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--HG-- rename : content/media/video/src/nsAudioStream.cpp => content/media/nsAudioStream.cpp rename : content/media/video/public/nsAudioStream.h => content/media/nsAudioStream.h rename : content/media/video/src/nsMediaCache.cpp => content/media/nsMediaCache.cpp rename : content/media/video/public/nsMediaCache.h => content/media/nsMediaCache.h rename : content/media/video/src/nsMediaDecoder.cpp => content/media/nsMediaDecoder.cpp rename : content/media/video/public/nsMediaDecoder.h => content/media/nsMediaDecoder.h rename : content/media/video/src/nsMediaStream.cpp => content/media/nsMediaStream.cpp rename : content/media/video/public/nsMediaStream.h => content/media/nsMediaStream.h rename : content/media/video/src/nsChannelReader.cpp => content/media/ogg/nsChannelReader.cpp rename : content/media/video/public/nsChannelReader.h => content/media/ogg/nsChannelReader.h rename : content/media/video/src/nsOggDecoder.cpp => content/media/ogg/nsOggDecoder.cpp rename : content/media/video/public/nsOggDecoder.h => content/media/ogg/nsOggDecoder.h rename : content/media/video/test/320x240.allow-origin.ogv => content/media/test/320x240.allow-origin.ogv rename : content/media/video/test/320x240.allow-origin.ogv^headers^ => content/media/test/320x240.allow-origin.ogv^headers^ rename : content/media/video/test/320x240.ogv => content/media/test/320x240.ogv rename : content/media/video/test/Makefile.in => content/media/test/Makefile.in rename : content/media/video/test/big.wav => content/media/test/big.wav rename : content/media/video/test/bug461281.ogg => content/media/test/bug461281.ogg rename : content/media/video/test/bug482461.ogv => content/media/test/bug482461.ogv rename : content/media/video/test/can_play_type_ogg.js => content/media/test/can_play_type_ogg.js rename : content/media/video/test/can_play_type_wave.js => content/media/test/can_play_type_wave.js rename : content/media/video/test/contentDuration1.sjs => 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content/media/test/test_access_control.html rename : content/media/video/test/test_audio1.html => content/media/test/test_audio1.html rename : content/media/video/test/test_audio2.html => content/media/test/test_audio2.html rename : content/media/video/test/test_audioDocumentTitle.html => content/media/test/test_audioDocumentTitle.html rename : content/media/video/test/test_autobuffer.html => content/media/test/test_autobuffer.html rename : content/media/video/test/test_autobuffer2.html => content/media/test/test_autobuffer2.html rename : content/media/video/test/test_autoplay.html => content/media/test/test_autoplay.html rename : content/media/video/test/test_bug448534.html => content/media/test/test_bug448534.html rename : content/media/video/test/test_bug461281.html => content/media/test/test_bug461281.html rename : content/media/video/test/test_bug463162.xhtml => content/media/test/test_bug463162.xhtml rename : content/media/video/test/test_bug465498.html => 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content/media/video/test/test_timeupdate3.html => content/media/test/test_timeupdate3.html rename : content/media/video/test/test_videoDocumentTitle.html => content/media/test/test_videoDocumentTitle.html rename : content/media/video/test/test_volume.html => content/media/test/test_volume.html rename : content/media/video/test/test_wav_8bit.html => content/media/test/test_wav_8bit.html rename : content/media/video/test/test_wav_ended1.html => content/media/test/test_wav_ended1.html rename : content/media/video/test/test_wav_ended2.html => content/media/test/test_wav_ended2.html rename : content/media/video/test/test_wav_list.html => content/media/test/test_wav_list.html rename : content/media/video/test/test_wav_onloadedmetadata.html => content/media/test/test_wav_onloadedmetadata.html rename : content/media/video/test/test_wav_seek1.html => content/media/test/test_wav_seek1.html rename : content/media/video/test/test_wav_seek3.html => content/media/test/test_wav_seek3.html rename : 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content/media/test/test_wav_timeupdate2.html rename : content/media/video/test/test_wav_trailing.html => content/media/test/test_wav_trailing.html rename : content/media/video/test/test_wav_trunc.html => content/media/test/test_wav_trunc.html rename : content/media/video/test/test_wav_trunc_seek.html => content/media/test/test_wav_trunc_seek.html rename : content/media/video/test/use_large_cache.js => content/media/test/use_large_cache.js rename : content/media/video/src/nsWaveDecoder.cpp => content/media/wave/nsWaveDecoder.cpp rename : content/media/video/public/nsWaveDecoder.h => content/media/wave/nsWaveDecoder.h
580 lines
22 KiB
C++
580 lines
22 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: ML 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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*
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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 has two threads. The first thread, called the Decode thread,
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owns the resources for downloading and reading the video file. It goes through the
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file, prcessing any decoded theora and vorbis data. It handles the sending of the
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audio data to the sound device and the presentation of the video data at the correct
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frame rate.
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The second thread is the step decode thread. It uses OggPlay to decode the video and
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audio data. It indirectly uses an nsMediaStream to do the file reading and seeking via
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Oggplay.
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All file reads and seeks must occur on these two threads. Synchronisation is done via
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liboggplay internal mutexes to ensure that access to the liboggplay structures is
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done correctly in the presence of the threads.
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The step decode thread is created and destroyed in the decode thread. When decoding
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needs to be done it is created and event dispatched to it to start the decode loop.
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This event exits when decoding is completed or no longer required (during seeking
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or shutdown).
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When the decode thread is created an event is dispatched to it. The event
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runs for the lifetime of the playback of the resource. The decode thread
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synchronises with the main thread via a single monitor held by the
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nsOggDecoder object.
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The event contains a Run method which consists of an infinite loop
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that checks the state that the state machine is in and processes
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operations on that state.
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The nsOggDecodeStateMachine class is the event that gets dispatched to
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the decode thread. It has the following states:
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DECODING_METADATA
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The Ogg 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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Video/Audio frames are being decoded.
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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.
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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 nsOggDecodeStateMachine owns.
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Decode()
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Start decoding video frames.
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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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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
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based on the 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 nsOggDecoder object. When the transition occurs
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nsOggDecoder then calls the methods on the decoder state machine
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object to cause it to behave appropriate to the play state.
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The following represents the states that the player can be in, and the
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valid states the decode thread can be in at that 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 with these objects is:
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1) The video element calls Load on nsMediaDecoder. This creates the
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decode thread and starts the channel for downloading the file. It
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instantiates and starts the Decode state machine. The high level
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LOADING state is entered, which results in the decode state machine
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to start decoding metadata. These are the headers that give the
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video size, framerate, etc. It returns immediately to the calling
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video element.
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2) When the Ogg metadata has been loaded by the decode thread it will
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call a method on the video element object to inform it that this
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step is done, so it can do the things required by the video
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specification at this stage. The decoder then continues to decode
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the first frame of data.
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3) When the first frame of Ogg data has been successfully decoded it
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calls a method on the video element object to inform it that this
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step has been done, once again so it can do the required things by
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the 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, while in the DECODING state, plays audio and
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video, if the correct frame time comes around and the decoder
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play state is PLAYING.
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a/v synchronisation is done by a combination of liboggplay and the
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Decoder state machine. liboggplay ensures that a decoded frame of data
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has both the audio samples and the YUV data for that period of time.
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When a frame is decoded by the decode state machine it converts the
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YUV encoded video to RGB and copies the sound data to an internal
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FrameData object. This is stored in a queue of available decoded frames.
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Included in the FrameData object is the time that that frame should
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be displayed.
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The display state machine keeps track of the time since the last frame it
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played. After decoding a frame it checks if it is time to display the next
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item in the decoded frame queue. If so, it pops the item off the queue
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and displays it.
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Ideally a/v sync would take into account the actual audio clock of the
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audio hardware for the sync rather than using the system clock.
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Unfortunately getting valid time data out of the audio hardware has proven
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to be unreliable across platforms (and even distributions in Linux) depending
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on audio hardware, audio backend etc. The current approach works fine in practice
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and is a compromise until this issue can be sorted. The plan is to eventually
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move to synchronising using the audio hardware.
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To prevent audio skipping and framerate dropping it is very important to
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make sure no blocking occurs during the decoding process and minimise
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expensive time operations at the time a frame is to be displayed. This is
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managed by immediately converting video data to RGB on decode (an expensive
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operation to do at frame display time) and checking if the sound device will
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not block before writing sound data to it.
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Shutdown needs to ensure that the event posted to the decode
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thread is completed. The decode thread can potentially block internally
|
|
inside liboggplay when reading, seeking, or its internal buffers containing
|
|
decoded data are full. When blocked in this manner a call from the main thread
|
|
to Shutdown() will hang.
|
|
|
|
This is fixed with a protocol to ensure that the decode event cleanly
|
|
completes. The nsMediaStream that the nsChannelReader uses has a
|
|
Cancel() method. Calling this before Shutdown() will close any
|
|
internal streams or listeners resulting in blocked i/o completing with
|
|
an error, and all future i/o on the stream having an error.
|
|
|
|
This causes the decode thread to exit and Shutdown() can occur.
|
|
|
|
If the decode thread is seeking then the same Cancel() operation
|
|
causes an error to be returned from the seek call to liboggplay which
|
|
exits out of the seek operation, and stops the seek state running on the
|
|
decode thread.
|
|
|
|
If the decode thread is blocked due to internal decode buffers being
|
|
full, it is unblocked during the shutdown process by calling
|
|
oggplay_prepare_for_close.
|
|
|
|
In practice the OggPlay internal buffer should never fill as we retrieve and
|
|
process the frame immediately on decoding.
|
|
|
|
The Shutdown method on nsOggDecoder 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 by 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 nsOggDecoder object *MUST* call Shutdown
|
|
when destroying the nsOggDecoder object.
|
|
*/
|
|
#if !defined(nsOggDecoder_h_)
|
|
#define nsOggDecoder_h_
|
|
|
|
#include "nsISupports.h"
|
|
#include "nsCOMPtr.h"
|
|
#include "nsIThread.h"
|
|
#include "nsIChannel.h"
|
|
#include "nsChannelReader.h"
|
|
#include "nsIObserver.h"
|
|
#include "nsIFrame.h"
|
|
#include "nsAutoPtr.h"
|
|
#include "nsSize.h"
|
|
#include "prlog.h"
|
|
#include "prmon.h"
|
|
#include "gfxContext.h"
|
|
#include "gfxRect.h"
|
|
#include "oggplay/oggplay.h"
|
|
#include "nsMediaDecoder.h"
|
|
|
|
class nsAudioStream;
|
|
class nsOggDecodeStateMachine;
|
|
class nsOggStepDecodeEvent;
|
|
|
|
class nsOggDecoder : public nsMediaDecoder
|
|
{
|
|
friend class nsOggDecodeStateMachine;
|
|
friend class nsOggStepDecodeEvent;
|
|
|
|
// ISupports
|
|
NS_DECL_ISUPPORTS
|
|
|
|
// nsIObserver
|
|
NS_DECL_NSIOBSERVER
|
|
|
|
public:
|
|
// 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
|
|
};
|
|
|
|
nsOggDecoder();
|
|
~nsOggDecoder();
|
|
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(nsIURI* aURI,
|
|
nsIChannel* aChannel,
|
|
nsIStreamListener **aListener);
|
|
|
|
// 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 void GetCurrentURI(nsIURI** aURI);
|
|
virtual already_AddRefed<nsIPrincipal> GetCurrentPrincipal();
|
|
|
|
virtual void NotifySuspendedStatusChanged();
|
|
virtual void NotifyBytesDownloaded();
|
|
virtual void NotifyDownloadEnded(nsresult aStatus);
|
|
// Called by nsChannelReader on the decoder thread
|
|
void NotifyBytesConsumed(PRInt64 aBytes);
|
|
|
|
// 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();
|
|
|
|
// Returns the channel reader.
|
|
nsChannelReader* GetReader() { return mReader; }
|
|
|
|
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();
|
|
|
|
// Tells our nsMediaStream to put all loads in the background.
|
|
virtual void MoveLoadsToBackground();
|
|
|
|
// Stop the state machine thread and drop references to the thread,
|
|
// state machine and channel reader.
|
|
void Stop();
|
|
|
|
protected:
|
|
|
|
// Returns the monitor for other threads to synchronise access to
|
|
// state.
|
|
PRMonitor* GetMonitor()
|
|
{
|
|
return mMonitor;
|
|
}
|
|
|
|
// 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);
|
|
|
|
/******
|
|
* 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 Ogg file has been read.
|
|
// Call on the main thread only.
|
|
void MetadataLoaded();
|
|
|
|
// 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 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();
|
|
|
|
private:
|
|
// Register/Unregister with Shutdown Observer.
|
|
// Call on main thread only.
|
|
void RegisterShutdownObserver();
|
|
void UnregisterShutdownObserver();
|
|
|
|
/******
|
|
* 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;
|
|
|
|
// The URI of the current resource
|
|
nsCOMPtr<nsIURI> mURI;
|
|
|
|
// Thread to handle decoding of Ogg data.
|
|
nsCOMPtr<nsIThread> mDecodeThread;
|
|
|
|
// 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. Read from the
|
|
// audio thread when it is first started to get the initial volume
|
|
// level.
|
|
float mInitialVolume;
|
|
|
|
// Position to seek to when the seek notification is received by the
|
|
// decoding thread. Written by the main thread and read via the
|
|
// decoding thread. Synchronised using mPlayStateMonitor. 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 Ogg metadata is loaded. Accessed on the main thread
|
|
// only.
|
|
PRInt64 mDuration;
|
|
|
|
// True if we are registered with the observer service for shutdown.
|
|
PRPackedBool mNotifyOnShutdown;
|
|
|
|
// 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 via
|
|
// oggplay. 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<nsOggDecodeStateMachine> mDecodeStateMachine;
|
|
|
|
// OggPlay object used to read data from a channel. Created on main
|
|
// thread. Passed to liboggplay and the locking for multithreaded
|
|
// access is handled by that library. Some methods are called from
|
|
// the decoder thread, and the state machine for that thread keeps
|
|
// a pointer to this reader. This is safe as the only methods called
|
|
// are threadsafe (via the threadsafe nsMediaStream).
|
|
nsAutoPtr<nsChannelReader> mReader;
|
|
|
|
// 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.
|
|
PRMonitor* 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
|