summaryrefslogtreecommitdiff
path: root/src/PlayerControl.hxx
blob: b60227d239d05e5c93eee850737cd146b74362e3 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
/*
 * Copyright (C) 2003-2014 The Music Player Daemon Project
 * http://www.musicpd.org
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License along
 * with this program; if not, write to the Free Software Foundation, Inc.,
 * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
 */

#ifndef MPD_PLAYER_H
#define MPD_PLAYER_H

#include "AudioFormat.hxx"
#include "thread/Mutex.hxx"
#include "thread/Cond.hxx"
#include "thread/Thread.hxx"
#include "util/Error.hxx"
#include "CrossFade.hxx"

#include <stdint.h>

class PlayerListener;
class MultipleOutputs;
class DetachedSong;

enum class PlayerState : uint8_t {
	STOP,
	PAUSE,
	PLAY
};

enum class PlayerCommand : uint8_t {
	NONE,
	EXIT,
	STOP,
	PAUSE,
	SEEK,
	CLOSE_AUDIO,

	/**
	 * At least one AudioOutput.enabled flag has been modified;
	 * commit those changes to the output threads.
	 */
	UPDATE_AUDIO,

	/** PlayerControl.next_song has been updated */
	QUEUE,

	/**
	 * cancel pre-decoding PlayerControl.next_song; if the player
	 * has already started playing this song, it will completely
	 * stop
	 */
	CANCEL,

	/**
	 * Refresh status information in the #PlayerControl struct,
	 * e.g. elapsed_time.
	 */
	REFRESH,
};

enum class PlayerError : uint8_t {
	NONE,

	/**
	 * The decoder has failed to decode the song.
	 */
	DECODER,

	/**
	 * The audio output has failed.
	 */
	OUTPUT,
};

struct player_status {
	PlayerState state;
	uint16_t bit_rate;
	AudioFormat audio_format;
	float total_time;
	float elapsed_time;
};

struct PlayerControl {
	PlayerListener &listener;

	MultipleOutputs &outputs;

	unsigned buffer_chunks;

	unsigned int buffered_before_play;

	/**
	 * The handle of the player thread.
	 */
	Thread thread;

	/**
	 * This lock protects #command, #state, #error, #tagged_song.
	 */
	mutable Mutex mutex;

	/**
	 * Trigger this object after you have modified #command.
	 */
	Cond cond;

	/**
	 * This object gets signalled when the player thread has
	 * finished the #command.  It wakes up the client that waits
	 * (i.e. the main thread).
	 */
	Cond client_cond;

	PlayerCommand command;
	PlayerState state;

	PlayerError error_type;

	/**
	 * The error that occurred in the player thread.  This
	 * attribute is only valid if #error is not
	 * #PlayerError::NONE.  The object must be freed when this
	 * object transitions back to #PlayerError::NONE.
	 */
	Error error;

	/**
	 * A copy of the current #DetachedSong after its tags have
	 * been updated by the decoder (for example, a radio stream
	 * that has sent a new tag after switching to the next song).
	 * This shall be used by PlayerListener::OnPlayerTagModified()
	 * to update the current #DetachedSong in the queue.
	 *
	 * Protected by #mutex.  Set by the PlayerThread and consumed
	 * by the main thread.
	 */
	DetachedSong *tagged_song;

	uint16_t bit_rate;
	AudioFormat audio_format;
	float total_time;
	float elapsed_time;

	/**
	 * The next queued song.
	 *
	 * This is a duplicate, and must be freed when this attribute
	 * is cleared.
	 */
	DetachedSong *next_song;

	double seek_where;

	CrossFadeSettings cross_fade;

	double total_play_time;

	/**
	 * If this flag is set, then the player will be auto-paused at
	 * the end of the song, before the next song starts to play.
	 *
	 * This is a copy of the queue's "single" flag most of the
	 * time.
	 */
	bool border_pause;

	PlayerControl(PlayerListener &_listener,
		      MultipleOutputs &_outputs,
		      unsigned buffer_chunks,
		      unsigned buffered_before_play);
	~PlayerControl();

	/**
	 * Locks the object.
	 */
	void Lock() const {
		mutex.lock();
	}

	/**
	 * Unlocks the object.
	 */
	void Unlock() const {
		mutex.unlock();
	}

	/**
	 * Signals the object.  The object should be locked prior to
	 * calling this function.
	 */
	void Signal() {
		cond.signal();
	}

	/**
	 * Signals the object.  The object is temporarily locked by
	 * this function.
	 */
	void LockSignal() {
		Lock();
		Signal();
		Unlock();
	}

	/**
	 * Waits for a signal on the object.  This function is only
	 * valid in the player thread.  The object must be locked
	 * prior to calling this function.
	 */
	void Wait() {
		assert(thread.IsInside());

		cond.wait(mutex);
	}

	/**
	 * Wake up the client waiting for command completion.
	 *
	 * Caller must lock the object.
	 */
	void ClientSignal() {
		assert(thread.IsInside());

		client_cond.signal();
	}

	/**
	 * The client calls this method to wait for command
	 * completion.
	 *
	 * Caller must lock the object.
	 */
	void ClientWait() {
		assert(!thread.IsInside());

		client_cond.wait(mutex);
	}

	/**
	 * A command has been finished.  This method clears the
	 * command and signals the client.
	 *
	 * To be called from the player thread.  Caller must lock the
	 * object.
	 */
	void CommandFinished() {
		assert(command != PlayerCommand::NONE);

		command = PlayerCommand::NONE;
		ClientSignal();
	}

private:
	/**
	 * Wait for the command to be finished by the player thread.
	 *
	 * To be called from the main thread.  Caller must lock the
	 * object.
	 */
	void WaitCommandLocked() {
		while (command != PlayerCommand::NONE)
			ClientWait();
	}

	/**
	 * Send a command to the player thread and synchronously wait
	 * for it to finish.
	 *
	 * To be called from the main thread.  Caller must lock the
	 * object.
	 */
	void SynchronousCommand(PlayerCommand cmd) {
		assert(command == PlayerCommand::NONE);

		command = cmd;
		Signal();
		WaitCommandLocked();
	}

	/**
	 * Send a command to the player thread and synchronously wait
	 * for it to finish.
	 *
	 * To be called from the main thread.  This method locks the
	 * object.
	 */
	void LockSynchronousCommand(PlayerCommand cmd) {
		Lock();
		SynchronousCommand(cmd);
		Unlock();
	}

public:
	/**
	 * @param song the song to be queued; the given instance will
	 * be owned and freed by the player
	 */
	void Play(DetachedSong *song);

	/**
	 * see PlayerCommand::CANCEL
	 */
	void Cancel();

	void SetPause(bool pause_flag);

private:
	void PauseLocked();

public:
	void Pause();

	/**
	 * Set the player's #border_pause flag.
	 */
	void SetBorderPause(bool border_pause);

	void Kill();

	gcc_pure
	player_status GetStatus();

	PlayerState GetState() const {
		return state;
	}

	/**
	 * Set the error.  Discards any previous error condition.
	 *
	 * Caller must lock the object.
	 *
	 * @param type the error type; must not be #PlayerError::NONE
	 * @param error detailed error information; must be defined.
	 */
	void SetError(PlayerError type, Error &&error);

	/**
	 * Checks whether an error has occurred, and if so, returns a
	 * copy of the #Error object.
	 *
	 * Caller must lock the object.
	 */
	gcc_pure
	Error GetError() const {
		Error result;
		if (error_type != PlayerError::NONE)
			result.Set(error);
		return result;
	}

	/**
	 * Like GetError(), but locks and unlocks the object.
	 */
	gcc_pure
	Error LockGetError() const {
		Lock();
		Error result = GetError();
		Unlock();
		return result;
	}

	void ClearError();

	PlayerError GetErrorType() const {
		return error_type;
	}

	/**
	 * Set the #tagged_song attribute to a newly allocated copy of
	 * the given #DetachedSong.  Locks and unlocks the object.
	 */
	void LockSetTaggedSong(const DetachedSong &song);

	void ClearTaggedSong();

	/**
	 * Read and clear the #tagged_song attribute.
	 *
	 * Caller must lock the object.
	 */
	DetachedSong *ReadTaggedSong() {
		DetachedSong *result = tagged_song;
		tagged_song = nullptr;
		return result;
	}

	/**
	 * Like ReadTaggedSong(), but locks and unlocks the object.
	 */
	DetachedSong *LockReadTaggedSong() {
		Lock();
		DetachedSong *result = ReadTaggedSong();
		Unlock();
		return result;
	}

	void Stop();

	void UpdateAudio();

private:
	void EnqueueSongLocked(DetachedSong *song) {
		assert(song != nullptr);
		assert(next_song == nullptr);

		next_song = song;
		SynchronousCommand(PlayerCommand::QUEUE);
	}

public:
	/**
	 * @param song the song to be queued; the given instance will be owned
	 * and freed by the player
	 */
	void EnqueueSong(DetachedSong *song);

	/**
	 * Makes the player thread seek the specified song to a position.
	 *
	 * @param song the song to be queued; the given instance will be owned
	 * and freed by the player
	 * @return true on success, false on failure (e.g. if MPD isn't
	 * playing currently)
	 */
	bool Seek(DetachedSong *song, float seek_time);

	void SetCrossFade(float cross_fade_seconds);

	float GetCrossFade() const {
		return cross_fade.duration;
	}

	void SetMixRampDb(float mixramp_db);

	float GetMixRampDb() const {
		return cross_fade.mixramp_db;
	}

	void SetMixRampDelay(float mixramp_delay_seconds);

	float GetMixRampDelay() const {
		return cross_fade.mixramp_delay;
	}

	double GetTotalPlayTime() const {
		return total_play_time;
	}
};

#endif