gecko-dev/dom/media/MediaDecoderStateMachine.cpp
alwu 1d93afb4e6 Bug 1593843 - part2 : fix build problem under unified build. r=bryce
As we added new files, which affects the build bundle created by unified build. Therefore, add missing scope definition and included header to pass the build.

Differential Revision: https://phabricator.services.mozilla.com/D52430

--HG--
extra : moz-landing-system : lando
2019-11-25 11:00:12 +00:00

3862 lines
130 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: */
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#include <algorithm>
#include <stdint.h>
#include <utility>
#include "mediasink/AudioSink.h"
#include "mediasink/AudioSinkWrapper.h"
#include "mediasink/DecodedStream.h"
#include "mediasink/VideoSink.h"
#include "mozilla/Logging.h"
#include "mozilla/MathAlgorithms.h"
#include "mozilla/NotNull.h"
#include "mozilla/SharedThreadPool.h"
#include "mozilla/Sprintf.h"
#include "mozilla/StaticPrefs_media.h"
#include "mozilla/Telemetry.h"
#include "mozilla/TaskQueue.h"
#include "mozilla/Tuple.h"
#include "nsIMemoryReporter.h"
#include "nsPrintfCString.h"
#include "nsTArray.h"
#include "AudioSegment.h"
#include "DOMMediaStream.h"
#include "ImageContainer.h"
#include "MediaDecoder.h"
#include "MediaDecoderStateMachine.h"
#include "MediaShutdownManager.h"
#include "MediaTrackGraph.h"
#include "MediaTimer.h"
#include "ReaderProxy.h"
#include "TimeUnits.h"
#include "VideoSegment.h"
#include "VideoUtils.h"
namespace mozilla {
using namespace mozilla::media;
#define NS_DispatchToMainThread(...) \
CompileError_UseAbstractThreadDispatchInstead
// avoid redefined macro in unified build
#undef FMT
#undef LOG
#undef LOGV
#undef LOGW
#undef LOGE
#undef SFMT
#undef SLOG
#undef SLOGW
#undef SLOGE
#define FMT(x, ...) "Decoder=%p " x, mDecoderID, ##__VA_ARGS__
#define LOG(x, ...) \
DDMOZ_LOG(gMediaDecoderLog, LogLevel::Debug, "Decoder=%p " x, mDecoderID, \
##__VA_ARGS__)
#define LOGV(x, ...) \
DDMOZ_LOG(gMediaDecoderLog, LogLevel::Verbose, "Decoder=%p " x, mDecoderID, \
##__VA_ARGS__)
#define LOGW(x, ...) NS_WARNING(nsPrintfCString(FMT(x, ##__VA_ARGS__)).get())
#define LOGE(x, ...) \
NS_DebugBreak(NS_DEBUG_WARNING, \
nsPrintfCString(FMT(x, ##__VA_ARGS__)).get(), nullptr, \
__FILE__, __LINE__)
// Used by StateObject and its sub-classes
#define SFMT(x, ...) \
"Decoder=%p state=%s " x, mMaster->mDecoderID, ToStateStr(GetState()), \
##__VA_ARGS__
#define SLOG(x, ...) \
DDMOZ_LOGEX(mMaster, gMediaDecoderLog, LogLevel::Debug, "state=%s " x, \
ToStateStr(GetState()), ##__VA_ARGS__)
#define SLOGW(x, ...) NS_WARNING(nsPrintfCString(SFMT(x, ##__VA_ARGS__)).get())
#define SLOGE(x, ...) \
NS_DebugBreak(NS_DEBUG_WARNING, \
nsPrintfCString(SFMT(x, ##__VA_ARGS__)).get(), nullptr, \
__FILE__, __LINE__)
// Certain constants get stored as member variables and then adjusted by various
// scale factors on a per-decoder basis. We want to make sure to avoid using
// these constants directly, so we put them in a namespace.
namespace detail {
// Resume a suspended video decoder to the current playback position plus this
// time premium for compensating the seeking delay.
static constexpr auto RESUME_VIDEO_PREMIUM = TimeUnit::FromMicroseconds(125000);
static const int64_t AMPLE_AUDIO_USECS = 2000000;
// If more than this much decoded audio is queued, we'll hold off
// decoding more audio.
static constexpr auto AMPLE_AUDIO_THRESHOLD =
TimeUnit::FromMicroseconds(AMPLE_AUDIO_USECS);
} // namespace detail
// If we have fewer than LOW_VIDEO_FRAMES decoded frames, and
// we're not "prerolling video", we'll skip the video up to the next keyframe
// which is at or after the current playback position.
static const uint32_t LOW_VIDEO_FRAMES = 2;
// Arbitrary "frame duration" when playing only audio.
static const int AUDIO_DURATION_USECS = 40000;
namespace detail {
// If we have less than this much buffered data available, we'll consider
// ourselves to be running low on buffered data. We determine how much
// buffered data we have remaining using the reader's GetBuffered()
// implementation.
static const int64_t LOW_BUFFER_THRESHOLD_USECS = 5000000;
static constexpr auto LOW_BUFFER_THRESHOLD =
TimeUnit::FromMicroseconds(LOW_BUFFER_THRESHOLD_USECS);
// LOW_BUFFER_THRESHOLD_USECS needs to be greater than AMPLE_AUDIO_USECS,
// otherwise the skip-to-keyframe logic can activate when we're running low on
// data.
static_assert(LOW_BUFFER_THRESHOLD_USECS > AMPLE_AUDIO_USECS,
"LOW_BUFFER_THRESHOLD_USECS is too small");
} // namespace detail
// Amount of excess data to add in to the "should we buffer" calculation.
static constexpr auto EXHAUSTED_DATA_MARGIN =
TimeUnit::FromMicroseconds(100000);
static const uint32_t MIN_VIDEO_QUEUE_SIZE = 3;
static const uint32_t MAX_VIDEO_QUEUE_SIZE = 10;
#ifdef MOZ_APPLEMEDIA
static const uint32_t HW_VIDEO_QUEUE_SIZE = 10;
#else
static const uint32_t HW_VIDEO_QUEUE_SIZE = 3;
#endif
static const uint32_t VIDEO_QUEUE_SEND_TO_COMPOSITOR_SIZE = 9999;
static uint32_t sVideoQueueDefaultSize = MAX_VIDEO_QUEUE_SIZE;
static uint32_t sVideoQueueHWAccelSize = HW_VIDEO_QUEUE_SIZE;
static uint32_t sVideoQueueSendToCompositorSize =
VIDEO_QUEUE_SEND_TO_COMPOSITOR_SIZE;
static void InitVideoQueuePrefs() {
MOZ_ASSERT(NS_IsMainThread());
static bool sPrefInit = false;
if (!sPrefInit) {
sPrefInit = true;
sVideoQueueDefaultSize = Preferences::GetUint(
"media.video-queue.default-size", MAX_VIDEO_QUEUE_SIZE);
sVideoQueueHWAccelSize = Preferences::GetUint(
"media.video-queue.hw-accel-size", HW_VIDEO_QUEUE_SIZE);
sVideoQueueSendToCompositorSize =
Preferences::GetUint("media.video-queue.send-to-compositor-size",
VIDEO_QUEUE_SEND_TO_COMPOSITOR_SIZE);
}
}
template <typename Type, typename Function>
static void DiscardFramesFromTail(MediaQueue<Type>& aQueue,
const Function&& aTest) {
while (aQueue.GetSize()) {
if (aTest(aQueue.PeekBack()->mTime.ToMicroseconds())) {
RefPtr<Type> releaseMe = aQueue.PopBack();
continue;
}
break;
}
}
// Delay, in milliseconds, that tabs needs to be in background before video
// decoding is suspended.
static TimeDuration SuspendBackgroundVideoDelay() {
return TimeDuration::FromMilliseconds(
StaticPrefs::media_suspend_bkgnd_video_delay_ms());
}
class MediaDecoderStateMachine::StateObject {
public:
virtual ~StateObject() {}
virtual void Exit() {} // Exit action.
virtual void Step() {} // Perform a 'cycle' of this state object.
virtual State GetState() const = 0;
// Event handlers for various events.
virtual void HandleAudioCaptured() {}
virtual void HandleAudioDecoded(AudioData* aAudio) {
Crash("Unexpected event!", __func__);
}
virtual void HandleVideoDecoded(VideoData* aVideo, TimeStamp aDecodeStart) {
Crash("Unexpected event!", __func__);
}
virtual void HandleAudioWaited(MediaData::Type aType) {
Crash("Unexpected event!", __func__);
}
virtual void HandleVideoWaited(MediaData::Type aType) {
Crash("Unexpected event!", __func__);
}
virtual void HandleWaitingForAudio() { Crash("Unexpected event!", __func__); }
virtual void HandleAudioCanceled() { Crash("Unexpected event!", __func__); }
virtual void HandleEndOfAudio() { Crash("Unexpected event!", __func__); }
virtual void HandleWaitingForVideo() { Crash("Unexpected event!", __func__); }
virtual void HandleVideoCanceled() { Crash("Unexpected event!", __func__); }
virtual void HandleEndOfVideo() { Crash("Unexpected event!", __func__); }
virtual RefPtr<MediaDecoder::SeekPromise> HandleSeek(SeekTarget aTarget);
virtual RefPtr<ShutdownPromise> HandleShutdown();
virtual void HandleVideoSuspendTimeout() = 0;
virtual void HandleResumeVideoDecoding(const TimeUnit& aTarget);
virtual void HandlePlayStateChanged(MediaDecoder::PlayState aPlayState) {}
virtual void GetDebugInfo(
dom::MediaDecoderStateMachineDecodingStateDebugInfo& aInfo) {}
virtual void HandleLoopingChanged() {}
private:
template <class S, typename R, typename... As>
auto ReturnTypeHelper(R (S::*)(As...)) -> R;
void Crash(const char* aReason, const char* aSite) {
char buf[1024];
SprintfLiteral(buf, "%s state=%s callsite=%s", aReason,
ToStateStr(GetState()), aSite);
MOZ_ReportAssertionFailure(buf, __FILE__, __LINE__);
MOZ_CRASH();
}
protected:
enum class EventVisibility : int8_t { Observable, Suppressed };
using Master = MediaDecoderStateMachine;
explicit StateObject(Master* aPtr) : mMaster(aPtr) {}
TaskQueue* OwnerThread() const { return mMaster->mTaskQueue; }
ReaderProxy* Reader() const { return mMaster->mReader; }
const MediaInfo& Info() const { return mMaster->Info(); }
MediaQueue<AudioData>& AudioQueue() const { return mMaster->mAudioQueue; }
MediaQueue<VideoData>& VideoQueue() const { return mMaster->mVideoQueue; }
template <class S, typename... Args, size_t... Indexes>
auto CallEnterMemberFunction(S* aS, Tuple<Args...>& aTuple,
std::index_sequence<Indexes...>)
-> decltype(ReturnTypeHelper(&S::Enter)) {
return aS->Enter(std::move(Get<Indexes>(aTuple))...);
}
// Note this function will delete the current state object.
// Don't access members to avoid UAF after this call.
template <class S, typename... Ts>
auto SetState(Ts&&... aArgs) -> decltype(ReturnTypeHelper(&S::Enter)) {
// |aArgs| must be passed by reference to avoid passing MOZ_NON_PARAM class
// SeekJob by value. See bug 1287006 and bug 1338374. But we still *must*
// copy the parameters, because |Exit()| can modify them. See bug 1312321.
// So we 1) pass the parameters by reference, but then 2) immediately copy
// them into a Tuple to be safe against modification, and finally 3) move
// the elements of the Tuple into the final function call.
auto copiedArgs = MakeTuple(std::forward<Ts>(aArgs)...);
// Copy mMaster which will reset to null.
auto master = mMaster;
auto* s = new S(master);
MOZ_ASSERT(GetState() != s->GetState() ||
GetState() == DECODER_STATE_SEEKING);
SLOG("change state to: %s", ToStateStr(s->GetState()));
Exit();
// Delete the old state asynchronously to avoid UAF if the caller tries to
// access its members after SetState() returns.
master->OwnerThread()->DispatchDirectTask(
NS_NewRunnableFunction("MDSM::StateObject::DeleteOldState",
[toDelete = std::move(master->mStateObj)]() {}));
// Also reset mMaster to catch potentail UAF.
mMaster = nullptr;
master->mStateObj.reset(s);
return CallEnterMemberFunction(s, copiedArgs,
std::index_sequence_for<Ts...>{});
}
RefPtr<MediaDecoder::SeekPromise> SetSeekingState(
SeekJob&& aSeekJob, EventVisibility aVisibility);
void SetDecodingState();
// Take a raw pointer in order not to change the life cycle of MDSM.
// It is guaranteed to be valid by MDSM.
Master* mMaster;
};
/**
* Purpose: decode metadata like duration and dimensions of the media resource.
*
* Transition to other states when decoding metadata is done:
* SHUTDOWN if failing to decode metadata.
* DECODING_FIRSTFRAME otherwise.
*/
class MediaDecoderStateMachine::DecodeMetadataState
: public MediaDecoderStateMachine::StateObject {
public:
explicit DecodeMetadataState(Master* aPtr) : StateObject(aPtr) {}
void Enter() {
MOZ_ASSERT(!mMaster->mVideoDecodeSuspended);
MOZ_ASSERT(!mMetadataRequest.Exists());
SLOG("Dispatching AsyncReadMetadata");
// We disconnect mMetadataRequest in Exit() so it is fine to capture
// a raw pointer here.
Reader()
->ReadMetadata()
->Then(
OwnerThread(), __func__,
[this](MetadataHolder&& aMetadata) {
OnMetadataRead(std::move(aMetadata));
},
[this](const MediaResult& aError) { OnMetadataNotRead(aError); })
->Track(mMetadataRequest);
}
void Exit() override { mMetadataRequest.DisconnectIfExists(); }
State GetState() const override { return DECODER_STATE_DECODING_METADATA; }
RefPtr<MediaDecoder::SeekPromise> HandleSeek(SeekTarget aTarget) override {
MOZ_DIAGNOSTIC_ASSERT(false, "Can't seek while decoding metadata.");
return MediaDecoder::SeekPromise::CreateAndReject(true, __func__);
}
void HandleVideoSuspendTimeout() override {
// Do nothing since no decoders are created yet.
}
void HandleResumeVideoDecoding(const TimeUnit&) override {
// We never suspend video decoding in this state.
MOZ_ASSERT(false, "Shouldn't have suspended video decoding.");
}
private:
void OnMetadataRead(MetadataHolder&& aMetadata);
void OnMetadataNotRead(const MediaResult& aError) {
mMetadataRequest.Complete();
SLOGE("Decode metadata failed, shutting down decoder");
mMaster->DecodeError(aError);
}
MozPromiseRequestHolder<MediaFormatReader::MetadataPromise> mMetadataRequest;
};
/**
* Purpose: release decoder resources to save memory and hardware resources.
*
* Transition to:
* SEEKING if any seek request or play state changes to PLAYING.
*/
class MediaDecoderStateMachine::DormantState
: public MediaDecoderStateMachine::StateObject {
public:
explicit DormantState(Master* aPtr) : StateObject(aPtr) {}
void Enter() {
if (mMaster->IsPlaying()) {
mMaster->StopPlayback();
}
// Calculate the position to seek to when exiting dormant.
auto t = mMaster->mMediaSink->IsStarted() ? mMaster->GetClock()
: mMaster->GetMediaTime();
mMaster->AdjustByLooping(t);
mPendingSeek.mTarget.emplace(t, SeekTarget::Accurate);
// SeekJob asserts |mTarget.IsValid() == !mPromise.IsEmpty()| so we
// need to create the promise even it is not used at all.
// The promise may be used when coming out of DormantState into
// SeekingState.
RefPtr<MediaDecoder::SeekPromise> x =
mPendingSeek.mPromise.Ensure(__func__);
// No need to call ResetDecode() and StopMediaSink() here.
// We will do them during seeking when exiting dormant.
// Ignore WAIT_FOR_DATA since we won't decode in dormant.
mMaster->mAudioWaitRequest.DisconnectIfExists();
mMaster->mVideoWaitRequest.DisconnectIfExists();
MaybeReleaseResources();
}
void Exit() override {
// mPendingSeek is either moved when exiting dormant or
// should be rejected here before transition to SHUTDOWN.
mPendingSeek.RejectIfExists(__func__);
}
State GetState() const override { return DECODER_STATE_DORMANT; }
RefPtr<MediaDecoder::SeekPromise> HandleSeek(SeekTarget aTarget) override;
void HandleVideoSuspendTimeout() override {
// Do nothing since we've released decoders in Enter().
}
void HandleResumeVideoDecoding(const TimeUnit&) override {
// Do nothing since we won't resume decoding until exiting dormant.
}
void HandlePlayStateChanged(MediaDecoder::PlayState aPlayState) override;
void HandleAudioDecoded(AudioData*) override { MaybeReleaseResources(); }
void HandleVideoDecoded(VideoData*, TimeStamp) override {
MaybeReleaseResources();
}
void HandleWaitingForAudio() override { MaybeReleaseResources(); }
void HandleWaitingForVideo() override { MaybeReleaseResources(); }
void HandleAudioCanceled() override { MaybeReleaseResources(); }
void HandleVideoCanceled() override { MaybeReleaseResources(); }
void HandleEndOfAudio() override { MaybeReleaseResources(); }
void HandleEndOfVideo() override { MaybeReleaseResources(); }
private:
void MaybeReleaseResources() {
if (!mMaster->mAudioDataRequest.Exists() &&
!mMaster->mVideoDataRequest.Exists()) {
// Release decoders only when they are idle. Otherwise it might cause
// decode error later when resetting decoders during seeking.
mMaster->mReader->ReleaseResources();
}
}
SeekJob mPendingSeek;
};
/**
* Purpose: decode the 1st audio and video frames to fire the 'loadeddata'
* event.
*
* Transition to:
* SHUTDOWN if any decode error.
* SEEKING if any seek request.
* DECODING/LOOPING_DECODING when the 'loadeddata' event is fired.
*/
class MediaDecoderStateMachine::DecodingFirstFrameState
: public MediaDecoderStateMachine::StateObject {
public:
explicit DecodingFirstFrameState(Master* aPtr) : StateObject(aPtr) {}
void Enter();
void Exit() override {
// mPendingSeek is either moved in MaybeFinishDecodeFirstFrame()
// or should be rejected here before transition to SHUTDOWN.
mPendingSeek.RejectIfExists(__func__);
}
State GetState() const override { return DECODER_STATE_DECODING_FIRSTFRAME; }
void HandleAudioDecoded(AudioData* aAudio) override {
mMaster->PushAudio(aAudio);
MaybeFinishDecodeFirstFrame();
}
void HandleVideoDecoded(VideoData* aVideo, TimeStamp aDecodeStart) override {
mMaster->PushVideo(aVideo);
MaybeFinishDecodeFirstFrame();
}
void HandleWaitingForAudio() override {
mMaster->WaitForData(MediaData::Type::AUDIO_DATA);
}
void HandleAudioCanceled() override { mMaster->RequestAudioData(); }
void HandleEndOfAudio() override {
AudioQueue().Finish();
MaybeFinishDecodeFirstFrame();
}
void HandleWaitingForVideo() override {
mMaster->WaitForData(MediaData::Type::VIDEO_DATA);
}
void HandleVideoCanceled() override {
mMaster->RequestVideoData(media::TimeUnit());
}
void HandleEndOfVideo() override {
VideoQueue().Finish();
MaybeFinishDecodeFirstFrame();
}
void HandleAudioWaited(MediaData::Type aType) override {
mMaster->RequestAudioData();
}
void HandleVideoWaited(MediaData::Type aType) override {
mMaster->RequestVideoData(media::TimeUnit());
}
void HandleVideoSuspendTimeout() override {
// Do nothing for we need to decode the 1st video frame to get the
// dimensions.
}
void HandleResumeVideoDecoding(const TimeUnit&) override {
// We never suspend video decoding in this state.
MOZ_ASSERT(false, "Shouldn't have suspended video decoding.");
}
RefPtr<MediaDecoder::SeekPromise> HandleSeek(SeekTarget aTarget) override {
if (mMaster->mIsMSE) {
return StateObject::HandleSeek(aTarget);
}
// Delay seek request until decoding first frames for non-MSE media.
SLOG("Not Enough Data to seek at this stage, queuing seek");
mPendingSeek.RejectIfExists(__func__);
mPendingSeek.mTarget.emplace(aTarget);
return mPendingSeek.mPromise.Ensure(__func__);
}
private:
// Notify FirstFrameLoaded if having decoded first frames and
// transition to SEEKING if there is any pending seek, or DECODING otherwise.
void MaybeFinishDecodeFirstFrame();
SeekJob mPendingSeek;
};
/**
* Purpose: decode audio/video data for playback.
*
* Transition to:
* DORMANT if playback is paused for a while.
* SEEKING if any seek request.
* SHUTDOWN if any decode error.
* BUFFERING if playback can't continue due to lack of decoded data.
* COMPLETED when having decoded all audio/video data.
* LOOPING_DECODING when media start seamless looping
*/
class MediaDecoderStateMachine::DecodingState
: public MediaDecoderStateMachine::StateObject {
public:
explicit DecodingState(Master* aPtr)
: StateObject(aPtr), mDormantTimer(OwnerThread()) {}
void Enter();
void Exit() override {
if (!mDecodeStartTime.IsNull()) {
TimeDuration decodeDuration = TimeStamp::Now() - mDecodeStartTime;
SLOG("Exiting DECODING, decoded for %.3lfs", decodeDuration.ToSeconds());
}
mDormantTimer.Reset();
mOnAudioPopped.DisconnectIfExists();
mOnVideoPopped.DisconnectIfExists();
}
void Step() override;
State GetState() const override { return DECODER_STATE_DECODING; }
void HandleAudioDecoded(AudioData* aAudio) override {
mMaster->PushAudio(aAudio);
DispatchDecodeTasksIfNeeded();
MaybeStopPrerolling();
}
void HandleVideoDecoded(VideoData* aVideo, TimeStamp aDecodeStart) override {
mMaster->PushVideo(aVideo);
DispatchDecodeTasksIfNeeded();
MaybeStopPrerolling();
}
void HandleAudioCanceled() override { mMaster->RequestAudioData(); }
void HandleVideoCanceled() override {
mMaster->RequestVideoData(mMaster->GetMediaTime());
}
void HandleEndOfAudio() override;
void HandleEndOfVideo() override;
void HandleWaitingForAudio() override {
mMaster->WaitForData(MediaData::Type::AUDIO_DATA);
MaybeStopPrerolling();
}
void HandleWaitingForVideo() override {
mMaster->WaitForData(MediaData::Type::VIDEO_DATA);
MaybeStopPrerolling();
}
void HandleAudioWaited(MediaData::Type aType) override {
mMaster->RequestAudioData();
}
void HandleVideoWaited(MediaData::Type aType) override {
mMaster->RequestVideoData(mMaster->GetMediaTime());
}
void HandleAudioCaptured() override {
MaybeStopPrerolling();
// MediaSink is changed. Schedule Step() to check if we can start playback.
mMaster->ScheduleStateMachine();
}
void HandleVideoSuspendTimeout() override {
// No video, so nothing to suspend.
if (!mMaster->HasVideo()) {
return;
}
mMaster->mVideoDecodeSuspended = true;
mMaster->mOnPlaybackEvent.Notify(MediaPlaybackEvent::EnterVideoSuspend);
Reader()->SetVideoBlankDecode(true);
}
void HandlePlayStateChanged(MediaDecoder::PlayState aPlayState) override {
if (aPlayState == MediaDecoder::PLAY_STATE_PLAYING) {
// Schedule Step() to check if we can start playback.
mMaster->ScheduleStateMachine();
// Try to dispatch decoding tasks for mMinimizePreroll might be reset.
DispatchDecodeTasksIfNeeded();
}
if (aPlayState == MediaDecoder::PLAY_STATE_PAUSED) {
StartDormantTimer();
} else {
mDormantTimer.Reset();
}
}
void GetDebugInfo(
dom::MediaDecoderStateMachineDecodingStateDebugInfo& aInfo) override {
aInfo.mIsPrerolling = mIsPrerolling;
}
void HandleLoopingChanged() override { SetDecodingState(); }
protected:
virtual void EnsureAudioDecodeTaskQueued();
private:
void DispatchDecodeTasksIfNeeded();
void EnsureVideoDecodeTaskQueued();
void MaybeStartBuffering();
// At the start of decoding we want to "preroll" the decode until we've
// got a few frames decoded before we consider whether decode is falling
// behind. Otherwise our "we're falling behind" logic will trigger
// unnecessarily if we start playing as soon as the first sample is
// decoded. These two fields store how many video frames and audio
// samples we must consume before are considered to be finished prerolling.
TimeUnit AudioPrerollThreshold() const {
return mMaster->mAmpleAudioThreshold / 2;
}
uint32_t VideoPrerollFrames() const {
return mMaster->GetAmpleVideoFrames() / 2;
}
bool DonePrerollingAudio() {
return !mMaster->IsAudioDecoding() ||
mMaster->GetDecodedAudioDuration() >=
AudioPrerollThreshold().MultDouble(mMaster->mPlaybackRate);
}
bool DonePrerollingVideo() {
return !mMaster->IsVideoDecoding() ||
static_cast<uint32_t>(mMaster->VideoQueue().GetSize()) >=
VideoPrerollFrames() * mMaster->mPlaybackRate + 1;
}
void MaybeStopPrerolling() {
if (mIsPrerolling &&
(DonePrerollingAudio() || mMaster->IsWaitingAudioData()) &&
(DonePrerollingVideo() || mMaster->IsWaitingVideoData())) {
mIsPrerolling = false;
// Check if we can start playback.
mMaster->ScheduleStateMachine();
}
}
void StartDormantTimer() {
if (!mMaster->mMediaSeekable) {
// Don't enter dormant if the media is not seekable because we need to
// seek when exiting dormant.
return;
}
auto timeout = StaticPrefs::media_dormant_on_pause_timeout_ms();
if (timeout < 0) {
// Disabled when timeout is negative.
return;
} else if (timeout == 0) {
// Enter dormant immediately without scheduling a timer.
SetState<DormantState>();
return;
}
if (mMaster->mMinimizePreroll) {
SetState<DormantState>();
return;
}
TimeStamp target =
TimeStamp::Now() + TimeDuration::FromMilliseconds(timeout);
mDormantTimer.Ensure(
target,
[this]() {
mDormantTimer.CompleteRequest();
SetState<DormantState>();
},
[this]() { mDormantTimer.CompleteRequest(); });
}
// Time at which we started decoding.
TimeStamp mDecodeStartTime;
// When we start decoding (either for the first time, or after a pause)
// we may be low on decoded data. We don't want our "low data" logic to
// kick in and decide that we're low on decoded data because the download
// can't keep up with the decode, and cause us to pause playback. So we
// have a "preroll" stage, where we ignore the results of our "low data"
// logic during the first few frames of our decode. This occurs during
// playback.
bool mIsPrerolling = true;
// Fired when playback is paused for a while to enter dormant.
DelayedScheduler mDormantTimer;
MediaEventListener mOnAudioPopped;
MediaEventListener mOnVideoPopped;
};
/**
* Purpose: decode audio/video data for playback when media is in seamless
* looping, we will adjust media time to make samples time monotonically
* increasing.
*
* Transition to:
* DORMANT if playback is paused for a while.
* SEEKING if any seek request.
* SHUTDOWN if any decode error.
* BUFFERING if playback can't continue due to lack of decoded data.
* COMPLETED when having decoded all audio/video data.
* DECODING when media stop seamless looping
*/
class MediaDecoderStateMachine::LoopingDecodingState
: public MediaDecoderStateMachine::DecodingState {
public:
explicit LoopingDecodingState(Master* aPtr)
: DecodingState(aPtr), mIsReachingAudioEOS(!mMaster->IsAudioDecoding()) {
MOZ_ASSERT(mMaster->mLooping);
}
void Enter() {
if (mIsReachingAudioEOS) {
SLOG("audio has ended, request the data again.");
UpdatePlaybackPositionToZeroIfNeeded();
RequestAudioDataFromStartPosition();
}
DecodingState::Enter();
}
void Exit() override {
if (ShouldDiscardLoopedAudioData()) {
mMaster->mAudioDataRequest.DisconnectIfExists();
DiscardLoopedAudioData();
}
if (HasDecodedLastAudioFrame()) {
AudioQueue().Finish();
}
mAudioDataRequest.DisconnectIfExists();
mAudioSeekRequest.DisconnectIfExists();
DecodingState::Exit();
}
State GetState() const override { return DECODER_STATE_LOOPING_DECODING; }
void HandleAudioDecoded(AudioData* aAudio) override {
MediaResult rv = LoopingAudioTimeAdjustment(aAudio);
if (NS_WARN_IF(NS_FAILED(rv))) {
mMaster->DecodeError(rv);
return;
}
mMaster->mDecodedAudioEndTime =
std::max(aAudio->GetEndTime(), mMaster->mDecodedAudioEndTime);
SLOG("sample after time-adjustment [%" PRId64 ",%" PRId64 "]",
aAudio->mTime.ToMicroseconds(), aAudio->GetEndTime().ToMicroseconds());
DecodingState::HandleAudioDecoded(aAudio);
}
void HandleEndOfAudio() override {
mIsReachingAudioEOS = true;
// The data time in the audio queue is assumed to be increased linearly,
// so we need to add the last ending time as the offset to correct the
// audio data time in the next round when seamless looping is enabled.
mAudioLoopingOffset = mMaster->mDecodedAudioEndTime;
if (mMaster->mAudioDecodedDuration.isNothing()) {
mMaster->mAudioDecodedDuration.emplace(mMaster->mDecodedAudioEndTime);
}
SLOG(
"received EOS when seamless looping, starts seeking, "
"AudioLoopingOffset=[%" PRId64 "]",
mAudioLoopingOffset.ToMicroseconds());
RequestAudioDataFromStartPosition();
}
private:
void RequestAudioDataFromStartPosition() {
Reader()->ResetDecode(TrackInfo::kAudioTrack);
Reader()
->Seek(SeekTarget(media::TimeUnit::Zero(), SeekTarget::Accurate))
->Then(
OwnerThread(), __func__,
[this]() -> void {
mAudioSeekRequest.Complete();
SLOG(
"seeking completed, start to request first sample, "
"queueing audio task - queued=%zu, decoder-queued=%zu",
AudioQueue().GetSize(), Reader()->SizeOfAudioQueueInFrames());
Reader()
->RequestAudioData()
->Then(
OwnerThread(), __func__,
[this](RefPtr<AudioData> aAudio) {
mIsReachingAudioEOS = false;
mAudioDataRequest.Complete();
SLOG(
"got audio decoded sample "
"[%" PRId64 ",%" PRId64 "]",
aAudio->mTime.ToMicroseconds(),
aAudio->GetEndTime().ToMicroseconds());
HandleAudioDecoded(aAudio);
},
[this](const MediaResult& aError) {
mAudioDataRequest.Complete();
HandleError(aError);
})
->Track(mAudioDataRequest);
},
[this](const SeekRejectValue& aReject) -> void {
mAudioSeekRequest.Complete();
HandleError(aReject.mError);
})
->Track(mAudioSeekRequest);
}
void UpdatePlaybackPositionToZeroIfNeeded() {
MOZ_ASSERT(mIsReachingAudioEOS);
MOZ_ASSERT(mAudioLoopingOffset == media::TimeUnit::Zero());
// If we have already reached EOS before starting media sink, the sink
// has not started yet and the current position is larger than last decoded
// end time, that means we directly seeked to EOS and playback would start
// from the start position soon. Therefore, we should reset the position to
// 0s so that when media sink starts we can make it start from 0s, not from
// EOS position which would result in wrong estimation of decoded audio
// duration because decoded data's time which can't be adjusted as offset is
// zero would be always less than media sink time.
if (!mMaster->mMediaSink->IsStarted() &&
mMaster->mCurrentPosition.Ref() > mMaster->mDecodedAudioEndTime) {
mMaster->UpdatePlaybackPositionInternal(TimeUnit::Zero());
}
}
void HandleError(const MediaResult& aError);
void EnsureAudioDecodeTaskQueued() override {
if (mAudioSeekRequest.Exists() || mAudioDataRequest.Exists()) {
return;
}
DecodingState::EnsureAudioDecodeTaskQueued();
}
MediaResult LoopingAudioTimeAdjustment(AudioData* aAudio) {
if (mAudioLoopingOffset != media::TimeUnit::Zero()) {
aAudio->mTime += mAudioLoopingOffset;
}
return aAudio->mTime.IsValid()
? MediaResult(NS_OK)
: MediaResult(
NS_ERROR_DOM_MEDIA_OVERFLOW_ERR,
"Audio sample overflow during looping time adjustment");
}
bool ShouldDiscardLoopedAudioData() const {
if (!mMaster->mMediaSink->IsStarted()) {
return false;
}
/**
* If media cancels looping, we should check whether there are audio data
* whose time is later than EOS. If so, we should discard them because we
* won't have a chance to play them.
*
* playback last decoded
* position EOS data time
* ----|---------------|------------|---------> (Increasing timeline)
* mCurrent mLooping mMaster's
* ClockTime Offset mDecodedAudioEndTime
*
*/
return (mAudioLoopingOffset != media::TimeUnit::Zero() &&
mMaster->GetClock() < mAudioLoopingOffset &&
mAudioLoopingOffset < mMaster->mDecodedAudioEndTime);
}
void DiscardLoopedAudioData() {
if (mAudioLoopingOffset == media::TimeUnit::Zero()) {
return;
}
SLOG("Discard frames after the time=%" PRId64,
mAudioLoopingOffset.ToMicroseconds());
DiscardFramesFromTail(AudioQueue(), [&](int64_t aSampleTime) {
return aSampleTime > mAudioLoopingOffset.ToMicroseconds();
});
}
bool HasDecodedLastAudioFrame() const {
// when we're going to leave looping state and have got EOS before, we
// should mark audio queue as ended because we have got all data we need.
return mAudioDataRequest.Exists() || mAudioSeekRequest.Exists() ||
ShouldDiscardLoopedAudioData();
}
bool mIsReachingAudioEOS;
media::TimeUnit mAudioLoopingOffset = media::TimeUnit::Zero();
MozPromiseRequestHolder<MediaFormatReader::SeekPromise> mAudioSeekRequest;
MozPromiseRequestHolder<AudioDataPromise> mAudioDataRequest;
};
/**
* Purpose: seek to a particular new playback position.
*
* Transition to:
* SEEKING if any new seek request.
* SHUTDOWN if seek failed.
* COMPLETED if the new playback position is the end of the media resource.
* NextFrameSeekingState if completing a NextFrameSeekingFromDormantState.
* DECODING/LOOPING_DECODING otherwise.
*/
class MediaDecoderStateMachine::SeekingState
: public MediaDecoderStateMachine::StateObject {
public:
explicit SeekingState(Master* aPtr)
: StateObject(aPtr), mVisibility(static_cast<EventVisibility>(0)) {}
RefPtr<MediaDecoder::SeekPromise> Enter(SeekJob&& aSeekJob,
EventVisibility aVisibility) {
mSeekJob = std::move(aSeekJob);
mVisibility = aVisibility;
// Suppressed visibility comes from two cases: (1) leaving dormant state,
// and (2) resuming suspended video decoder. We want both cases to be
// transparent to the user. So we only notify the change when the seek
// request is from the user.
if (mVisibility == EventVisibility::Observable) {
// Don't stop playback for a video-only seek since we want to keep playing
// audio and we don't need to stop playback while leaving dormant for the
// playback should has been stopped.
mMaster->StopPlayback();
mMaster->UpdatePlaybackPositionInternal(mSeekJob.mTarget->GetTime());
mMaster->mOnPlaybackEvent.Notify(MediaPlaybackEvent::SeekStarted);
mMaster->mOnNextFrameStatus.Notify(
MediaDecoderOwner::NEXT_FRAME_UNAVAILABLE_SEEKING);
}
RefPtr<MediaDecoder::SeekPromise> p = mSeekJob.mPromise.Ensure(__func__);
DoSeek();
return p;
}
virtual void Exit() override = 0;
State GetState() const override { return DECODER_STATE_SEEKING; }
void HandleAudioDecoded(AudioData* aAudio) override = 0;
void HandleVideoDecoded(VideoData* aVideo,
TimeStamp aDecodeStart) override = 0;
void HandleAudioWaited(MediaData::Type aType) override = 0;
void HandleVideoWaited(MediaData::Type aType) override = 0;
void HandleVideoSuspendTimeout() override {
// Do nothing since we want a valid video frame to show when seek is done.
}
void HandleResumeVideoDecoding(const TimeUnit&) override {
// Do nothing. We will resume video decoding in the decoding state.
}
// We specially handle next frame seeks by ignoring them if we're already
// seeking.
RefPtr<MediaDecoder::SeekPromise> HandleSeek(SeekTarget aTarget) override {
if (aTarget.IsNextFrame()) {
// We ignore next frame seeks if we already have a seek pending
SLOG("Already SEEKING, ignoring seekToNextFrame");
MOZ_ASSERT(!mSeekJob.mPromise.IsEmpty(), "Seek shouldn't be finished");
return MediaDecoder::SeekPromise::CreateAndReject(/* aIgnored = */ true,
__func__);
}
return StateObject::HandleSeek(aTarget);
}
protected:
SeekJob mSeekJob;
EventVisibility mVisibility;
virtual void DoSeek() = 0;
// Transition to the next state (defined by the subclass) when seek is
// completed.
virtual void GoToNextState() { SetDecodingState(); }
void SeekCompleted();
virtual TimeUnit CalculateNewCurrentTime() const = 0;
};
class MediaDecoderStateMachine::AccurateSeekingState
: public MediaDecoderStateMachine::SeekingState {
public:
explicit AccurateSeekingState(Master* aPtr) : SeekingState(aPtr) {}
RefPtr<MediaDecoder::SeekPromise> Enter(SeekJob&& aSeekJob,
EventVisibility aVisibility) {
MOZ_ASSERT(aSeekJob.mTarget->IsAccurate() || aSeekJob.mTarget->IsFast());
mCurrentTimeBeforeSeek = mMaster->GetMediaTime();
return SeekingState::Enter(std::move(aSeekJob), aVisibility);
}
void Exit() override {
// Disconnect MediaDecoder.
mSeekJob.RejectIfExists(__func__);
// Disconnect ReaderProxy.
mSeekRequest.DisconnectIfExists();
mWaitRequest.DisconnectIfExists();
}
void HandleAudioDecoded(AudioData* aAudio) override {
MOZ_ASSERT(!mDoneAudioSeeking || !mDoneVideoSeeking,
"Seek shouldn't be finished");
MOZ_ASSERT(aAudio);
AdjustFastSeekIfNeeded(aAudio);
if (mSeekJob.mTarget->IsFast()) {
// Non-precise seek; we can stop the seek at the first sample.
mMaster->PushAudio(aAudio);
mDoneAudioSeeking = true;
} else {
nsresult rv = DropAudioUpToSeekTarget(aAudio);
if (NS_FAILED(rv)) {
mMaster->DecodeError(rv);
return;
}
}
if (!mDoneAudioSeeking) {
RequestAudioData();
return;
}
MaybeFinishSeek();
}
void HandleVideoDecoded(VideoData* aVideo, TimeStamp aDecodeStart) override {
MOZ_ASSERT(!mDoneAudioSeeking || !mDoneVideoSeeking,
"Seek shouldn't be finished");
MOZ_ASSERT(aVideo);
AdjustFastSeekIfNeeded(aVideo);
if (mSeekJob.mTarget->IsFast()) {
// Non-precise seek. We can stop the seek at the first sample.
mMaster->PushVideo(aVideo);
mDoneVideoSeeking = true;
} else {
nsresult rv = DropVideoUpToSeekTarget(aVideo);
if (NS_FAILED(rv)) {
mMaster->DecodeError(rv);
return;
}
}
if (!mDoneVideoSeeking) {
RequestVideoData();
return;
}
MaybeFinishSeek();
}
void HandleWaitingForAudio() override {
MOZ_ASSERT(!mDoneAudioSeeking);
mMaster->WaitForData(MediaData::Type::AUDIO_DATA);
}
void HandleAudioCanceled() override {
MOZ_ASSERT(!mDoneAudioSeeking);
RequestAudioData();
}
void HandleEndOfAudio() override {
HandleEndOfAudioInternal();
MaybeFinishSeek();
}
void HandleWaitingForVideo() override {
MOZ_ASSERT(!mDoneVideoSeeking);
mMaster->WaitForData(MediaData::Type::VIDEO_DATA);
}
void HandleVideoCanceled() override {
MOZ_ASSERT(!mDoneVideoSeeking);
RequestVideoData();
}
void HandleEndOfVideo() override {
HandleEndOfVideoInternal();
MaybeFinishSeek();
}
void HandleAudioWaited(MediaData::Type aType) override {
MOZ_ASSERT(!mDoneAudioSeeking || !mDoneVideoSeeking,
"Seek shouldn't be finished");
RequestAudioData();
}
void HandleVideoWaited(MediaData::Type aType) override {
MOZ_ASSERT(!mDoneAudioSeeking || !mDoneVideoSeeking,
"Seek shouldn't be finished");
RequestVideoData();
}
void DoSeek() override {
mDoneAudioSeeking = !Info().HasAudio();
mDoneVideoSeeking = !Info().HasVideo();
mMaster->ResetDecode();
mMaster->StopMediaSink();
DemuxerSeek();
}
TimeUnit CalculateNewCurrentTime() const override {
const auto seekTime = mSeekJob.mTarget->GetTime();
// For the accurate seek, we always set the newCurrentTime = seekTime so
// that the updated HTMLMediaElement.currentTime will always be the seek
// target; we rely on the MediaSink to handles the gap between the
// newCurrentTime and the real decoded samples' start time.
if (mSeekJob.mTarget->IsAccurate()) {
return seekTime;
}
// For the fast seek, we update the newCurrentTime with the decoded audio
// and video samples, set it to be the one which is closet to the seekTime.
if (mSeekJob.mTarget->IsFast()) {
RefPtr<AudioData> audio = AudioQueue().PeekFront();
RefPtr<VideoData> video = VideoQueue().PeekFront();
// A situation that both audio and video approaches the end.
if (!audio && !video) {
return seekTime;
}
const int64_t audioStart =
audio ? audio->mTime.ToMicroseconds() : INT64_MAX;
const int64_t videoStart =
video ? video->mTime.ToMicroseconds() : INT64_MAX;
const int64_t audioGap = std::abs(audioStart - seekTime.ToMicroseconds());
const int64_t videoGap = std::abs(videoStart - seekTime.ToMicroseconds());
return TimeUnit::FromMicroseconds(audioGap <= videoGap ? audioStart
: videoStart);
}
MOZ_ASSERT(false, "AccurateSeekTask doesn't handle other seek types.");
return TimeUnit::Zero();
}
protected:
void DemuxerSeek() {
// Request the demuxer to perform seek.
Reader()
->Seek(mSeekJob.mTarget.ref())
->Then(
OwnerThread(), __func__,
[this](const media::TimeUnit& aUnit) { OnSeekResolved(aUnit); },
[this](const SeekRejectValue& aReject) { OnSeekRejected(aReject); })
->Track(mSeekRequest);
}
void OnSeekResolved(media::TimeUnit) {
mSeekRequest.Complete();
// We must decode the first samples of active streams, so we can determine
// the new stream time. So dispatch tasks to do that.
if (!mDoneVideoSeeking) {
RequestVideoData();
}
if (!mDoneAudioSeeking) {
RequestAudioData();
}
}
void OnSeekRejected(const SeekRejectValue& aReject) {
mSeekRequest.Complete();
if (aReject.mError == NS_ERROR_DOM_MEDIA_WAITING_FOR_DATA) {
SLOG("OnSeekRejected reason=WAITING_FOR_DATA type=%s",
MediaData::TypeToStr(aReject.mType));
MOZ_ASSERT_IF(aReject.mType == MediaData::Type::AUDIO_DATA,
!mMaster->IsRequestingAudioData());
MOZ_ASSERT_IF(aReject.mType == MediaData::Type::VIDEO_DATA,
!mMaster->IsRequestingVideoData());
MOZ_ASSERT_IF(aReject.mType == MediaData::Type::AUDIO_DATA,
!mMaster->IsWaitingAudioData());
MOZ_ASSERT_IF(aReject.mType == MediaData::Type::VIDEO_DATA,
!mMaster->IsWaitingVideoData());
// Fire 'waiting' to notify the player that we are waiting for data.
mMaster->mOnNextFrameStatus.Notify(
MediaDecoderOwner::NEXT_FRAME_UNAVAILABLE_SEEKING);
Reader()
->WaitForData(aReject.mType)
->Then(
OwnerThread(), __func__,
[this](MediaData::Type aType) {
SLOG("OnSeekRejected wait promise resolved");
mWaitRequest.Complete();
DemuxerSeek();
},
[this](const WaitForDataRejectValue& aRejection) {
SLOG("OnSeekRejected wait promise rejected");
mWaitRequest.Complete();
mMaster->DecodeError(NS_ERROR_DOM_MEDIA_WAITING_FOR_DATA);
})
->Track(mWaitRequest);
return;
}
if (aReject.mError == NS_ERROR_DOM_MEDIA_END_OF_STREAM) {
if (!mDoneAudioSeeking) {
HandleEndOfAudioInternal();
}
if (!mDoneVideoSeeking) {
HandleEndOfVideoInternal();
}
MaybeFinishSeek();
return;
}
MOZ_ASSERT(NS_FAILED(aReject.mError),
"Cancels should also disconnect mSeekRequest");
mMaster->DecodeError(aReject.mError);
}
void RequestAudioData() {
MOZ_ASSERT(!mDoneAudioSeeking);
mMaster->RequestAudioData();
}
virtual void RequestVideoData() {
MOZ_ASSERT(!mDoneVideoSeeking);
mMaster->RequestVideoData(media::TimeUnit());
}
void AdjustFastSeekIfNeeded(MediaData* aSample) {
if (mSeekJob.mTarget->IsFast() &&
mSeekJob.mTarget->GetTime() > mCurrentTimeBeforeSeek &&
aSample->mTime < mCurrentTimeBeforeSeek) {
// We are doing a fastSeek, but we ended up *before* the previous
// playback position. This is surprising UX, so switch to an accurate
// seek and decode to the seek target. This is not conformant to the
// spec, fastSeek should always be fast, but until we get the time to
// change all Readers to seek to the keyframe after the currentTime
// in this case, we'll just decode forward. Bug 1026330.
mSeekJob.mTarget->SetType(SeekTarget::Accurate);
}
}
nsresult DropAudioUpToSeekTarget(AudioData* aAudio) {
MOZ_ASSERT(aAudio && mSeekJob.mTarget->IsAccurate());
if (mSeekJob.mTarget->GetTime() >= aAudio->GetEndTime()) {
// Our seek target lies after the frames in this AudioData. Don't
// push it onto the audio queue, and keep decoding forwards.
return NS_OK;
}
if (aAudio->mTime > mSeekJob.mTarget->GetTime()) {
// The seek target doesn't lie in the audio block just after the last
// audio frames we've seen which were before the seek target. This
// could have been the first audio data we've seen after seek, i.e. the
// seek terminated after the seek target in the audio stream. Just
// abort the audio decode-to-target, the state machine will play
// silence to cover the gap. Typically this happens in poorly muxed
// files.
SLOGW("Audio not synced after seek, maybe a poorly muxed file?");
mMaster->PushAudio(aAudio);
mDoneAudioSeeking = true;
return NS_OK;
}
bool ok = aAudio->SetTrimWindow(
{mSeekJob.mTarget->GetTime(), aAudio->GetEndTime()});
if (!ok) {
return NS_ERROR_DOM_MEDIA_OVERFLOW_ERR;
}
MOZ_ASSERT(AudioQueue().GetSize() == 0,
"Should be the 1st sample after seeking");
mMaster->PushAudio(aAudio);
mDoneAudioSeeking = true;
return NS_OK;
}
nsresult DropVideoUpToSeekTarget(VideoData* aVideo) {
MOZ_ASSERT(aVideo);
SLOG("DropVideoUpToSeekTarget() frame [%" PRId64 ", %" PRId64 "]",
aVideo->mTime.ToMicroseconds(), aVideo->GetEndTime().ToMicroseconds());
const auto target = GetSeekTarget();
// If the frame end time is less than the seek target, we won't want
// to display this frame after the seek, so discard it.
if (target >= aVideo->GetEndTime()) {
SLOG("DropVideoUpToSeekTarget() pop video frame [%" PRId64 ", %" PRId64
"] target=%" PRId64,
aVideo->mTime.ToMicroseconds(),
aVideo->GetEndTime().ToMicroseconds(), target.ToMicroseconds());
mFirstVideoFrameAfterSeek = aVideo;
} else {
if (target >= aVideo->mTime && aVideo->GetEndTime() >= target) {
// The seek target lies inside this frame's time slice. Adjust the
// frame's start time to match the seek target.
aVideo->UpdateTimestamp(target);
}
mFirstVideoFrameAfterSeek = nullptr;
SLOG("DropVideoUpToSeekTarget() found video frame [%" PRId64 ", %" PRId64
"] containing target=%" PRId64,
aVideo->mTime.ToMicroseconds(),
aVideo->GetEndTime().ToMicroseconds(), target.ToMicroseconds());
MOZ_ASSERT(VideoQueue().GetSize() == 0,
"Should be the 1st sample after seeking");
mMaster->PushVideo(aVideo);
mDoneVideoSeeking = true;
}
return NS_OK;
}
void HandleEndOfAudioInternal() {
MOZ_ASSERT(!mDoneAudioSeeking);
AudioQueue().Finish();
mDoneAudioSeeking = true;
}
void HandleEndOfVideoInternal() {
MOZ_ASSERT(!mDoneVideoSeeking);
if (mFirstVideoFrameAfterSeek) {
// Hit the end of stream. Move mFirstVideoFrameAfterSeek into
// mSeekedVideoData so we have something to display after seeking.
mMaster->PushVideo(mFirstVideoFrameAfterSeek);
}
VideoQueue().Finish();
mDoneVideoSeeking = true;
}
void MaybeFinishSeek() {
if (mDoneAudioSeeking && mDoneVideoSeeking) {
SeekCompleted();
}
}
/*
* Track the current seek promise made by the reader.
*/
MozPromiseRequestHolder<MediaFormatReader::SeekPromise> mSeekRequest;
/*
* Internal state.
*/
media::TimeUnit mCurrentTimeBeforeSeek;
bool mDoneAudioSeeking = false;
bool mDoneVideoSeeking = false;
MozPromiseRequestHolder<WaitForDataPromise> mWaitRequest;
// This temporarily stores the first frame we decode after we seek.
// This is so that if we hit end of stream while we're decoding to reach
// the seek target, we will still have a frame that we can display as the
// last frame in the media.
RefPtr<VideoData> mFirstVideoFrameAfterSeek;
private:
virtual media::TimeUnit GetSeekTarget() const {
return mSeekJob.mTarget->GetTime();
}
};
/*
* Remove samples from the queue until aCompare() returns false.
* aCompare A function object with the signature bool(int64_t) which returns
* true for samples that should be removed.
*/
template <typename Type, typename Function>
static void DiscardFrames(MediaQueue<Type>& aQueue, const Function& aCompare) {
while (aQueue.GetSize() > 0) {
if (aCompare(aQueue.PeekFront()->mTime.ToMicroseconds())) {
RefPtr<Type> releaseMe = aQueue.PopFront();
continue;
}
break;
}
}
class MediaDecoderStateMachine::NextFrameSeekingState
: public MediaDecoderStateMachine::SeekingState {
public:
explicit NextFrameSeekingState(Master* aPtr) : SeekingState(aPtr) {}
RefPtr<MediaDecoder::SeekPromise> Enter(SeekJob&& aSeekJob,
EventVisibility aVisibility) {
MOZ_ASSERT(aSeekJob.mTarget->IsNextFrame());
mCurrentTime = mMaster->GetMediaTime();
mDuration = mMaster->Duration();
return SeekingState::Enter(std::move(aSeekJob), aVisibility);
}
void Exit() override {
// Disconnect my async seek operation.
if (mAsyncSeekTask) {
mAsyncSeekTask->Cancel();
}
// Disconnect MediaDecoder.
mSeekJob.RejectIfExists(__func__);
}
void HandleAudioDecoded(AudioData* aAudio) override {
mMaster->PushAudio(aAudio);
}
void HandleVideoDecoded(VideoData* aVideo, TimeStamp aDecodeStart) override {
MOZ_ASSERT(aVideo);
MOZ_ASSERT(!mSeekJob.mPromise.IsEmpty(), "Seek shouldn't be finished");
MOZ_ASSERT(NeedMoreVideo());
if (aVideo->mTime > mCurrentTime) {
mMaster->PushVideo(aVideo);
FinishSeek();
} else {
RequestVideoData();
}
}
void HandleWaitingForAudio() override {
MOZ_ASSERT(!mSeekJob.mPromise.IsEmpty(), "Seek shouldn't be finished");
// We don't care about audio decode errors in this state which will be
// handled by other states after seeking.
}
void HandleAudioCanceled() override {
MOZ_ASSERT(!mSeekJob.mPromise.IsEmpty(), "Seek shouldn't be finished");
// We don't care about audio decode errors in this state which will be
// handled by other states after seeking.
}
void HandleEndOfAudio() override {
MOZ_ASSERT(!mSeekJob.mPromise.IsEmpty(), "Seek shouldn't be finished");
// We don't care about audio decode errors in this state which will be
// handled by other states after seeking.
}
void HandleWaitingForVideo() override {
MOZ_ASSERT(!mSeekJob.mPromise.IsEmpty(), "Seek shouldn't be finished");
MOZ_ASSERT(NeedMoreVideo());
mMaster->WaitForData(MediaData::Type::VIDEO_DATA);
}
void HandleVideoCanceled() override {
MOZ_ASSERT(!mSeekJob.mPromise.IsEmpty(), "Seek shouldn't be finished");
MOZ_ASSERT(NeedMoreVideo());
RequestVideoData();
}
void HandleEndOfVideo() override {
MOZ_ASSERT(!mSeekJob.mPromise.IsEmpty(), "Seek shouldn't be finished");
MOZ_ASSERT(NeedMoreVideo());
VideoQueue().Finish();
FinishSeek();
}
void HandleAudioWaited(MediaData::Type aType) override {
// We don't care about audio in this state.
}
void HandleVideoWaited(MediaData::Type aType) override {
MOZ_ASSERT(!mSeekJob.mPromise.IsEmpty(), "Seek shouldn't be finished");
MOZ_ASSERT(NeedMoreVideo());
RequestVideoData();
}
TimeUnit CalculateNewCurrentTime() const override {
// The HTMLMediaElement.currentTime should be updated to the seek target
// which has been updated to the next frame's time.
return mSeekJob.mTarget->GetTime();
}
void DoSeek() override {
auto currentTime = mCurrentTime;
DiscardFrames(VideoQueue(), [currentTime](int64_t aSampleTime) {
return aSampleTime <= currentTime.ToMicroseconds();
});
// If there is a pending video request, finish the seeking if we don't need
// more data, or wait for HandleVideoDecoded() to finish seeking.
if (mMaster->IsRequestingVideoData()) {
if (!NeedMoreVideo()) {
FinishSeek();
}
return;
}
// Otherwise, we need to do the seek operation asynchronously for a special
// case (bug504613.ogv) which has no data at all, the 1st seekToNextFrame()
// operation reaches the end of the media. If we did the seek operation
// synchronously, we immediately resolve the SeekPromise in mSeekJob and
// then switch to the CompletedState which dispatches an "ended" event.
// However, the ThenValue of the SeekPromise has not yet been set, so the
// promise resolving is postponed and then the JS developer receives the
// "ended" event before the seek promise is resolved.
// An asynchronous seek operation helps to solve this issue since while the
// seek is actually performed, the ThenValue of SeekPromise has already
// been set so that it won't be postponed.
RefPtr<Runnable> r = mAsyncSeekTask = new AysncNextFrameSeekTask(this);
nsresult rv = OwnerThread()->Dispatch(r.forget());
MOZ_DIAGNOSTIC_ASSERT(NS_SUCCEEDED(rv));
Unused << rv;
}
private:
void DoSeekInternal() {
// We don't need to discard frames to the mCurrentTime here because we have
// done it at DoSeek() and any video data received in between either
// finishes the seek operation or be discarded, see HandleVideoDecoded().
if (!NeedMoreVideo()) {
FinishSeek();
} else if (!mMaster->IsRequestingVideoData() &&
!mMaster->IsWaitingVideoData()) {
RequestVideoData();
}
}
class AysncNextFrameSeekTask : public Runnable {
public:
explicit AysncNextFrameSeekTask(NextFrameSeekingState* aStateObject)
: Runnable(
"MediaDecoderStateMachine::NextFrameSeekingState::"
"AysncNextFrameSeekTask"),
mStateObj(aStateObject) {}
void Cancel() { mStateObj = nullptr; }
NS_IMETHOD Run() override {
if (mStateObj) {
mStateObj->DoSeekInternal();
}
return NS_OK;
}
private:
NextFrameSeekingState* mStateObj;
};
void RequestVideoData() { mMaster->RequestVideoData(media::TimeUnit()); }
bool NeedMoreVideo() const {
// Need to request video when we have none and video queue is not finished.
return VideoQueue().GetSize() == 0 && !VideoQueue().IsFinished();
}
// Update the seek target's time before resolving this seek task, the updated
// time will be used in the MDSM::SeekCompleted() to update the MDSM's
// position.
void UpdateSeekTargetTime() {
RefPtr<VideoData> data = VideoQueue().PeekFront();
if (data) {
mSeekJob.mTarget->SetTime(data->mTime);
} else {
MOZ_ASSERT(VideoQueue().AtEndOfStream());
mSeekJob.mTarget->SetTime(mDuration);
}
}
void FinishSeek() {
MOZ_ASSERT(!NeedMoreVideo());
UpdateSeekTargetTime();
auto time = mSeekJob.mTarget->GetTime().ToMicroseconds();
DiscardFrames(AudioQueue(),
[time](int64_t aSampleTime) { return aSampleTime < time; });
SeekCompleted();
}
/*
* Internal state.
*/
TimeUnit mCurrentTime;
TimeUnit mDuration;
RefPtr<AysncNextFrameSeekTask> mAsyncSeekTask;
};
class MediaDecoderStateMachine::NextFrameSeekingFromDormantState
: public MediaDecoderStateMachine::AccurateSeekingState {
public:
explicit NextFrameSeekingFromDormantState(Master* aPtr)
: AccurateSeekingState(aPtr) {}
RefPtr<MediaDecoder::SeekPromise> Enter(SeekJob&& aCurrentSeekJob,
SeekJob&& aFutureSeekJob) {
mFutureSeekJob = std::move(aFutureSeekJob);
AccurateSeekingState::Enter(std::move(aCurrentSeekJob),
EventVisibility::Suppressed);
// Once seekToNextFrame() is called, we assume the user is likely to keep
// calling seekToNextFrame() repeatedly, and so, we should prevent the MDSM
// from getting into Dormant state.
mMaster->mMinimizePreroll = false;
return mFutureSeekJob.mPromise.Ensure(__func__);
}
void Exit() override {
mFutureSeekJob.RejectIfExists(__func__);
AccurateSeekingState::Exit();
}
private:
SeekJob mFutureSeekJob;
// We don't want to transition to DecodingState once this seek completes,
// instead, we transition to NextFrameSeekingState.
void GoToNextState() override {
SetState<NextFrameSeekingState>(std::move(mFutureSeekJob),
EventVisibility::Observable);
}
};
class MediaDecoderStateMachine::VideoOnlySeekingState
: public MediaDecoderStateMachine::AccurateSeekingState {
public:
explicit VideoOnlySeekingState(Master* aPtr) : AccurateSeekingState(aPtr) {}
RefPtr<MediaDecoder::SeekPromise> Enter(SeekJob&& aSeekJob,
EventVisibility aVisibility) {
MOZ_ASSERT(aSeekJob.mTarget->IsVideoOnly());
MOZ_ASSERT(aVisibility == EventVisibility::Suppressed);
RefPtr<MediaDecoder::SeekPromise> p =
AccurateSeekingState::Enter(std::move(aSeekJob), aVisibility);
// Dispatch a mozvideoonlyseekbegin event to indicate UI for corresponding
// changes.
mMaster->mOnPlaybackEvent.Notify(MediaPlaybackEvent::VideoOnlySeekBegin);
return p.forget();
}
void Exit() override {
// We are completing or discarding this video-only seek operation now,
// dispatch an event so that the UI can change in response to the end
// of video-only seek.
mMaster->mOnPlaybackEvent.Notify(
MediaPlaybackEvent::VideoOnlySeekCompleted);
AccurateSeekingState::Exit();
}
void HandleAudioDecoded(AudioData* aAudio) override {
MOZ_ASSERT(mDoneAudioSeeking && !mDoneVideoSeeking,
"Seek shouldn't be finished");
MOZ_ASSERT(aAudio);
// Video-only seek doesn't reset audio decoder. There might be pending audio
// requests when AccurateSeekTask::Seek() begins. We will just store the
// data without checking |mDiscontinuity| or calling
// DropAudioUpToSeekTarget().
mMaster->PushAudio(aAudio);
}
void HandleWaitingForAudio() override {}
void HandleAudioCanceled() override {}
void HandleEndOfAudio() override {}
void HandleAudioWaited(MediaData::Type aType) override {
MOZ_ASSERT(!mDoneAudioSeeking || !mDoneVideoSeeking,
"Seek shouldn't be finished");
// Ignore pending requests from video-only seek.
}
void DoSeek() override {
// TODO: keep decoding audio.
mDoneAudioSeeking = true;
mDoneVideoSeeking = !Info().HasVideo();
mMaster->ResetDecode(TrackInfo::kVideoTrack);
DemuxerSeek();
}
protected:
// Allow skip-to-next-key-frame to kick in if we fall behind the current
// playback position so decoding has a better chance to catch up.
void RequestVideoData() override {
MOZ_ASSERT(!mDoneVideoSeeking);
const auto& clock = mMaster->mMediaSink->IsStarted()
? mMaster->GetClock()
: mMaster->GetMediaTime();
const auto& nextKeyFrameTime = GetNextKeyFrameTime();
auto threshold = clock;
if (nextKeyFrameTime.IsValid() &&
clock >= (nextKeyFrameTime - sSkipToNextKeyFrameThreshold)) {
threshold = nextKeyFrameTime;
}
mMaster->RequestVideoData(threshold);
}
private:
// Trigger skip to next key frame if the current playback position is very
// close the next key frame's time.
static constexpr TimeUnit sSkipToNextKeyFrameThreshold =
TimeUnit::FromMicroseconds(5000);
// If the media is playing, drop video until catch up playback position.
media::TimeUnit GetSeekTarget() const override {
return mMaster->mMediaSink->IsStarted() ? mMaster->GetClock()
: mSeekJob.mTarget->GetTime();
}
media::TimeUnit GetNextKeyFrameTime() const {
// We only call this method in RequestVideoData() and we only request video
// data if we haven't done video seeking.
MOZ_DIAGNOSTIC_ASSERT(!mDoneVideoSeeking);
MOZ_DIAGNOSTIC_ASSERT(mMaster->VideoQueue().GetSize() == 0);
if (mFirstVideoFrameAfterSeek) {
return mFirstVideoFrameAfterSeek->NextKeyFrameTime();
}
return TimeUnit::Invalid();
}
};
constexpr TimeUnit MediaDecoderStateMachine::VideoOnlySeekingState::
sSkipToNextKeyFrameThreshold;
RefPtr<MediaDecoder::SeekPromise>
MediaDecoderStateMachine::DormantState::HandleSeek(SeekTarget aTarget) {
if (aTarget.IsNextFrame()) {
// NextFrameSeekingState doesn't reset the decoder unlike
// AccurateSeekingState. So we first must come out of dormant by seeking to
// mPendingSeek and continue later with the NextFrameSeek
SLOG("Changed state to SEEKING (to %" PRId64 ")",
aTarget.GetTime().ToMicroseconds());
SeekJob seekJob;
seekJob.mTarget = Some(aTarget);
return StateObject::SetState<NextFrameSeekingFromDormantState>(
std::move(mPendingSeek), std::move(seekJob));
}
return StateObject::HandleSeek(aTarget);
}
/**
* Purpose: stop playback until enough data is decoded to continue playback.
*
* Transition to:
* SEEKING if any seek request.
* SHUTDOWN if any decode error.
* COMPLETED when having decoded all audio/video data.
* DECODING/LOOPING_DECODING when having decoded enough data to continue
* playback.
*/
class MediaDecoderStateMachine::BufferingState
: public MediaDecoderStateMachine::StateObject {
public:
explicit BufferingState(Master* aPtr) : StateObject(aPtr) {}
void Enter() {
if (mMaster->IsPlaying()) {
mMaster->StopPlayback();
}
mBufferingStart = TimeStamp::Now();
mMaster->ScheduleStateMachineIn(TimeUnit::FromMicroseconds(USECS_PER_S));
mMaster->mOnNextFrameStatus.Notify(
MediaDecoderOwner::NEXT_FRAME_UNAVAILABLE_BUFFERING);
}
void Step() override;
State GetState() const override { return DECODER_STATE_BUFFERING; }
void HandleAudioDecoded(AudioData* aAudio) override {
mMaster->PushAudio(aAudio);
if (!mMaster->HaveEnoughDecodedAudio()) {
mMaster->RequestAudioData();
}
// This might be the sample we need to exit buffering.
// Schedule Step() to check it.
mMaster->ScheduleStateMachine();
}
void HandleVideoDecoded(VideoData* aVideo, TimeStamp aDecodeStart) override {
mMaster->PushVideo(aVideo);
if (!mMaster->HaveEnoughDecodedVideo()) {
mMaster->RequestVideoData(media::TimeUnit());
}
// This might be the sample we need to exit buffering.
// Schedule Step() to check it.
mMaster->ScheduleStateMachine();
}
void HandleAudioCanceled() override { mMaster->RequestAudioData(); }
void HandleVideoCanceled() override {
mMaster->RequestVideoData(media::TimeUnit());
}
void HandleWaitingForAudio() override {
mMaster->WaitForData(MediaData::Type::AUDIO_DATA);
}
void HandleWaitingForVideo() override {
mMaster->WaitForData(MediaData::Type::VIDEO_DATA);
}
void HandleAudioWaited(MediaData::Type aType) override {
mMaster->RequestAudioData();
}
void HandleVideoWaited(MediaData::Type aType) override {
mMaster->RequestVideoData(media::TimeUnit());
}
void HandleEndOfAudio() override;
void HandleEndOfVideo() override;
void HandleVideoSuspendTimeout() override {
// No video, so nothing to suspend.
if (!mMaster->HasVideo()) {
return;
}
mMaster->mVideoDecodeSuspended = true;
mMaster->mOnPlaybackEvent.Notify(MediaPlaybackEvent::EnterVideoSuspend);
Reader()->SetVideoBlankDecode(true);
}
private:
TimeStamp mBufferingStart;
// The maximum number of second we spend buffering when we are short on
// unbuffered data.
const uint32_t mBufferingWait = 15;
};
/**
* Purpose: play all the decoded data and fire the 'ended' event.
*
* Transition to:
* SEEKING if any seek request.
* LOOPING_DECODING if MDSM enable looping.
*/
class MediaDecoderStateMachine::CompletedState
: public MediaDecoderStateMachine::StateObject {
public:
explicit CompletedState(Master* aPtr) : StateObject(aPtr) {}
void Enter() {
// On Android, the life cycle of graphic buffer is equal to Android's codec,
// we couldn't release it if we still need to render the frame.
#ifndef MOZ_WIDGET_ANDROID
if (!mMaster->mLooping) {
// We've decoded all samples.
// We don't need decoders anymore if not looping.
Reader()->ReleaseResources();
}
#endif
bool hasNextFrame = (!mMaster->HasAudio() || !mMaster->mAudioCompleted) &&
(!mMaster->HasVideo() || !mMaster->mVideoCompleted);
mMaster->mOnNextFrameStatus.Notify(
hasNextFrame ? MediaDecoderOwner::NEXT_FRAME_AVAILABLE
: MediaDecoderOwner::NEXT_FRAME_UNAVAILABLE);
Step();
}
void Exit() override { mSentPlaybackEndedEvent = false; }
void Step() override {
if (mMaster->mPlayState != MediaDecoder::PLAY_STATE_PLAYING &&
mMaster->IsPlaying()) {
mMaster->StopPlayback();
}
// Play the remaining media. We want to run AdvanceFrame() at least
// once to ensure the current playback position is advanced to the
// end of the media, and so that we update the readyState.
if ((mMaster->HasVideo() && !mMaster->mVideoCompleted) ||
(mMaster->HasAudio() && !mMaster->mAudioCompleted)) {
// Start playback if necessary to play the remaining media.
mMaster->MaybeStartPlayback();
mMaster->UpdatePlaybackPositionPeriodically();
MOZ_ASSERT(!mMaster->IsPlaying() || mMaster->IsStateMachineScheduled(),
"Must have timer scheduled");
return;
}
// StopPlayback in order to reset the IsPlaying() state so audio
// is restarted correctly.
mMaster->StopPlayback();
if (!mSentPlaybackEndedEvent) {
auto clockTime =
std::max(mMaster->AudioEndTime(), mMaster->VideoEndTime());
// Correct the time over the end once looping was turned on.
mMaster->AdjustByLooping(clockTime);
if (mMaster->mDuration.Ref()->IsInfinite()) {
// We have a finite duration when playback reaches the end.
mMaster->mDuration = Some(clockTime);
DDLOGEX(mMaster, DDLogCategory::Property, "duration_us",
mMaster->mDuration.Ref()->ToMicroseconds());
}
mMaster->UpdatePlaybackPosition(clockTime);
// Ensure readyState is updated before firing the 'ended' event.
mMaster->mOnNextFrameStatus.Notify(
MediaDecoderOwner::NEXT_FRAME_UNAVAILABLE);
mMaster->mOnPlaybackEvent.Notify(MediaPlaybackEvent::PlaybackEnded);
mSentPlaybackEndedEvent = true;
// MediaSink::GetEndTime() must be called before stopping playback.
mMaster->StopMediaSink();
}
}
State GetState() const override { return DECODER_STATE_COMPLETED; }
void HandleLoopingChanged() override {
if (mMaster->mLooping) {
SetDecodingState();
}
}
void HandleAudioCaptured() override {
// MediaSink is changed. Schedule Step() to check if we can start playback.
mMaster->ScheduleStateMachine();
}
void HandleVideoSuspendTimeout() override {
// Do nothing since no decoding is going on.
}
void HandleResumeVideoDecoding(const TimeUnit&) override {
// Resume the video decoder and seek to the last video frame.
// This triggers a video-only seek which won't update the playback position.
StateObject::HandleResumeVideoDecoding(mMaster->mDecodedVideoEndTime);
}
void HandlePlayStateChanged(MediaDecoder::PlayState aPlayState) override {
if (aPlayState == MediaDecoder::PLAY_STATE_PLAYING) {
// Schedule Step() to check if we can start playback.
mMaster->ScheduleStateMachine();
}
}
private:
bool mSentPlaybackEndedEvent = false;
};
/**
* Purpose: release all resources allocated by MDSM.
*
* Transition to:
* None since this is the final state.
*
* Transition from:
* Any states other than SHUTDOWN.
*/
class MediaDecoderStateMachine::ShutdownState
: public MediaDecoderStateMachine::StateObject {
public:
explicit ShutdownState(Master* aPtr) : StateObject(aPtr) {}
RefPtr<ShutdownPromise> Enter();
void Exit() override {
MOZ_DIAGNOSTIC_ASSERT(false, "Shouldn't escape the SHUTDOWN state.");
}
State GetState() const override { return DECODER_STATE_SHUTDOWN; }
RefPtr<MediaDecoder::SeekPromise> HandleSeek(SeekTarget aTarget) override {
MOZ_DIAGNOSTIC_ASSERT(false, "Can't seek in shutdown state.");
return MediaDecoder::SeekPromise::CreateAndReject(true, __func__);
}
RefPtr<ShutdownPromise> HandleShutdown() override {
MOZ_DIAGNOSTIC_ASSERT(false, "Already shutting down.");
return nullptr;
}
void HandleVideoSuspendTimeout() override {
MOZ_DIAGNOSTIC_ASSERT(false, "Already shutting down.");
}
void HandleResumeVideoDecoding(const TimeUnit&) override {
MOZ_DIAGNOSTIC_ASSERT(false, "Already shutting down.");
}
};
RefPtr<MediaDecoder::SeekPromise>
MediaDecoderStateMachine::StateObject::HandleSeek(SeekTarget aTarget) {
SLOG("Changed state to SEEKING (to %" PRId64 ")",
aTarget.GetTime().ToMicroseconds());
SeekJob seekJob;
seekJob.mTarget = Some(aTarget);
return SetSeekingState(std::move(seekJob), EventVisibility::Observable);
}
RefPtr<ShutdownPromise>
MediaDecoderStateMachine::StateObject::HandleShutdown() {
return SetState<ShutdownState>();
}
static void ReportRecoveryTelemetry(const TimeStamp& aRecoveryStart,
const MediaInfo& aMediaInfo,
bool aIsHardwareAccelerated) {
MOZ_ASSERT(NS_IsMainThread());
if (!aMediaInfo.HasVideo()) {
return;
}
// Keyed by audio+video or video alone, hardware acceleration,
// and by a resolution range.
nsCString key(aMediaInfo.HasAudio() ? "AV" : "V");
key.AppendASCII(aIsHardwareAccelerated ? "(hw)," : ",");
static const struct {
int32_t mH;
const char* mRes;
} sResolutions[] = {{240, "0-240"},
{480, "241-480"},
{720, "481-720"},
{1080, "721-1080"},
{2160, "1081-2160"}};
const char* resolution = "2161+";
int32_t height = aMediaInfo.mVideo.mImage.height;
for (const auto& res : sResolutions) {
if (height <= res.mH) {
resolution = res.mRes;
break;
}
}
key.AppendASCII(resolution);
TimeDuration duration = TimeStamp::Now() - aRecoveryStart;
double duration_ms = duration.ToMilliseconds();
Telemetry::Accumulate(Telemetry::VIDEO_SUSPEND_RECOVERY_TIME_MS, key,
uint32_t(duration_ms + 0.5));
Telemetry::Accumulate(Telemetry::VIDEO_SUSPEND_RECOVERY_TIME_MS,
NS_LITERAL_CSTRING("All"), uint32_t(duration_ms + 0.5));
}
void MediaDecoderStateMachine::StateObject::HandleResumeVideoDecoding(
const TimeUnit& aTarget) {
MOZ_ASSERT(mMaster->mVideoDecodeSuspended);
mMaster->mVideoDecodeSuspended = false;
mMaster->mOnPlaybackEvent.Notify(MediaPlaybackEvent::ExitVideoSuspend);
Reader()->SetVideoBlankDecode(false);
// Start counting recovery time from right now.
TimeStamp start = TimeStamp::Now();
// Local reference to mInfo, so that it will be copied in the lambda below.
auto& info = Info();
bool hw = Reader()->VideoIsHardwareAccelerated();
// Start video-only seek to the current time.
SeekJob seekJob;
// We use fastseek to optimize the resuming time.
// FastSeek is only used for video-only media since we don't need to worry
// about A/V sync.
// Don't use fastSeek if we want to seek to the end because it might seek to a
// keyframe before the last frame (if the last frame itself is not a keyframe)
// and we always want to present the final frame to the user when seeking to
// the end.
const auto type = mMaster->HasAudio() || aTarget == mMaster->Duration()
? SeekTarget::Type::Accurate
: SeekTarget::Type::PrevSyncPoint;
seekJob.mTarget.emplace(aTarget, type, true /* aVideoOnly */);
// Hold mMaster->mAbstractMainThread here because this->mMaster will be
// invalid after the current state object is deleted in SetState();
RefPtr<AbstractThread> mainThread = mMaster->mAbstractMainThread;
SetSeekingState(std::move(seekJob), EventVisibility::Suppressed)
->Then(
mainThread, __func__,
[start, info, hw]() { ReportRecoveryTelemetry(start, info, hw); },
[]() {});
}
RefPtr<MediaDecoder::SeekPromise>
MediaDecoderStateMachine::StateObject::SetSeekingState(
SeekJob&& aSeekJob, EventVisibility aVisibility) {
if (aSeekJob.mTarget->IsAccurate() || aSeekJob.mTarget->IsFast()) {
if (aSeekJob.mTarget->IsVideoOnly()) {
return SetState<VideoOnlySeekingState>(std::move(aSeekJob), aVisibility);
}
return SetState<AccurateSeekingState>(std::move(aSeekJob), aVisibility);
}
if (aSeekJob.mTarget->IsNextFrame()) {
return SetState<NextFrameSeekingState>(std::move(aSeekJob), aVisibility);
}
MOZ_ASSERT_UNREACHABLE("Unknown SeekTarget::Type.");
return nullptr;
}
void MediaDecoderStateMachine::StateObject::SetDecodingState() {
if (mMaster->IsInSeamlessLooping()) {
SetState<LoopingDecodingState>();
return;
}
SetState<DecodingState>();
}
void MediaDecoderStateMachine::DecodeMetadataState::OnMetadataRead(
MetadataHolder&& aMetadata) {
mMetadataRequest.Complete();
mMaster->mInfo.emplace(*aMetadata.mInfo);
mMaster->mMediaSeekable = Info().mMediaSeekable;
mMaster->mMediaSeekableOnlyInBufferedRanges =
Info().mMediaSeekableOnlyInBufferedRanges;
if (Info().mMetadataDuration.isSome()) {
mMaster->mDuration = Info().mMetadataDuration;
} else if (Info().mUnadjustedMetadataEndTime.isSome()) {
const TimeUnit unadjusted = Info().mUnadjustedMetadataEndTime.ref();
const TimeUnit adjustment = Info().mStartTime;
mMaster->mInfo->mMetadataDuration.emplace(unadjusted - adjustment);
mMaster->mDuration = Info().mMetadataDuration;
}
// If we don't know the duration by this point, we assume infinity, per spec.
if (mMaster->mDuration.Ref().isNothing()) {
mMaster->mDuration = Some(TimeUnit::FromInfinity());
}
DDLOGEX(mMaster, DDLogCategory::Property, "duration_us",
mMaster->mDuration.Ref()->ToMicroseconds());
if (mMaster->HasVideo()) {
SLOG("Video decode HWAccel=%d videoQueueSize=%d",
Reader()->VideoIsHardwareAccelerated(),
mMaster->GetAmpleVideoFrames());
}
MOZ_ASSERT(mMaster->mDuration.Ref().isSome());
mMaster->mMetadataLoadedEvent.Notify(std::move(aMetadata.mInfo),
std::move(aMetadata.mTags),
MediaDecoderEventVisibility::Observable);
// Check whether the media satisfies the requirement of seamless looing.
// (Before checking the media is audio only, we need to get metadata first.)
mMaster->mSeamlessLoopingAllowed = StaticPrefs::media_seamless_looping() &&
mMaster->HasAudio() &&
!mMaster->HasVideo();
SetState<DecodingFirstFrameState>();
}
void MediaDecoderStateMachine::DormantState::HandlePlayStateChanged(
MediaDecoder::PlayState aPlayState) {
if (aPlayState == MediaDecoder::PLAY_STATE_PLAYING) {
// Exit dormant when the user wants to play.
MOZ_ASSERT(mMaster->mSentFirstFrameLoadedEvent);
SetSeekingState(std::move(mPendingSeek), EventVisibility::Suppressed);
}
}
void MediaDecoderStateMachine::DecodingFirstFrameState::Enter() {
// Transition to DECODING if we've decoded first frames.
if (mMaster->mSentFirstFrameLoadedEvent) {
SetDecodingState();
return;
}
MOZ_ASSERT(!mMaster->mVideoDecodeSuspended);
// Dispatch tasks to decode first frames.
if (mMaster->HasAudio()) {
mMaster->RequestAudioData();
}
if (mMaster->HasVideo()) {
mMaster->RequestVideoData(media::TimeUnit());
}
}
void MediaDecoderStateMachine::DecodingFirstFrameState::
MaybeFinishDecodeFirstFrame() {
MOZ_ASSERT(!mMaster->mSentFirstFrameLoadedEvent);
if ((mMaster->IsAudioDecoding() && AudioQueue().GetSize() == 0) ||
(mMaster->IsVideoDecoding() && VideoQueue().GetSize() == 0)) {
return;
}
mMaster->FinishDecodeFirstFrame();
if (mPendingSeek.Exists()) {
SetSeekingState(std::move(mPendingSeek), EventVisibility::Observable);
} else {
SetDecodingState();
}
}
void MediaDecoderStateMachine::DecodingState::Enter() {
MOZ_ASSERT(mMaster->mSentFirstFrameLoadedEvent);
if (mMaster->mVideoDecodeSuspended &&
mMaster->mVideoDecodeMode == VideoDecodeMode::Normal) {
StateObject::HandleResumeVideoDecoding(mMaster->GetMediaTime());
return;
}
if (mMaster->mVideoDecodeMode == VideoDecodeMode::Suspend &&
!mMaster->mVideoDecodeSuspendTimer.IsScheduled() &&
!mMaster->mVideoDecodeSuspended) {
// If the VideoDecodeMode is Suspend and the timer is not schedule, it means
// the timer has timed out and we should suspend video decoding now if
// necessary.
HandleVideoSuspendTimeout();
}
// If we're in the normal decoding mode and the decoding has finished, then we
// should go to `completed` state because we don't need to decode anything
// later. However, if we're in the saemless decoding mode, we will restart
// decoding ASAP so we can still stay in `decoding` state.
if (!mMaster->IsVideoDecoding() && !mMaster->IsAudioDecoding() &&
!mMaster->IsInSeamlessLooping()) {
SetState<CompletedState>();
return;
}
mOnAudioPopped =
AudioQueue().PopFrontEvent().Connect(OwnerThread(), [this]() {
if (mMaster->IsAudioDecoding() && !mMaster->HaveEnoughDecodedAudio()) {
EnsureAudioDecodeTaskQueued();
}
});
mOnVideoPopped =
VideoQueue().PopFrontEvent().Connect(OwnerThread(), [this]() {
if (mMaster->IsVideoDecoding() && !mMaster->HaveEnoughDecodedVideo()) {
EnsureVideoDecodeTaskQueued();
}
});
mMaster->mOnNextFrameStatus.Notify(MediaDecoderOwner::NEXT_FRAME_AVAILABLE);
mDecodeStartTime = TimeStamp::Now();
MaybeStopPrerolling();
// Ensure that we've got tasks enqueued to decode data if we need to.
DispatchDecodeTasksIfNeeded();
mMaster->ScheduleStateMachine();
// Will enter dormant when playback is paused for a while.
if (mMaster->mPlayState == MediaDecoder::PLAY_STATE_PAUSED) {
StartDormantTimer();
}
}
void MediaDecoderStateMachine::DecodingState::Step() {
if (mMaster->mPlayState != MediaDecoder::PLAY_STATE_PLAYING &&
mMaster->IsPlaying()) {
// We're playing, but the element/decoder is in paused state. Stop
// playing!
mMaster->StopPlayback();
}
// Start playback if necessary so that the clock can be properly queried.
if (!mIsPrerolling) {
mMaster->MaybeStartPlayback();
}
mMaster->UpdatePlaybackPositionPeriodically();
MOZ_ASSERT(!mMaster->IsPlaying() || mMaster->IsStateMachineScheduled(),
"Must have timer scheduled");
MaybeStartBuffering();
}
void MediaDecoderStateMachine::DecodingState::HandleEndOfAudio() {
AudioQueue().Finish();
if (!mMaster->IsVideoDecoding()) {
SetState<CompletedState>();
} else {
MaybeStopPrerolling();
}
}
void MediaDecoderStateMachine::DecodingState::HandleEndOfVideo() {
VideoQueue().Finish();
if (!mMaster->IsAudioDecoding()) {
SetState<CompletedState>();
} else {
MaybeStopPrerolling();
}
}
void MediaDecoderStateMachine::DecodingState::DispatchDecodeTasksIfNeeded() {
if (mMaster->IsAudioDecoding() && !mMaster->mMinimizePreroll &&
!mMaster->HaveEnoughDecodedAudio()) {
EnsureAudioDecodeTaskQueued();
}
if (mMaster->IsVideoDecoding() && !mMaster->mMinimizePreroll &&
!mMaster->HaveEnoughDecodedVideo()) {
EnsureVideoDecodeTaskQueued();
}
}
void MediaDecoderStateMachine::DecodingState::EnsureAudioDecodeTaskQueued() {
if (!mMaster->IsAudioDecoding() || mMaster->IsRequestingAudioData() ||
mMaster->IsWaitingAudioData()) {
return;
}
mMaster->RequestAudioData();
}
void MediaDecoderStateMachine::DecodingState::EnsureVideoDecodeTaskQueued() {
if (!mMaster->IsVideoDecoding() || mMaster->IsRequestingVideoData() ||
mMaster->IsWaitingVideoData()) {
return;
}
mMaster->RequestVideoData(mMaster->GetMediaTime());
}
void MediaDecoderStateMachine::DecodingState::MaybeStartBuffering() {
// Buffering makes senses only after decoding first frames.
MOZ_ASSERT(mMaster->mSentFirstFrameLoadedEvent);
// Don't enter buffering when MediaDecoder is not playing.
if (mMaster->mPlayState != MediaDecoder::PLAY_STATE_PLAYING) {
return;
}
// Don't enter buffering while prerolling so that the decoder has a chance to
// enqueue some decoded data before we give up and start buffering.
if (!mMaster->IsPlaying()) {
return;
}
// Note we could have a wait promise pending when playing non-MSE EME.
if ((mMaster->OutOfDecodedAudio() && mMaster->IsWaitingAudioData()) ||
(mMaster->OutOfDecodedVideo() && mMaster->IsWaitingVideoData())) {
SetState<BufferingState>();
return;
}
if (Reader()->UseBufferingHeuristics() && mMaster->HasLowDecodedData() &&
mMaster->HasLowBufferedData() && !mMaster->mCanPlayThrough) {
SetState<BufferingState>();
}
}
void MediaDecoderStateMachine::LoopingDecodingState::HandleError(
const MediaResult& aError) {
SLOG("audio looping failed, aError=%s", aError.ErrorName().get());
switch (aError.Code()) {
case NS_ERROR_DOM_MEDIA_WAITING_FOR_DATA:
HandleWaitingForAudio();
break;
case NS_ERROR_DOM_MEDIA_END_OF_STREAM:
// This would happen after we've closed resouce so that we won't be able
// to get any sample anymore.
SetState<CompletedState>();
break;
default:
mMaster->DecodeError(aError);
break;
}
}
void MediaDecoderStateMachine::SeekingState::SeekCompleted() {
const auto newCurrentTime = CalculateNewCurrentTime();
if (newCurrentTime == mMaster->Duration() && !mMaster->mIsLiveStream) {
// Seeked to end of media. Explicitly finish the queues so DECODING
// will transition to COMPLETED immediately. Note we don't do
// this when playing a live stream, since the end of media will advance
// once we download more data!
AudioQueue().Finish();
VideoQueue().Finish();
// We won't start MediaSink when paused. m{Audio,Video}Completed will
// remain false and 'playbackEnded' won't be notified. Therefore we
// need to set these flags explicitly when seeking to the end.
mMaster->mAudioCompleted = true;
mMaster->mVideoCompleted = true;
// There might still be a pending audio request when doing video-only or
// next-frame seek. Discard it so we won't break the invariants of the
// COMPLETED state by adding audio samples to a finished queue.
mMaster->mAudioDataRequest.DisconnectIfExists();
}
// We want to resolve the seek request prior finishing the first frame
// to ensure that the seeked event is fired prior loadeded.
// Note: SeekJob.Resolve() resets SeekJob.mTarget. Don't use mSeekJob anymore
// hereafter.
mSeekJob.Resolve(__func__);
// Notify FirstFrameLoaded now if we haven't since we've decoded some data
// for readyState to transition to HAVE_CURRENT_DATA and fire 'loadeddata'.
if (!mMaster->mSentFirstFrameLoadedEvent) {
mMaster->FinishDecodeFirstFrame();
}
// Ensure timestamps are up to date.
// Suppressed visibility comes from two cases: (1) leaving dormant state,
// and (2) resuming suspended video decoder. We want both cases to be
// transparent to the user. So we only notify the change when the seek
// request is from the user.
if (mVisibility == EventVisibility::Observable) {
// Don't update playback position for video-only seek.
// Otherwise we might have |newCurrentTime > mMediaSink->GetPosition()|
// and fail the assertion in GetClock() since we didn't stop MediaSink.
mMaster->UpdatePlaybackPositionInternal(newCurrentTime);
}
// Try to decode another frame to detect if we're at the end...
SLOG("Seek completed, mCurrentPosition=%" PRId64,
mMaster->mCurrentPosition.Ref().ToMicroseconds());
if (mMaster->VideoQueue().PeekFront()) {
mMaster->mMediaSink->Redraw(Info().mVideo);
mMaster->mOnPlaybackEvent.Notify(MediaPlaybackEvent::Invalidate);
}
GoToNextState();
}
void MediaDecoderStateMachine::BufferingState::Step() {
TimeStamp now = TimeStamp::Now();
MOZ_ASSERT(!mBufferingStart.IsNull(), "Must know buffering start time.");
if (Reader()->UseBufferingHeuristics()) {
if (mMaster->IsWaitingAudioData() || mMaster->IsWaitingVideoData()) {
// Can't exit buffering when we are still waiting for data.
// Note we don't schedule next loop for we will do that when the wait
// promise is resolved.
return;
}
// With buffering heuristics, we exit buffering state when we:
// 1. can play through or
// 2. time out (specified by mBufferingWait) or
// 3. have enough buffered data.
TimeDuration elapsed = now - mBufferingStart;
TimeDuration timeout =
TimeDuration::FromSeconds(mBufferingWait * mMaster->mPlaybackRate);
bool stopBuffering =
mMaster->mCanPlayThrough || elapsed >= timeout ||
!mMaster->HasLowBufferedData(TimeUnit::FromSeconds(mBufferingWait));
if (!stopBuffering) {
SLOG("Buffering: wait %ds, timeout in %.3lfs", mBufferingWait,
mBufferingWait - elapsed.ToSeconds());
mMaster->ScheduleStateMachineIn(TimeUnit::FromMicroseconds(USECS_PER_S));
return;
}
} else if (mMaster->OutOfDecodedAudio() || mMaster->OutOfDecodedVideo()) {
MOZ_ASSERT(!mMaster->OutOfDecodedAudio() ||
mMaster->IsRequestingAudioData() ||
mMaster->IsWaitingAudioData());
MOZ_ASSERT(!mMaster->OutOfDecodedVideo() ||
mMaster->IsRequestingVideoData() ||
mMaster->IsWaitingVideoData());
SLOG(
"In buffering mode, waiting to be notified: outOfAudio: %d, "
"mAudioStatus: %s, outOfVideo: %d, mVideoStatus: %s",
mMaster->OutOfDecodedAudio(), mMaster->AudioRequestStatus(),
mMaster->OutOfDecodedVideo(), mMaster->VideoRequestStatus());
return;
}
SLOG("Buffered for %.3lfs", (now - mBufferingStart).ToSeconds());
SetDecodingState();
}
void MediaDecoderStateMachine::BufferingState::HandleEndOfAudio() {
AudioQueue().Finish();
if (!mMaster->IsVideoDecoding()) {
SetState<CompletedState>();
} else {
// Check if we can exit buffering.
mMaster->ScheduleStateMachine();
}
}
void MediaDecoderStateMachine::BufferingState::HandleEndOfVideo() {
VideoQueue().Finish();
if (!mMaster->IsAudioDecoding()) {
SetState<CompletedState>();
} else {
// Check if we can exit buffering.
mMaster->ScheduleStateMachine();
}
}
RefPtr<ShutdownPromise> MediaDecoderStateMachine::ShutdownState::Enter() {
auto master = mMaster;
master->mDelayedScheduler.Reset();
// Shutdown happens while decode timer is active, we need to disconnect and
// dispose of the timer.
master->CancelSuspendTimer();
if (master->IsPlaying()) {
master->StopPlayback();
}
master->mAudioDataRequest.DisconnectIfExists();
master->mVideoDataRequest.DisconnectIfExists();
master->mAudioWaitRequest.DisconnectIfExists();
master->mVideoWaitRequest.DisconnectIfExists();
master->ResetDecode();
master->StopMediaSink();
master->mMediaSink->Shutdown();
// Prevent dangling pointers by disconnecting the listeners.
master->mAudioQueueListener.Disconnect();
master->mVideoQueueListener.Disconnect();
master->mMetadataManager.Disconnect();
master->mOnMediaNotSeekable.Disconnect();
// Disconnect canonicals and mirrors before shutting down our task queue.
master->mBuffered.DisconnectIfConnected();
master->mPlayState.DisconnectIfConnected();
master->mVolume.DisconnectIfConnected();
master->mPreservesPitch.DisconnectIfConnected();
master->mLooping.DisconnectIfConnected();
master->mSinkDevice.DisconnectIfConnected();
master->mSecondaryVideoContainer.DisconnectIfConnected();
master->mOutputCaptured.DisconnectIfConnected();
master->mOutputTracks.DisconnectIfConnected();
master->mOutputPrincipal.DisconnectIfConnected();
master->mDuration.DisconnectAll();
master->mCurrentPosition.DisconnectAll();
master->mIsAudioDataAudible.DisconnectAll();
// Shut down the watch manager to stop further notifications.
master->mWatchManager.Shutdown();
return Reader()->Shutdown()->Then(OwnerThread(), __func__, master,
&MediaDecoderStateMachine::FinishShutdown,
&MediaDecoderStateMachine::FinishShutdown);
}
#define INIT_WATCHABLE(name, val) name(val, "MediaDecoderStateMachine::" #name)
#define INIT_MIRROR(name, val) \
name(mTaskQueue, val, "MediaDecoderStateMachine::" #name " (Mirror)")
#define INIT_CANONICAL(name, val) \
name(mTaskQueue, val, "MediaDecoderStateMachine::" #name " (Canonical)")
MediaDecoderStateMachine::MediaDecoderStateMachine(MediaDecoder* aDecoder,
MediaFormatReader* aReader)
: mDecoderID(aDecoder),
mAbstractMainThread(aDecoder->AbstractMainThread()),
mFrameStats(&aDecoder->GetFrameStatistics()),
mVideoFrameContainer(aDecoder->GetVideoFrameContainer()),
mTaskQueue(new TaskQueue(GetMediaThreadPool(MediaThreadType::MDSM),
"MDSM::mTaskQueue",
/* aSupportsTailDispatch = */ true)),
mWatchManager(this, mTaskQueue),
mDispatchedStateMachine(false),
mDelayedScheduler(mTaskQueue, true /*aFuzzy*/),
mCurrentFrameID(0),
mReader(new ReaderProxy(mTaskQueue, aReader)),
mPlaybackRate(1.0),
mAmpleAudioThreshold(detail::AMPLE_AUDIO_THRESHOLD),
mMinimizePreroll(aDecoder->GetMinimizePreroll()),
mSentFirstFrameLoadedEvent(false),
mVideoDecodeSuspended(false),
mVideoDecodeSuspendTimer(mTaskQueue),
mVideoDecodeMode(VideoDecodeMode::Normal),
mIsMSE(aDecoder->IsMSE()),
mSeamlessLoopingAllowed(false),
INIT_MIRROR(mBuffered, TimeIntervals()),
INIT_MIRROR(mPlayState, MediaDecoder::PLAY_STATE_LOADING),
INIT_MIRROR(mVolume, 1.0),
INIT_MIRROR(mPreservesPitch, true),
INIT_MIRROR(mLooping, false),
INIT_MIRROR(mSinkDevice, nullptr),
INIT_MIRROR(mSecondaryVideoContainer, nullptr),
INIT_MIRROR(mOutputCaptured, false),
INIT_MIRROR(mOutputTracks, nsTArray<RefPtr<ProcessedMediaTrack>>()),
INIT_MIRROR(mOutputPrincipal, PRINCIPAL_HANDLE_NONE),
INIT_CANONICAL(mCanonicalOutputTracks,
nsTArray<RefPtr<ProcessedMediaTrack>>()),
INIT_CANONICAL(mCanonicalOutputPrincipal, PRINCIPAL_HANDLE_NONE),
INIT_CANONICAL(mDuration, NullableTimeUnit()),
INIT_CANONICAL(mCurrentPosition, TimeUnit::Zero()),
INIT_CANONICAL(mIsAudioDataAudible, false) {
MOZ_COUNT_CTOR(MediaDecoderStateMachine);
NS_ASSERTION(NS_IsMainThread(), "Should be on main thread.");
InitVideoQueuePrefs();
DDLINKCHILD("reader", aReader);
}
#undef INIT_WATCHABLE
#undef INIT_MIRROR
#undef INIT_CANONICAL
MediaDecoderStateMachine::~MediaDecoderStateMachine() {
MOZ_ASSERT(NS_IsMainThread(), "Should be on main thread.");
MOZ_COUNT_DTOR(MediaDecoderStateMachine);
}
void MediaDecoderStateMachine::InitializationTask(MediaDecoder* aDecoder) {
MOZ_ASSERT(OnTaskQueue());
// Connect mirrors.
mBuffered.Connect(mReader->CanonicalBuffered());
mPlayState.Connect(aDecoder->CanonicalPlayState());
mVolume.Connect(aDecoder->CanonicalVolume());
mPreservesPitch.Connect(aDecoder->CanonicalPreservesPitch());
mLooping.Connect(aDecoder->CanonicalLooping());
mSinkDevice.Connect(aDecoder->CanonicalSinkDevice());
mSecondaryVideoContainer.Connect(
aDecoder->CanonicalSecondaryVideoContainer());
mOutputCaptured.Connect(aDecoder->CanonicalOutputCaptured());
mOutputTracks.Connect(aDecoder->CanonicalOutputTracks());
mOutputPrincipal.Connect(aDecoder->CanonicalOutputPrincipal());
// Initialize watchers.
mWatchManager.Watch(mBuffered,
&MediaDecoderStateMachine::BufferedRangeUpdated);
mWatchManager.Watch(mVolume, &MediaDecoderStateMachine::VolumeChanged);
mWatchManager.Watch(mPreservesPitch,
&MediaDecoderStateMachine::PreservesPitchChanged);
mWatchManager.Watch(mPlayState, &MediaDecoderStateMachine::PlayStateChanged);
mWatchManager.Watch(mLooping, &MediaDecoderStateMachine::LoopingChanged);
mWatchManager.Watch(mSecondaryVideoContainer,
&MediaDecoderStateMachine::UpdateSecondaryVideoContainer);
mWatchManager.Watch(mOutputCaptured,
&MediaDecoderStateMachine::UpdateOutputCaptured);
mWatchManager.Watch(mOutputTracks,
&MediaDecoderStateMachine::UpdateOutputCaptured);
mWatchManager.Watch(mOutputTracks,
&MediaDecoderStateMachine::OutputTracksChanged);
mWatchManager.Watch(mOutputPrincipal,
&MediaDecoderStateMachine::OutputPrincipalChanged);
mMediaSink = CreateMediaSink();
MOZ_ASSERT(!mStateObj);
auto* s = new DecodeMetadataState(this);
mStateObj.reset(s);
s->Enter();
}
void MediaDecoderStateMachine::AudioAudibleChanged(bool aAudible) {
mIsAudioDataAudible = aAudible;
}
MediaSink* MediaDecoderStateMachine::CreateAudioSink() {
RefPtr<MediaDecoderStateMachine> self = this;
auto audioSinkCreator = [self]() {
MOZ_ASSERT(self->OnTaskQueue());
AudioSink* audioSink =
new AudioSink(self->mTaskQueue, self->mAudioQueue, self->GetMediaTime(),
self->Info().mAudio, self->mSinkDevice.Ref());
self->mAudibleListener = audioSink->AudibleEvent().Connect(
self->mTaskQueue, self.get(),
&MediaDecoderStateMachine::AudioAudibleChanged);
return audioSink;
};
return new AudioSinkWrapper(mTaskQueue, mAudioQueue, audioSinkCreator,
mVolume, mPlaybackRate, mPreservesPitch);
}
already_AddRefed<MediaSink> MediaDecoderStateMachine::CreateMediaSink() {
MOZ_ASSERT(OnTaskQueue());
RefPtr<MediaSink> audioSink =
mOutputCaptured
? new DecodedStream(this, mOutputTracks, mVolume, mPlaybackRate,
mPreservesPitch, mAudioQueue, mVideoQueue)
: CreateAudioSink();
RefPtr<MediaSink> mediaSink =
new VideoSink(mTaskQueue, audioSink, mVideoQueue, mVideoFrameContainer,
*mFrameStats, sVideoQueueSendToCompositorSize);
if (mSecondaryVideoContainer.Ref()) {
mediaSink->SetSecondaryVideoContainer(mSecondaryVideoContainer.Ref());
}
return mediaSink.forget();
}
TimeUnit MediaDecoderStateMachine::GetDecodedAudioDuration() {
MOZ_ASSERT(OnTaskQueue());
if (mMediaSink->IsStarted()) {
// mDecodedAudioEndTime might be smaller than GetClock() when there is
// overlap between 2 adjacent audio samples or when we are playing
// a chained ogg file.
return std::max(mDecodedAudioEndTime - GetClock(), TimeUnit::Zero());
}
// MediaSink not started. All audio samples are in the queue.
return TimeUnit::FromMicroseconds(AudioQueue().Duration());
}
bool MediaDecoderStateMachine::HaveEnoughDecodedAudio() {
MOZ_ASSERT(OnTaskQueue());
auto ampleAudio = mAmpleAudioThreshold.MultDouble(mPlaybackRate);
return AudioQueue().GetSize() > 0 && GetDecodedAudioDuration() >= ampleAudio;
}
bool MediaDecoderStateMachine::HaveEnoughDecodedVideo() {
MOZ_ASSERT(OnTaskQueue());
return VideoQueue().GetSize() >= GetAmpleVideoFrames() * mPlaybackRate + 1;
}
void MediaDecoderStateMachine::PushAudio(AudioData* aSample) {
MOZ_ASSERT(OnTaskQueue());
MOZ_ASSERT(aSample);
AudioQueue().Push(aSample);
}
void MediaDecoderStateMachine::PushVideo(VideoData* aSample) {
MOZ_ASSERT(OnTaskQueue());
MOZ_ASSERT(aSample);
aSample->mFrameID = ++mCurrentFrameID;
VideoQueue().Push(aSample);
}
void MediaDecoderStateMachine::OnAudioPopped(const RefPtr<AudioData>& aSample) {
MOZ_ASSERT(OnTaskQueue());
mPlaybackOffset = std::max(mPlaybackOffset, aSample->mOffset);
}
void MediaDecoderStateMachine::OnVideoPopped(const RefPtr<VideoData>& aSample) {
MOZ_ASSERT(OnTaskQueue());
mPlaybackOffset = std::max(mPlaybackOffset, aSample->mOffset);
}
bool MediaDecoderStateMachine::IsAudioDecoding() {
MOZ_ASSERT(OnTaskQueue());
return HasAudio() && !AudioQueue().IsFinished();
}
bool MediaDecoderStateMachine::IsVideoDecoding() {
MOZ_ASSERT(OnTaskQueue());
return HasVideo() && !VideoQueue().IsFinished();
}
bool MediaDecoderStateMachine::IsPlaying() const {
MOZ_ASSERT(OnTaskQueue());
return mMediaSink->IsPlaying();
}
void MediaDecoderStateMachine::SetMediaNotSeekable() { mMediaSeekable = false; }
nsresult MediaDecoderStateMachine::Init(MediaDecoder* aDecoder) {
MOZ_ASSERT(NS_IsMainThread());
// Dispatch initialization that needs to happen on that task queue.
nsCOMPtr<nsIRunnable> r = NewRunnableMethod<RefPtr<MediaDecoder>>(
"MediaDecoderStateMachine::InitializationTask", this,
&MediaDecoderStateMachine::InitializationTask, aDecoder);
mTaskQueue->DispatchStateChange(r.forget());
mAudioQueueListener = AudioQueue().PopFrontEvent().Connect(
mTaskQueue, this, &MediaDecoderStateMachine::OnAudioPopped);
mVideoQueueListener = VideoQueue().PopFrontEvent().Connect(
mTaskQueue, this, &MediaDecoderStateMachine::OnVideoPopped);
mMetadataManager.Connect(mReader->TimedMetadataEvent(), OwnerThread());
mOnMediaNotSeekable = mReader->OnMediaNotSeekable().Connect(
OwnerThread(), this, &MediaDecoderStateMachine::SetMediaNotSeekable);
nsresult rv = mReader->Init();
NS_ENSURE_SUCCESS(rv, rv);
mReader->SetCanonicalDuration(&mDuration);
return NS_OK;
}
void MediaDecoderStateMachine::StopPlayback() {
MOZ_ASSERT(OnTaskQueue());
LOG("StopPlayback()");
if (IsPlaying()) {
mOnPlaybackEvent.Notify(MediaPlaybackEvent{
MediaPlaybackEvent::PlaybackStopped, mPlaybackOffset});
mMediaSink->SetPlaying(false);
MOZ_ASSERT(!IsPlaying());
}
}
void MediaDecoderStateMachine::MaybeStartPlayback() {
MOZ_ASSERT(OnTaskQueue());
// Should try to start playback only after decoding first frames.
MOZ_ASSERT(mSentFirstFrameLoadedEvent);
if (IsPlaying()) {
// Logging this case is really spammy - don't do it.
return;
}
if (mPlayState != MediaDecoder::PLAY_STATE_PLAYING) {
LOG("Not starting playback [mPlayState=%d]", mPlayState.Ref());
return;
}
LOG("MaybeStartPlayback() starting playback");
StartMediaSink();
if (!IsPlaying()) {
mMediaSink->SetPlaying(true);
MOZ_ASSERT(IsPlaying());
}
mOnPlaybackEvent.Notify(
MediaPlaybackEvent{MediaPlaybackEvent::PlaybackStarted, mPlaybackOffset});
}
void MediaDecoderStateMachine::UpdatePlaybackPositionInternal(
const TimeUnit& aTime) {
MOZ_ASSERT(OnTaskQueue());
LOGV("UpdatePlaybackPositionInternal(%" PRId64 ")", aTime.ToMicroseconds());
mCurrentPosition = aTime;
NS_ASSERTION(mCurrentPosition.Ref() >= TimeUnit::Zero(),
"CurrentTime should be positive!");
if (mDuration.Ref().ref() < mCurrentPosition.Ref()) {
mDuration = Some(mCurrentPosition.Ref());
DDLOG(DDLogCategory::Property, "duration_us",
mDuration.Ref()->ToMicroseconds());
}
}
void MediaDecoderStateMachine::UpdatePlaybackPosition(const TimeUnit& aTime) {
MOZ_ASSERT(OnTaskQueue());
UpdatePlaybackPositionInternal(aTime);
bool fragmentEnded =
mFragmentEndTime.IsValid() && GetMediaTime() >= mFragmentEndTime;
mMetadataManager.DispatchMetadataIfNeeded(aTime);
if (fragmentEnded) {
StopPlayback();
}
}
/* static */ const char* MediaDecoderStateMachine::ToStateStr(State aState) {
switch (aState) {
case DECODER_STATE_DECODING_METADATA:
return "DECODING_METADATA";
case DECODER_STATE_DORMANT:
return "DORMANT";
case DECODER_STATE_DECODING_FIRSTFRAME:
return "DECODING_FIRSTFRAME";
case DECODER_STATE_DECODING:
return "DECODING";
case DECODER_STATE_SEEKING:
return "SEEKING";
case DECODER_STATE_BUFFERING:
return "BUFFERING";
case DECODER_STATE_COMPLETED:
return "COMPLETED";
case DECODER_STATE_SHUTDOWN:
return "SHUTDOWN";
case DECODER_STATE_LOOPING_DECODING:
return "LOOPING_DECODING";
default:
MOZ_ASSERT_UNREACHABLE("Invalid state.");
}
return "UNKNOWN";
}
const char* MediaDecoderStateMachine::ToStateStr() {
MOZ_ASSERT(OnTaskQueue());
return ToStateStr(mStateObj->GetState());
}
void MediaDecoderStateMachine::VolumeChanged() {
MOZ_ASSERT(OnTaskQueue());
mMediaSink->SetVolume(mVolume);
}
RefPtr<ShutdownPromise> MediaDecoderStateMachine::Shutdown() {
MOZ_ASSERT(OnTaskQueue());
return mStateObj->HandleShutdown();
}
void MediaDecoderStateMachine::PlayStateChanged() {
MOZ_ASSERT(OnTaskQueue());
if (mPlayState != MediaDecoder::PLAY_STATE_PLAYING) {
CancelSuspendTimer();
} else if (mMinimizePreroll) {
// Once we start playing, we don't want to minimize our prerolling, as we
// assume the user is likely to want to keep playing in future. This needs
// to happen before we invoke StartDecoding().
mMinimizePreroll = false;
}
mStateObj->HandlePlayStateChanged(mPlayState);
}
void MediaDecoderStateMachine::SetVideoDecodeMode(VideoDecodeMode aMode) {
MOZ_ASSERT(NS_IsMainThread());
nsCOMPtr<nsIRunnable> r = NewRunnableMethod<VideoDecodeMode>(
"MediaDecoderStateMachine::SetVideoDecodeModeInternal", this,
&MediaDecoderStateMachine::SetVideoDecodeModeInternal, aMode);
OwnerThread()->DispatchStateChange(r.forget());
}
void MediaDecoderStateMachine::SetVideoDecodeModeInternal(
VideoDecodeMode aMode) {
MOZ_ASSERT(OnTaskQueue());
LOG("SetVideoDecodeModeInternal(), VideoDecodeMode=(%s->%s), "
"mVideoDecodeSuspended=%c",
mVideoDecodeMode == VideoDecodeMode::Normal ? "Normal" : "Suspend",
aMode == VideoDecodeMode::Normal ? "Normal" : "Suspend",
mVideoDecodeSuspended ? 'T' : 'F');
// Should not suspend decoding if we don't turn on the pref.
if (!StaticPrefs::media_suspend_bkgnd_video_enabled() &&
aMode == VideoDecodeMode::Suspend) {
LOG("SetVideoDecodeModeInternal(), early return because preference off and "
"set to Suspend");
return;
}
if (aMode == mVideoDecodeMode) {
LOG("SetVideoDecodeModeInternal(), early return because the mode does not "
"change");
return;
}
// Set new video decode mode.
mVideoDecodeMode = aMode;
// Start timer to trigger suspended video decoding.
if (mVideoDecodeMode == VideoDecodeMode::Suspend) {
TimeStamp target = TimeStamp::Now() + SuspendBackgroundVideoDelay();
RefPtr<MediaDecoderStateMachine> self = this;
mVideoDecodeSuspendTimer.Ensure(
target, [=]() { self->OnSuspendTimerResolved(); },
[]() { MOZ_DIAGNOSTIC_ASSERT(false); });
mOnPlaybackEvent.Notify(MediaPlaybackEvent::StartVideoSuspendTimer);
return;
}
// Resuming from suspended decoding
// If suspend timer exists, destroy it.
CancelSuspendTimer();
if (mVideoDecodeSuspended) {
const auto target = mMediaSink->IsStarted() ? GetClock() : GetMediaTime();
mStateObj->HandleResumeVideoDecoding(target + detail::RESUME_VIDEO_PREMIUM);
}
}
void MediaDecoderStateMachine::BufferedRangeUpdated() {
MOZ_ASSERT(OnTaskQueue());
// While playing an unseekable stream of unknown duration, mDuration
// is updated as we play. But if data is being downloaded
// faster than played, mDuration won't reflect the end of playable data
// since we haven't played the frame at the end of buffered data. So update
// mDuration here as new data is downloaded to prevent such a lag.
if (mBuffered.Ref().IsInvalid()) {
return;
}
bool exists;
media::TimeUnit end{mBuffered.Ref().GetEnd(&exists)};
if (!exists) {
return;
}
// Use estimated duration from buffer ranges when mDuration is unknown or
// the estimated duration is larger.
if (mDuration.Ref().isNothing() || mDuration.Ref()->IsInfinite() ||
end > mDuration.Ref().ref()) {
mDuration = Some(end);
DDLOG(DDLogCategory::Property, "duration_us",
mDuration.Ref()->ToMicroseconds());
}
}
RefPtr<MediaDecoder::SeekPromise> MediaDecoderStateMachine::Seek(
const SeekTarget& aTarget) {
MOZ_ASSERT(OnTaskQueue());
// We need to be able to seek in some way
if (!mMediaSeekable && !mMediaSeekableOnlyInBufferedRanges) {
LOGW("Seek() should not be called on a non-seekable media");
return MediaDecoder::SeekPromise::CreateAndReject(/* aIgnored = */ true,
__func__);
}
if (aTarget.IsNextFrame() && !HasVideo()) {
LOGW("Ignore a NextFrameSeekTask on a media file without video track.");
return MediaDecoder::SeekPromise::CreateAndReject(/* aIgnored = */ true,
__func__);
}
MOZ_ASSERT(mDuration.Ref().isSome(), "We should have got duration already");
return mStateObj->HandleSeek(aTarget);
}
RefPtr<MediaDecoder::SeekPromise> MediaDecoderStateMachine::InvokeSeek(
const SeekTarget& aTarget) {
return InvokeAsync(OwnerThread(), this, __func__,
&MediaDecoderStateMachine::Seek, aTarget);
}
void MediaDecoderStateMachine::StopMediaSink() {
MOZ_ASSERT(OnTaskQueue());
if (mMediaSink->IsStarted()) {
LOG("Stop MediaSink");
mAudibleListener.DisconnectIfExists();
mMediaSink->Stop();
mMediaSinkAudioEndedPromise.DisconnectIfExists();
mMediaSinkVideoEndedPromise.DisconnectIfExists();
}
}
void MediaDecoderStateMachine::RequestAudioData() {
MOZ_ASSERT(OnTaskQueue());
MOZ_ASSERT(IsAudioDecoding());
MOZ_ASSERT(!IsRequestingAudioData());
MOZ_ASSERT(!IsWaitingAudioData());
LOGV("Queueing audio task - queued=%zu, decoder-queued=%zu",
AudioQueue().GetSize(), mReader->SizeOfAudioQueueInFrames());
RefPtr<MediaDecoderStateMachine> self = this;
mReader->RequestAudioData()
->Then(
OwnerThread(), __func__,
[this, self](RefPtr<AudioData> aAudio) {
MOZ_ASSERT(aAudio);
mAudioDataRequest.Complete();
// audio->GetEndTime() is not always mono-increasing in chained
// ogg.
mDecodedAudioEndTime =
std::max(aAudio->GetEndTime(), mDecodedAudioEndTime);
LOGV("OnAudioDecoded [%" PRId64 ",%" PRId64 "]",
aAudio->mTime.ToMicroseconds(),
aAudio->GetEndTime().ToMicroseconds());
mStateObj->HandleAudioDecoded(aAudio);
},
[this, self](const MediaResult& aError) {
LOGV("OnAudioNotDecoded aError=%s", aError.ErrorName().get());
mAudioDataRequest.Complete();
switch (aError.Code()) {
case NS_ERROR_DOM_MEDIA_WAITING_FOR_DATA:
mStateObj->HandleWaitingForAudio();
break;
case NS_ERROR_DOM_MEDIA_CANCELED:
mStateObj->HandleAudioCanceled();
break;
case NS_ERROR_DOM_MEDIA_END_OF_STREAM:
mStateObj->HandleEndOfAudio();
break;
default:
DecodeError(aError);
}
})
->Track(mAudioDataRequest);
}
void MediaDecoderStateMachine::RequestVideoData(
const media::TimeUnit& aCurrentTime) {
MOZ_ASSERT(OnTaskQueue());
MOZ_ASSERT(IsVideoDecoding());
MOZ_ASSERT(!IsRequestingVideoData());
MOZ_ASSERT(!IsWaitingVideoData());
LOGV(
"Queueing video task - queued=%zu, decoder-queued=%zo"
", stime=%" PRId64,
VideoQueue().GetSize(), mReader->SizeOfVideoQueueInFrames(),
aCurrentTime.ToMicroseconds());
TimeStamp videoDecodeStartTime = TimeStamp::Now();
RefPtr<MediaDecoderStateMachine> self = this;
mReader->RequestVideoData(aCurrentTime)
->Then(
OwnerThread(), __func__,
[this, self, videoDecodeStartTime](RefPtr<VideoData> aVideo) {
MOZ_ASSERT(aVideo);
mVideoDataRequest.Complete();
// Handle abnormal or negative timestamps.
mDecodedVideoEndTime =
std::max(mDecodedVideoEndTime, aVideo->GetEndTime());
LOGV("OnVideoDecoded [%" PRId64 ",%" PRId64 "]",
aVideo->mTime.ToMicroseconds(),
aVideo->GetEndTime().ToMicroseconds());
mStateObj->HandleVideoDecoded(aVideo, videoDecodeStartTime);
},
[this, self](const MediaResult& aError) {
LOGV("OnVideoNotDecoded aError=%s", aError.ErrorName().get());
mVideoDataRequest.Complete();
switch (aError.Code()) {
case NS_ERROR_DOM_MEDIA_WAITING_FOR_DATA:
mStateObj->HandleWaitingForVideo();
break;
case NS_ERROR_DOM_MEDIA_CANCELED:
mStateObj->HandleVideoCanceled();
break;
case NS_ERROR_DOM_MEDIA_END_OF_STREAM:
mStateObj->HandleEndOfVideo();
break;
default:
DecodeError(aError);
}
})
->Track(mVideoDataRequest);
}
void MediaDecoderStateMachine::WaitForData(MediaData::Type aType) {
MOZ_ASSERT(OnTaskQueue());
MOZ_ASSERT(aType == MediaData::Type::AUDIO_DATA ||
aType == MediaData::Type::VIDEO_DATA);
RefPtr<MediaDecoderStateMachine> self = this;
if (aType == MediaData::Type::AUDIO_DATA) {
mReader->WaitForData(MediaData::Type::AUDIO_DATA)
->Then(
OwnerThread(), __func__,
[self](MediaData::Type aType) {
self->mAudioWaitRequest.Complete();
MOZ_ASSERT(aType == MediaData::Type::AUDIO_DATA);
self->mStateObj->HandleAudioWaited(aType);
},
[self](const WaitForDataRejectValue& aRejection) {
self->mAudioWaitRequest.Complete();
self->DecodeError(NS_ERROR_DOM_MEDIA_WAITING_FOR_DATA);
})
->Track(mAudioWaitRequest);
} else {
mReader->WaitForData(MediaData::Type::VIDEO_DATA)
->Then(
OwnerThread(), __func__,
[self](MediaData::Type aType) {
self->mVideoWaitRequest.Complete();
MOZ_ASSERT(aType == MediaData::Type::VIDEO_DATA);
self->mStateObj->HandleVideoWaited(aType);
},
[self](const WaitForDataRejectValue& aRejection) {
self->mVideoWaitRequest.Complete();
self->DecodeError(NS_ERROR_DOM_MEDIA_WAITING_FOR_DATA);
})
->Track(mVideoWaitRequest);
}
}
nsresult MediaDecoderStateMachine::StartMediaSink() {
MOZ_ASSERT(OnTaskQueue());
if (mMediaSink->IsStarted()) {
return NS_OK;
}
mAudioCompleted = false;
nsresult rv = mMediaSink->Start(GetMediaTime(), Info());
auto videoPromise = mMediaSink->OnEnded(TrackInfo::kVideoTrack);
auto audioPromise = mMediaSink->OnEnded(TrackInfo::kAudioTrack);
if (audioPromise) {
audioPromise
->Then(OwnerThread(), __func__, this,
&MediaDecoderStateMachine::OnMediaSinkAudioComplete,
&MediaDecoderStateMachine::OnMediaSinkAudioError)
->Track(mMediaSinkAudioEndedPromise);
}
if (videoPromise) {
videoPromise
->Then(OwnerThread(), __func__, this,
&MediaDecoderStateMachine::OnMediaSinkVideoComplete,
&MediaDecoderStateMachine::OnMediaSinkVideoError)
->Track(mMediaSinkVideoEndedPromise);
}
// Remember the initial offset when playback starts. This will be used
// to calculate the rate at which bytes are consumed as playback moves on.
RefPtr<MediaData> sample = mAudioQueue.PeekFront();
mPlaybackOffset = sample ? sample->mOffset : 0;
sample = mVideoQueue.PeekFront();
if (sample && sample->mOffset > mPlaybackOffset) {
mPlaybackOffset = sample->mOffset;
}
return rv;
}
bool MediaDecoderStateMachine::HasLowDecodedAudio() {
MOZ_ASSERT(OnTaskQueue());
return IsAudioDecoding() &&
GetDecodedAudioDuration() <
EXHAUSTED_DATA_MARGIN.MultDouble(mPlaybackRate);
}
bool MediaDecoderStateMachine::HasLowDecodedVideo() {
MOZ_ASSERT(OnTaskQueue());
return IsVideoDecoding() &&
VideoQueue().GetSize() < LOW_VIDEO_FRAMES * mPlaybackRate;
}
bool MediaDecoderStateMachine::HasLowDecodedData() {
MOZ_ASSERT(OnTaskQueue());
MOZ_ASSERT(mReader->UseBufferingHeuristics());
return HasLowDecodedAudio() || HasLowDecodedVideo();
}
bool MediaDecoderStateMachine::OutOfDecodedAudio() {
MOZ_ASSERT(OnTaskQueue());
return IsAudioDecoding() && !AudioQueue().IsFinished() &&
AudioQueue().GetSize() == 0 &&
!mMediaSink->HasUnplayedFrames(TrackInfo::kAudioTrack);
}
bool MediaDecoderStateMachine::HasLowBufferedData() {
MOZ_ASSERT(OnTaskQueue());
return HasLowBufferedData(detail::LOW_BUFFER_THRESHOLD);
}
bool MediaDecoderStateMachine::HasLowBufferedData(const TimeUnit& aThreshold) {
MOZ_ASSERT(OnTaskQueue());
// If we don't have a duration, mBuffered is probably not going to have
// a useful buffered range. Return false here so that we don't get stuck in
// buffering mode for live streams.
if (Duration().IsInfinite()) {
return false;
}
if (mBuffered.Ref().IsInvalid()) {
return false;
}
// We are never low in decoded data when we don't have audio/video or have
// decoded all audio/video samples.
TimeUnit endOfDecodedVideo = (HasVideo() && !VideoQueue().IsFinished())
? mDecodedVideoEndTime
: TimeUnit::FromNegativeInfinity();
TimeUnit endOfDecodedAudio = (HasAudio() && !AudioQueue().IsFinished())
? mDecodedAudioEndTime
: TimeUnit::FromNegativeInfinity();
auto endOfDecodedData = std::max(endOfDecodedVideo, endOfDecodedAudio);
if (Duration() < endOfDecodedData) {
// Our duration is not up to date. No point buffering.
return false;
}
if (endOfDecodedData.IsInfinite()) {
// Have decoded all samples. No point buffering.
return false;
}
auto start = endOfDecodedData;
auto end = std::min(GetMediaTime() + aThreshold, Duration());
if (start >= end) {
// Duration of decoded samples is greater than our threshold.
return false;
}
media::TimeInterval interval(start, end);
return !mBuffered.Ref().Contains(interval);
}
void MediaDecoderStateMachine::DecodeError(const MediaResult& aError) {
MOZ_ASSERT(OnTaskQueue());
LOGE("Decode error: %s", aError.Description().get());
// Notify the decode error and MediaDecoder will shut down MDSM.
mOnPlaybackErrorEvent.Notify(aError);
}
void MediaDecoderStateMachine::EnqueueFirstFrameLoadedEvent() {
MOZ_ASSERT(OnTaskQueue());
// Track value of mSentFirstFrameLoadedEvent from before updating it
bool firstFrameBeenLoaded = mSentFirstFrameLoadedEvent;
mSentFirstFrameLoadedEvent = true;
MediaDecoderEventVisibility visibility =
firstFrameBeenLoaded ? MediaDecoderEventVisibility::Suppressed
: MediaDecoderEventVisibility::Observable;
mFirstFrameLoadedEvent.Notify(nsAutoPtr<MediaInfo>(new MediaInfo(Info())),
visibility);
}
void MediaDecoderStateMachine::FinishDecodeFirstFrame() {
MOZ_ASSERT(OnTaskQueue());
MOZ_ASSERT(!mSentFirstFrameLoadedEvent);
LOG("FinishDecodeFirstFrame");
mMediaSink->Redraw(Info().mVideo);
LOG("Media duration %" PRId64 ", mediaSeekable=%d",
Duration().ToMicroseconds(), mMediaSeekable);
// Get potentially updated metadata
mReader->ReadUpdatedMetadata(mInfo.ptr());
EnqueueFirstFrameLoadedEvent();
}
RefPtr<ShutdownPromise> MediaDecoderStateMachine::BeginShutdown() {
MOZ_ASSERT(NS_IsMainThread());
return InvokeAsync(OwnerThread(), this, __func__,
&MediaDecoderStateMachine::Shutdown);
}
RefPtr<ShutdownPromise> MediaDecoderStateMachine::FinishShutdown() {
MOZ_ASSERT(OnTaskQueue());
LOG("Shutting down state machine task queue");
return OwnerThread()->BeginShutdown();
}
void MediaDecoderStateMachine::RunStateMachine() {
MOZ_ASSERT(OnTaskQueue());
mDelayedScheduler.Reset(); // Must happen on state machine task queue.
mDispatchedStateMachine = false;
mStateObj->Step();
}
void MediaDecoderStateMachine::ResetDecode(TrackSet aTracks) {
MOZ_ASSERT(OnTaskQueue());
LOG("MediaDecoderStateMachine::Reset");
// Assert that aTracks specifies to reset the video track because we
// don't currently support resetting just the audio track.
MOZ_ASSERT(aTracks.contains(TrackInfo::kVideoTrack));
if (aTracks.contains(TrackInfo::kVideoTrack)) {
mDecodedVideoEndTime = TimeUnit::Zero();
mVideoCompleted = false;
VideoQueue().Reset();
mVideoDataRequest.DisconnectIfExists();
mVideoWaitRequest.DisconnectIfExists();
}
if (aTracks.contains(TrackInfo::kAudioTrack)) {
mDecodedAudioEndTime = TimeUnit::Zero();
mAudioCompleted = false;
AudioQueue().Reset();
mAudioDataRequest.DisconnectIfExists();
mAudioWaitRequest.DisconnectIfExists();
}
mReader->ResetDecode(aTracks);
}
media::TimeUnit MediaDecoderStateMachine::GetClock(
TimeStamp* aTimeStamp) const {
MOZ_ASSERT(OnTaskQueue());
auto clockTime = mMediaSink->GetPosition(aTimeStamp);
NS_ASSERTION(GetMediaTime() <= clockTime, "Clock should go forwards.");
return clockTime;
}
void MediaDecoderStateMachine::UpdatePlaybackPositionPeriodically() {
MOZ_ASSERT(OnTaskQueue());
if (!IsPlaying()) {
return;
}
// Cap the current time to the larger of the audio and video end time.
// This ensures that if we're running off the system clock, we don't
// advance the clock to after the media end time.
if (VideoEndTime() > TimeUnit::Zero() || AudioEndTime() > TimeUnit::Zero()) {
auto clockTime = GetClock();
// Once looping was turned on, the time is probably larger than the duration
// of the media track, so the time over the end should be corrected.
AdjustByLooping(clockTime);
bool loopback = clockTime < GetMediaTime() && mLooping;
// Skip frames up to the frame at the playback position, and figure out
// the time remaining until it's time to display the next frame and drop
// the current frame.
NS_ASSERTION(clockTime >= TimeUnit::Zero(),
"Should have positive clock time.");
// These will be non -1 if we've displayed a video frame, or played an audio
// frame.
auto maxEndTime = std::max(VideoEndTime(), AudioEndTime());
auto t = std::min(clockTime, maxEndTime);
// FIXME: Bug 1091422 - chained ogg files hit this assertion.
// MOZ_ASSERT(t >= GetMediaTime());
if (loopback || t > GetMediaTime()) {
UpdatePlaybackPosition(t);
}
}
// Note we have to update playback position before releasing the monitor.
// Otherwise, MediaDecoder::AddOutputTrack could kick in when we are outside
// the monitor and get a staled value from GetCurrentTimeUs() which hits the
// assertion in GetClock().
int64_t delay = std::max<int64_t>(1, AUDIO_DURATION_USECS / mPlaybackRate);
ScheduleStateMachineIn(TimeUnit::FromMicroseconds(delay));
// Notify the listener as we progress in the playback offset. Note it would
// be too intensive to send notifications for each popped audio/video sample.
// It is good enough to send 'PlaybackProgressed' events every 40us (defined
// by AUDIO_DURATION_USECS), and we ensure 'PlaybackProgressed' events are
// always sent after 'PlaybackStarted' and before 'PlaybackStopped'.
mOnPlaybackEvent.Notify(MediaPlaybackEvent{
MediaPlaybackEvent::PlaybackProgressed, mPlaybackOffset});
}
void MediaDecoderStateMachine::ScheduleStateMachine() {
MOZ_ASSERT(OnTaskQueue());
if (mDispatchedStateMachine) {
return;
}
mDispatchedStateMachine = true;
nsresult rv = OwnerThread()->Dispatch(
NewRunnableMethod("MediaDecoderStateMachine::RunStateMachine", this,
&MediaDecoderStateMachine::RunStateMachine));
MOZ_DIAGNOSTIC_ASSERT(NS_SUCCEEDED(rv));
Unused << rv;
}
void MediaDecoderStateMachine::ScheduleStateMachineIn(const TimeUnit& aTime) {
MOZ_ASSERT(OnTaskQueue()); // mDelayedScheduler.Ensure() may Disconnect()
// the promise, which must happen on the state
// machine task queue.
MOZ_ASSERT(aTime > TimeUnit::Zero());
if (mDispatchedStateMachine) {
return;
}
TimeStamp target = TimeStamp::Now() + aTime.ToTimeDuration();
// It is OK to capture 'this' without causing UAF because the callback
// always happens before shutdown.
RefPtr<MediaDecoderStateMachine> self = this;
mDelayedScheduler.Ensure(
target,
[self]() {
self->mDelayedScheduler.CompleteRequest();
self->RunStateMachine();
},
[]() { MOZ_DIAGNOSTIC_ASSERT(false); });
}
bool MediaDecoderStateMachine::OnTaskQueue() const {
return OwnerThread()->IsCurrentThreadIn();
}
bool MediaDecoderStateMachine::IsStateMachineScheduled() const {
MOZ_ASSERT(OnTaskQueue());
return mDispatchedStateMachine || mDelayedScheduler.IsScheduled();
}
void MediaDecoderStateMachine::SetPlaybackRate(double aPlaybackRate) {
MOZ_ASSERT(OnTaskQueue());
MOZ_ASSERT(aPlaybackRate != 0, "Should be handled by MediaDecoder::Pause()");
mPlaybackRate = aPlaybackRate;
mMediaSink->SetPlaybackRate(mPlaybackRate);
// Schedule next cycle to check if we can stop prerolling.
ScheduleStateMachine();
}
void MediaDecoderStateMachine::PreservesPitchChanged() {
MOZ_ASSERT(OnTaskQueue());
mMediaSink->SetPreservesPitch(mPreservesPitch);
}
void MediaDecoderStateMachine::LoopingChanged() {
MOZ_ASSERT(OnTaskQueue());
LOGV("LoopingChanged, looping=%d", mLooping.Ref());
if (mSeamlessLoopingAllowed) {
mStateObj->HandleLoopingChanged();
}
}
void MediaDecoderStateMachine::UpdateOutputCaptured() {
MOZ_ASSERT(OnTaskQueue());
// Reset these flags so they are consistent with the status of the sink.
// TODO: Move these flags into MediaSink to improve cohesion so we don't need
// to reset these flags when switching MediaSinks.
mAudioCompleted = false;
mVideoCompleted = false;
// Stop and shut down the existing sink.
StopMediaSink();
mMediaSink->Shutdown();
// Create a new sink according to whether output is captured.
mMediaSink = CreateMediaSink();
// Don't buffer as much when audio is captured because we don't need to worry
// about high latency audio devices.
mAmpleAudioThreshold = mOutputCaptured ? detail::AMPLE_AUDIO_THRESHOLD / 2
: detail::AMPLE_AUDIO_THRESHOLD;
mStateObj->HandleAudioCaptured();
}
void MediaDecoderStateMachine::OutputTracksChanged() {
MOZ_ASSERT(OnTaskQueue());
LOG("OutputTracksChanged, tracks=%zu", mOutputTracks.Ref().Length());
mCanonicalOutputTracks = mOutputTracks;
}
void MediaDecoderStateMachine::OutputPrincipalChanged() {
MOZ_ASSERT(OnTaskQueue());
mCanonicalOutputPrincipal = mOutputPrincipal;
}
RefPtr<GenericPromise> MediaDecoderStateMachine::InvokeSetSink(
RefPtr<AudioDeviceInfo> aSink) {
MOZ_ASSERT(NS_IsMainThread());
MOZ_ASSERT(aSink);
return InvokeAsync(OwnerThread(), this, __func__,
&MediaDecoderStateMachine::SetSink, aSink);
}
RefPtr<GenericPromise> MediaDecoderStateMachine::SetSink(
RefPtr<AudioDeviceInfo> aSinkDevice) {
MOZ_ASSERT(OnTaskQueue());
if (mOutputCaptured) {
// Not supported yet.
return GenericPromise::CreateAndReject(NS_ERROR_ABORT, __func__);
}
if (mSinkDevice.Ref() != aSinkDevice) {
// A new sink was set before this ran.
return GenericPromise::CreateAndResolve(IsPlaying(), __func__);
}
if (mMediaSink->AudioDevice() == aSinkDevice) {
// The sink has not changed.
return GenericPromise::CreateAndResolve(IsPlaying(), __func__);
}
const bool wasPlaying = IsPlaying();
// Stop and shutdown the existing sink.
StopMediaSink();
mMediaSink->Shutdown();
// Create a new sink according to whether audio is captured.
mMediaSink = CreateMediaSink();
// Start the new sink
if (wasPlaying) {
nsresult rv = StartMediaSink();
if (NS_FAILED(rv)) {
return GenericPromise::CreateAndReject(NS_ERROR_ABORT, __func__);
}
}
return GenericPromise::CreateAndResolve(wasPlaying, __func__);
}
void MediaDecoderStateMachine::UpdateSecondaryVideoContainer() {
MOZ_ASSERT(OnTaskQueue());
MOZ_DIAGNOSTIC_ASSERT(mMediaSink);
mMediaSink->SetSecondaryVideoContainer(mSecondaryVideoContainer.Ref());
mOnSecondaryVideoContainerInstalled.Notify(mSecondaryVideoContainer.Ref());
}
TimeUnit MediaDecoderStateMachine::AudioEndTime() const {
MOZ_ASSERT(OnTaskQueue());
if (mMediaSink->IsStarted()) {
return mMediaSink->GetEndTime(TrackInfo::kAudioTrack);
}
return GetMediaTime();
}
TimeUnit MediaDecoderStateMachine::VideoEndTime() const {
MOZ_ASSERT(OnTaskQueue());
if (mMediaSink->IsStarted()) {
return mMediaSink->GetEndTime(TrackInfo::kVideoTrack);
}
return GetMediaTime();
}
void MediaDecoderStateMachine::OnMediaSinkVideoComplete() {
MOZ_ASSERT(OnTaskQueue());
MOZ_ASSERT(HasVideo());
LOG("[%s]", __func__);
mMediaSinkVideoEndedPromise.Complete();
mVideoCompleted = true;
ScheduleStateMachine();
}
void MediaDecoderStateMachine::OnMediaSinkVideoError() {
MOZ_ASSERT(OnTaskQueue());
MOZ_ASSERT(HasVideo());
LOGE("[%s]", __func__);
mMediaSinkVideoEndedPromise.Complete();
mVideoCompleted = true;
if (HasAudio()) {
return;
}
DecodeError(MediaResult(NS_ERROR_DOM_MEDIA_MEDIASINK_ERR, __func__));
}
void MediaDecoderStateMachine::OnMediaSinkAudioComplete() {
MOZ_ASSERT(OnTaskQueue());
MOZ_ASSERT(HasAudio());
LOG("[%s]", __func__);
mMediaSinkAudioEndedPromise.Complete();
mAudioCompleted = true;
// To notify PlaybackEnded as soon as possible.
ScheduleStateMachine();
// Report OK to Decoder Doctor (to know if issue may have been resolved).
mOnDecoderDoctorEvent.Notify(
DecoderDoctorEvent{DecoderDoctorEvent::eAudioSinkStartup, NS_OK});
}
void MediaDecoderStateMachine::OnMediaSinkAudioError(nsresult aResult) {
MOZ_ASSERT(OnTaskQueue());
MOZ_ASSERT(HasAudio());
LOGE("[%s]", __func__);
mMediaSinkAudioEndedPromise.Complete();
mAudioCompleted = true;
// Result should never be NS_OK in this *error* handler. Report to Dec-Doc.
MOZ_ASSERT(NS_FAILED(aResult));
mOnDecoderDoctorEvent.Notify(
DecoderDoctorEvent{DecoderDoctorEvent::eAudioSinkStartup, aResult});
// Make the best effort to continue playback when there is video.
if (HasVideo()) {
return;
}
// Otherwise notify media decoder/element about this error for it makes
// no sense to play an audio-only file without sound output.
DecodeError(MediaResult(NS_ERROR_DOM_MEDIA_MEDIASINK_ERR, __func__));
}
uint32_t MediaDecoderStateMachine::GetAmpleVideoFrames() const {
MOZ_ASSERT(OnTaskQueue());
return mReader->VideoIsHardwareAccelerated()
? std::max<uint32_t>(sVideoQueueHWAccelSize, MIN_VIDEO_QUEUE_SIZE)
: std::max<uint32_t>(sVideoQueueDefaultSize, MIN_VIDEO_QUEUE_SIZE);
}
void MediaDecoderStateMachine::GetDebugInfo(
dom::MediaDecoderStateMachineDebugInfo& aInfo) {
MOZ_ASSERT(OnTaskQueue());
aInfo.mDuration =
mDuration.Ref() ? mDuration.Ref().ref().ToMicroseconds() : -1;
aInfo.mMediaTime = GetMediaTime().ToMicroseconds();
aInfo.mClock = mMediaSink->IsStarted() ? GetClock().ToMicroseconds() : -1;
aInfo.mPlayState = int32_t(mPlayState.Ref());
aInfo.mSentFirstFrameLoadedEvent = mSentFirstFrameLoadedEvent;
aInfo.mIsPlaying = IsPlaying();
aInfo.mAudioRequestStatus = NS_ConvertUTF8toUTF16(AudioRequestStatus());
aInfo.mVideoRequestStatus = NS_ConvertUTF8toUTF16(VideoRequestStatus());
aInfo.mDecodedAudioEndTime = mDecodedAudioEndTime.ToMicroseconds();
aInfo.mDecodedVideoEndTime = mDecodedVideoEndTime.ToMicroseconds();
aInfo.mAudioCompleted = mAudioCompleted;
aInfo.mVideoCompleted = mVideoCompleted;
mStateObj->GetDebugInfo(aInfo.mStateObj);
mMediaSink->GetDebugInfo(aInfo.mMediaSink);
}
RefPtr<GenericPromise> MediaDecoderStateMachine::RequestDebugInfo(
dom::MediaDecoderStateMachineDebugInfo& aInfo) {
RefPtr<GenericPromise::Private> p = new GenericPromise::Private(__func__);
RefPtr<MediaDecoderStateMachine> self = this;
nsresult rv = OwnerThread()->Dispatch(
NS_NewRunnableFunction("MediaDecoderStateMachine::RequestDebugInfo",
[self, p, &aInfo]() {
self->GetDebugInfo(aInfo);
p->Resolve(true, __func__);
}),
AbstractThread::TailDispatch);
MOZ_DIAGNOSTIC_ASSERT(NS_SUCCEEDED(rv));
Unused << rv;
return p.forget();
}
class VideoQueueMemoryFunctor : public nsDequeFunctor {
public:
VideoQueueMemoryFunctor() : mSize(0) {}
MOZ_DEFINE_MALLOC_SIZE_OF(MallocSizeOf);
virtual void operator()(void* aObject) override {
const VideoData* v = static_cast<const VideoData*>(aObject);
mSize += v->SizeOfIncludingThis(MallocSizeOf);
}
size_t mSize;
};
class AudioQueueMemoryFunctor : public nsDequeFunctor {
public:
AudioQueueMemoryFunctor() : mSize(0) {}
MOZ_DEFINE_MALLOC_SIZE_OF(MallocSizeOf);
virtual void operator()(void* aObject) override {
const AudioData* audioData = static_cast<const AudioData*>(aObject);
mSize += audioData->SizeOfIncludingThis(MallocSizeOf);
}
size_t mSize;
};
size_t MediaDecoderStateMachine::SizeOfVideoQueue() const {
VideoQueueMemoryFunctor functor;
mVideoQueue.LockedForEach(functor);
return functor.mSize;
}
size_t MediaDecoderStateMachine::SizeOfAudioQueue() const {
AudioQueueMemoryFunctor functor;
mAudioQueue.LockedForEach(functor);
return functor.mSize;
}
AbstractCanonical<media::TimeIntervals>*
MediaDecoderStateMachine::CanonicalBuffered() const {
return mReader->CanonicalBuffered();
}
MediaEventSource<void>& MediaDecoderStateMachine::OnMediaNotSeekable() const {
return mReader->OnMediaNotSeekable();
}
const char* MediaDecoderStateMachine::AudioRequestStatus() const {
MOZ_ASSERT(OnTaskQueue());
if (IsRequestingAudioData()) {
MOZ_DIAGNOSTIC_ASSERT(!IsWaitingAudioData());
return "pending";
} else if (IsWaitingAudioData()) {
return "waiting";
}
return "idle";
}
const char* MediaDecoderStateMachine::VideoRequestStatus() const {
MOZ_ASSERT(OnTaskQueue());
if (IsRequestingVideoData()) {
MOZ_DIAGNOSTIC_ASSERT(!IsWaitingVideoData());
return "pending";
} else if (IsWaitingVideoData()) {
return "waiting";
}
return "idle";
}
void MediaDecoderStateMachine::OnSuspendTimerResolved() {
LOG("OnSuspendTimerResolved");
mVideoDecodeSuspendTimer.CompleteRequest();
mStateObj->HandleVideoSuspendTimeout();
}
void MediaDecoderStateMachine::CancelSuspendTimer() {
LOG("CancelSuspendTimer: State: %s, Timer.IsScheduled: %c",
ToStateStr(mStateObj->GetState()),
mVideoDecodeSuspendTimer.IsScheduled() ? 'T' : 'F');
MOZ_ASSERT(OnTaskQueue());
if (mVideoDecodeSuspendTimer.IsScheduled()) {
mOnPlaybackEvent.Notify(MediaPlaybackEvent::CancelVideoSuspendTimer);
}
mVideoDecodeSuspendTimer.Reset();
}
void MediaDecoderStateMachine::AdjustByLooping(media::TimeUnit& aTime) const {
MOZ_ASSERT(OnTaskQueue());
if (mAudioDecodedDuration.isSome() &&
mAudioDecodedDuration.ref().IsPositive()) {
aTime = aTime % mAudioDecodedDuration.ref();
}
}
bool MediaDecoderStateMachine::IsInSeamlessLooping() const {
return mLooping && mSeamlessLoopingAllowed;
}
} // namespace mozilla
// avoid redefined macro in unified build
#undef LOG
#undef LOGV
#undef LOGW
#undef LOGE
#undef SLOGW
#undef SLOGE
#undef NS_DispatchToMainThread