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authorMax Kellermann <max@duempel.org>2013-01-02 20:36:28 +0100
committerMax Kellermann <max@duempel.org>2013-01-02 20:36:28 +0100
commit975deca85b3fb881571203c9a2cad4eb242cd954 (patch)
treede6f8c57fee4b3b80aafd7a9c087a6b6b90ffadb /src/PlayerThread.cxx
parent3bbb5023871aaba48b6f503dd53d864f9a44c07d (diff)
{decoder,player}_thread: convert to C++
Diffstat (limited to 'src/PlayerThread.cxx')
-rw-r--r--src/PlayerThread.cxx1198
1 files changed, 1198 insertions, 0 deletions
diff --git a/src/PlayerThread.cxx b/src/PlayerThread.cxx
new file mode 100644
index 00000000..ad7a008d
--- /dev/null
+++ b/src/PlayerThread.cxx
@@ -0,0 +1,1198 @@
+/*
+ * Copyright (C) 2003-2013 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.
+ */
+
+#include "config.h"
+#include "PlayerThread.hxx"
+#include "DecoderThread.hxx"
+#include "song.h"
+#include "Main.hxx"
+#include "mpd_error.h"
+
+extern "C" {
+#include "player_control.h"
+#include "decoder_control.h"
+#include "output_all.h"
+#include "event_pipe.h"
+#include "crossfade.h"
+#include "tag.h"
+#include "pipe.h"
+#include "chunk.h"
+#include "idle.h"
+#include "buffer.h"
+}
+
+#include <glib.h>
+
+#undef G_LOG_DOMAIN
+#define G_LOG_DOMAIN "player_thread"
+
+enum xfade_state {
+ XFADE_DISABLED = -1,
+ XFADE_UNKNOWN = 0,
+ XFADE_ENABLED = 1
+};
+
+struct player {
+ struct player_control *pc;
+
+ struct decoder_control *dc;
+
+ struct music_pipe *pipe;
+
+ /**
+ * are we waiting for buffered_before_play?
+ */
+ bool buffering;
+
+ /**
+ * true if the decoder is starting and did not provide data
+ * yet
+ */
+ bool decoder_starting;
+
+ /**
+ * is the player paused?
+ */
+ bool paused;
+
+ /**
+ * is there a new song in pc.next_song?
+ */
+ bool queued;
+
+ /**
+ * Was any audio output opened successfully? It might have
+ * failed meanwhile, but was not explicitly closed by the
+ * player thread. When this flag is unset, some output
+ * methods must not be called.
+ */
+ bool output_open;
+
+ /**
+ * the song currently being played
+ */
+ struct song *song;
+
+ /**
+ * is cross fading enabled?
+ */
+ enum xfade_state xfade;
+
+ /**
+ * has cross-fading begun?
+ */
+ bool cross_fading;
+
+ /**
+ * The number of chunks used for crossfading.
+ */
+ unsigned cross_fade_chunks;
+
+ /**
+ * The tag of the "next" song during cross-fade. It is
+ * postponed, and sent to the output thread when the new song
+ * really begins.
+ */
+ struct tag *cross_fade_tag;
+
+ /**
+ * The current audio format for the audio outputs.
+ */
+ struct audio_format play_audio_format;
+
+ /**
+ * The time stamp of the chunk most recently sent to the
+ * output thread. This attribute is only used if
+ * audio_output_all_get_elapsed_time() didn't return a usable
+ * value; the output thread can estimate the elapsed time more
+ * precisely.
+ */
+ float elapsed_time;
+
+ player(player_control *_pc, decoder_control *_dc)
+ :pc(_pc), dc(_dc),
+ buffering(false),
+ decoder_starting(false),
+ paused(false),
+ queued(true),
+ output_open(false),
+ song(NULL),
+ xfade(XFADE_UNKNOWN),
+ cross_fading(false),
+ cross_fade_chunks(0),
+ cross_fade_tag(NULL),
+ elapsed_time(0.0) {}
+};
+
+static struct music_buffer *player_buffer;
+
+static void
+player_command_finished_locked(struct player_control *pc)
+{
+ assert(pc->command != PLAYER_COMMAND_NONE);
+
+ pc->command = PLAYER_COMMAND_NONE;
+ g_cond_signal(main_cond);
+}
+
+static void
+player_command_finished(struct player_control *pc)
+{
+ player_lock(pc);
+ player_command_finished_locked(pc);
+ player_unlock(pc);
+}
+
+/**
+ * Start the decoder.
+ *
+ * Player lock is not held.
+ */
+static void
+player_dc_start(struct player *player, struct music_pipe *pipe)
+{
+ struct player_control *pc = player->pc;
+ struct decoder_control *dc = player->dc;
+
+ assert(player->queued || pc->command == PLAYER_COMMAND_SEEK);
+ assert(pc->next_song != NULL);
+
+ unsigned start_ms = pc->next_song->start_ms;
+ if (pc->command == PLAYER_COMMAND_SEEK)
+ start_ms += (unsigned)(pc->seek_where * 1000);
+
+ dc_start(dc, song_dup_detached(pc->next_song),
+ start_ms, pc->next_song->end_ms,
+ player_buffer, pipe);
+}
+
+/**
+ * Is the decoder still busy on the same song as the player?
+ *
+ * Note: this function does not check if the decoder is already
+ * finished.
+ */
+static bool
+player_dc_at_current_song(const struct player *player)
+{
+ assert(player != NULL);
+ assert(player->pipe != NULL);
+
+ return player->dc->pipe == player->pipe;
+}
+
+/**
+ * Returns true if the decoder is decoding the next song (or has begun
+ * decoding it, or has finished doing it), and the player hasn't
+ * switched to that song yet.
+ */
+static bool
+player_dc_at_next_song(const struct player *player)
+{
+ return player->dc->pipe != NULL && !player_dc_at_current_song(player);
+}
+
+/**
+ * Stop the decoder and clears (and frees) its music pipe.
+ *
+ * Player lock is not held.
+ */
+static void
+player_dc_stop(struct player *player)
+{
+ struct decoder_control *dc = player->dc;
+
+ dc_stop(dc);
+
+ if (dc->pipe != NULL) {
+ /* clear and free the decoder pipe */
+
+ music_pipe_clear(dc->pipe, player_buffer);
+
+ if (dc->pipe != player->pipe)
+ music_pipe_free(dc->pipe);
+
+ dc->pipe = NULL;
+ }
+}
+
+/**
+ * After the decoder has been started asynchronously, wait for the
+ * "START" command to finish. The decoder may not be initialized yet,
+ * i.e. there is no audio_format information yet.
+ *
+ * The player lock is not held.
+ */
+static bool
+player_wait_for_decoder(struct player *player)
+{
+ struct player_control *pc = player->pc;
+ struct decoder_control *dc = player->dc;
+
+ assert(player->queued || pc->command == PLAYER_COMMAND_SEEK);
+ assert(pc->next_song != NULL);
+
+ player->queued = false;
+
+ GError *error = dc_lock_get_error(dc);
+ if (error != NULL) {
+ player_lock(pc);
+ pc_set_error(pc, PLAYER_ERROR_DECODER, error);
+
+ song_free(pc->next_song);
+ pc->next_song = NULL;
+
+ player_unlock(pc);
+
+ return false;
+ }
+
+ if (player->song != NULL)
+ song_free(player->song);
+
+ player->song = pc->next_song;
+ player->elapsed_time = 0.0;
+
+ /* set the "starting" flag, which will be cleared by
+ player_check_decoder_startup() */
+ player->decoder_starting = true;
+
+ player_lock(pc);
+
+ /* update player_control's song information */
+ pc->total_time = song_get_duration(pc->next_song);
+ pc->bit_rate = 0;
+ audio_format_clear(&pc->audio_format);
+
+ /* clear the queued song */
+ pc->next_song = NULL;
+
+ player_unlock(pc);
+
+ /* call syncPlaylistWithQueue() in the main thread */
+ event_pipe_emit(PIPE_EVENT_PLAYLIST);
+
+ return true;
+}
+
+/**
+ * Returns the real duration of the song, comprising the duration
+ * indicated by the decoder plugin.
+ */
+static double
+real_song_duration(const struct song *song, double decoder_duration)
+{
+ assert(song != NULL);
+
+ if (decoder_duration <= 0.0)
+ /* the decoder plugin didn't provide information; fall
+ back to song_get_duration() */
+ return song_get_duration(song);
+
+ if (song->end_ms > 0 && song->end_ms / 1000.0 < decoder_duration)
+ return (song->end_ms - song->start_ms) / 1000.0;
+
+ return decoder_duration - song->start_ms / 1000.0;
+}
+
+/**
+ * Wrapper for audio_output_all_open(). Upon failure, it pauses the
+ * player.
+ *
+ * @return true on success
+ */
+static bool
+player_open_output(struct player *player)
+{
+ struct player_control *pc = player->pc;
+
+ assert(audio_format_defined(&player->play_audio_format));
+ assert(pc->state == PLAYER_STATE_PLAY ||
+ pc->state == PLAYER_STATE_PAUSE);
+
+ GError *error = NULL;
+ if (audio_output_all_open(&player->play_audio_format, player_buffer,
+ &error)) {
+ player->output_open = true;
+ player->paused = false;
+
+ player_lock(pc);
+ pc->state = PLAYER_STATE_PLAY;
+ player_unlock(pc);
+
+ return true;
+ } else {
+ g_warning("%s", error->message);
+
+ player->output_open = false;
+
+ /* pause: the user may resume playback as soon as an
+ audio output becomes available */
+ player->paused = true;
+
+ player_lock(pc);
+ pc_set_error(pc, PLAYER_ERROR_OUTPUT, error);
+ pc->state = PLAYER_STATE_PAUSE;
+ player_unlock(pc);
+
+ return false;
+ }
+}
+
+/**
+ * The decoder has acknowledged the "START" command (see
+ * player_wait_for_decoder()). This function checks if the decoder
+ * initialization has completed yet.
+ *
+ * The player lock is not held.
+ */
+static bool
+player_check_decoder_startup(struct player *player)
+{
+ struct player_control *pc = player->pc;
+ struct decoder_control *dc = player->dc;
+
+ assert(player->decoder_starting);
+
+ decoder_lock(dc);
+
+ GError *error = dc_get_error(dc);
+ if (error != NULL) {
+ /* the decoder failed */
+ decoder_unlock(dc);
+
+ player_lock(pc);
+ pc_set_error(pc, PLAYER_ERROR_DECODER, error);
+ player_unlock(pc);
+
+ return false;
+ } else if (!decoder_is_starting(dc)) {
+ /* the decoder is ready and ok */
+
+ decoder_unlock(dc);
+
+ if (player->output_open &&
+ !audio_output_all_wait(pc, 1))
+ /* the output devices havn't finished playing
+ all chunks yet - wait for that */
+ return true;
+
+ player_lock(pc);
+ pc->total_time = real_song_duration(dc->song, dc->total_time);
+ pc->audio_format = dc->in_audio_format;
+ player_unlock(pc);
+
+ player->play_audio_format = dc->out_audio_format;
+ player->decoder_starting = false;
+
+ if (!player->paused && !player_open_output(player)) {
+ char *uri = song_get_uri(dc->song);
+ g_warning("problems opening audio device "
+ "while playing \"%s\"", uri);
+ g_free(uri);
+
+ return true;
+ }
+
+ return true;
+ } else {
+ /* the decoder is not yet ready; wait
+ some more */
+ player_wait_decoder(pc, dc);
+ decoder_unlock(dc);
+
+ return true;
+ }
+}
+
+/**
+ * Sends a chunk of silence to the audio outputs. This is called when
+ * there is not enough decoded data in the pipe yet, to prevent
+ * underruns in the hardware buffers.
+ *
+ * The player lock is not held.
+ */
+static bool
+player_send_silence(struct player *player)
+{
+ assert(player->output_open);
+ assert(audio_format_defined(&player->play_audio_format));
+
+ struct music_chunk *chunk = music_buffer_allocate(player_buffer);
+ if (chunk == NULL) {
+ g_warning("Failed to allocate silence buffer");
+ return false;
+ }
+
+#ifndef NDEBUG
+ chunk->audio_format = player->play_audio_format;
+#endif
+
+ size_t frame_size =
+ audio_format_frame_size(&player->play_audio_format);
+ /* this formula ensures that we don't send
+ partial frames */
+ unsigned num_frames = sizeof(chunk->data) / frame_size;
+
+ chunk->times = -1.0; /* undefined time stamp */
+ chunk->length = num_frames * frame_size;
+ memset(chunk->data, 0, chunk->length);
+
+ GError *error = NULL;
+ if (!audio_output_all_play(chunk, &error)) {
+ g_warning("%s", error->message);
+ g_error_free(error);
+
+ music_buffer_return(player_buffer, chunk);
+ return false;
+ }
+
+ return true;
+}
+
+/**
+ * This is the handler for the #PLAYER_COMMAND_SEEK command.
+ *
+ * The player lock is not held.
+ */
+static bool player_seek_decoder(struct player *player)
+{
+ struct player_control *pc = player->pc;
+ struct song *song = pc->next_song;
+ struct decoder_control *dc = player->dc;
+
+ assert(pc->next_song != NULL);
+
+ const unsigned start_ms = song->start_ms;
+
+ if (!decoder_lock_is_current_song(dc, song)) {
+ /* the decoder is already decoding the "next" song -
+ stop it and start the previous song again */
+
+ player_dc_stop(player);
+
+ /* clear music chunks which might still reside in the
+ pipe */
+ music_pipe_clear(player->pipe, player_buffer);
+
+ /* re-start the decoder */
+ player_dc_start(player, player->pipe);
+ if (!player_wait_for_decoder(player)) {
+ /* decoder failure */
+ player_command_finished(pc);
+ return false;
+ }
+ } else {
+ if (!player_dc_at_current_song(player)) {
+ /* the decoder is already decoding the "next" song,
+ but it is the same song file; exchange the pipe */
+ music_pipe_clear(player->pipe, player_buffer);
+ music_pipe_free(player->pipe);
+ player->pipe = dc->pipe;
+ }
+
+ song_free(pc->next_song);
+ pc->next_song = NULL;
+ player->queued = false;
+ }
+
+ /* wait for the decoder to complete initialization */
+
+ while (player->decoder_starting) {
+ if (!player_check_decoder_startup(player)) {
+ /* decoder failure */
+ player_command_finished(pc);
+ return false;
+ }
+ }
+
+ /* send the SEEK command */
+
+ double where = pc->seek_where;
+ if (where > pc->total_time)
+ where = pc->total_time - 0.1;
+ if (where < 0.0)
+ where = 0.0;
+
+ if (!dc_seek(dc, where + start_ms / 1000.0)) {
+ /* decoder failure */
+ player_command_finished(pc);
+ return false;
+ }
+
+ player->elapsed_time = where;
+
+ player_command_finished(pc);
+
+ player->xfade = XFADE_UNKNOWN;
+
+ /* re-fill the buffer after seeking */
+ player->buffering = true;
+
+ audio_output_all_cancel();
+
+ return true;
+}
+
+/**
+ * Player lock must be held before calling.
+ */
+static void player_process_command(struct player *player)
+{
+ struct player_control *pc = player->pc;
+ G_GNUC_UNUSED struct decoder_control *dc = player->dc;
+
+ switch (pc->command) {
+ case PLAYER_COMMAND_NONE:
+ case PLAYER_COMMAND_STOP:
+ case PLAYER_COMMAND_EXIT:
+ case PLAYER_COMMAND_CLOSE_AUDIO:
+ break;
+
+ case PLAYER_COMMAND_UPDATE_AUDIO:
+ player_unlock(pc);
+ audio_output_all_enable_disable();
+ player_lock(pc);
+ player_command_finished_locked(pc);
+ break;
+
+ case PLAYER_COMMAND_QUEUE:
+ assert(pc->next_song != NULL);
+ assert(!player->queued);
+ assert(!player_dc_at_next_song(player));
+
+ player->queued = true;
+ player_command_finished_locked(pc);
+ break;
+
+ case PLAYER_COMMAND_PAUSE:
+ player_unlock(pc);
+
+ player->paused = !player->paused;
+ if (player->paused) {
+ audio_output_all_pause();
+ player_lock(pc);
+
+ pc->state = PLAYER_STATE_PAUSE;
+ } else if (!audio_format_defined(&player->play_audio_format)) {
+ /* the decoder hasn't provided an audio format
+ yet - don't open the audio device yet */
+ player_lock(pc);
+
+ pc->state = PLAYER_STATE_PLAY;
+ } else {
+ player_open_output(player);
+
+ player_lock(pc);
+ }
+
+ player_command_finished_locked(pc);
+ break;
+
+ case PLAYER_COMMAND_SEEK:
+ player_unlock(pc);
+ player_seek_decoder(player);
+ player_lock(pc);
+ break;
+
+ case PLAYER_COMMAND_CANCEL:
+ if (pc->next_song == NULL) {
+ /* the cancel request arrived too late, we're
+ already playing the queued song... stop
+ everything now */
+ pc->command = PLAYER_COMMAND_STOP;
+ return;
+ }
+
+ if (player_dc_at_next_song(player)) {
+ /* the decoder is already decoding the song -
+ stop it and reset the position */
+ player_unlock(pc);
+ player_dc_stop(player);
+ player_lock(pc);
+ }
+
+ song_free(pc->next_song);
+ pc->next_song = NULL;
+ player->queued = false;
+ player_command_finished_locked(pc);
+ break;
+
+ case PLAYER_COMMAND_REFRESH:
+ if (player->output_open && !player->paused) {
+ player_unlock(pc);
+ audio_output_all_check();
+ player_lock(pc);
+ }
+
+ pc->elapsed_time = audio_output_all_get_elapsed_time();
+ if (pc->elapsed_time < 0.0)
+ pc->elapsed_time = player->elapsed_time;
+
+ player_command_finished_locked(pc);
+ break;
+ }
+}
+
+static void
+update_song_tag(struct song *song, const struct tag *new_tag)
+{
+ if (song_is_file(song))
+ /* don't update tags of local files, only remote
+ streams may change tags dynamically */
+ return;
+
+ struct tag *old_tag = song->tag;
+ song->tag = tag_dup(new_tag);
+
+ if (old_tag != NULL)
+ tag_free(old_tag);
+
+ /* the main thread will update the playlist version when he
+ receives this event */
+ event_pipe_emit(PIPE_EVENT_TAG);
+
+ /* notify all clients that the tag of the current song has
+ changed */
+ idle_add(IDLE_PLAYER);
+}
+
+/**
+ * Plays a #music_chunk object (after applying software volume). If
+ * it contains a (stream) tag, copy it to the current song, so MPD's
+ * playlist reflects the new stream tag.
+ *
+ * Player lock is not held.
+ */
+static bool
+play_chunk(struct player_control *pc,
+ struct song *song, struct music_chunk *chunk,
+ const struct audio_format *format,
+ GError **error_r)
+{
+ assert(music_chunk_check_format(chunk, format));
+
+ if (chunk->tag != NULL)
+ update_song_tag(song, chunk->tag);
+
+ if (chunk->length == 0) {
+ music_buffer_return(player_buffer, chunk);
+ return true;
+ }
+
+ player_lock(pc);
+ pc->bit_rate = chunk->bit_rate;
+ player_unlock(pc);
+
+ /* send the chunk to the audio outputs */
+
+ if (!audio_output_all_play(chunk, error_r))
+ return false;
+
+ pc->total_play_time += (double)chunk->length /
+ audio_format_time_to_size(format);
+ return true;
+}
+
+/**
+ * Obtains the next chunk from the music pipe, optionally applies
+ * cross-fading, and sends it to all audio outputs.
+ *
+ * @return true on success, false on error (playback will be stopped)
+ */
+static bool
+play_next_chunk(struct player *player)
+{
+ struct player_control *pc = player->pc;
+ struct decoder_control *dc = player->dc;
+
+ if (!audio_output_all_wait(pc, 64))
+ /* the output pipe is still large enough, don't send
+ another chunk */
+ return true;
+
+ unsigned cross_fade_position;
+ struct music_chunk *chunk = NULL;
+ if (player->xfade == XFADE_ENABLED &&
+ player_dc_at_next_song(player) &&
+ (cross_fade_position = music_pipe_size(player->pipe))
+ <= player->cross_fade_chunks) {
+ /* perform cross fade */
+ struct music_chunk *other_chunk =
+ music_pipe_shift(dc->pipe);
+
+ if (!player->cross_fading) {
+ /* beginning of the cross fade - adjust
+ crossFadeChunks which might be bigger than
+ the remaining number of chunks in the old
+ song */
+ player->cross_fade_chunks = cross_fade_position;
+ player->cross_fading = true;
+ }
+
+ if (other_chunk != NULL) {
+ chunk = music_pipe_shift(player->pipe);
+ assert(chunk != NULL);
+ assert(chunk->other == NULL);
+
+ /* don't send the tags of the new song (which
+ is being faded in) yet; postpone it until
+ the current song is faded out */
+ player->cross_fade_tag =
+ tag_merge_replace(player->cross_fade_tag,
+ other_chunk->tag);
+ other_chunk->tag = NULL;
+
+ if (isnan(pc->mixramp_delay_seconds)) {
+ chunk->mix_ratio = ((float)cross_fade_position)
+ / player->cross_fade_chunks;
+ } else {
+ chunk->mix_ratio = nan("");
+ }
+
+ if (music_chunk_is_empty(other_chunk)) {
+ /* the "other" chunk was a music_chunk
+ which had only a tag, but no music
+ data - we cannot cross-fade that;
+ but since this happens only at the
+ beginning of the new song, we can
+ easily recover by throwing it away
+ now */
+ music_buffer_return(player_buffer,
+ other_chunk);
+ other_chunk = NULL;
+ }
+
+ chunk->other = other_chunk;
+ } else {
+ /* there are not enough decoded chunks yet */
+
+ decoder_lock(dc);
+
+ if (decoder_is_idle(dc)) {
+ /* the decoder isn't running, abort
+ cross fading */
+ decoder_unlock(dc);
+
+ player->xfade = XFADE_DISABLED;
+ } else {
+ /* wait for the decoder */
+ decoder_signal(dc);
+ player_wait_decoder(pc, dc);
+ decoder_unlock(dc);
+
+ return true;
+ }
+ }
+ }
+
+ if (chunk == NULL)
+ chunk = music_pipe_shift(player->pipe);
+
+ assert(chunk != NULL);
+
+ /* insert the postponed tag if cross-fading is finished */
+
+ if (player->xfade != XFADE_ENABLED && player->cross_fade_tag != NULL) {
+ chunk->tag = tag_merge_replace(chunk->tag,
+ player->cross_fade_tag);
+ player->cross_fade_tag = NULL;
+ }
+
+ /* play the current chunk */
+
+ GError *error = NULL;
+ if (!play_chunk(player->pc, player->song, chunk,
+ &player->play_audio_format, &error)) {
+ g_warning("%s", error->message);
+
+ music_buffer_return(player_buffer, chunk);
+
+ player_lock(pc);
+
+ pc_set_error(pc, PLAYER_ERROR_OUTPUT, error);
+
+ /* pause: the user may resume playback as soon as an
+ audio output becomes available */
+ pc->state = PLAYER_STATE_PAUSE;
+ player->paused = true;
+
+ player_unlock(pc);
+
+ return false;
+ }
+
+ /* this formula should prevent that the decoder gets woken up
+ with each chunk; it is more efficient to make it decode a
+ larger block at a time */
+ decoder_lock(dc);
+ if (!decoder_is_idle(dc) &&
+ music_pipe_size(dc->pipe) <= (pc->buffered_before_play +
+ music_buffer_size(player_buffer) * 3) / 4)
+ decoder_signal(dc);
+ decoder_unlock(dc);
+
+ return true;
+}
+
+/**
+ * This is called at the border between two songs: the audio output
+ * has consumed all chunks of the current song, and we should start
+ * sending chunks from the next one.
+ *
+ * The player lock is not held.
+ *
+ * @return true on success, false on error (playback will be stopped)
+ */
+static bool
+player_song_border(struct player *player)
+{
+ player->xfade = XFADE_UNKNOWN;
+
+ char *uri = song_get_uri(player->song);
+ g_message("played \"%s\"", uri);
+ g_free(uri);
+
+ music_pipe_free(player->pipe);
+ player->pipe = player->dc->pipe;
+
+ audio_output_all_song_border();
+
+ if (!player_wait_for_decoder(player))
+ return false;
+
+ struct player_control *const pc = player->pc;
+ player_lock(pc);
+
+ if (pc->border_pause) {
+ player->paused = true;
+ pc->state = PLAYER_STATE_PAUSE;
+ }
+
+ player_unlock(pc);
+
+ return true;
+}
+
+/*
+ * The main loop of the player thread, during playback. This is
+ * basically a state machine, which multiplexes data between the
+ * decoder thread and the output threads.
+ */
+static void do_play(struct player_control *pc, struct decoder_control *dc)
+{
+ player player(pc, dc);
+
+ player_unlock(pc);
+
+ player.pipe = music_pipe_new();
+
+ player_dc_start(&player, player.pipe);
+ if (!player_wait_for_decoder(&player)) {
+ assert(player.song == NULL);
+
+ player_dc_stop(&player);
+ player_command_finished(pc);
+ music_pipe_free(player.pipe);
+ event_pipe_emit(PIPE_EVENT_PLAYLIST);
+ player_lock(pc);
+ return;
+ }
+
+ player_lock(pc);
+ pc->state = PLAYER_STATE_PLAY;
+
+ if (pc->command == PLAYER_COMMAND_SEEK)
+ player.elapsed_time = pc->seek_where;
+
+ player_command_finished_locked(pc);
+
+ while (true) {
+ player_process_command(&player);
+ if (pc->command == PLAYER_COMMAND_STOP ||
+ pc->command == PLAYER_COMMAND_EXIT ||
+ pc->command == PLAYER_COMMAND_CLOSE_AUDIO) {
+ player_unlock(pc);
+ audio_output_all_cancel();
+ break;
+ }
+
+ player_unlock(pc);
+
+ if (player.buffering) {
+ /* buffering at the start of the song - wait
+ until the buffer is large enough, to
+ prevent stuttering on slow machines */
+
+ if (music_pipe_size(player.pipe) < pc->buffered_before_play &&
+ !decoder_lock_is_idle(dc)) {
+ /* not enough decoded buffer space yet */
+
+ if (!player.paused &&
+ player.output_open &&
+ audio_output_all_check() < 4 &&
+ !player_send_silence(&player))
+ break;
+
+ decoder_lock(dc);
+ /* XXX race condition: check decoder again */
+ player_wait_decoder(pc, dc);
+ decoder_unlock(dc);
+ player_lock(pc);
+ continue;
+ } else {
+ /* buffering is complete */
+ player.buffering = false;
+ }
+ }
+
+ if (player.decoder_starting) {
+ /* wait until the decoder is initialized completely */
+
+ if (!player_check_decoder_startup(&player))
+ break;
+
+ player_lock(pc);
+ continue;
+ }
+
+#ifndef NDEBUG
+ /*
+ music_pipe_check_format(&play_audio_format,
+ player.next_song_chunk,
+ &dc->out_audio_format);
+ */
+#endif
+
+ if (decoder_lock_is_idle(dc) && player.queued &&
+ dc->pipe == player.pipe) {
+ /* the decoder has finished the current song;
+ make it decode the next song */
+
+ assert(dc->pipe == NULL || dc->pipe == player.pipe);
+
+ player_dc_start(&player, music_pipe_new());
+ }
+
+ if (/* no cross-fading if MPD is going to pause at the
+ end of the current song */
+ !pc->border_pause &&
+ player_dc_at_next_song(&player) &&
+ player.xfade == XFADE_UNKNOWN &&
+ !decoder_lock_is_starting(dc)) {
+ /* enable cross fading in this song? if yes,
+ calculate how many chunks will be required
+ for it */
+ player.cross_fade_chunks =
+ cross_fade_calc(pc->cross_fade_seconds, dc->total_time,
+ pc->mixramp_db,
+ pc->mixramp_delay_seconds,
+ dc->replay_gain_db,
+ dc->replay_gain_prev_db,
+ dc->mixramp_start,
+ dc->mixramp_prev_end,
+ &dc->out_audio_format,
+ &player.play_audio_format,
+ music_buffer_size(player_buffer) -
+ pc->buffered_before_play);
+ if (player.cross_fade_chunks > 0) {
+ player.xfade = XFADE_ENABLED;
+ player.cross_fading = false;
+ } else
+ /* cross fading is disabled or the
+ next song is too short */
+ player.xfade = XFADE_DISABLED;
+ }
+
+ if (player.paused) {
+ player_lock(pc);
+
+ if (pc->command == PLAYER_COMMAND_NONE)
+ player_wait(pc);
+ continue;
+ } else if (!music_pipe_empty(player.pipe)) {
+ /* at least one music chunk is ready - send it
+ to the audio output */
+
+ play_next_chunk(&player);
+ } else if (audio_output_all_check() > 0) {
+ /* not enough data from decoder, but the
+ output thread is still busy, so it's
+ okay */
+
+ /* XXX synchronize in a better way */
+ g_usleep(10000);
+ } else if (player_dc_at_next_song(&player)) {
+ /* at the beginning of a new song */
+
+ if (!player_song_border(&player))
+ break;
+ } else if (decoder_lock_is_idle(dc)) {
+ /* check the size of the pipe again, because
+ the decoder thread may have added something
+ since we last checked */
+ if (music_pipe_empty(player.pipe)) {
+ /* wait for the hardware to finish
+ playback */
+ audio_output_all_drain();
+ break;
+ }
+ } else if (player.output_open) {
+ /* the decoder is too busy and hasn't provided
+ new PCM data in time: send silence (if the
+ output pipe is empty) */
+ if (!player_send_silence(&player))
+ break;
+ }
+
+ player_lock(pc);
+ }
+
+ player_dc_stop(&player);
+
+ music_pipe_clear(player.pipe, player_buffer);
+ music_pipe_free(player.pipe);
+
+ if (player.cross_fade_tag != NULL)
+ tag_free(player.cross_fade_tag);
+
+ if (player.song != NULL)
+ song_free(player.song);
+
+ player_lock(pc);
+
+ if (player.queued) {
+ assert(pc->next_song != NULL);
+ song_free(pc->next_song);
+ pc->next_song = NULL;
+ }
+
+ pc->state = PLAYER_STATE_STOP;
+
+ player_unlock(pc);
+
+ event_pipe_emit(PIPE_EVENT_PLAYLIST);
+
+ player_lock(pc);
+}
+
+static gpointer
+player_task(gpointer arg)
+{
+ struct player_control *pc = (struct player_control *)arg;
+
+ struct decoder_control *dc = dc_new(pc->cond);
+ decoder_thread_start(dc);
+
+ player_buffer = music_buffer_new(pc->buffer_chunks);
+
+ player_lock(pc);
+
+ while (1) {
+ switch (pc->command) {
+ case PLAYER_COMMAND_SEEK:
+ case PLAYER_COMMAND_QUEUE:
+ assert(pc->next_song != NULL);
+
+ do_play(pc, dc);
+ break;
+
+ case PLAYER_COMMAND_STOP:
+ player_unlock(pc);
+ audio_output_all_cancel();
+ player_lock(pc);
+
+ /* fall through */
+
+ case PLAYER_COMMAND_PAUSE:
+ if (pc->next_song != NULL) {
+ song_free(pc->next_song);
+ pc->next_song = NULL;
+ }
+
+ player_command_finished_locked(pc);
+ break;
+
+ case PLAYER_COMMAND_CLOSE_AUDIO:
+ player_unlock(pc);
+
+ audio_output_all_release();
+
+ player_lock(pc);
+ player_command_finished_locked(pc);
+
+#ifndef NDEBUG
+ /* in the DEBUG build, check for leaked
+ music_chunk objects by freeing the
+ music_buffer */
+ music_buffer_free(player_buffer);
+ player_buffer = music_buffer_new(pc->buffer_chunks);
+#endif
+
+ break;
+
+ case PLAYER_COMMAND_UPDATE_AUDIO:
+ player_unlock(pc);
+ audio_output_all_enable_disable();
+ player_lock(pc);
+ player_command_finished_locked(pc);
+ break;
+
+ case PLAYER_COMMAND_EXIT:
+ player_unlock(pc);
+
+ dc_quit(dc);
+ dc_free(dc);
+ audio_output_all_close();
+ music_buffer_free(player_buffer);
+
+ player_command_finished(pc);
+ return NULL;
+
+ case PLAYER_COMMAND_CANCEL:
+ if (pc->next_song != NULL) {
+ song_free(pc->next_song);
+ pc->next_song = NULL;
+ }
+
+ player_command_finished_locked(pc);
+ break;
+
+ case PLAYER_COMMAND_REFRESH:
+ /* no-op when not playing */
+ player_command_finished_locked(pc);
+ break;
+
+ case PLAYER_COMMAND_NONE:
+ player_wait(pc);
+ break;
+ }
+ }
+}
+
+void
+player_create(struct player_control *pc)
+{
+ assert(pc->thread == NULL);
+
+ GError *e = NULL;
+ pc->thread = g_thread_create(player_task, pc, true, &e);
+ if (pc->thread == NULL)
+ MPD_ERROR("Failed to spawn player task: %s", e->message);
+}