mirror of
https://gitlab.winehq.org/wine/wine-gecko.git
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645 lines
23 KiB
C++
645 lines
23 KiB
C++
/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
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/* vim:set ts=2 sw=2 sts=2 et cindent: */
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/* ***** BEGIN LICENSE BLOCK *****
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* Version: MPL 1.1/GPL 2.0/LGPL 2.1
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*
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* The contents of this file are subject to the Mozilla Public License Version
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* 1.1 (the "License"); you may not use this file except in compliance with
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* the License. You may obtain a copy of the License at
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* http://www.mozilla.org/MPL/
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*
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* Software distributed under the License is distributed on an "AS IS" basis,
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* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
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* for the specific language governing rights and limitations under the
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* License.
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*
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* The Original Code is Mozilla code.
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*
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* The Initial Developer of the Original Code is the Mozilla Corporation.
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* Portions created by the Initial Developer are Copyright (C) 2007
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* the Initial Developer. All Rights Reserved.
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*
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* Contributor(s):
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* Chris Double <chris.double@double.co.nz>
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* Chris Pearce <chris@pearce.org.nz>
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*
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* Alternatively, the contents of this file may be used under the terms of
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* either the GNU General Public License Version 2 or later (the "GPL"), or
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* the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
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* in which case the provisions of the GPL or the LGPL are applicable instead
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* of those above. If you wish to allow use of your version of this file only
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* under the terms of either the GPL or the LGPL, and not to allow others to
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* use your version of this file under the terms of the MPL, indicate your
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* decision by deleting the provisions above and replace them with the notice
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* and other provisions required by the GPL or the LGPL. If you do not delete
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* the provisions above, a recipient may use your version of this file under
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* the terms of any one of the MPL, the GPL or the LGPL.
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*
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* ***** END LICENSE BLOCK ***** */
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/*
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Each video element based on nsBuiltinDecoder has at least one thread
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dedicated to decoding video.
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This thread (called the state machine thread owns the resources for
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downloading and reading the media file. nsDecoderStateMachine is the
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class that needs to be implemented and it gets run on the state
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machine thread.
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The state machine thread has one event that is dispatched to it (the
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implementation of nsDecoderStateMachine) and that event runs for the
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lifetime of the playback of the resource. State shared between threads
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is synchronised with the main thread via a monitor held by the
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nsBuiltinDecoder object.
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The state machine thread event consist of a Run method which is an
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infinite loop that performs the decoding operation and checks the
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state that the state machine is in and processes operations on that
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state.
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The Main thread controls the decode state machine by setting the value
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of a mPlayState variable and notifying on the monitor based on the
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high level player actions required (Seek, Pause, Play, etc).
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The player states are the states requested by the client through the
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DOM API. They represent the desired state of the player, while the
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decoder's state represents the actual state of the decoder.
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The high level state of the player is maintained via a PlayState value.
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It can have the following states:
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START
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The decoder has been initialized but has no resource loaded.
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PAUSED
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A request via the API has been received to pause playback.
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LOADING
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A request via the API has been received to load a resource.
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PLAYING
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A request via the API has been received to start playback.
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SEEKING
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A request via the API has been received to start seeking.
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COMPLETED
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Playback has completed.
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SHUTDOWN
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The decoder is about to be destroyed.
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State transition occurs when the Media Element calls the Play, Seek,
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etc methods on the nsBuiltinDecoder object. When the transition
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occurs nsBuiltinDecoder then calls the methods on the decoder state
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machine object to cause it to behave appropriate to the play state.
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An implementation of the nsDecoderStateMachine class is the event
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that gets dispatched to the state machine thread. It has the following states:
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DECODING_METADATA
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The media headers are being loaded, and things like framerate, etc are
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being determined, and the first frame of audio/video data is being decoded.
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DECODING
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The decode and audio threads are started and video frames displayed at
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the required time.
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SEEKING
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A seek operation is in progress.
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BUFFERING
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Decoding is paused while data is buffered for smooth playback.
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COMPLETED
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The resource has completed decoding, but not finished playback.
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SHUTDOWN
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The decoder object is about to be destroyed.
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The following result in state transitions.
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Shutdown()
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Clean up any resources the nsDecoderStateMachine owns.
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Decode()
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Start decoding media data.
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Buffer
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This is not user initiated. It occurs when the
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available data in the stream drops below a certain point.
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Complete
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This is not user initiated. It occurs when the
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stream is completely decoded.
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Seek(float)
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Seek to the time position given in the resource.
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A state transition diagram:
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DECODING_METADATA
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v | Shutdown()
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v -->-------------------->--------------------------|
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|---------------->----->------------------------| v
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DECODING | | | | |
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^ v Seek(t) | | | |
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| Decode() | v | | |
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^-----------<----SEEKING | v Complete v v
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| | | | | |
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| | | COMPLETED SHUTDOWN-<-|
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^ ^ | |Shutdown() |
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| | | >-------->-----^
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| Decode() |Seek(t) |Buffer() |
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-----------<--------<-------BUFFERING |
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| ^
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v Shutdown() |
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| |
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------------>-----|
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The following represents the states that the nsBuiltinDecoder object
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can be in, and the valid states the nsDecoderStateMachine can be in at that
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time:
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player LOADING decoder DECODING_METADATA
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player PLAYING decoder DECODING, BUFFERING, SEEKING, COMPLETED
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player PAUSED decoder DECODING, BUFFERING, SEEKING, COMPLETED
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player SEEKING decoder SEEKING
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player COMPLETED decoder SHUTDOWN
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player SHUTDOWN decoder SHUTDOWN
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The general sequence of events is:
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1) The video element calls Load on nsMediaDecoder. This creates the
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state machine thread and starts the channel for downloading the
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file. It instantiates and starts the nsDecoderStateMachine. The
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high level LOADING state is entered, which results in the decode
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state machine to start decoding metadata. These are the headers
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that give the video size, framerate, etc. It returns immediately
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to the calling video element.
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2) When the metadata has been loaded by the decode thread it will call
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a method on the video element object to inform it that this step is
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done, so it can do the things required by the video specification
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at this stage. The decoder then continues to decode the first frame
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of data.
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3) When the first frame of data has been successfully decoded it calls
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a method on the video element object to inform it that this step
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has been done, once again so it can do the required things by the
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video specification at this stage.
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This results in the high level state changing to PLAYING or PAUSED
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depending on any user action that may have occurred.
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The decode thread plays audio and video, if the correct frame time
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comes around and the decoder play state is PLAYING.
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a/v synchronisation is handled by the nsDecoderStateMachine implementation.
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The Shutdown method on nsBuiltinDecoder can spin the event loop as it
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waits for threads to complete. Spinning the event loop is a bad thing
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to happen during certain times like destruction of the media
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element. To work around this the Shutdown method does nothing but
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queue an event to the main thread to perform the actual Shutdown. This
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way the shutdown can occur at a safe time.
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This means the owning object of a nsBuiltinDecoder object *MUST* call
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Shutdown when destroying the nsBuiltinDecoder object.
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*/
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#if !defined(nsBuiltinDecoder_h_)
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#define nsBuiltinDecoder_h_
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#include "nsMediaDecoder.h"
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#include "nsISupports.h"
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#include "nsCOMPtr.h"
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#include "nsIThread.h"
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#include "nsIChannel.h"
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#include "nsIObserver.h"
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#include "nsIFrame.h"
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#include "nsAutoPtr.h"
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#include "nsSize.h"
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#include "prlog.h"
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#include "gfxContext.h"
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#include "gfxRect.h"
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#include "nsMediaStream.h"
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#include "nsMediaDecoder.h"
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#include "nsHTMLMediaElement.h"
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#include "mozilla/Monitor.h"
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class nsAudioStream;
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static inline PRBool IsCurrentThread(nsIThread* aThread) {
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return NS_GetCurrentThread() == aThread;
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}
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// Decoder backends must implement this class to perform the codec
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// specific parts of decoding the video/audio format.
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class nsDecoderStateMachine : public nsRunnable
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{
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public:
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// Enumeration for the valid decoding states
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enum State {
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DECODER_STATE_DECODING_METADATA,
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DECODER_STATE_DECODING,
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DECODER_STATE_SEEKING,
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DECODER_STATE_BUFFERING,
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DECODER_STATE_COMPLETED,
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DECODER_STATE_SHUTDOWN
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};
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// Initializes the state machine, returns NS_OK on success, or
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// NS_ERROR_FAILURE on failure.
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virtual nsresult Init(nsDecoderStateMachine* aCloneDonor) = 0;
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// Return the current decode state. The decoder monitor must be
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// obtained before calling this.
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virtual State GetState() = 0;
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// Set the audio volume. The decoder monitor must be obtained before
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// calling this.
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virtual void SetVolume(float aVolume) = 0;
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virtual void Shutdown() = 0;
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// Called from the main thread to get the duration. The decoder monitor
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// must be obtained before calling this. It is in units of milliseconds.
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virtual PRInt64 GetDuration() = 0;
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// Called from the main thread to set the duration of the media resource
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// if it is able to be obtained via HTTP headers. Called from the
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// state machine thread to set the duration if it is obtained from the
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// media metadata. The decoder monitor must be obtained before calling this.
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virtual void SetDuration(PRInt64 aDuration) = 0;
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// Functions used by assertions to ensure we're calling things
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// on the appropriate threads.
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virtual PRBool OnDecodeThread() = 0;
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virtual nsHTMLMediaElement::NextFrameStatus GetNextFrameStatus() = 0;
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// Cause state transitions. These methods obtain the decoder monitor
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// to synchronise the change of state, and to notify other threads
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// that the state has changed.
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virtual void Decode() = 0;
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// Seeks to aTime in seconds
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virtual void Seek(float aTime) = 0;
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// Returns the current playback position in seconds.
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// Called from the main thread to get the current frame time. The decoder
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// monitor must be obtained before calling this.
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virtual float GetCurrentTime() = 0;
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// Clear the flag indicating that a playback position change event
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// is currently queued. This is called from the main thread and must
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// be called with the decode monitor held.
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virtual void ClearPositionChangeFlag() = 0;
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// Called from the main thread to set whether the media resource can
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// be seeked. The decoder monitor must be obtained before calling this.
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virtual void SetSeekable(PRBool aSeekable) = 0;
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// Update the playback position. This can result in a timeupdate event
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// and an invalidate of the frame being dispatched asynchronously if
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// there is no such event currently queued.
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// Only called on the decoder thread. Must be called with
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// the decode monitor held.
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virtual void UpdatePlaybackPosition(PRInt64 aTime) = 0;
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virtual nsresult GetBuffered(nsTimeRanges* aBuffered) = 0;
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virtual void NotifyDataArrived(const char* aBuffer, PRUint32 aLength, PRUint32 aOffset) = 0;
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// Causes the state machine to switch to buffering state, and to
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// immediately stop playback and buffer downloaded data. Must be called
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// with the decode monitor held. Called on the state machine thread and
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// the main thread.
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virtual void StartBuffering() = 0;
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};
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class nsBuiltinDecoder : public nsMediaDecoder
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{
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// ISupports
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NS_DECL_ISUPPORTS
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// nsIObserver
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NS_DECL_NSIOBSERVER
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public:
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typedef mozilla::Monitor Monitor;
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// Enumeration for the valid play states (see mPlayState)
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enum PlayState {
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PLAY_STATE_START,
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PLAY_STATE_LOADING,
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PLAY_STATE_PAUSED,
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PLAY_STATE_PLAYING,
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PLAY_STATE_SEEKING,
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PLAY_STATE_ENDED,
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PLAY_STATE_SHUTDOWN
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};
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nsBuiltinDecoder();
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~nsBuiltinDecoder();
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virtual PRBool Init(nsHTMLMediaElement* aElement);
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// This method must be called by the owning object before that
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// object disposes of this decoder object.
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virtual void Shutdown();
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virtual float GetCurrentTime();
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virtual nsresult Load(nsMediaStream* aStream,
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nsIStreamListener** aListener,
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nsMediaDecoder* aCloneDonor);
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virtual nsDecoderStateMachine* CreateStateMachine() = 0;
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// Start playback of a video. 'Load' must have previously been
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// called.
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virtual nsresult Play();
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// Seek to the time position in (seconds) from the start of the video.
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virtual nsresult Seek(float time);
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virtual nsresult PlaybackRateChanged();
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virtual void Pause();
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virtual void SetVolume(float volume);
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virtual float GetDuration();
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virtual nsMediaStream* GetCurrentStream();
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virtual already_AddRefed<nsIPrincipal> GetCurrentPrincipal();
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virtual void NotifySuspendedStatusChanged();
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virtual void NotifyBytesDownloaded();
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virtual void NotifyDownloadEnded(nsresult aStatus);
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// Called by the decode thread to keep track of the number of bytes read
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// from the resource.
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void NotifyBytesConsumed(PRInt64 aBytes);
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// Called when the video file has completed downloading.
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// Call on the main thread only.
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void ResourceLoaded();
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// Called if the media file encounters a network error.
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// Call on the main thread only.
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virtual void NetworkError();
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// Call from any thread safely. Return PR_TRUE if we are currently
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// seeking in the media resource.
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virtual PRBool IsSeeking() const;
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// Return PR_TRUE if the decoder has reached the end of playback.
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// Call on the main thread only.
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virtual PRBool IsEnded() const;
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// Set the duration of the media resource in units of milliseconds.
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// This is called via a channel listener if it can pick up the duration
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// from a content header. Must be called from the main thread only.
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virtual void SetDuration(PRInt64 aDuration);
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// Set a flag indicating whether seeking is supported
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virtual void SetSeekable(PRBool aSeekable);
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// Return PR_TRUE if seeking is supported.
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virtual PRBool GetSeekable();
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virtual Statistics GetStatistics();
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// Suspend any media downloads that are in progress. Called by the
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// media element when it is sent to the bfcache. Call on the main
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// thread only.
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virtual void Suspend();
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// Resume any media downloads that have been suspended. Called by the
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// media element when it is restored from the bfcache. Call on the
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// main thread only.
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virtual void Resume(PRBool aForceBuffering);
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// Tells our nsMediaStream to put all loads in the background.
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virtual void MoveLoadsToBackground();
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// Stop the state machine thread and drop references to the thread and
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// state machine.
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void Stop();
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void AudioAvailable(float* aFrameBuffer, PRUint32 aFrameBufferLength, float aTime);
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// Called by the state machine to notify the decoder that the duration
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// has changed.
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void DurationChanged();
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PRBool OnStateMachineThread() {
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return IsCurrentThread(mStateMachineThread);
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}
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PRBool OnDecodeThread() {
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return mDecoderStateMachine->OnDecodeThread();
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}
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// Returns the monitor for other threads to synchronise access to
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// state.
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Monitor& GetMonitor() {
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return mMonitor;
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}
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// Constructs the time ranges representing what segments of the media
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// are buffered and playable.
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virtual nsresult GetBuffered(nsTimeRanges* aBuffered) {
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return mDecoderStateMachine->GetBuffered(aBuffered);
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}
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virtual void NotifyDataArrived(const char* aBuffer, PRUint32 aLength, PRUint32 aOffset) {
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return mDecoderStateMachine->NotifyDataArrived(aBuffer, aLength, aOffset);
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}
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public:
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// Return the current state. Can be called on any thread. If called from
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// a non-main thread, the decoder monitor must be held.
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PlayState GetState() {
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return mPlayState;
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}
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// Stop updating the bytes downloaded for progress notifications. Called
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// when seeking to prevent wild changes to the progress notification.
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// Must be called with the decoder monitor held.
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void StopProgressUpdates();
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// Allow updating the bytes downloaded for progress notifications. Must
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// be called with the decoder monitor held.
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void StartProgressUpdates();
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// Something has changed that could affect the computed playback rate,
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// so recompute it. The monitor must be held.
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void UpdatePlaybackRate();
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// The actual playback rate computation. The monitor must be held.
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double ComputePlaybackRate(PRPackedBool* aReliable);
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// Make the decoder state machine update the playback position. Called by
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// the reader on the decoder thread (Assertions for this checked by
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// mDecoderStateMachine). This must be called with the decode monitor
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// held.
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void UpdatePlaybackPosition(PRInt64 aTime)
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{
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mDecoderStateMachine->UpdatePlaybackPosition(aTime);
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}
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/******
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* The following methods must only be called on the main
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* thread.
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******/
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// Change to a new play state. This updates the mState variable and
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// notifies any thread blocking on this object's monitor of the
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// change. Call on the main thread only.
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void ChangeState(PlayState aState);
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// Called when the metadata from the media file has been read.
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// Call on the main thread only.
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void MetadataLoaded(PRUint32 aChannels,
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PRUint32 aRate,
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PRUint32 aFrameBufferLength);
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// Called when the first frame has been loaded.
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// Call on the main thread only.
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void FirstFrameLoaded();
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// Called when the video has completed playing.
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// Call on the main thread only.
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void PlaybackEnded();
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// Seeking has stopped. Inform the element on the main
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// thread.
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void SeekingStopped();
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// Seeking has stopped at the end of the resource. Inform the element on the main
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// thread.
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void SeekingStoppedAtEnd();
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// Seeking has started. Inform the element on the main
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// thread.
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void SeekingStarted();
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// Called when the backend has changed the current playback
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// position. It dispatches a timeupdate event and invalidates the frame.
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// This must be called on the main thread only.
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void PlaybackPositionChanged();
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// Calls mElement->UpdateReadyStateForData, telling it which state we have
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// entered. Main thread only.
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void NextFrameUnavailableBuffering();
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void NextFrameAvailable();
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void NextFrameUnavailable();
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// Calls mElement->UpdateReadyStateForData, telling it whether we have
|
|
// data for the next frame and if we're buffering. Main thread only.
|
|
void UpdateReadyStateForData();
|
|
|
|
// Find the end of the cached data starting at the current decoder
|
|
// position.
|
|
PRInt64 GetDownloadPosition();
|
|
|
|
// Updates the approximate byte offset which playback has reached. This is
|
|
// used to calculate the readyState transitions.
|
|
void UpdatePlaybackOffset(PRInt64 aOffset);
|
|
|
|
// Provide access to the state machine object
|
|
nsDecoderStateMachine* GetStateMachine() { return mDecoderStateMachine; }
|
|
|
|
// Return the current decode state. The decoder monitor must be
|
|
// obtained before calling this.
|
|
nsDecoderStateMachine::State GetDecodeState() { return mDecoderStateMachine->GetState(); }
|
|
|
|
public:
|
|
// Notifies the element that decoding has failed.
|
|
void DecodeError();
|
|
|
|
// Ensures the state machine thread is running, starting a new one
|
|
// if necessary.
|
|
nsresult StartStateMachineThread();
|
|
|
|
/******
|
|
* The following members should be accessed with the decoder lock held.
|
|
******/
|
|
|
|
// Current decoding position in the stream. This is where the decoder
|
|
// is up to consuming the stream. This is not adjusted during decoder
|
|
// seek operations, but it's updated at the end when we start playing
|
|
// back again.
|
|
PRInt64 mDecoderPosition;
|
|
// Current playback position in the stream. This is (approximately)
|
|
// where we're up to playing back the stream. This is not adjusted
|
|
// during decoder seek operations, but it's updated at the end when we
|
|
// start playing back again.
|
|
PRInt64 mPlaybackPosition;
|
|
// Data needed to estimate playback data rate. The timeline used for
|
|
// this estimate is "decode time" (where the "current time" is the
|
|
// time of the last decoded video frame).
|
|
nsChannelStatistics mPlaybackStatistics;
|
|
|
|
// Thread to manage playback state machine.
|
|
nsCOMPtr<nsIThread> mStateMachineThread;
|
|
|
|
// The current playback position of the media resource in units of
|
|
// seconds. This is updated approximately at the framerate of the
|
|
// video (if it is a video) or the callback period of the audio.
|
|
// It is read and written from the main thread only.
|
|
float mCurrentTime;
|
|
|
|
// Volume that playback should start at. 0.0 = muted. 1.0 = full
|
|
// volume. Readable/Writeable from the main thread.
|
|
float mInitialVolume;
|
|
|
|
// Position to seek to when the seek notification is received by the
|
|
// decode thread. Written by the main thread and read via the
|
|
// decode thread. Synchronised using mMonitor. If the
|
|
// value is negative then no seek has been requested. When a seek is
|
|
// started this is reset to negative.
|
|
float mRequestedSeekTime;
|
|
|
|
// Duration of the media resource. Set to -1 if unknown.
|
|
// Set when the metadata is loaded. Accessed on the main thread
|
|
// only.
|
|
PRInt64 mDuration;
|
|
|
|
// True if the media resource is seekable (server supports byte range
|
|
// requests).
|
|
PRPackedBool mSeekable;
|
|
|
|
/******
|
|
* The following member variables can be accessed from any thread.
|
|
******/
|
|
|
|
// The state machine object for handling the decoding. It is safe to
|
|
// call methods of this object from other threads. Its internal data
|
|
// is synchronised on a monitor. The lifetime of this object is
|
|
// after mPlayState is LOADING and before mPlayState is SHUTDOWN. It
|
|
// is safe to access it during this period.
|
|
nsCOMPtr<nsDecoderStateMachine> mDecoderStateMachine;
|
|
|
|
// Stream of media data.
|
|
nsAutoPtr<nsMediaStream> mStream;
|
|
|
|
// Monitor for detecting when the video play state changes. A call
|
|
// to Wait on this monitor will block the thread until the next
|
|
// state change.
|
|
Monitor mMonitor;
|
|
|
|
// Set to one of the valid play states. It is protected by the
|
|
// monitor mMonitor. This monitor must be acquired when reading or
|
|
// writing the state. Any change to the state on the main thread
|
|
// must call NotifyAll on the monitor so the decode thread can wake up.
|
|
PlayState mPlayState;
|
|
|
|
// The state to change to after a seek or load operation. It must only
|
|
// be changed from the main thread. The decoder monitor must be acquired
|
|
// when writing to the state, or when reading from a non-main thread.
|
|
// Any change to the state must call NotifyAll on the monitor.
|
|
PlayState mNextState;
|
|
|
|
// True when we have fully loaded the resource and reported that
|
|
// to the element (i.e. reached NETWORK_LOADED state).
|
|
// Accessed on the main thread only.
|
|
PRPackedBool mResourceLoaded;
|
|
|
|
// True when seeking or otherwise moving the play position around in
|
|
// such a manner that progress event data is inaccurate. This is set
|
|
// during seek and duration operations to prevent the progress indicator
|
|
// from jumping around. Read/Write from any thread. Must have decode monitor
|
|
// locked before accessing.
|
|
PRPackedBool mIgnoreProgressData;
|
|
};
|
|
|
|
#endif
|