mirror of
https://gitlab.winehq.org/wine/wine-gecko.git
synced 2024-09-13 09:24:08 -07:00
651 lines
24 KiB
C++
651 lines
24 KiB
C++
/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
|
|
/* vim:set ts=2 sw=2 sts=2 et cindent: */
|
|
/* ***** BEGIN LICENSE BLOCK *****
|
|
* Version: MPL 1.1/GPL 2.0/LGPL 2.1
|
|
*
|
|
* The contents of this file are subject to the Mozilla Public License Version
|
|
* 1.1 (the "License"); you may not use this file except in compliance with
|
|
* the License. You may obtain a copy of the License at
|
|
* http://www.mozilla.org/MPL/
|
|
*
|
|
* Software distributed under the License is distributed on an "AS IS" basis,
|
|
* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
|
|
* for the specific language governing rights and limitations under the
|
|
* License.
|
|
*
|
|
* The Original Code is Mozilla code.
|
|
*
|
|
* The Initial Developer of the Original Code is the Mozilla Corporation.
|
|
* Portions created by the Initial Developer are Copyright (C) 2007
|
|
* the Initial Developer. All Rights Reserved.
|
|
*
|
|
* Contributor(s):
|
|
* Chris Double <chris.double@double.co.nz>
|
|
* Chris Pearce <chris@pearce.org.nz>
|
|
*
|
|
* Alternatively, the contents of this file may be used under the terms of
|
|
* either the GNU General Public License Version 2 or later (the "GPL"), or
|
|
* the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
|
|
* in which case the provisions of the GPL or the LGPL are applicable instead
|
|
* of those above. If you wish to allow use of your version of this file only
|
|
* under the terms of either the GPL or the LGPL, and not to allow others to
|
|
* use your version of this file under the terms of the MPL, indicate your
|
|
* decision by deleting the provisions above and replace them with the notice
|
|
* and other provisions required by the GPL or the LGPL. If you do not delete
|
|
* the provisions above, a recipient may use your version of this file under
|
|
* the terms of any one of the MPL, the GPL or the LGPL.
|
|
*
|
|
* ***** END LICENSE BLOCK ***** */
|
|
/*
|
|
Each video element based on nsBuiltinDecoder has at least one thread
|
|
dedicated to decoding video.
|
|
|
|
This thread (called the state machine thread owns the resources for
|
|
downloading and reading the media file. nsDecoderStateMachine is the
|
|
class that needs to be implemented and it gets run on the state
|
|
machine thread.
|
|
|
|
The state machine thread has one event that is dispatched to it (the
|
|
implementation of nsDecoderStateMachine) and that event runs for the
|
|
lifetime of the playback of the resource. State shared between threads
|
|
is synchronised with the main thread via a monitor held by the
|
|
nsBuiltinDecoder object.
|
|
|
|
The state machine thread event consist of a Run method which is an
|
|
infinite loop that performs the decoding operation and checks the
|
|
state that the state machine is in and processes operations on that
|
|
state.
|
|
|
|
The Main thread controls the decode state machine by setting the value
|
|
of a mPlayState variable and notifying on the monitor based on the
|
|
high level player actions required (Seek, Pause, Play, etc).
|
|
|
|
The player states are the states requested by the client through the
|
|
DOM API. They represent the desired state of the player, while the
|
|
decoder's state represents the actual state of the decoder.
|
|
|
|
The high level state of the player is maintained via a PlayState value.
|
|
It can have the following states:
|
|
|
|
START
|
|
The decoder has been initialized but has no resource loaded.
|
|
PAUSED
|
|
A request via the API has been received to pause playback.
|
|
LOADING
|
|
A request via the API has been received to load a resource.
|
|
PLAYING
|
|
A request via the API has been received to start playback.
|
|
SEEKING
|
|
A request via the API has been received to start seeking.
|
|
COMPLETED
|
|
Playback has completed.
|
|
SHUTDOWN
|
|
The decoder is about to be destroyed.
|
|
|
|
State transition occurs when the Media Element calls the Play, Seek,
|
|
etc methods on the nsBuiltinDecoder object. When the transition
|
|
occurs nsBuiltinDecoder then calls the methods on the decoder state
|
|
machine object to cause it to behave appropriate to the play state.
|
|
|
|
An implementation of the nsDecoderStateMachine class is the event
|
|
that gets dispatched to the state machine thread. It has the following states:
|
|
|
|
DECODING_METADATA
|
|
The media headers are being loaded, and things like framerate, etc are
|
|
being determined, and the first frame of audio/video data is being decoded.
|
|
DECODING
|
|
The decode and audio threads are started and video frames displayed at
|
|
the required time.
|
|
SEEKING
|
|
A seek operation is in progress.
|
|
BUFFERING
|
|
Decoding is paused while data is buffered for smooth playback.
|
|
COMPLETED
|
|
The resource has completed decoding, but not finished playback.
|
|
SHUTDOWN
|
|
The decoder object is about to be destroyed.
|
|
|
|
The following result in state transitions.
|
|
|
|
Shutdown()
|
|
Clean up any resources the nsDecoderStateMachine owns.
|
|
Decode()
|
|
Start decoding media data.
|
|
Buffer
|
|
This is not user initiated. It occurs when the
|
|
available data in the stream drops below a certain point.
|
|
Complete
|
|
This is not user initiated. It occurs when the
|
|
stream is completely decoded.
|
|
Seek(float)
|
|
Seek to the time position given in the resource.
|
|
|
|
A state transition diagram:
|
|
|
|
DECODING_METADATA
|
|
| |
|
|
v | Shutdown()
|
|
| |
|
|
v -->-------------------->--------------------------|
|
|
|---------------->----->------------------------| v
|
|
DECODING | | | | |
|
|
^ v Seek(t) | | | |
|
|
| Decode() | v | | |
|
|
^-----------<----SEEKING | v Complete v v
|
|
| | | | | |
|
|
| | | COMPLETED SHUTDOWN-<-|
|
|
^ ^ | |Shutdown() |
|
|
| | | >-------->-----^
|
|
| Decode() |Seek(t) |Buffer() |
|
|
-----------<--------<-------BUFFERING |
|
|
| ^
|
|
v Shutdown() |
|
|
| |
|
|
------------>-----|
|
|
|
|
The following represents the states that the nsBuiltinDecoder object
|
|
can be in, and the valid states the nsDecoderStateMachine can be in at that
|
|
time:
|
|
|
|
player LOADING decoder DECODING_METADATA
|
|
player PLAYING decoder DECODING, BUFFERING, SEEKING, COMPLETED
|
|
player PAUSED decoder DECODING, BUFFERING, SEEKING, COMPLETED
|
|
player SEEKING decoder SEEKING
|
|
player COMPLETED decoder SHUTDOWN
|
|
player SHUTDOWN decoder SHUTDOWN
|
|
|
|
The general sequence of events is:
|
|
|
|
1) The video element calls Load on nsMediaDecoder. This creates the
|
|
state machine thread and starts the channel for downloading the
|
|
file. It instantiates and starts the nsDecoderStateMachine. The
|
|
high level LOADING state is entered, which results in the decode
|
|
state machine to start decoding metadata. These are the headers
|
|
that give the video size, framerate, etc. It returns immediately
|
|
to the calling video element.
|
|
|
|
2) When the metadata has been loaded by the decode thread it will call
|
|
a method on the video element object to inform it that this step is
|
|
done, so it can do the things required by the video specification
|
|
at this stage. The decoder then continues to decode the first frame
|
|
of data.
|
|
|
|
3) When the first frame of data has been successfully decoded it calls
|
|
a method on the video element object to inform it that this step
|
|
has been done, once again so it can do the required things by the
|
|
video specification at this stage.
|
|
|
|
This results in the high level state changing to PLAYING or PAUSED
|
|
depending on any user action that may have occurred.
|
|
|
|
The decode thread plays audio and video, if the correct frame time
|
|
comes around and the decoder play state is PLAYING.
|
|
|
|
a/v synchronisation is handled by the nsDecoderStateMachine implementation.
|
|
|
|
The Shutdown method on nsBuiltinDecoder can spin the event loop as it
|
|
waits for threads to complete. Spinning the event loop is a bad thing
|
|
to happen during certain times like destruction of the media
|
|
element. To work around this the Shutdown method does nothing but
|
|
queue an event to the main thread to perform the actual Shutdown. This
|
|
way the shutdown can occur at a safe time.
|
|
|
|
This means the owning object of a nsBuiltinDecoder object *MUST* call
|
|
Shutdown when destroying the nsBuiltinDecoder object.
|
|
*/
|
|
#if !defined(nsBuiltinDecoder_h_)
|
|
#define nsBuiltinDecoder_h_
|
|
|
|
#include "nsMediaDecoder.h"
|
|
|
|
#include "nsISupports.h"
|
|
#include "nsCOMPtr.h"
|
|
#include "nsIThread.h"
|
|
#include "nsIChannel.h"
|
|
#include "nsIObserver.h"
|
|
#include "nsIFrame.h"
|
|
#include "nsAutoPtr.h"
|
|
#include "nsSize.h"
|
|
#include "prlog.h"
|
|
#include "gfxContext.h"
|
|
#include "gfxRect.h"
|
|
#include "nsMediaStream.h"
|
|
#include "nsMediaDecoder.h"
|
|
#include "nsHTMLMediaElement.h"
|
|
#include "mozilla/Monitor.h"
|
|
|
|
class nsAudioStream;
|
|
|
|
static inline PRBool IsCurrentThread(nsIThread* aThread) {
|
|
return NS_GetCurrentThread() == aThread;
|
|
}
|
|
|
|
// Decoder backends must implement this class to perform the codec
|
|
// specific parts of decoding the video/audio format.
|
|
class nsDecoderStateMachine : public nsRunnable
|
|
{
|
|
public:
|
|
// Enumeration for the valid decoding states
|
|
enum State {
|
|
DECODER_STATE_DECODING_METADATA,
|
|
DECODER_STATE_DECODING,
|
|
DECODER_STATE_SEEKING,
|
|
DECODER_STATE_BUFFERING,
|
|
DECODER_STATE_COMPLETED,
|
|
DECODER_STATE_SHUTDOWN
|
|
};
|
|
|
|
// Initializes the state machine, returns NS_OK on success, or
|
|
// NS_ERROR_FAILURE on failure.
|
|
virtual nsresult Init(nsDecoderStateMachine* aCloneDonor) = 0;
|
|
|
|
// Return the current decode state. The decoder monitor must be
|
|
// obtained before calling this.
|
|
virtual State GetState() = 0;
|
|
|
|
// Set the audio volume. The decoder monitor must be obtained before
|
|
// calling this.
|
|
virtual void SetVolume(float aVolume) = 0;
|
|
|
|
virtual void Shutdown() = 0;
|
|
|
|
// Called from the main thread to get the duration. The decoder monitor
|
|
// must be obtained before calling this. It is in units of milliseconds.
|
|
virtual PRInt64 GetDuration() = 0;
|
|
|
|
// Called from the main thread to set the duration of the media resource
|
|
// if it is able to be obtained via HTTP headers. Called from the
|
|
// state machine thread to set the duration if it is obtained from the
|
|
// media metadata. The decoder monitor must be obtained before calling this.
|
|
virtual void SetDuration(PRInt64 aDuration) = 0;
|
|
|
|
// Functions used by assertions to ensure we're calling things
|
|
// on the appropriate threads.
|
|
virtual PRBool OnDecodeThread() = 0;
|
|
|
|
virtual nsHTMLMediaElement::NextFrameStatus GetNextFrameStatus() = 0;
|
|
|
|
// Cause state transitions. These methods obtain the decoder monitor
|
|
// to synchronise the change of state, and to notify other threads
|
|
// that the state has changed.
|
|
virtual void Decode() = 0;
|
|
|
|
// Seeks to aTime in seconds
|
|
virtual void Seek(float aTime) = 0;
|
|
|
|
// Returns the current playback position in seconds.
|
|
// Called from the main thread to get the current frame time. The decoder
|
|
// monitor must be obtained before calling this.
|
|
virtual float GetCurrentTime() = 0;
|
|
|
|
// Clear the flag indicating that a playback position change event
|
|
// is currently queued. This is called from the main thread and must
|
|
// be called with the decode monitor held.
|
|
virtual void ClearPositionChangeFlag() = 0;
|
|
|
|
// Called from the main thread to set whether the media resource can
|
|
// be seeked. The decoder monitor must be obtained before calling this.
|
|
virtual void SetSeekable(PRBool aSeekable) = 0;
|
|
|
|
// Update the playback position. This can result in a timeupdate event
|
|
// and an invalidate of the frame being dispatched asynchronously if
|
|
// there is no such event currently queued.
|
|
// Only called on the decoder thread. Must be called with
|
|
// the decode monitor held.
|
|
virtual void UpdatePlaybackPosition(PRInt64 aTime) = 0;
|
|
|
|
virtual nsresult GetBuffered(nsTimeRanges* aBuffered) = 0;
|
|
|
|
virtual void NotifyDataArrived(const char* aBuffer, PRUint32 aLength, PRUint32 aOffset) = 0;
|
|
|
|
// Causes the state machine to switch to buffering state, and to
|
|
// immediately stop playback and buffer downloaded data. Must be called
|
|
// with the decode monitor held. Called on the state machine thread and
|
|
// the main thread.
|
|
virtual void StartBuffering() = 0;
|
|
|
|
virtual void NotifyDataExhausted() = 0;
|
|
};
|
|
|
|
class nsBuiltinDecoder : public nsMediaDecoder
|
|
{
|
|
// ISupports
|
|
NS_DECL_ISUPPORTS
|
|
|
|
// nsIObserver
|
|
NS_DECL_NSIOBSERVER
|
|
|
|
public:
|
|
typedef mozilla::Monitor Monitor;
|
|
|
|
// Enumeration for the valid play states (see mPlayState)
|
|
enum PlayState {
|
|
PLAY_STATE_START,
|
|
PLAY_STATE_LOADING,
|
|
PLAY_STATE_PAUSED,
|
|
PLAY_STATE_PLAYING,
|
|
PLAY_STATE_SEEKING,
|
|
PLAY_STATE_ENDED,
|
|
PLAY_STATE_SHUTDOWN
|
|
};
|
|
|
|
nsBuiltinDecoder();
|
|
~nsBuiltinDecoder();
|
|
|
|
virtual PRBool Init(nsHTMLMediaElement* aElement);
|
|
|
|
// This method must be called by the owning object before that
|
|
// object disposes of this decoder object.
|
|
virtual void Shutdown();
|
|
|
|
virtual float GetCurrentTime();
|
|
|
|
virtual nsresult Load(nsMediaStream* aStream,
|
|
nsIStreamListener** aListener,
|
|
nsMediaDecoder* aCloneDonor);
|
|
|
|
virtual nsDecoderStateMachine* CreateStateMachine() = 0;
|
|
|
|
// Start playback of a video. 'Load' must have previously been
|
|
// called.
|
|
virtual nsresult Play();
|
|
|
|
// Seek to the time position in (seconds) from the start of the video.
|
|
virtual nsresult Seek(float time);
|
|
|
|
virtual nsresult PlaybackRateChanged();
|
|
|
|
virtual void Pause();
|
|
virtual void SetVolume(float volume);
|
|
virtual float GetDuration();
|
|
|
|
virtual nsMediaStream* GetCurrentStream();
|
|
virtual already_AddRefed<nsIPrincipal> GetCurrentPrincipal();
|
|
|
|
virtual void NotifySuspendedStatusChanged();
|
|
virtual void NotifyBytesDownloaded();
|
|
virtual void NotifyDownloadEnded(nsresult aStatus);
|
|
// Called by the decode thread to keep track of the number of bytes read
|
|
// from the resource.
|
|
void NotifyBytesConsumed(PRInt64 aBytes);
|
|
|
|
void NotifyDataExhausted() {
|
|
mDecoderStateMachine->NotifyDataExhausted();
|
|
}
|
|
|
|
// Called when the video file has completed downloading.
|
|
// Call on the main thread only.
|
|
void ResourceLoaded();
|
|
|
|
// Called if the media file encounters a network error.
|
|
// Call on the main thread only.
|
|
virtual void NetworkError();
|
|
|
|
// Call from any thread safely. Return PR_TRUE if we are currently
|
|
// seeking in the media resource.
|
|
virtual PRBool IsSeeking() const;
|
|
|
|
// Return PR_TRUE if the decoder has reached the end of playback.
|
|
// Call on the main thread only.
|
|
virtual PRBool IsEnded() const;
|
|
|
|
// Set the duration of the media resource in units of milliseconds.
|
|
// This is called via a channel listener if it can pick up the duration
|
|
// from a content header. Must be called from the main thread only.
|
|
virtual void SetDuration(PRInt64 aDuration);
|
|
|
|
// Set a flag indicating whether seeking is supported
|
|
virtual void SetSeekable(PRBool aSeekable);
|
|
|
|
// Return PR_TRUE if seeking is supported.
|
|
virtual PRBool GetSeekable();
|
|
|
|
virtual Statistics GetStatistics();
|
|
|
|
// Suspend any media downloads that are in progress. Called by the
|
|
// media element when it is sent to the bfcache. Call on the main
|
|
// thread only.
|
|
virtual void Suspend();
|
|
|
|
// Resume any media downloads that have been suspended. Called by the
|
|
// media element when it is restored from the bfcache. Call on the
|
|
// main thread only.
|
|
virtual void Resume(PRBool aForceBuffering);
|
|
|
|
// Tells our nsMediaStream to put all loads in the background.
|
|
virtual void MoveLoadsToBackground();
|
|
|
|
// Stop the state machine thread and drop references to the thread and
|
|
// state machine.
|
|
void Stop();
|
|
|
|
void AudioAvailable(float* aFrameBuffer, PRUint32 aFrameBufferLength, float aTime);
|
|
|
|
// Called by the state machine to notify the decoder that the duration
|
|
// has changed.
|
|
void DurationChanged();
|
|
|
|
PRBool OnStateMachineThread() {
|
|
return IsCurrentThread(mStateMachineThread);
|
|
}
|
|
|
|
PRBool OnDecodeThread() {
|
|
return mDecoderStateMachine->OnDecodeThread();
|
|
}
|
|
|
|
// Returns the monitor for other threads to synchronise access to
|
|
// state.
|
|
Monitor& GetMonitor() {
|
|
return mMonitor;
|
|
}
|
|
|
|
// Constructs the time ranges representing what segments of the media
|
|
// are buffered and playable.
|
|
virtual nsresult GetBuffered(nsTimeRanges* aBuffered) {
|
|
return mDecoderStateMachine->GetBuffered(aBuffered);
|
|
}
|
|
|
|
virtual void NotifyDataArrived(const char* aBuffer, PRUint32 aLength, PRUint32 aOffset) {
|
|
return mDecoderStateMachine->NotifyDataArrived(aBuffer, aLength, aOffset);
|
|
}
|
|
|
|
public:
|
|
// Return the current state. Can be called on any thread. If called from
|
|
// a non-main thread, the decoder monitor must be held.
|
|
PlayState GetState() {
|
|
return mPlayState;
|
|
}
|
|
|
|
// Stop updating the bytes downloaded for progress notifications. Called
|
|
// when seeking to prevent wild changes to the progress notification.
|
|
// Must be called with the decoder monitor held.
|
|
void StopProgressUpdates();
|
|
|
|
// Allow updating the bytes downloaded for progress notifications. Must
|
|
// be called with the decoder monitor held.
|
|
void StartProgressUpdates();
|
|
|
|
// Something has changed that could affect the computed playback rate,
|
|
// so recompute it. The monitor must be held.
|
|
void UpdatePlaybackRate();
|
|
|
|
// The actual playback rate computation. The monitor must be held.
|
|
double ComputePlaybackRate(PRPackedBool* aReliable);
|
|
|
|
// Make the decoder state machine update the playback position. Called by
|
|
// the reader on the decoder thread (Assertions for this checked by
|
|
// mDecoderStateMachine). This must be called with the decode monitor
|
|
// held.
|
|
void UpdatePlaybackPosition(PRInt64 aTime)
|
|
{
|
|
mDecoderStateMachine->UpdatePlaybackPosition(aTime);
|
|
}
|
|
|
|
/******
|
|
* The following methods must only be called on the main
|
|
* thread.
|
|
******/
|
|
|
|
// Change to a new play state. This updates the mState variable and
|
|
// notifies any thread blocking on this object's monitor of the
|
|
// change. Call on the main thread only.
|
|
void ChangeState(PlayState aState);
|
|
|
|
// Called when the metadata from the media file has been read.
|
|
// Call on the main thread only.
|
|
void MetadataLoaded(PRUint32 aChannels,
|
|
PRUint32 aRate,
|
|
PRUint32 aFrameBufferLength);
|
|
|
|
// Called when the first frame has been loaded.
|
|
// Call on the main thread only.
|
|
void FirstFrameLoaded();
|
|
|
|
// Called when the video has completed playing.
|
|
// Call on the main thread only.
|
|
void PlaybackEnded();
|
|
|
|
// Seeking has stopped. Inform the element on the main
|
|
// thread.
|
|
void SeekingStopped();
|
|
|
|
// Seeking has stopped at the end of the resource. Inform the element on the main
|
|
// thread.
|
|
void SeekingStoppedAtEnd();
|
|
|
|
// Seeking has started. Inform the element on the main
|
|
// thread.
|
|
void SeekingStarted();
|
|
|
|
// Called when the backend has changed the current playback
|
|
// position. It dispatches a timeupdate event and invalidates the frame.
|
|
// This must be called on the main thread only.
|
|
void PlaybackPositionChanged();
|
|
|
|
// Calls mElement->UpdateReadyStateForData, telling it which state we have
|
|
// entered. Main thread only.
|
|
void NextFrameUnavailableBuffering();
|
|
void NextFrameAvailable();
|
|
void NextFrameUnavailable();
|
|
|
|
// 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
|