnDecodeThread(), "Should be on state machine or decode thread."); SAMPLE_LOG("EnsureAudioDecodeTaskQueued isDecoding=%d dispatched=%d", IsAudioDecoding(), mAudioRequestPending); if (mState >= DECODER_STATE_COMPLETED) { return NS_OK; } MOZ_ASSERT(mState > DECODER_STATE_DECODING_METADATA); if (IsAudioDecoding() && !mAudioRequestPending) { RefPtr task( NS_NewRunnableMethod(this, &MediaDecoderStateMachine::DecodeAudio)); nsresult rv = mDecodeTaskQueue->Dispatch(task); if (NS_SUCCEEDED(rv)) { mAudioRequestPending = true; } else { DECODER_WARN("Failed to dispatch task to decode audio"); } } return NS_OK; } nsresult MediaDecoderStateMachine::DispatchVideoDecodeTaskIfNeeded() { ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor()); NS_ASSERTION(OnStateMachineThread() || OnDecodeThread(), "Should be on state machine or decode thread."); if (NeedToDecodeVideo()) { return EnsureVideoDecodeTaskQueued(); } return NS_OK; } nsresult MediaDecoderStateMachine::EnsureVideoDecodeTaskQueued() { AssertCurrentThreadInMonitor(); SAMPLE_LOG("EnsureVideoDecodeTaskQueued isDecoding=%d dispatched=%d", IsVideoDecoding(), mVideoRequestPending); NS_ASSERTION(OnStateMachineThread() || OnDecodeThread(), "Should be on state machine or decode thread."); if (mState >= DECODER_STATE_COMPLETED) { return NS_OK; } MOZ_ASSERT(mState > DECODER_STATE_DECODING_METADATA); if (IsVideoDecoding() && !mVideoRequestPending) { RefPtr task( NS_NewRunnableMethod(this, &MediaDecoderStateMachine::DecodeVideo)); nsresult rv = mDecodeTaskQueue->Dispatch(task); if (NS_SUCCEEDED(rv)) { mVideoRequestPending = true; } else { DECODER_WARN("Failed to dispatch task to decode video"); } } return NS_OK; } nsresult MediaDecoderStateMachine::StartAudioThread() { NS_ASSERTION(OnStateMachineThread() || OnDecodeThread(), "Should be on state machine or decode thread."); AssertCurrentThreadInMonitor(); if (mAudioCaptured) { NS_ASSERTION(mStopAudioThread, "mStopAudioThread must always be true if audio is captured"); return NS_OK; } mStopAudioThread = false; if (HasAudio() && !mAudioSink) { mAudioCompleted = false; mAudioSink = new AudioSink(this, mAudioStartTime, mInfo.mAudio, mDecoder->GetAudioChannel()); // OnAudioSinkError() will be called before Init() returns if an error // occurs during initialization. nsresult rv = mAudioSink->Init(); NS_ENSURE_SUCCESS(rv, rv); mAudioSink->SetVolume(mVolume); mAudioSink->SetPlaybackRate(mPlaybackRate); mAudioSink->SetPreservesPitch(mPreservesPitch); } return NS_OK; } int64_t MediaDecoderStateMachine::AudioDecodedUsecs() { 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. int64_t pushed = (mAudioEndTime != -1) ? (mAudioEndTime - GetMediaTime()) : 0; return pushed + AudioQueue().Duration(); } bool MediaDecoderStateMachine::HasLowDecodedData(int64_t aAudioUsecs) { AssertCurrentThreadInMonitor(); // 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 low on video frames, provided // we've not decoded to the end of the video stream. return ((IsAudioDecoding() && AudioDecodedUsecs() < aAudioUsecs) || (IsVideoDecoding() && static_cast(VideoQueue().GetSize()) < LOW_VIDEO_FRAMES)); } bool MediaDecoderStateMachine::HasLowUndecodedData() { return HasLowUndecodedData(mLowDataThresholdUsecs); } bool MediaDecoderStateMachine::HasLowUndecodedData(double aUsecs) { AssertCurrentThreadInMonitor(); NS_ASSERTION(mState > DECODER_STATE_DECODING_METADATA, "Must have loaded metadata for GetBuffered() to work"); bool reliable; double bytesPerSecond = mDecoder->ComputePlaybackRate(&reliable); if (!reliable) { // Default to assuming we have enough return false; } MediaResource* stream = mDecoder->GetResource(); int64_t currentPos = stream->Tell(); int64_t requiredPos = currentPos + int64_t((aUsecs/1000000.0)*bytesPerSecond); int64_t length = stream->GetLength(); if (length >= 0) { requiredPos = std::min(requiredPos, length); } return stream->GetCachedDataEnd(currentPos) < requiredPos; } void MediaDecoderStateMachine::DecodeError() { AssertCurrentThreadInMonitor(); NS_ASSERTION(OnDecodeThread(), "Should be on decode thread."); if (mState == DECODER_STATE_SHUTDOWN) { // Already shutdown. return; } // Change state to shutdown before sending error report to MediaDecoder // and the HTMLMediaElement, so that our pipeline can start exiting // cleanly during the sync dispatch below. DECODER_WARN("Decode error, changed state to SHUTDOWN due to error"); SetState(DECODER_STATE_SHUTDOWN); mScheduler->ScheduleAndShutdown(); mDecoder->GetReentrantMonitor().NotifyAll(); // 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. { nsCOMPtr event = NS_NewRunnableMethod(mDecoder, &MediaDecoder::DecodeError); ReentrantMonitorAutoExit exitMon(mDecoder->GetReentrantMonitor()); NS_DispatchToMainThread(event, NS_DISPATCH_SYNC); } } void MediaDecoderStateMachine::CallDecodeMetadata() { ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor()); if (mState != DECODER_STATE_DECODING_METADATA) { return; } if (NS_FAILED(DecodeMetadata())) { DECODER_WARN("Decode metadata failed, shutting down decoder"); DecodeError(); } } nsresult MediaDecoderStateMachine::DecodeMetadata() { AssertCurrentThreadInMonitor(); NS_ASSERTION(OnDecodeThread(), "Should be on decode thread."); MOZ_ASSERT(mState == DECODER_STATE_DECODING_METADATA); DECODER_LOG("Decoding Media Headers"); mReader->PreReadMetadata(); if (mReader->IsWaitingMediaResources()) { StartWaitForResources(); return NS_OK; } nsresult res; MediaInfo info; { ReentrantMonitorAutoExit exitMon(mDecoder->GetReentrantMonitor()); res = mReader->ReadMetadata(&info, getter_Transfers(mMetadataTags)); } if (NS_SUCCEEDED(res)) { if (mState == DECODER_STATE_DECODING_METADATA && mReader->IsWaitingMediaResources()) { // change state to DECODER_STATE_WAIT_FOR_RESOURCES StartWaitForResources(); // affect values only if ReadMetadata succeeds return NS_OK; } } if (NS_SUCCEEDED(res)) { mDecoder->SetMediaSeekable(mReader->IsMediaSeekable()); } mInfo = info; if (NS_FAILED(res) || (!info.HasValidMedia())) { DECODER_WARN("ReadMetadata failed, res=%x HasValidMedia=%d", res, info.HasValidMedia()); return NS_ERROR_FAILURE; } mDecoder->StartProgressUpdates(); mGotDurationFromMetaData = (GetDuration() != -1); if (HasAudio()) { RefPtr decodeTask( NS_NewRunnableMethod(this, &MediaDecoderStateMachine::DispatchAudioDecodeTaskIfNeeded)); AudioQueue().AddPopListener(decodeTask, mDecodeTaskQueue); } if (HasVideo()) { RefPtr decodeTask( NS_NewRunnableMethod(this, &MediaDecoderStateMachine::DispatchVideoDecodeTaskIfNeeded)); VideoQueue().AddPopListener(decodeTask, mDecodeTaskQueue); } if (mScheduler->IsRealTime()) { SetStartTime(0); res = FinishDecodeMetadata(); NS_ENSURE_SUCCESS(res, res); } else if (mDecodingFrozenAtStateMetadata) { SetStartTime(mStartTime); res = FinishDecodeMetadata(); NS_ENSURE_SUCCESS(res, res); } else { if (HasAudio()) { ReentrantMonitorAutoExit unlock(mDecoder->GetReentrantMonitor()); mReader->RequestAudioData(); } if (HasVideo()) { ReentrantMonitorAutoExit unlock(mDecoder->GetReentrantMonitor()); mReader->RequestVideoData(false, 0); } } return NS_OK; } nsresult MediaDecoderStateMachine::FinishDecodeMetadata() { AssertCurrentThreadInMonitor(); NS_ASSERTION(OnDecodeThread(), "Should be on decode thread."); DECODER_LOG("FinishDecodeMetadata"); if (mState == DECODER_STATE_SHUTDOWN) { return NS_ERROR_FAILURE; } if (!mScheduler->IsRealTime() && !mDecodingFrozenAtStateMetadata) { const VideoData* v = VideoQueue().PeekFront(); const AudioData* a = AudioQueue().PeekFront(); SetStartTime(mReader->ComputeStartTime(v, a)); if (VideoQueue().GetSize()) { ReentrantMonitorAutoExit exitMon(mDecoder->GetReentrantMonitor()); RenderVideoFrame(VideoQueue().PeekFront(), TimeStamp::Now()); } } NS_ASSERTION(mStartTime != -1, "Must have start time"); MOZ_ASSERT((!HasVideo() && !HasAudio()) || !(mDecoder->IsMediaSeekable() && mDecoder->IsTransportSeekable()) || mEndTime != -1, "Active seekable media should have end time"); MOZ_ASSERT(!(mDecoder->IsMediaSeekable() && mDecoder->IsTransportSeekable()) || GetDuration() != -1, "Seekable media should have duration"); DECODER_LOG("Media goes from %lld to %lld (duration %lld) " "transportSeekable=%d, mediaSeekable=%d", mStartTime, mEndTime, GetDuration(), mDecoder->IsTransportSeekable(), mDecoder->IsMediaSeekable()); mDecodingFrozenAtStateMetadata = false; if (HasAudio() && !HasVideo()) { // We're playing audio only. We don't need to worry about slow video // decodes causing audio underruns, so don't buffer so much audio in // order to reduce memory usage. mAmpleAudioThresholdUsecs /= NO_VIDEO_AMPLE_AUDIO_DIVISOR; mLowAudioThresholdUsecs /= NO_VIDEO_AMPLE_AUDIO_DIVISOR; } // Inform the element that we've loaded the metadata and the first frame. nsAutoPtr info(new MediaInfo()); *info = mInfo; nsCOMPtr metadataLoadedEvent = new MetadataEventRunner(mDecoder, info.forget(), mMetadataTags.forget()); NS_DispatchToMainThread(metadataLoadedEvent, NS_DISPATCH_NORMAL); if (mState == DECODER_STATE_DECODING_METADATA) { DECODER_LOG("Changed state from DECODING_METADATA to DECODING"); StartDecoding(); } // For very short media the metadata decode can decode the entire media. // So we need to check if this has occurred, else our decode pipeline won't // run (since it doesn't need to) and we won't detect end of stream. CheckIfDecodeComplete(); if ((mState == DECODER_STATE_DECODING || mState == DECODER_STATE_COMPLETED) && mDecoder->GetState() == MediaDecoder::PLAY_STATE_PLAYING && !IsPlaying()) { StartPlayback(); } return NS_OK; } void MediaDecoderStateMachine::DecodeSeek() { ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor()); NS_ASSERTION(OnDecodeThread(), "Should be on decode thread."); if (mState != DECODER_STATE_SEEKING) { return; } // 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. int64_t seekTime = mCurrentSeekTarget.mTime; mDecoder->StopProgressUpdates(); bool currentTimeChanged = false; mCurrentTimeBeforeSeek = GetMediaTime(); if (mCurrentTimeBeforeSeek != 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, &MediaDecoder::SeekingStarted); NS_DispatchToMainThread(startEvent, NS_DISPATCH_SYNC); } if (mState != DECODER_STATE_SEEKING) { // May have shutdown while we released the monitor. return; } if (!currentTimeChanged) { DECODER_LOG("Seek !currentTimeChanged..."); mDecodeToSeekTarget = false; nsresult rv = mDecodeTaskQueue->Dispatch( NS_NewRunnableMethod(this, &MediaDecoderStateMachine::SeekCompleted)); if (NS_FAILED(rv)) { DecodeError(); } } else { // The seek target is different than the current playback position, // we'll need to seek the playback position, so shutdown our decode // thread and audio sink. StopAudioThread(); ResetPlayback(); nsresult res; { ReentrantMonitorAutoExit exitMon(mDecoder->GetReentrantMonitor()); // We must not hold the state machine monitor while we call into // the reader, since it could do I/O or deadlock some other way. res = mReader->ResetDecode(); if (NS_SUCCEEDED(res)) { res = mReader->Seek(seekTime, mStartTime, mEndTime, mCurrentTimeBeforeSeek); } } if (NS_FAILED(res)) { DecodeError(); return; } // We must decode the first samples of active streams, so we can determine // the new stream time. So dispatch tasks to do that. mDecodeToSeekTarget = true; DispatchDecodeTasksIfNeeded(); } } void MediaDecoderStateMachine::SeekCompleted() { ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor()); // We must reset the seek target when exiting this function, but not // before, as if we dropped the monitor in any function called here, // we may begin a new seek on the state machine thread, and be in // an inconsistent state. AutoSetOnScopeExit reset(mCurrentSeekTarget, SeekTarget()); NS_ASSERTION(OnDecodeThread(), "Should be on decode thread."); if (mState != DECODER_STATE_SEEKING) { return; } int64_t seekTime = mCurrentSeekTarget.mTime; int64_t newCurrentTime = mCurrentSeekTarget.mTime; // Setup timestamp state. VideoData* video = VideoQueue().PeekFront(); if (seekTime == mEndTime) { newCurrentTime = mAudioStartTime = seekTime; } else if (HasAudio()) { AudioData* audio = AudioQueue().PeekFront(); newCurrentTime = mAudioStartTime = audio ? audio->mTime : seekTime; } else { newCurrentTime = video ? video->mTime : seekTime; } mPlayDuration = newCurrentTime - mStartTime; if (HasVideo()) { if (video) { { ReentrantMonitorAutoExit exitMon(mDecoder->GetReentrantMonitor()); RenderVideoFrame(video, TimeStamp::Now()); } nsCOMPtr event = NS_NewRunnableMethod(mDecoder, &MediaDecoder::Invalidate); NS_DispatchToMainThread(event, NS_DISPATCH_NORMAL); } } MOZ_ASSERT(mState != DECODER_STATE_DECODING_NONE); mDecoder->StartProgressUpdates(); if (mState == DECODER_STATE_DECODING_METADATA || mState == DECODER_STATE_DORMANT || mState == DECODER_STATE_SHUTDOWN) { return; } // Change state to DECODING or COMPLETED now. SeekingStopped will // call MediaDecoderStateMachine::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! DECODER_LOG("Changed state from SEEKING (to %lld) to COMPLETED", seekTime); stopEvent = NS_NewRunnableMethod(mDecoder, &MediaDecoder::SeekingStoppedAtEnd); // Explicitly set our state so we don't decode further, and so // we report playback ended to the media element. SetState(DECODER_STATE_COMPLETED); DispatchDecodeTasksIfNeeded(); } else { DECODER_LOG("Changed state from SEEKING (to %lld) to DECODING", seekTime); stopEvent = NS_NewRunnableMethod(mDecoder, &MediaDecoder::SeekingStopped); StartDecoding(); } // Ensure timestamps are up to date. UpdatePlaybackPositionInternal(newCurrentTime); if (mDecoder->GetDecodedStream()) { SetSyncPointForMediaStream(); } // Try to decode another frame to detect if we're at the end... DECODER_LOG("Seek completed, mCurrentFrameTime=%lld", mCurrentFrameTime); // Prevent changes in playback position before 'seeked' is fired for we // expect currentTime equals seek target in 'seeked' callback. mScheduler->FreezeScheduling(); { 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(); mScheduler->ThawScheduling(); } // 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."); MOZ_ASSERT(mStateMachine); MOZ_ASSERT(mDecoder); mStateMachine->BreakCycles(); mDecoder->BreakCycles(); mStateMachine = nullptr; mDecoder = nullptr; return NS_OK; } private: nsRefPtr mDecoder; nsRefPtr 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(MediaDecoder* aDecoder, MediaDecoderStateMachine* aStateMachine) : mDecoder(aDecoder), mStateMachine(aStateMachine) {} NS_IMETHOD Run() { NS_DispatchToMainThread(new nsDecoderDisposeEvent(mDecoder.forget(), mStateMachine.forget())); return NS_OK; } private: nsRefPtr mDecoder; nsRefPtr mStateMachine; }; nsresult MediaDecoderStateMachine::RunStateMachine() { AssertCurrentThreadInMonitor(); MediaResource* resource = mDecoder->GetResource(); NS_ENSURE_TRUE(resource, NS_ERROR_NULL_POINTER); switch (mState) { case DECODER_STATE_SHUTDOWN: { if (IsPlaying()) { StopPlayback(); } StopAudioThread(); FlushDecoding(); // Put a task in the decode queue to shutdown the reader. RefPtr task; task = NS_NewRunnableMethod(mReader, &MediaDecoderReader::Shutdown); mDecodeTaskQueue->Dispatch(task); { // Wait for the thread decoding to exit. ReentrantMonitorAutoExit exitMon(mDecoder->GetReentrantMonitor()); mDecodeTaskQueue->Shutdown(); mDecodeTaskQueue = nullptr; } // The reader's listeners hold references to the state machine, // creating a cycle which keeps the state machine and its shared // thread pools alive. So break it here. AudioQueue().ClearListeners(); VideoQueue().ClearListeners(); // Now that those threads are stopped, there's no possibility of // mPendingWakeDecoder being needed again. Revoke it. mPendingWakeDecoder = nullptr; MOZ_ASSERT(mState == DECODER_STATE_SHUTDOWN, "How did we escape from the shutdown state?"); // 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. GetStateMachineThread()->Dispatch( new nsDispatchDisposeEvent(mDecoder, this), NS_DISPATCH_NORMAL); DECODER_LOG("SHUTDOWN OK"); return NS_OK; } case DECODER_STATE_DORMANT: { if (IsPlaying()) { StopPlayback(); } StopAudioThread(); FlushDecoding(); // Now that those threads are stopped, there's no possibility of // mPendingWakeDecoder being needed again. Revoke it. mPendingWakeDecoder = nullptr; { ReentrantMonitorAutoExit exitMon(mDecoder->GetReentrantMonitor()); // Wait for the thread decoding, if any, to exit. mDecodeTaskQueue->AwaitIdle(); mReader->ReleaseMediaResources(); } return NS_OK; } case DECODER_STATE_WAIT_FOR_RESOURCES: { return NS_OK; } case DECODER_STATE_DECODING_NONE: { SetState(DECODER_STATE_DECODING_METADATA); // Ensure we have a decode thread to decode metadata. return EnqueueDecodeMetadataTask(); } case DECODER_STATE_DECODING_METADATA: { return NS_OK; } case DECODER_STATE_DECODING: { if (mDecoder->GetState() != MediaDecoder::PLAY_STATE_PLAYING && IsPlaying()) { // We're playing, but the element/decoder is in paused state. Stop // playing! StopPlayback(); } if (mDecoder->GetState() == MediaDecoder::PLAY_STATE_PLAYING && !IsPlaying()) { // We are playing, but the state machine does not know it yet. Tell it // that it is, so that the clock can be properly queried. StartPlayback(); } AdvanceFrame(); NS_ASSERTION(mDecoder->GetState() != MediaDecoder::PLAY_STATE_PLAYING || IsStateMachineScheduled() || mPlaybackRate == 0.0, "Must have timer scheduled"); return NS_OK; } case DECODER_STATE_BUFFERING: { 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 = resource->GetLength() == -1; if ((isLiveStream || !mDecoder->CanPlayThrough()) && elapsed < TimeDuration::FromSeconds(mBufferingWait * mPlaybackRate) && (mQuickBuffering ? HasLowDecodedData(QUICK_BUFFERING_LOW_DATA_USECS) : HasLowUndecodedData(mBufferingWait * USECS_PER_S)) && !mDecoder->IsDataCachedToEndOfResource() && !resource->IsSuspended()) { DECODER_LOG("Buffering: wait %ds, timeout in %.3lfs %s", mBufferingWait, mBufferingWait - elapsed.ToSeconds(), (mQuickBuffering ? "(quick exit)" : "")); ScheduleStateMachine(USECS_PER_S); return NS_OK; } else { DECODER_LOG("Changed state from BUFFERING to DECODING"); DECODER_LOG("Buffered for %.3lfs", (now - mBufferingStart).ToSeconds()); StartDecoding(); } // Notify to allow blocked decoder thread to continue mDecoder->GetReentrantMonitor().NotifyAll(); UpdateReadyState(); if (mDecoder->GetState() == MediaDecoder::PLAY_STATE_PLAYING && !IsPlaying()) { StartPlayback(); } NS_ASSERTION(IsStateMachineScheduled(), "Must have timer scheduled"); return NS_OK; } case DECODER_STATE_SEEKING: { return EnqueueDecodeSeekTask(); } case DECODER_STATE_COMPLETED: { // 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 (VideoQueue().GetSize() > 0 || (HasAudio() && !mAudioCompleted) || (mDecoder->GetDecodedStream() && !mDecoder->GetDecodedStream()->IsFinished())) { AdvanceFrame(); NS_ASSERTION(mDecoder->GetState() != MediaDecoder::PLAY_STATE_PLAYING || mPlaybackRate == 0 || 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(); // When we're decoding to a stream, the stream's main-thread finish signal // will take care of calling MediaDecoder::PlaybackEnded. if (mDecoder->GetState() == MediaDecoder::PLAY_STATE_PLAYING && !mDecoder->GetDecodedStream()) { int64_t clockTime = std::max(mAudioEndTime, mVideoFrameEndTime); clockTime = std::max(int64_t(0), std::max(clockTime, mEndTime)); UpdatePlaybackPosition(clockTime); { // Wait for the state change is completed in the main thread, // otherwise we might see |mDecoder->GetState() == MediaDecoder::PLAY_STATE_PLAYING| // in next loop and send |MediaDecoder::PlaybackEnded| again to trigger 'ended' // event twice in the media element. ReentrantMonitorAutoExit exitMon(mDecoder->GetReentrantMonitor()); nsCOMPtr event = NS_NewRunnableMethod(mDecoder, &MediaDecoder::PlaybackEnded); NS_DispatchToMainThread(event, NS_DISPATCH_SYNC); } } return NS_OK; } } return NS_OK; } void MediaDecoderStateMachine::FlushDecoding() { NS_ASSERTION(OnStateMachineThread() || OnDecodeThread(), "Should be on state machine or decode thread."); AssertCurrentThreadInMonitor(); { // Put a task in the decode queue to abort any decoding operations. // The reader is not supposed to put any tasks to deliver samples into // the queue after this runs (unless we request another sample from it). RefPtr task; task = NS_NewRunnableMethod(mReader, &MediaDecoderReader::ResetDecode); // Wait for the ResetDecode to run and for the decoder to abort // decoding operations and run any pending callbacks. This is // important, as we don't want any pending tasks posted to the task // queue by the reader to deliver any samples after we've posted the // reader Shutdown() task below, as the sample-delivery tasks will // keep video frames alive until after we've called Reader::Shutdown(), // and shutdown on B2G will fail as there are outstanding video frames // alive. ReentrantMonitorAutoExit exitMon(mDecoder->GetReentrantMonitor()); mDecodeTaskQueue->FlushAndDispatch(task); } // We must reset playback so that all references to frames queued // in the state machine are dropped, else subsequent calls to Shutdown() // or ReleaseMediaResources() can fail on B2G. ResetPlayback(); } void MediaDecoderStateMachine::RenderVideoFrame(VideoData* aData, TimeStamp aTarget) { NS_ASSERTION(OnStateMachineThread() || OnDecodeThread(), "Should be on state machine or decode thread."); mDecoder->GetReentrantMonitor().AssertNotCurrentThreadIn(); if (aData->mDuplicate) { return; } VERBOSE_LOG("playing video frame %lld", aData->mTime); VideoFrameContainer* container = mDecoder->GetVideoFrameContainer(); if (container) { container->SetCurrentFrame(ThebesIntSize(aData->mDisplay), aData->mImage, aTarget); MOZ_ASSERT(container->GetFrameDelay() >= 0 || mScheduler->IsRealTime()); } } int64_t MediaDecoderStateMachine::GetAudioClock() { // We must hold the decoder monitor while using the audio stream off the // audio sink to ensure that it doesn't get destroyed on the audio sink // while we're using it. AssertCurrentThreadInMonitor(); if (!HasAudio() || mAudioCaptured) return -1; if (!mAudioSink) { // Audio sink hasn't played any data yet. return mAudioStartTime; } int64_t t = mAudioSink->GetPosition(); return (t == -1) ? -1 : t + mAudioStartTime; } int64_t MediaDecoderStateMachine::GetVideoStreamPosition() { AssertCurrentThreadInMonitor(); if (!IsPlaying()) { return mPlayDuration + mStartTime; } // Time elapsed since we started playing. int64_t delta = DurationToUsecs(TimeStamp::Now() - mPlayStartTime); // Take playback rate into account. delta *= mPlaybackRate; return mStartTime + mPlayDuration + delta; } int64_t MediaDecoderStateMachine::GetClock() { AssertCurrentThreadInMonitor(); // 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. If our output is being // fed to a MediaStream, use that stream as the source of the clock. int64_t clock_time = -1; DecodedStreamData* stream = mDecoder->GetDecodedStream(); if (!IsPlaying()) { clock_time = mPlayDuration + mStartTime; } else if (stream) { clock_time = GetCurrentTimeViaMediaStreamSync(); } else { int64_t 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; SetPlayStartTime(TimeStamp::Now()); } else { // Audio is disabled on this system. Sync to the system clock. clock_time = GetVideoStreamPosition(); // Ensure the clock can never go backwards. NS_ASSERTION(mCurrentFrameTime <= clock_time || mPlaybackRate <= 0, "Clock should go forwards if the playback rate is > 0."); } } return clock_time; } void MediaDecoderStateMachine::AdvanceFrame() { NS_ASSERTION(OnStateMachineThread(), "Should be on state machine thread."); AssertCurrentThreadInMonitor(); NS_ASSERTION(!HasAudio() || mAudioStartTime != -1, "Should know audio start time if we have audio."); if (mDecoder->GetState() != MediaDecoder::PLAY_STATE_PLAYING) { return; } // If playbackRate is 0.0, we should stop the progress, but not be in paused // state, per spec. if (mPlaybackRate == 0.0) { return; } int64_t clock_time = GetClock(); TimeStamp nowTime = TimeStamp::Now(); // 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. int64_t remainingTime = AUDIO_DURATION_USECS; NS_ASSERTION(clock_time >= mStartTime, "Should have positive clock time."); nsAutoPtr currentFrame; if (VideoQueue().GetSize() > 0) { VideoData* frame = VideoQueue().PeekFront(); #ifdef PR_LOGGING int32_t droppedFrames = 0; #endif while (mScheduler->IsRealTime() || clock_time >= frame->mTime) { mVideoFrameEndTime = frame->GetEndTime(); #ifdef PR_LOGGING if (currentFrame) { VERBOSE_LOG("discarding video frame mTime=%lld clock_time=%lld (%d so far)", currentFrame->mTime, clock_time, ++droppedFrames); } #endif currentFrame = frame; VideoQueue().PopFront(); // Notify the decode thread that the video queue's buffers may have // free'd up space for more frames. mDecoder->GetReentrantMonitor().NotifyAll(); OnPlaybackOffsetUpdate(frame->mOffset); if (VideoQueue().GetSize() == 0) break; frame = VideoQueue().PeekFront(); } // Current frame has already been presented, wait until it's time to // present the next frame. if (frame && !currentFrame) { int64_t now = IsPlaying() ? clock_time : mStartTime + mPlayDuration; remainingTime = frame->mTime - 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() == MediaDecoder::PLAY_STATE_PLAYING && HasLowDecodedData(remainingTime + EXHAUSTED_DATA_MARGIN_USECS) && !mDecoder->IsDataCachedToEndOfResource() && !resource->IsSuspended()) { if (JustExitedQuickBuffering() || HasLowUndecodedData()) { if (currentFrame) { VideoQueue().PushFront(currentFrame.forget()); } StartBuffering(); // Don't go straight back to the state machine loop since that might // cause us to start decoding again and we could flip-flop between // decoding and quick-buffering. ScheduleStateMachine(USECS_PER_S); 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. int64_t delta = currentFrame->mTime - clock_time; TimeStamp presTime = nowTime + TimeDuration::FromMicroseconds(delta / mPlaybackRate); NS_ASSERTION(currentFrame->mTime >= mStartTime, "Should have positive frame time"); // Filter out invalid frames by checking the frame time. FrameTime could be // zero if it's a initial frame. int64_t frameTime = currentFrame->mTime - mStartTime; if (frameTime > 0 || (frameTime == 0 && mPlayDuration == 0) || mScheduler->IsRealTime()) { 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; } MediaDecoder::FrameStatistics& frameStats = mDecoder->GetFrameStatistics(); frameStats.NotifyPresentedFrame(); remainingTime = currentFrame->GetEndTime() - clock_time; currentFrame = nullptr; } // 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 = std::min(clock_time, std::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 / mPlaybackRate); } nsresult MediaDecoderStateMachine::DropVideoUpToSeekTarget(VideoData* aSample) { nsAutoPtr video(aSample); MOZ_ASSERT(video); DECODER_LOG("DropVideoUpToSeekTarget() frame [%lld, %lld] dup=%d", video->mTime, video->GetEndTime(), video->mDuplicate); const int64_t target = mCurrentSeekTarget.mTime; // Duplicate handling: if we're dropping frames up the seek target, we must // be wary of Theora duplicate frames. They don't have an image, so if the // target frame is in a run of duplicates, we won't have an image to draw // after the seek. So store the last frame encountered while dropping, and // copy its Image forward onto duplicate frames, so that every frame has // an Image. if (video->mDuplicate && mFirstVideoFrameAfterSeek && !mFirstVideoFrameAfterSeek->mDuplicate) { VideoData* temp = VideoData::ShallowCopyUpdateTimestampAndDuration(mFirstVideoFrameAfterSeek, video->mTime, video->mDuration); video = temp; } // If the frame end time is less than the seek target, we won't want // to display this frame after the seek, so discard it. if (target >= video->GetEndTime()) { DECODER_LOG("DropVideoUpToSeekTarget() pop video frame [%lld, %lld] target=%lld", video->mTime, video->GetEndTime(), target); mFirstVideoFrameAfterSeek = video; } else { if (target >= video->mTime && video->GetEndTime() >= target) { // The seek target lies inside this frame's time slice. Adjust the frame's // start time to match the seek target. We do this by replacing the // first frame with a shallow copy which has the new timestamp. VideoData* temp = VideoData::ShallowCopyUpdateTimestamp(video, target); video = temp; } mFirstVideoFrameAfterSeek = nullptr; DECODER_LOG("DropVideoUpToSeekTarget() found video frame [%lld, %lld] containing target=%lld", video->mTime, video->GetEndTime(), target); VideoQueue().PushFront(video.forget()); } return NS_OK; } nsresult MediaDecoderStateMachine::DropAudioUpToSeekTarget(AudioData* aSample) { nsAutoPtr audio(aSample); MOZ_ASSERT(audio && mCurrentSeekTarget.IsValid() && mCurrentSeekTarget.mType == SeekTarget::Accurate); CheckedInt64 startFrame = UsecsToFrames(audio->mTime, mInfo.mAudio.mRate); CheckedInt64 targetFrame = UsecsToFrames(mCurrentSeekTarget.mTime, mInfo.mAudio.mRate); if (!startFrame.isValid() || !targetFrame.isValid()) { return NS_ERROR_FAILURE; } if (startFrame.value() + audio->mFrames <= targetFrame.value()) { // Our seek target lies after the frames in this AudioData. Don't // push it onto the audio queue, and keep decoding forwards. return NS_OK; } if (startFrame.value() > targetFrame.value()) { // The seek target doesn't lie in the audio block just after the last // audio frames we've seen which were before the seek target. This // could have been the first audio data we've seen after seek, i.e. the // seek terminated after the seek target in the audio stream. Just // abort the audio decode-to-target, the state machine will play // silence to cover the gap. Typically this happens in poorly muxed // files. DECODER_WARN("Audio not synced after seek, maybe a poorly muxed file?"); AudioQueue().Push(audio.forget()); return NS_OK; } // The seek target lies somewhere in this AudioData's frames, strip off // any frames which lie before the seek target, so we'll begin playback // exactly at the seek target. NS_ASSERTION(targetFrame.value() >= startFrame.value(), "Target must at or be after data start."); NS_ASSERTION(targetFrame.value() < startFrame.value() + audio->mFrames, "Data must end after target."); int64_t framesToPrune = targetFrame.value() - startFrame.value(); if (framesToPrune > audio->mFrames) { // We've messed up somehow. Don't try to trim frames, the |frames| // variable below will overflow. DECODER_WARN("Can't prune more frames that we have!"); return NS_ERROR_FAILURE; } uint32_t frames = audio->mFrames - static_cast(framesToPrune); uint32_t channels = audio->mChannels; nsAutoArrayPtr audioData(new AudioDataValue[frames * channels]); memcpy(audioData.get(), audio->mAudioData.get() + (framesToPrune * channels), frames * channels * sizeof(AudioDataValue)); CheckedInt64 duration = FramesToUsecs(frames, mInfo.mAudio.mRate); if (!duration.isValid()) { return NS_ERROR_FAILURE; } nsAutoPtr data(new AudioData(audio->mOffset, mCurrentSeekTarget.mTime, duration.value(), frames, audioData.forget(), channels, audio->mRate)); AudioQueue().PushFront(data.forget()); return NS_OK; } void MediaDecoderStateMachine::SetStartTime(int64_t aStartTimeUsecs) { NS_ASSERTION(OnDecodeThread(), "Should be on decode thread."); DECODER_LOG("SetStartTime(%lld)", aStartTimeUsecs); mStartTime = 0; if (aStartTimeUsecs != 0) { mStartTime = aStartTimeUsecs; 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; DECODER_LOG("Set media start time to %lld", mStartTime); } void MediaDecoderStateMachine::UpdateReadyState() { AssertCurrentThreadInMonitor(); MediaDecoderOwner::NextFrameStatus nextFrameStatus = GetNextFrameStatus(); // FIXME: This optimization could result in inconsistent next frame status // between the decoder and state machine when GetNextFrameStatus() is called // by the decoder without updating mLastFrameStatus. // Note not to regress bug 882027 when fixing this bug. if (nextFrameStatus == mLastFrameStatus) { return; } mLastFrameStatus = nextFrameStatus; /* This is a bit tricky. MediaDecoder::UpdateReadyStateForData will run on * the main thread and re-evaluate GetNextFrameStatus there, passing it to * HTMLMediaElement::UpdateReadyStateForData. It doesn't use the value of * GetNextFrameStatus we computed here, because what we're computing here * could be stale by the time MediaDecoder::UpdateReadyStateForData runs. * We only compute GetNextFrameStatus here to avoid posting runnables to the main * thread unnecessarily. */ nsCOMPtr event; event = NS_NewRunnableMethod(mDecoder, &MediaDecoder::UpdateReadyStateForData); NS_DispatchToMainThread(event); } bool MediaDecoderStateMachine::JustExitedQuickBuffering() { return !mDecodeStartTime.IsNull() && mQuickBuffering && (TimeStamp::Now() - mDecodeStartTime) < TimeDuration::FromMicroseconds(QUICK_BUFFER_THRESHOLD_USECS); } void MediaDecoderStateMachine::StartBuffering() { AssertCurrentThreadInMonitor(); if (mState != DECODER_STATE_DECODING) { // We only move into BUFFERING state if we're actually decoding. // If we're currently doing something else, we don't need to buffer, // and more importantly, we shouldn't overwrite mState to interrupt // the current operation, as that could leave us in an inconsistent // state! return; } 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. SetState(DECODER_STATE_BUFFERING); UpdateReadyState(); DECODER_LOG("Changed state from DECODING to BUFFERING, decoded for %.3lfs", decodeDuration.ToSeconds()); #ifdef PR_LOGGING MediaDecoder::Statistics stats = mDecoder->GetStatistics(); DECODER_LOG("Playback rate: %.1lfKB/s%s download rate: %.1lfKB/s%s", stats.mPlaybackRate/1024, stats.mPlaybackRateReliable ? "" : " (unreliable)", stats.mDownloadRate/1024, stats.mDownloadRateReliable ? "" : " (unreliable)"); #endif } nsresult MediaDecoderStateMachine::GetBuffered(dom::TimeRanges* aBuffered) { MediaResource* resource = mDecoder->GetResource(); NS_ENSURE_TRUE(resource, NS_ERROR_FAILURE); resource->Pin(); nsresult res = mReader->GetBuffered(aBuffered, mStartTime); resource->Unpin(); return res; } void MediaDecoderStateMachine::SetPlayStartTime(const TimeStamp& aTimeStamp) { AssertCurrentThreadInMonitor(); mPlayStartTime = aTimeStamp; if (!mAudioSink) { return; } if (!mPlayStartTime.IsNull()) { mAudioSink->StartPlayback(); } else { mAudioSink->StopPlayback(); } } nsresult MediaDecoderStateMachine::CallRunStateMachine() { AssertCurrentThreadInMonitor(); NS_ASSERTION(OnStateMachineThread(), "Should be on state machine thread."); // If audio is being captured, stop the audio sink if it's running if (mAudioCaptured) { StopAudioThread(); } return RunStateMachine(); } nsresult MediaDecoderStateMachine::TimeoutExpired(void* aClosure) { MediaDecoderStateMachine* p = static_cast(aClosure); return p->CallRunStateMachine(); } void MediaDecoderStateMachine::ScheduleStateMachineWithLockAndWakeDecoder() { ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor()); DispatchAudioDecodeTaskIfNeeded(); DispatchVideoDecodeTaskIfNeeded(); } nsresult MediaDecoderStateMachine::ScheduleStateMachine(int64_t aUsecs) { return mScheduler->Schedule(aUsecs); } bool MediaDecoderStateMachine::OnDecodeThread() const { return mDecodeTaskQueue->IsCurrentThreadIn(); } bool MediaDecoderStateMachine::OnStateMachineThread() const { return mScheduler->OnStateMachineThread(); } nsIEventTarget* MediaDecoderStateMachine::GetStateMachineThread() const { return mScheduler->GetStateMachineThread(); } bool MediaDecoderStateMachine::IsStateMachineScheduled() const { return mScheduler->IsScheduled(); } void MediaDecoderStateMachine::SetPlaybackRate(double aPlaybackRate) { NS_ASSERTION(NS_IsMainThread(), "Should be on main thread."); NS_ASSERTION(aPlaybackRate != 0, "PlaybackRate == 0 should be handled before this function."); ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor()); if (mPlaybackRate == aPlaybackRate) { return; } // AudioStream will handle playback rate change when we have audio. // Do nothing while we are not playing. Change in playback rate will // take effect next time we start playing again. if (!HasAudio() && IsPlaying()) { // Remember how much time we've spent in playing the media // for playback rate will change from now on. mPlayDuration = GetVideoStreamPosition() - mStartTime; SetPlayStartTime(TimeStamp::Now()); } mPlaybackRate = aPlaybackRate; if (mAudioSink) { mAudioSink->SetPlaybackRate(mPlaybackRate); } } void MediaDecoderStateMachine::SetPreservesPitch(bool aPreservesPitch) { NS_ASSERTION(NS_IsMainThread(), "Should be on main thread."); ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor()); mPreservesPitch = aPreservesPitch; if (mAudioSink) { mAudioSink->SetPreservesPitch(mPreservesPitch); } } void MediaDecoderStateMachine::SetMinimizePrerollUntilPlaybackStarts() { AssertCurrentThreadInMonitor(); mMinimizePreroll = true; } bool MediaDecoderStateMachine::IsShutdown() { AssertCurrentThreadInMonitor(); return GetState() == DECODER_STATE_SHUTDOWN; } void MediaDecoderStateMachine::QueueMetadata(int64_t aPublishTime, MediaInfo* aInfo, MetadataTags* aTags) { NS_ASSERTION(OnDecodeThread(), "Should be on decode thread."); AssertCurrentThreadInMonitor(); TimedMetadata* metadata = new TimedMetadata; metadata->mPublishTime = aPublishTime; metadata->mInfo = aInfo; metadata->mTags = aTags; mMetadataManager.QueueMetadata(metadata); } void MediaDecoderStateMachine::OnAudioEndTimeUpdate(int64_t aAudioEndTime) { ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor()); MOZ_ASSERT(aAudioEndTime >= mAudioEndTime); mAudioEndTime = aAudioEndTime; } void MediaDecoderStateMachine::OnPlaybackOffsetUpdate(int64_t aPlaybackOffset) { mDecoder->UpdatePlaybackOffset(aPlaybackOffset); } void MediaDecoderStateMachine::OnAudioSinkComplete() { AssertCurrentThreadInMonitor(); if (mAudioCaptured) { return; } mAudioCompleted = true; UpdateReadyState(); // Kick the decode thread; it may be sleeping waiting for this to finish. mDecoder->GetReentrantMonitor().NotifyAll(); } void MediaDecoderStateMachine::OnAudioSinkError() { AssertCurrentThreadInMonitor(); // AudioSink not used with captured streams, so ignore errors in this case. if (mAudioCaptured) { return; } mAudioCompleted = true; // Make the best effort to continue playback when there is video. if (HasVideo()) { return; } // Otherwise notify media decoder/element about this error for it makes // no sense to play an audio-only file without sound output. RefPtr task( NS_NewRunnableMethod(this, &MediaDecoderStateMachine::OnDecodeError)); nsresult rv = mDecodeTaskQueue->Dispatch(task); if (NS_FAILED(rv)) { DECODER_WARN("Failed to dispatch OnDecodeError"); } } } // namespace mozilla // avoid redefined macro in unified build #undef DECODER_LOG #undef VERBOSE_LOG #undef DECODER_WARN #undef DECODER_WARN_HELPER