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Bug 1308147. Part 6 - remove unused MDSM::mQueuedSeek for there is no code to modify it. r=kikuo
MozReview-Commit-ID: BlQydjfm4DI --HG-- extra : rebase_source : 56c61685973059ce79845bb5536aa2373db52eac extra : source : d232ec41605f08821ea9ca99af4ba762968a995e
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@ -371,11 +371,6 @@ public:
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void Enter(bool aPendingDormant)
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{
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MOZ_ASSERT(!mMaster->mVideoDecodeSuspended);
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// WAIT_FOR_CDM is transitioned from DECODING_METADATA
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// where mQueuedSeek must be empty.
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MOZ_ASSERT(!mMaster->mQueuedSeek.Exists());
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mPendingDormant = aPendingDormant;
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}
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@ -433,7 +428,6 @@ public:
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void Enter(SeekJob aPendingSeek)
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{
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MOZ_ASSERT(!mMaster->mQueuedSeek.Exists());
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mPendingSeek = Move(aPendingSeek);
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if (mMaster->IsPlaying()) {
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mMaster->StopPlayback();
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@ -806,7 +800,6 @@ public:
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OnSeekTaskRejected(aValue);
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}));
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MOZ_ASSERT(!mMaster->mQueuedSeek.Exists());
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return mSeekJob.mPromise.Ensure(__func__);
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}
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@ -1131,10 +1124,6 @@ StateObject::HandleDormant(bool aDormant)
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if (!aDormant) {
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return true;
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}
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// This member function is inherited by DecodingState, BufferingState and
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// CompletedState which can handle seek immediately without queuing a seek.
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// Therefore mQueuedSeek must be empty here.
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MOZ_ASSERT(!mMaster->mQueuedSeek.Exists());
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SeekJob seekJob;
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seekJob.mTarget = SeekTarget(mMaster->mCurrentPosition,
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SeekTarget::Accurate,
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@ -1340,7 +1329,6 @@ DecodingFirstFrameState::Enter(SeekJob aPendingSeek)
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}
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MOZ_ASSERT(!mMaster->mVideoDecodeSuspended);
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MOZ_ASSERT(!mMaster->mQueuedSeek.Exists());
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mPendingSeek = Move(aPendingSeek);
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@ -1410,9 +1398,6 @@ MediaDecoderStateMachine::
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DecodingState::Enter()
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{
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MOZ_ASSERT(mMaster->mSentFirstFrameLoadedEvent);
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// Pending seek should've been handled by DECODING_FIRSTFRAME before
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// transitioning to DECODING.
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MOZ_ASSERT(!mMaster->mQueuedSeek.Exists());
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if (!mMaster->mIsVisible &&
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!mMaster->mVideoDecodeSuspendTimer.IsScheduled() &&
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@ -1441,7 +1426,6 @@ RefPtr<MediaDecoder::SeekPromise>
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MediaDecoderStateMachine::
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DecodingState::HandleSeek(SeekTarget aTarget)
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{
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mMaster->mQueuedSeek.RejectIfExists(__func__);
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SLOG("Changed state to SEEKING (to %lld)", aTarget.GetTime().ToMicroseconds());
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SeekJob seekJob;
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seekJob.mTarget = aTarget;
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@ -1504,7 +1488,6 @@ SeekingState::HandleDormant(bool aDormant)
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if (!aDormant) {
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return true;
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}
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MOZ_ASSERT(!mMaster->mQueuedSeek.Exists());
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MOZ_ASSERT(mSeekJob.Exists());
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// Because both audio and video decoders are going to be reset in this
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// method later, we treat a VideoOnly seek task as a normal Accurate
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@ -1523,7 +1506,6 @@ RefPtr<MediaDecoder::SeekPromise>
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MediaDecoderStateMachine::
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SeekingState::HandleSeek(SeekTarget aTarget)
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{
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mMaster->mQueuedSeek.RejectIfExists(__func__);
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SLOG("Changed state to SEEKING (to %lld)", aTarget.GetTime().ToMicroseconds());
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SeekJob seekJob;
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seekJob.mTarget = aTarget;
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@ -1672,7 +1654,6 @@ RefPtr<MediaDecoder::SeekPromise>
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MediaDecoderStateMachine::
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BufferingState::HandleSeek(SeekTarget aTarget)
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{
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mMaster->mQueuedSeek.RejectIfExists(__func__);
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SLOG("Changed state to SEEKING (to %lld)", aTarget.GetTime().ToMicroseconds());
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SeekJob seekJob;
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seekJob.mTarget = aTarget;
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@ -1683,7 +1664,6 @@ RefPtr<MediaDecoder::SeekPromise>
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MediaDecoderStateMachine::
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CompletedState::HandleSeek(SeekTarget aTarget)
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{
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mMaster->mQueuedSeek.RejectIfExists(__func__);
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SLOG("Changed state to SEEKING (to %lld)", aTarget.GetTime().ToMicroseconds());
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SeekJob seekJob;
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seekJob.mTarget = aTarget;
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@ -1699,7 +1679,6 @@ ShutdownState::Enter()
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master->mIsShutdown = true;
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master->mDelayedScheduler.Reset();
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master->mBufferedUpdateRequest.DisconnectIfExists();
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master->mQueuedSeek.RejectIfExists(__func__);
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// Shutdown happens while decode timer is active, we need to disconnect and
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// dispose of the timer.
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@ -596,9 +596,6 @@ private:
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mNextPlayState == MediaDecoder::PLAY_STATE_PLAYING;
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}
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// Queued seek - moves to mCurrentSeek when DecodeFirstFrame completes.
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SeekJob mQueuedSeek;
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// Media Fragment end time in microseconds. Access controlled by decoder monitor.
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int64_t mFragmentEndTime;
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