Mypal/dom/media/MediaDecoderStateMachine.cpp

3325 lines
101 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/. */
#ifdef XP_WIN
// Include Windows headers required for enabling high precision timers.
#include "windows.h"
#include "mmsystem.h"
#endif
#include <algorithm>
#include <stdint.h>
#include "gfx2DGlue.h"
#include "mediasink/AudioSinkWrapper.h"
#include "mediasink/DecodedAudioDataSink.h"
#include "mediasink/DecodedStream.h"
#include "mediasink/OutputStreamManager.h"
#include "mediasink/VideoSink.h"
#include "mozilla/DebugOnly.h"
#include "mozilla/Logging.h"
#include "mozilla/mozalloc.h"
#include "mozilla/MathAlgorithms.h"
#include "mozilla/Preferences.h"
#include "mozilla/SharedThreadPool.h"
#include "mozilla/TaskQueue.h"
#include "nsComponentManagerUtils.h"
#include "nsContentUtils.h"
#include "nsIEventTarget.h"
#include "nsITimer.h"
#include "nsPrintfCString.h"
#include "nsTArray.h"
#include "nsDeque.h"
#include "prenv.h"
#include "AccurateSeekTask.h"
#include "AudioSegment.h"
#include "DOMMediaStream.h"
#include "ImageContainer.h"
#include "MediaDecoder.h"
#include "MediaDecoderReader.h"
#include "MediaDecoderReaderWrapper.h"
#include "MediaDecoderStateMachine.h"
#include "MediaShutdownManager.h"
#include "MediaPrefs.h"
#include "MediaTimer.h"
#include "NextFrameSeekTask.h"
#include "TimeUnits.h"
#include "VideoSegment.h"
#include "VideoUtils.h"
#include "gfxPrefs.h"
namespace mozilla {
using namespace mozilla::dom;
using namespace mozilla::layers;
using namespace mozilla::media;
#define NS_DispatchToMainThread(...) CompileError_UseAbstractThreadDispatchInstead
// avoid redefined macro in unified build
#undef FMT
#undef DECODER_LOG
#undef VERBOSE_LOG
#undef SAMPLE_LOG
#undef DECODER_WARN
#undef DUMP_LOG
#undef SFMT
#undef SLOG
#undef SWARN
#undef SDUMP
#define FMT(x, ...) "Decoder=%p " x, mDecoderID, ##__VA_ARGS__
#define DECODER_LOG(x, ...) MOZ_LOG(gMediaDecoderLog, LogLevel::Debug, (FMT(x, ##__VA_ARGS__)))
#define VERBOSE_LOG(x, ...) MOZ_LOG(gMediaDecoderLog, LogLevel::Verbose, (FMT(x, ##__VA_ARGS__)))
#define SAMPLE_LOG(x, ...) MOZ_LOG(gMediaSampleLog, LogLevel::Debug, (FMT(x, ##__VA_ARGS__)))
#define DECODER_WARN(x, ...) NS_WARNING(nsPrintfCString(FMT(x, ##__VA_ARGS__)).get())
#define DUMP_LOG(x, ...) NS_DebugBreak(NS_DEBUG_WARNING, nsPrintfCString(FMT(x, ##__VA_ARGS__)).get(), nullptr, nullptr, -1)
// Used by StateObject and its sub-classes
#define SFMT(x, ...) "Decoder=%p state=%s " x, mMaster->mDecoderID, ToStateStr(GetState()), ##__VA_ARGS__
#define SLOG(x, ...) MOZ_LOG(gMediaDecoderLog, LogLevel::Debug, (SFMT(x, ##__VA_ARGS__)))
#define SWARN(x, ...) NS_WARNING(nsPrintfCString(SFMT(x, ##__VA_ARGS__)).get())
#define SDUMP(x, ...) NS_DebugBreak(NS_DEBUG_WARNING, nsPrintfCString(SFMT(x, ##__VA_ARGS__)).get(), nullptr, nullptr, -1)
// 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 {
// If audio queue has less than this many usecs of decoded audio, we won't risk
// trying to decode the video, we'll skip decoding video up to the next
// keyframe. We may increase this value for an individual decoder if we
// encounter video frames which take a long time to decode.
static const uint32_t LOW_AUDIO_USECS = 300000;
// If more than this many usecs of decoded audio is queued, we'll hold off
// decoding more audio. If we increase the low audio threshold (see
// LOW_AUDIO_USECS above) we'll also increase this value to ensure it's not
// less than the low audio threshold.
static const int64_t AMPLE_AUDIO_USECS = 2000000;
} // 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;
// Threshold in usecs that used to check if we are low on decoded video.
// If the last video frame's end time |mDecodedVideoEndTime| is more than
// |LOW_VIDEO_THRESHOLD_USECS*mPlaybackRate| after the current clock in
// Advanceframe(), the video decode is lagging, and we skip to next keyframe.
static const int32_t LOW_VIDEO_THRESHOLD_USECS = 60000;
// Arbitrary "frame duration" when playing only audio.
static const int AUDIO_DURATION_USECS = 40000;
// If we increase our "low audio threshold" (see LOW_AUDIO_USECS above), we
// use this as a factor in all our calculations. Increasing this will cause
// us to be more likely to increase our low audio threshold, and to
// increase it by more.
static const int THRESHOLD_FACTOR = 2;
namespace detail {
// If we have less than this much undecoded data available, we'll consider
// ourselves to be running low on undecoded data. We determine how much
// undecoded data we have remaining using the reader's GetBuffered()
// implementation.
static const int64_t LOW_DATA_THRESHOLD_USECS = 5000000;
// LOW_DATA_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_DATA_THRESHOLD_USECS > AMPLE_AUDIO_USECS,
"LOW_DATA_THRESHOLD_USECS is too small");
} // namespace detail
// Amount of excess usecs of data to add in to the "should we buffer" calculation.
static const uint32_t EXHAUSTED_DATA_MARGIN_USECS = 100000;
static int64_t DurationToUsecs(TimeDuration aDuration) {
return static_cast<int64_t>(aDuration.ToSeconds() * USECS_PER_S);
}
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);
}
}
// Delay, in milliseconds, that tabs needs to be in background before video
// decoding is suspended.
static TimeDuration
SuspendBackgroundVideoDelay()
{
return TimeDuration::FromMilliseconds(
MediaPrefs::MDSMSuspendBackgroundVideoDelay());
}
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.
#ifdef MOZ_EME
virtual void HandleCDMProxyReady() {}
#endif
virtual void HandleAudioDecoded(MediaData* aAudio) {}
virtual void HandleVideoDecoded(MediaData* aVideo, TimeStamp aDecodeStart) {}
virtual void HandleEndOfStream() {}
virtual void HandleWaitingForData() {}
virtual void HandleAudioCaptured() {}
virtual RefPtr<MediaDecoder::SeekPromise> HandleSeek(SeekTarget aTarget);
virtual RefPtr<ShutdownPromise> HandleShutdown();
virtual void HandleVideoSuspendTimeout() = 0;
virtual void HandleResumeVideoDecoding();
virtual void HandlePlayStateChanged(MediaDecoder::PlayState aPlayState) {}
virtual void DumpDebugInfo() {}
private:
template <class S, typename R, typename... As>
auto ReturnTypeHelper(R(S::*)(As...)) -> R;
protected:
enum class EventVisibility : int8_t
{
Observable,
Suppressed
};
using Master = MediaDecoderStateMachine;
explicit StateObject(Master* aPtr) : mMaster(aPtr) {}
TaskQueue* OwnerThread() const { return mMaster->mTaskQueue; }
MediaResource* Resource() const { return mMaster->mResource; }
MediaDecoderReaderWrapper* Reader() const { return mMaster->mReader; }
const MediaInfo& Info() const { return mMaster->Info(); }
bool IsExpectingMoreData() const
{
// We are expecting more data if either the resource states so, or if we
// have a waiting promise pending (such as with non-MSE EME).
return Resource()->IsExpectingMoreData() ||
(Reader()->IsWaitForDataSupported() &&
(Reader()->IsWaitingAudioData() || Reader()->IsWaitingVideoData()));
}
// 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))
{
// keep mMaster in a local object because mMaster will become invalid after
// the current state object is deleted.
auto master = mMaster;
auto s = new S(master);
MOZ_ASSERT(master->mState != s->GetState() ||
master->mState == DECODER_STATE_SEEKING);
SLOG("change state to: %s", ToStateStr(s->GetState()));
Exit();
master->mState = s->GetState();
master->mStateObj.reset(s);
return s->Enter(Move(aArgs)...);
}
// 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.
* WAIT_FOR_CDM if the media is encrypted and CDM is not available.
* 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");
// Set mode to METADATA since we are about to read metadata.
Resource()->SetReadMode(MediaCacheStream::MODE_METADATA);
// We disconnect mMetadataRequest in Exit() so it is fine to capture
// a raw pointer here.
mMetadataRequest.Begin(Reader()->ReadMetadata()
->Then(OwnerThread(), __func__,
[this] (MetadataHolder* aMetadata) {
OnMetadataRead(aMetadata);
},
[this] (const MediaResult& aError) {
OnMetadataNotRead(aError);
}));
}
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() 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();
SWARN("Decode metadata failed, shutting down decoder");
mMaster->DecodeError(aError);
}
MozPromiseRequestHolder<MediaDecoderReader::MetadataPromise> mMetadataRequest;
};
/**
* Purpose: wait for the CDM to start decoding.
*
* Transition to other states when CDM is ready:
* DECODING_FIRSTFRAME otherwise.
*/
class MediaDecoderStateMachine::WaitForCDMState
: public MediaDecoderStateMachine::StateObject
{
public:
explicit WaitForCDMState(Master* aPtr) : StateObject(aPtr) {}
void Enter()
{
MOZ_ASSERT(!mMaster->mVideoDecodeSuspended);
}
void Exit() override
{
// mPendingSeek is either moved in HandleCDMProxyReady() or should be
// rejected here before transition to SHUTDOWN.
mPendingSeek.RejectIfExists(__func__);
}
State GetState() const override
{
return DECODER_STATE_WAIT_FOR_CDM;
}
#ifdef MOZ_EME
void HandleCDMProxyReady() override;
#endif
RefPtr<MediaDecoder::SeekPromise> HandleSeek(SeekTarget aTarget) override
{
SLOG("Not Enough Data to seek at this stage, queuing seek");
mPendingSeek.RejectIfExists(__func__);
mPendingSeek.mTarget = aTarget;
return mPendingSeek.mPromise.Ensure(__func__);
}
void HandleVideoSuspendTimeout() override
{
// Do nothing since no decoders are created yet.
}
void HandleResumeVideoDecoding() override
{
// We never suspend video decoding in this state.
MOZ_ASSERT(false, "Shouldn't have suspended video decoding.");
}
private:
SeekJob mPendingSeek;
};
/**
* 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();
mPendingSeek.mTarget = SeekTarget(t, SeekTarget::Accurate);
// SeekJob asserts |mTarget.IsValid() == !mPromise.IsEmpty()| so we
// need to create the promise even it is not used at all.
RefPtr<MediaDecoder::SeekPromise> x = mPendingSeek.mPromise.Ensure(__func__);
mMaster->Reset();
mMaster->mReader->ReleaseResources();
}
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;
}
void HandleVideoSuspendTimeout() override
{
// Do nothing since we've released decoders in Enter().
}
void HandleResumeVideoDecoding() override
{
// Do nothing since we won't resume decoding until exiting dormant.
}
void HandlePlayStateChanged(MediaDecoder::PlayState aPlayState) override;
private:
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 pending seek and seek is possible.
* DECODING when the 'loadeddata' event is fired.
*/
class MediaDecoderStateMachine::DecodingFirstFrameState
: public MediaDecoderStateMachine::StateObject
{
public:
explicit DecodingFirstFrameState(Master* aPtr) : StateObject(aPtr) {}
void Enter(SeekJob aPendingSeek);
void Exit() override
{
// mPendingSeek is either moved before transition to SEEKING,
// or should be rejected here before transition to SHUTDOWN.
mPendingSeek.RejectIfExists(__func__);
}
State GetState() const override
{
return DECODER_STATE_DECODING_FIRSTFRAME;
}
void HandleAudioDecoded(MediaData* aAudio) override
{
mMaster->Push(aAudio, MediaData::AUDIO_DATA);
MaybeFinishDecodeFirstFrame();
}
void HandleVideoDecoded(MediaData* aVideo, TimeStamp aDecodeStart) override
{
mMaster->Push(aVideo, MediaData::VIDEO_DATA);
MaybeFinishDecodeFirstFrame();
}
void HandleEndOfStream() override
{
MaybeFinishDecodeFirstFrame();
}
RefPtr<MediaDecoder::SeekPromise> HandleSeek(SeekTarget aTarget) override;
void HandleVideoSuspendTimeout() override
{
// Do nothing for we need to decode the 1st video frame to get the dimensions.
}
void HandleResumeVideoDecoding() override
{
// We never suspend video decoding in this state.
MOZ_ASSERT(false, "Shouldn't have suspended video decoding.");
}
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.
*/
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();
}
void Step() override
{
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();
}
State GetState() const override
{
return DECODER_STATE_DECODING;
}
void HandleAudioDecoded(MediaData* aAudio) override
{
mMaster->Push(aAudio, MediaData::AUDIO_DATA);
MaybeStopPrerolling();
}
void HandleVideoDecoded(MediaData* aVideo, TimeStamp aDecodeStart) override
{
mMaster->Push(aVideo, MediaData::VIDEO_DATA);
MaybeStopPrerolling();
CheckSlowDecoding(aDecodeStart);
}
void HandleEndOfStream() override;
void HandleWaitingForData() override
{
MaybeStopPrerolling();
}
void HandleAudioCaptured() override
{
MaybeStopPrerolling();
// MediaSink is changed. Schedule Step() to check if we can start playback.
mMaster->ScheduleStateMachine();
}
void HandleVideoSuspendTimeout() override
{
if (mMaster->HasVideo()) {
mMaster->mVideoDecodeSuspended = true;
mMaster->mOnPlaybackEvent.Notify(MediaEventType::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();
}
if (aPlayState == MediaDecoder::PLAY_STATE_PAUSED) {
StartDormantTimer();
} else {
mDormantTimer.Reset();
}
}
void DumpDebugInfo() override
{
SDUMP("mIsPrerolling=%d", mIsPrerolling);
}
private:
void MaybeStartBuffering();
void CheckSlowDecoding(TimeStamp aDecodeStart)
{
// For non async readers, if the requested video sample was slow to
// arrive, increase the amount of audio we buffer to ensure that we
// don't run out of audio. This is unnecessary for async readers,
// since they decode audio and video on different threads so they
// are unlikely to run out of decoded audio.
if (Reader()->IsAsync()) {
return;
}
TimeDuration decodeTime = TimeStamp::Now() - aDecodeStart;
int64_t adjustedTime = THRESHOLD_FACTOR * DurationToUsecs(decodeTime);
if (adjustedTime > mMaster->mLowAudioThresholdUsecs &&
!mMaster->HasLowBufferedData())
{
mMaster->mLowAudioThresholdUsecs =
std::min(adjustedTime, mMaster->mAmpleAudioThresholdUsecs);
mMaster->mAmpleAudioThresholdUsecs =
std::max(THRESHOLD_FACTOR * mMaster->mLowAudioThresholdUsecs,
mMaster->mAmpleAudioThresholdUsecs);
SLOG("Slow video decode, set "
"mLowAudioThresholdUsecs=%lld "
"mAmpleAudioThresholdUsecs=%lld",
mMaster->mLowAudioThresholdUsecs,
mMaster->mAmpleAudioThresholdUsecs);
}
}
bool DonePrerollingAudio()
{
return !mMaster->IsAudioDecoding() ||
mMaster->GetDecodedAudioDuration() >=
mMaster->AudioPrerollUsecs() * mMaster->mPlaybackRate;
}
bool DonePrerollingVideo()
{
return !mMaster->IsVideoDecoding() ||
static_cast<uint32_t>(mMaster->VideoQueue().GetSize()) >=
mMaster->VideoPrerollFrames() * mMaster->mPlaybackRate + 1;
}
void MaybeStopPrerolling()
{
if (mIsPrerolling &&
(DonePrerollingAudio() || Reader()->IsWaitingAudioData()) &&
(DonePrerollingVideo() || Reader()->IsWaitingVideoData())) {
mIsPrerolling = false;
// Check if we can start playback.
mMaster->ScheduleStateMachine();
}
}
void EnterDormant()
{
SetState<DormantState>();
}
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 = MediaPrefs::DormantOnPauseTimeout();
if (timeout < 0) {
// Disabled when timeout is negative.
return;
} else if (timeout == 0) {
// Enter dormant immediately without scheduling a timer.
EnterDormant();
return;
}
TimeStamp target = TimeStamp::Now() +
TimeDuration::FromMilliseconds(timeout);
mDormantTimer.Ensure(target,
[this] () {
mDormantTimer.CompleteRequest();
EnterDormant();
}, [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;
};
/**
* 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.
* DECODING otherwise.
*/
class MediaDecoderStateMachine::SeekingState
: public MediaDecoderStateMachine::StateObject
{
public:
explicit SeekingState(Master* aPtr) : StateObject(aPtr) {}
RefPtr<MediaDecoder::SeekPromise> Enter(SeekJob aSeekJob,
EventVisibility aVisibility)
{
mSeekJob = Move(aSeekJob);
mVisibility = aVisibility;
// Always switch off the blank decoder otherwise we might become visible
// in the middle of seeking and won't have a valid video frame to show
// when seek is done.
if (mMaster->mVideoDecodeSuspended) {
mMaster->mVideoDecodeSuspended = false;
mMaster->mOnPlaybackEvent.Notify(MediaEventType::ExitVideoSuspend);
Reader()->SetVideoBlankDecode(false);
}
// SeekTask will register its callbacks to MediaDecoderReaderWrapper.
mMaster->CancelMediaDecoderReaderWrapperCallback();
// Create a new SeekTask instance for the incoming seek task.
if (mSeekJob.mTarget.IsAccurate() ||
mSeekJob.mTarget.IsFast()) {
mSeekTask = new AccurateSeekTask(
mMaster->mDecoderID, OwnerThread(), Reader(), mSeekJob.mTarget,
Info(), mMaster->Duration(), mMaster->GetMediaTime());
} else if (mSeekJob.mTarget.IsNextFrame()) {
mSeekTask = new NextFrameSeekTask(
mMaster->mDecoderID, OwnerThread(), Reader(), mSeekJob.mTarget,
Info(), mMaster->Duration(),mMaster->GetMediaTime(),
mMaster->AudioQueue(), mMaster->VideoQueue());
} else {
MOZ_DIAGNOSTIC_ASSERT(false, "Cannot handle this seek task.");
}
// Don't stop playback for a video-only seek since audio is playing.
if (!mSeekJob.mTarget.IsVideoOnly()) {
mMaster->StopPlayback();
}
// mSeekJob.mTarget.mTime might be different from
// mSeekTask->GetSeekTarget().mTime because the seek task might clamp the
// seek target to [0, duration]. We want to update the playback position to
// the clamped value.
mMaster->UpdatePlaybackPositionInternal(
mSeekTask->GetSeekTarget().GetTime().ToMicroseconds());
if (mVisibility == EventVisibility::Observable) {
mMaster->mOnPlaybackEvent.Notify(MediaEventType::SeekStarted);
// We want dormant actions to be transparent to the user.
// So we only notify the change when the seek request is from the user.
mMaster->UpdateNextFrameStatus(MediaDecoderOwner::NEXT_FRAME_UNAVAILABLE_SEEKING);
}
// Reset our state machine and decoding pipeline before seeking.
if (mSeekTask->NeedToResetMDSM()) {
if (mSeekJob.mTarget.IsVideoOnly()) {
mMaster->Reset(TrackInfo::kVideoTrack);
} else {
mMaster->Reset();
}
}
// Do the seek.
mSeekTaskRequest.Begin(mSeekTask->Seek(mMaster->Duration())
->Then(OwnerThread(), __func__,
[this] (const SeekTaskResolveValue& aValue) {
OnSeekTaskResolved(aValue);
},
[this] (const SeekTaskRejectValue& aValue) {
OnSeekTaskRejected(aValue);
}));
return mSeekJob.mPromise.Ensure(__func__);
}
void Exit() override
{
mSeekTaskRequest.DisconnectIfExists();
mSeekJob.RejectIfExists(__func__);
mSeekTask->Discard();
// Reset the MediaDecoderReaderWrapper's callbask.
mMaster->SetMediaDecoderReaderWrapperCallback();
}
State GetState() const override
{
return DECODER_STATE_SEEKING;
}
void HandleAudioDecoded(MediaData* aAudio) override
{
MOZ_ASSERT(false);
}
void HandleVideoDecoded(MediaData* aVideo, TimeStamp aDecodeStart) override
{
MOZ_ASSERT(false);
}
void HandleVideoSuspendTimeout() override
{
// Do nothing since we want a valid video frame to show when seek is done.
}
void HandleResumeVideoDecoding() override
{
// We set mVideoDecodeSuspended to false in Enter().
MOZ_ASSERT(false, "Shouldn't have suspended video decoding.");
}
private:
void OnSeekTaskResolved(const SeekTaskResolveValue& aValue)
{
mSeekTaskRequest.Complete();
if (aValue.mSeekedAudioData) {
mMaster->Push(aValue.mSeekedAudioData, MediaData::AUDIO_DATA);
mMaster->mDecodedAudioEndTime = std::max(
aValue.mSeekedAudioData->GetEndTime(), mMaster->mDecodedAudioEndTime);
}
if (aValue.mSeekedVideoData) {
mMaster->Push(aValue.mSeekedVideoData, MediaData::VIDEO_DATA);
mMaster->mDecodedVideoEndTime = std::max(
aValue.mSeekedVideoData->GetEndTime(), mMaster->mDecodedVideoEndTime);
}
if (aValue.mIsAudioQueueFinished) {
mMaster->AudioQueue().Finish();
}
if (aValue.mIsVideoQueueFinished) {
mMaster->VideoQueue().Finish();
}
SeekCompleted();
}
void OnSeekTaskRejected(const SeekTaskRejectValue& aValue)
{
mSeekTaskRequest.Complete();
if (aValue.mError == NS_ERROR_DOM_MEDIA_END_OF_STREAM) {
mMaster->AudioQueue().Finish();
mMaster->VideoQueue().Finish();
SeekCompleted();
return;
}
if (aValue.mIsAudioQueueFinished) {
mMaster->AudioQueue().Finish();
}
if (aValue.mIsVideoQueueFinished) {
mMaster->VideoQueue().Finish();
}
mMaster->DecodeError(aValue.mError);
}
void SeekCompleted();
SeekJob mSeekJob;
EventVisibility mVisibility = EventVisibility::Observable;
MozPromiseRequestHolder<SeekTask::SeekTaskPromise> mSeekTaskRequest;
RefPtr<SeekTask> mSeekTask;
};
/**
* 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 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();
MediaStatistics stats = mMaster->GetStatistics();
SLOG("Playback rate: %.1lfKB/s%s download rate: %.1lfKB/s%s",
stats.mPlaybackRate/1024, stats.mPlaybackRateReliable ? "" : " (unreliable)",
stats.mDownloadRate/1024, stats.mDownloadRateReliable ? "" : " (unreliable)");
mMaster->ScheduleStateMachineIn(USECS_PER_S);
mMaster->UpdateNextFrameStatus(MediaDecoderOwner::NEXT_FRAME_UNAVAILABLE_BUFFERING);
}
void Step() override;
State GetState() const override
{
return DECODER_STATE_BUFFERING;
}
void HandleAudioDecoded(MediaData* aAudio) override
{
// This might be the sample we need to exit buffering.
// Schedule Step() to check it.
mMaster->Push(aAudio, MediaData::AUDIO_DATA);
mMaster->ScheduleStateMachine();
}
void HandleVideoDecoded(MediaData* aVideo, TimeStamp aDecodeStart) override
{
// This might be the sample we need to exit buffering.
// Schedule Step() to check it.
mMaster->Push(aVideo, MediaData::VIDEO_DATA);
mMaster->ScheduleStateMachine();
}
void HandleEndOfStream() override;
void HandleVideoSuspendTimeout() override
{
if (mMaster->HasVideo()) {
mMaster->mVideoDecodeSuspended = true;
mMaster->mOnPlaybackEvent.Notify(MediaEventType::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.
*/
class MediaDecoderStateMachine::CompletedState
: public MediaDecoderStateMachine::StateObject
{
public:
explicit CompletedState(Master* aPtr) : StateObject(aPtr) {}
void Enter()
{
// We've decoded all samples. We don't need decoders anymore.
Reader()->ReleaseResources();
bool hasNextFrame = (!mMaster->HasAudio() || !mMaster->mAudioCompleted)
&& (!mMaster->HasVideo() || !mMaster->mVideoCompleted);
mMaster->UpdateNextFrameStatus(hasNextFrame
? MediaDecoderOwner::NEXT_FRAME_AVAILABLE
: MediaDecoderOwner::NEXT_FRAME_UNAVAILABLE);
mMaster->ScheduleStateMachine();
}
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 (mMaster->mPlayState == MediaDecoder::PLAY_STATE_PLAYING &&
!mSentPlaybackEndedEvent) {
int64_t clockTime = std::max(mMaster->AudioEndTime(), mMaster->VideoEndTime());
clockTime = std::max(int64_t(0), std::max(clockTime, mMaster->Duration().ToMicroseconds()));
mMaster->UpdatePlaybackPosition(clockTime);
// Ensure readyState is updated before firing the 'ended' event.
mMaster->UpdateNextFrameStatus(MediaDecoderOwner::NEXT_FRAME_UNAVAILABLE);
mMaster->mOnPlaybackEvent.Notify(MediaEventType::PlaybackEnded);
mSentPlaybackEndedEvent = true;
// MediaSink::GetEndTime() must be called before stopping playback.
mMaster->StopMediaSink();
}
}
State GetState() const override
{
return DECODER_STATE_COMPLETED;
}
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 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() override
{
MOZ_DIAGNOSTIC_ASSERT(false, "Already shutting down.");
}
};
RefPtr<MediaDecoder::SeekPromise>
MediaDecoderStateMachine::
StateObject::HandleSeek(SeekTarget aTarget)
{
SLOG("Changed state to SEEKING (to %lld)", aTarget.GetTime().ToMicroseconds());
SeekJob seekJob;
seekJob.mTarget = aTarget;
return SetState<SeekingState>(Move(seekJob), EventVisibility::Observable);
}
RefPtr<ShutdownPromise>
MediaDecoderStateMachine::
StateObject::HandleShutdown()
{
return SetState<ShutdownState>();
}
void
MediaDecoderStateMachine::
StateObject::HandleResumeVideoDecoding()
{
MOZ_ASSERT(mMaster->mVideoDecodeSuspended);
// Start video-only seek to the current time.
SeekJob seekJob;
const SeekTarget::Type type = mMaster->HasAudio()
? SeekTarget::Type::Accurate
: SeekTarget::Type::PrevSyncPoint;
seekJob.mTarget = SeekTarget(mMaster->GetMediaTime(),
type,
true /* aVideoOnly */);
SetState<SeekingState>(Move(seekJob), EventVisibility::Suppressed);
}
void
MediaDecoderStateMachine::
DecodeMetadataState::OnMetadataRead(MetadataHolder* aMetadata)
{
mMetadataRequest.Complete();
// Set mode to PLAYBACK after reading metadata.
Resource()->SetReadMode(MediaCacheStream::MODE_PLAYBACK);
mMaster->mInfo = Some(aMetadata->mInfo);
mMaster->mMetadataTags = aMetadata->mTags.forget();
mMaster->mMediaSeekable = Info().mMediaSeekable;
mMaster->mMediaSeekableOnlyInBufferedRanges = Info().mMediaSeekableOnlyInBufferedRanges;
if (Info().mMetadataDuration.isSome()) {
mMaster->RecomputeDuration();
} else if (Info().mUnadjustedMetadataEndTime.isSome()) {
RefPtr<Master> master = mMaster;
Reader()->AwaitStartTime()->Then(OwnerThread(), __func__,
[master] () {
NS_ENSURE_TRUE_VOID(!master->IsShutdown());
auto& info = master->mInfo.ref();
TimeUnit unadjusted = info.mUnadjustedMetadataEndTime.ref();
TimeUnit adjustment = master->mReader->StartTime();
info.mMetadataDuration.emplace(unadjusted - adjustment);
master->RecomputeDuration();
}, [master, this] () {
SWARN("Adjusting metadata end time failed");
}
);
}
if (mMaster->HasVideo()) {
SLOG("Video decode isAsync=%d HWAccel=%d videoQueueSize=%d",
Reader()->IsAsync(),
Reader()->VideoIsHardwareAccelerated(),
mMaster->GetAmpleVideoFrames());
}
// In general, we wait until we know the duration before notifying the decoder.
// However, we notify unconditionally in this case without waiting for the start
// time, since the caller might be waiting on metadataloaded to be fired before
// feeding in the CDM, which we need to decode the first frame (and
// thus get the metadata). We could fix this if we could compute the start
// time by demuxing without necessaring decoding.
bool waitingForCDM = Info().IsEncrypted()
#ifdef MOZ_EME
&& !mMaster->mCDMProxy
#endif
;
mMaster->mNotifyMetadataBeforeFirstFrame =
mMaster->mDuration.Ref().isSome() || waitingForCDM;
if (mMaster->mNotifyMetadataBeforeFirstFrame) {
mMaster->EnqueueLoadedMetadataEvent();
}
if (waitingForCDM) {
// Metadata parsing was successful but we're still waiting for CDM caps
// to become available so that we can build the correct decryptor/decoder.
SetState<WaitForCDMState>();
} else {
SetState<DecodingFirstFrameState>(SeekJob{});
}
}
void
MediaDecoderStateMachine::
DormantState::HandlePlayStateChanged(MediaDecoder::PlayState aPlayState)
{
if (aPlayState == MediaDecoder::PLAY_STATE_PLAYING) {
// Exit dormant when the user wants to play.
MOZ_ASSERT(!Info().IsEncrypted()
#ifdef MOZ_EME
|| mMaster->mCDMProxy
#endif
);
MOZ_ASSERT(mMaster->mSentFirstFrameLoadedEvent);
SetState<SeekingState>(Move(mPendingSeek), EventVisibility::Suppressed);
}
}
#ifdef MOZ_EME
void
MediaDecoderStateMachine::
WaitForCDMState::HandleCDMProxyReady()
{
SetState<DecodingFirstFrameState>(Move(mPendingSeek));
}
#endif
void
MediaDecoderStateMachine::
DecodingFirstFrameState::Enter(SeekJob aPendingSeek)
{
// Handle pending seek.
if (aPendingSeek.Exists() &&
(mMaster->mSentFirstFrameLoadedEvent ||
Reader()->ForceZeroStartTime())) {
SetState<SeekingState>(Move(aPendingSeek), EventVisibility::Observable);
return;
}
// Transition to DECODING if we've decoded first frames.
if (mMaster->mSentFirstFrameLoadedEvent) {
SetState<DecodingState>();
return;
}
MOZ_ASSERT(!mMaster->mVideoDecodeSuspended);
mPendingSeek = Move(aPendingSeek);
// Dispatch tasks to decode first frames.
mMaster->DispatchDecodeTasksIfNeeded();
}
RefPtr<MediaDecoder::SeekPromise>
MediaDecoderStateMachine::
DecodingFirstFrameState::HandleSeek(SeekTarget aTarget)
{
// Should've transitioned to DECODING in Enter()
// if mSentFirstFrameLoadedEvent is true.
MOZ_ASSERT(!mMaster->mSentFirstFrameLoadedEvent);
if (!Reader()->ForceZeroStartTime()) {
SLOG("Not Enough Data to seek at this stage, queuing seek");
mPendingSeek.RejectIfExists(__func__);
mPendingSeek.mTarget = aTarget;
return mPendingSeek.mPromise.Ensure(__func__);
}
// Since ForceZeroStartTime() is true, we should've transitioned to SEEKING
// in Enter() if there is any pending seek.
MOZ_ASSERT(!mPendingSeek.Exists());
return StateObject::HandleSeek(aTarget);
}
void
MediaDecoderStateMachine::
DecodingFirstFrameState::MaybeFinishDecodeFirstFrame()
{
MOZ_ASSERT(!mMaster->mSentFirstFrameLoadedEvent);
if ((mMaster->IsAudioDecoding() && mMaster->AudioQueue().GetSize() == 0) ||
(mMaster->IsVideoDecoding() && mMaster->VideoQueue().GetSize() == 0)) {
return;
}
mMaster->FinishDecodeFirstFrame();
if (mPendingSeek.Exists()) {
SetState<SeekingState>(Move(mPendingSeek), EventVisibility::Observable);
} else {
SetState<DecodingState>();
}
}
void
MediaDecoderStateMachine::
DecodingState::Enter()
{
MOZ_ASSERT(mMaster->mSentFirstFrameLoadedEvent);
if (!mMaster->mIsVisible &&
!mMaster->mVideoDecodeSuspendTimer.IsScheduled() &&
!mMaster->mVideoDecodeSuspended) {
// If we are not visible and the timer is not schedule, it means the timer
// has timed out and we should suspend video decoding now if necessary.
HandleVideoSuspendTimeout();
}
if (mMaster->CheckIfDecodeComplete()) {
SetState<CompletedState>();
return;
}
mMaster->UpdateNextFrameStatus(MediaDecoderOwner::NEXT_FRAME_AVAILABLE);
mDecodeStartTime = TimeStamp::Now();
MaybeStopPrerolling();
// Ensure that we've got tasks enqueued to decode data if we need to.
mMaster->DispatchDecodeTasksIfNeeded();
mMaster->ScheduleStateMachine();
// Will enter dormant when playback is paused for a while.
if (mMaster->mPlayState == MediaDecoder::PLAY_STATE_PAUSED) {
StartDormantTimer();
}
}
void
MediaDecoderStateMachine::
DecodingState::HandleEndOfStream()
{
if (mMaster->CheckIfDecodeComplete()) {
SetState<CompletedState>();
} else {
MaybeStopPrerolling();
}
}
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;
}
bool shouldBuffer;
if (Reader()->UseBufferingHeuristics()) {
shouldBuffer = IsExpectingMoreData() &&
mMaster->HasLowDecodedData() &&
mMaster->HasLowBufferedData();
} else {
MOZ_ASSERT(Reader()->IsWaitForDataSupported());
shouldBuffer =
(mMaster->OutOfDecodedAudio() && Reader()->IsWaitingAudioData()) ||
(mMaster->OutOfDecodedVideo() && Reader()->IsWaitingVideoData());
}
if (shouldBuffer) {
SetState<BufferingState>();
}
}
void
MediaDecoderStateMachine::
SeekingState::SeekCompleted()
{
int64_t seekTime = mSeekTask->GetSeekTarget().GetTime().ToMicroseconds();
int64_t newCurrentTime = seekTime;
// Setup timestamp state.
RefPtr<MediaData> video = mMaster->VideoQueue().PeekFront();
if (seekTime == mMaster->Duration().ToMicroseconds()) {
newCurrentTime = seekTime;
} else if (mMaster->HasAudio()) {
RefPtr<MediaData> audio = mMaster->AudioQueue().PeekFront();
// Though we adjust the newCurrentTime in audio-based, and supplemented
// by video. For better UX, should NOT bind the slide position to
// the first audio data timestamp directly.
// While seeking to a position where there's only either audio or video, or
// seeking to a position lies before audio or video, we need to check if
// seekTime is bounded in suitable duration. See Bug 1112438.
int64_t audioStart = audio ? audio->mTime : seekTime;
// We only pin the seek time to the video start time if the video frame
// contains the seek time.
if (video && video->mTime <= seekTime && video->GetEndTime() > seekTime) {
newCurrentTime = std::min(audioStart, video->mTime);
} else {
newCurrentTime = audioStart;
}
} else {
newCurrentTime = video ? video->mTime : seekTime;
}
// Change state to DECODING or COMPLETED now.
bool isLiveStream = Resource()->IsLiveStream();
State nextState;
if (newCurrentTime == mMaster->Duration().ToMicroseconds() && !isLiveStream) {
// Seeked to end of media, move to COMPLETED state. Note we don't do
// this when playing a live stream, since the end of media will advance
// once we download more data!
// Explicitly set our state so we don't decode further, and so
// we report playback ended to the media element.
nextState = DECODER_STATE_COMPLETED;
} else {
nextState = DECODER_STATE_DECODING;
}
// We want to resolve the seek request prior finishing the first frame
// to ensure that the seeked event is fired prior loadeded.
mSeekJob.Resolve(nextState == DECODER_STATE_COMPLETED, __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) {
// Only MSE can start seeking before finishing decoding first frames.
MOZ_ASSERT(Reader()->ForceZeroStartTime());
mMaster->FinishDecodeFirstFrame();
}
// Ensure timestamps are up to date.
if (!mSeekJob.mTarget.IsVideoOnly()) {
// 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=%lld", mMaster->mCurrentPosition.Ref());
if (video) {
mMaster->mMediaSink->Redraw(Info().mVideo);
mMaster->mOnPlaybackEvent.Notify(MediaEventType::Invalidate);
}
if (nextState == DECODER_STATE_COMPLETED) {
SetState<CompletedState>();
} else {
SetState<DecodingState>();
}
}
void
MediaDecoderStateMachine::
BufferingState::Step()
{
TimeStamp now = TimeStamp::Now();
MOZ_ASSERT(!mBufferingStart.IsNull(), "Must know buffering start time.");
// With buffering heuristics we will remain in the buffering state if
// we've not decoded enough data to begin playback, or if we've not
// downloaded a reasonable amount of data inside our buffering time.
if (Reader()->UseBufferingHeuristics()) {
TimeDuration elapsed = now - mBufferingStart;
bool isLiveStream = Resource()->IsLiveStream();
if ((isLiveStream || !mMaster->CanPlayThrough()) &&
elapsed < TimeDuration::FromSeconds(mBufferingWait * mMaster->mPlaybackRate) &&
mMaster->HasLowBufferedData(mBufferingWait * USECS_PER_S) &&
IsExpectingMoreData()) {
SLOG("Buffering: wait %ds, timeout in %.3lfs",
mBufferingWait, mBufferingWait - elapsed.ToSeconds());
mMaster->ScheduleStateMachineIn(USECS_PER_S);
return;
}
} else if (mMaster->OutOfDecodedAudio() || mMaster->OutOfDecodedVideo()) {
MOZ_ASSERT(Reader()->IsWaitForDataSupported(),
"Don't yet have a strategy for non-heuristic + non-WaitForData");
mMaster->DispatchDecodeTasksIfNeeded();
MOZ_ASSERT(mMaster->mMinimizePreroll ||
!mMaster->OutOfDecodedAudio() ||
Reader()->IsRequestingAudioData() ||
Reader()->IsWaitingAudioData());
MOZ_ASSERT(mMaster->mMinimizePreroll ||
!mMaster->OutOfDecodedVideo() ||
Reader()->IsRequestingVideoData() ||
Reader()->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());
SetState<DecodingState>();
}
void
MediaDecoderStateMachine::
BufferingState::HandleEndOfStream()
{
if (mMaster->CheckIfDecodeComplete()) {
SetState<CompletedState>();
} else {
// Check if we can exit buffering.
mMaster->ScheduleStateMachine();
}
}
RefPtr<ShutdownPromise>
MediaDecoderStateMachine::
ShutdownState::Enter()
{
auto master = mMaster;
master->mIsShutdown = true;
master->mDelayedScheduler.Reset();
master->mBufferedUpdateRequest.DisconnectIfExists();
// Shutdown happens while decode timer is active, we need to disconnect and
// dispose of the timer.
master->mVideoDecodeSuspendTimer.Reset();
#ifdef MOZ_EME
master->mCDMProxyPromise.DisconnectIfExists();
#endif
if (master->IsPlaying()) {
master->StopPlayback();
}
// To break the cycle-reference between MediaDecoderReaderWrapper and MDSM.
master->CancelMediaDecoderReaderWrapperCallback();
master->Reset();
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->mEstimatedDuration.DisconnectIfConnected();
master->mExplicitDuration.DisconnectIfConnected();
master->mPlayState.DisconnectIfConnected();
master->mNextPlayState.DisconnectIfConnected();
master->mVolume.DisconnectIfConnected();
master->mPreservesPitch.DisconnectIfConnected();
master->mSameOriginMedia.DisconnectIfConnected();
master->mMediaPrincipalHandle.DisconnectIfConnected();
master->mPlaybackBytesPerSecond.DisconnectIfConnected();
master->mPlaybackRateReliable.DisconnectIfConnected();
master->mDecoderPosition.DisconnectIfConnected();
master->mIsVisible.DisconnectIfConnected();
master->mDuration.DisconnectAll();
master->mIsShutdown.DisconnectAll();
master->mNextFrameStatus.DisconnectAll();
master->mCurrentPosition.DisconnectAll();
master->mPlaybackOffset.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)
->CompletionPromise();
}
#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,
MediaDecoderReader* aReader) :
mDecoderID(aDecoder),
mFrameStats(&aDecoder->GetFrameStatistics()),
mVideoFrameContainer(aDecoder->GetVideoFrameContainer()),
mAudioChannel(aDecoder->GetAudioChannel()),
mTaskQueue(new TaskQueue(GetMediaThreadPool(MediaThreadType::PLAYBACK),
/* aSupportsTailDispatch = */ true)),
mWatchManager(this, mTaskQueue),
mDispatchedStateMachine(false),
mDelayedScheduler(mTaskQueue),
mCurrentFrameID(0),
INIT_WATCHABLE(mObservedDuration, TimeUnit()),
mFragmentEndTime(-1),
mReader(new MediaDecoderReaderWrapper(mTaskQueue, aReader)),
mDecodedAudioEndTime(0),
mDecodedVideoEndTime(0),
mPlaybackRate(1.0),
mLowAudioThresholdUsecs(detail::LOW_AUDIO_USECS),
mAmpleAudioThresholdUsecs(detail::AMPLE_AUDIO_USECS),
mAudioCaptured(false),
mNotifyMetadataBeforeFirstFrame(false),
mMinimizePreroll(false),
mSentLoadedMetadataEvent(false),
mSentFirstFrameLoadedEvent(false),
mVideoDecodeSuspended(false),
mVideoDecodeSuspendTimer(mTaskQueue),
mOutputStreamManager(new OutputStreamManager()),
mResource(aDecoder->GetResource()),
mAudioOffloading(false),
INIT_MIRROR(mBuffered, TimeIntervals()),
INIT_MIRROR(mEstimatedDuration, NullableTimeUnit()),
INIT_MIRROR(mExplicitDuration, Maybe<double>()),
INIT_MIRROR(mPlayState, MediaDecoder::PLAY_STATE_LOADING),
INIT_MIRROR(mNextPlayState, MediaDecoder::PLAY_STATE_PAUSED),
INIT_MIRROR(mVolume, 1.0),
INIT_MIRROR(mPreservesPitch, true),
INIT_MIRROR(mSameOriginMedia, false),
INIT_MIRROR(mMediaPrincipalHandle, PRINCIPAL_HANDLE_NONE),
INIT_MIRROR(mPlaybackBytesPerSecond, 0.0),
INIT_MIRROR(mPlaybackRateReliable, true),
INIT_MIRROR(mDecoderPosition, 0),
INIT_MIRROR(mIsVisible, true),
INIT_CANONICAL(mDuration, NullableTimeUnit()),
INIT_CANONICAL(mIsShutdown, false),
INIT_CANONICAL(mNextFrameStatus, MediaDecoderOwner::NEXT_FRAME_UNAVAILABLE),
INIT_CANONICAL(mCurrentPosition, 0),
INIT_CANONICAL(mPlaybackOffset, 0),
INIT_CANONICAL(mIsAudioDataAudible, false)
{
MOZ_COUNT_CTOR(MediaDecoderStateMachine);
NS_ASSERTION(NS_IsMainThread(), "Should be on main thread.");
InitVideoQueuePrefs();
#ifdef XP_WIN
// Ensure high precision timers are enabled on Windows, otherwise the state
// machine isn't woken up at reliable intervals to set the next frame,
// and we drop frames while painting. Note that multiple calls to this
// function per-process is OK, provided each call is matched by a corresponding
// timeEndPeriod() call.
timeBeginPeriod(1);
#endif
}
#undef INIT_WATCHABLE
#undef INIT_MIRROR
#undef INIT_CANONICAL
MediaDecoderStateMachine::~MediaDecoderStateMachine()
{
MOZ_ASSERT(NS_IsMainThread(), "Should be on main thread.");
MOZ_COUNT_DTOR(MediaDecoderStateMachine);
#ifdef XP_WIN
timeEndPeriod(1);
#endif
}
void
MediaDecoderStateMachine::InitializationTask(MediaDecoder* aDecoder)
{
MOZ_ASSERT(OnTaskQueue());
// Connect mirrors.
mBuffered.Connect(mReader->CanonicalBuffered());
mEstimatedDuration.Connect(aDecoder->CanonicalEstimatedDuration());
mExplicitDuration.Connect(aDecoder->CanonicalExplicitDuration());
mPlayState.Connect(aDecoder->CanonicalPlayState());
mNextPlayState.Connect(aDecoder->CanonicalNextPlayState());
mVolume.Connect(aDecoder->CanonicalVolume());
mPreservesPitch.Connect(aDecoder->CanonicalPreservesPitch());
mSameOriginMedia.Connect(aDecoder->CanonicalSameOriginMedia());
mMediaPrincipalHandle.Connect(aDecoder->CanonicalMediaPrincipalHandle());
mPlaybackBytesPerSecond.Connect(aDecoder->CanonicalPlaybackBytesPerSecond());
mPlaybackRateReliable.Connect(aDecoder->CanonicalPlaybackRateReliable());
mDecoderPosition.Connect(aDecoder->CanonicalDecoderPosition());
// Initialize watchers.
mWatchManager.Watch(mBuffered, &MediaDecoderStateMachine::BufferedRangeUpdated);
mWatchManager.Watch(mVolume, &MediaDecoderStateMachine::VolumeChanged);
mWatchManager.Watch(mPreservesPitch, &MediaDecoderStateMachine::PreservesPitchChanged);
mWatchManager.Watch(mEstimatedDuration, &MediaDecoderStateMachine::RecomputeDuration);
mWatchManager.Watch(mExplicitDuration, &MediaDecoderStateMachine::RecomputeDuration);
mWatchManager.Watch(mObservedDuration, &MediaDecoderStateMachine::RecomputeDuration);
mWatchManager.Watch(mPlayState, &MediaDecoderStateMachine::PlayStateChanged);
if (MediaPrefs::MDSMSuspendBackgroundVideoEnabled()) {
mIsVisible.Connect(aDecoder->CanonicalIsVisible());
mWatchManager.Watch(mIsVisible, &MediaDecoderStateMachine::VisibilityChanged);
}
// Configure MediaDecoderReaderWrapper.
SetMediaDecoderReaderWrapperCallback();
}
void
MediaDecoderStateMachine::AudioAudibleChanged(bool aAudible)
{
mIsAudioDataAudible = aAudible;
}
media::MediaSink*
MediaDecoderStateMachine::CreateAudioSink()
{
RefPtr<MediaDecoderStateMachine> self = this;
auto audioSinkCreator = [self] () {
MOZ_ASSERT(self->OnTaskQueue());
DecodedAudioDataSink* audioSink = new DecodedAudioDataSink(
self->mTaskQueue, self->mAudioQueue, self->GetMediaTime(),
self->Info().mAudio, self->mAudioChannel);
self->mAudibleListener = audioSink->AudibleEvent().Connect(
self->mTaskQueue, self.get(), &MediaDecoderStateMachine::AudioAudibleChanged);
return audioSink;
};
return new AudioSinkWrapper(mTaskQueue, audioSinkCreator);
}
already_AddRefed<media::MediaSink>
MediaDecoderStateMachine::CreateMediaSink(bool aAudioCaptured)
{
RefPtr<media::MediaSink> audioSink = aAudioCaptured
? new DecodedStream(mTaskQueue, mAudioQueue, mVideoQueue,
mOutputStreamManager, mSameOriginMedia.Ref(),
mMediaPrincipalHandle.Ref())
: CreateAudioSink();
RefPtr<media::MediaSink> mediaSink =
new VideoSink(mTaskQueue, audioSink, mVideoQueue,
mVideoFrameContainer, *mFrameStats,
sVideoQueueSendToCompositorSize);
return mediaSink.forget();
}
int64_t
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<int64_t>(mDecodedAudioEndTime - GetClock(), 0);
}
// MediaSink not started. All audio samples are in the queue.
return AudioQueue().Duration();
}
bool MediaDecoderStateMachine::HaveEnoughDecodedAudio()
{
MOZ_ASSERT(OnTaskQueue());
int64_t ampleAudioUSecs = mAmpleAudioThresholdUsecs * mPlaybackRate;
if (AudioQueue().GetSize() == 0 ||
GetDecodedAudioDuration() < ampleAudioUSecs) {
return false;
}
// MDSM will ensure buffering level is high enough for playback speed at 1x
// at which the DecodedStream is playing.
return true;
}
bool MediaDecoderStateMachine::HaveEnoughDecodedVideo()
{
MOZ_ASSERT(OnTaskQueue());
if (VideoQueue().GetSize() == 0) {
return false;
}
if (VideoQueue().GetSize() - 1 < GetAmpleVideoFrames() * mPlaybackRate) {
return false;
}
return true;
}
bool
MediaDecoderStateMachine::NeedToDecodeVideo()
{
MOZ_ASSERT(OnTaskQueue());
SAMPLE_LOG("NeedToDecodeVideo() isDec=%d minPrl=%d enufVid=%d",
IsVideoDecoding(), mMinimizePreroll, HaveEnoughDecodedVideo());
return IsVideoDecoding() &&
mState != DECODER_STATE_SEEKING &&
((!mSentFirstFrameLoadedEvent && VideoQueue().GetSize() == 0) ||
(!mMinimizePreroll && !HaveEnoughDecodedVideo()));
}
bool
MediaDecoderStateMachine::NeedToSkipToNextKeyframe()
{
MOZ_ASSERT(OnTaskQueue());
// Don't skip when we're still decoding first frames.
if (!mSentFirstFrameLoadedEvent) {
return false;
}
MOZ_ASSERT(mState == DECODER_STATE_DECODING ||
mState == DECODER_STATE_BUFFERING ||
mState == DECODER_STATE_SEEKING);
// Since GetClock() can only be called after starting MediaSink, we return
// false quickly if it is not started because we won't fall behind playback
// when not consuming media data.
if (!mMediaSink->IsStarted()) {
return false;
}
// We are in seeking or buffering states, don't skip frame.
if (!IsVideoDecoding() || mState == DECODER_STATE_BUFFERING ||
mState == DECODER_STATE_SEEKING) {
return false;
}
// Don't skip frame for video-only decoded stream because the clock time of
// the stream relies on the video frame.
if (mAudioCaptured && !HasAudio()) {
return false;
}
// We'll skip the video decode to the next keyframe if we're low on
// audio, or if we're low on video, provided we're not running low on
// data to decode. If we're running low on downloaded data to decode,
// we won't start keyframe skipping, as we'll be pausing playback to buffer
// soon anyway and we'll want to be able to display frames immediately
// after buffering finishes. We ignore the low audio calculations for
// readers that are async, as since their audio decode runs on a different
// task queue it should never run low and skipping won't help their decode.
bool isLowOnDecodedAudio = !mReader->IsAsync() &&
IsAudioDecoding() &&
(GetDecodedAudioDuration() <
mLowAudioThresholdUsecs * mPlaybackRate);
bool isLowOnDecodedVideo = (GetClock() - mDecodedVideoEndTime) * mPlaybackRate >
LOW_VIDEO_THRESHOLD_USECS;
bool lowBuffered = HasLowBufferedData();
if ((isLowOnDecodedAudio || isLowOnDecodedVideo) && !lowBuffered) {
DECODER_LOG("Skipping video decode to the next keyframe lowAudio=%d lowVideo=%d lowUndecoded=%d async=%d",
isLowOnDecodedAudio, isLowOnDecodedVideo, lowBuffered, mReader->IsAsync());
return true;
}
return false;
}
bool
MediaDecoderStateMachine::NeedToDecodeAudio()
{
MOZ_ASSERT(OnTaskQueue());
SAMPLE_LOG("NeedToDecodeAudio() isDec=%d minPrl=%d enufAud=%d",
IsAudioDecoding(), mMinimizePreroll, HaveEnoughDecodedAudio());
return IsAudioDecoding() &&
mState != DECODER_STATE_SEEKING &&
((!mSentFirstFrameLoadedEvent && AudioQueue().GetSize() == 0) ||
(!mMinimizePreroll && !HaveEnoughDecodedAudio()));
}
void
MediaDecoderStateMachine::OnAudioDecoded(MediaData* aAudio)
{
MOZ_ASSERT(OnTaskQueue());
MOZ_ASSERT(aAudio);
// audio->GetEndTime() is not always mono-increasing in chained ogg.
mDecodedAudioEndTime = std::max(aAudio->GetEndTime(), mDecodedAudioEndTime);
SAMPLE_LOG("OnAudioDecoded [%lld,%lld]", aAudio->mTime, aAudio->GetEndTime());
mStateObj->HandleAudioDecoded(aAudio);
}
void
MediaDecoderStateMachine::Push(MediaData* aSample, MediaData::Type aSampleType)
{
MOZ_ASSERT(OnTaskQueue());
MOZ_ASSERT(aSample);
if (aSample->mType == MediaData::AUDIO_DATA) {
// TODO: Send aSample to MSG and recalculate readystate before pushing,
// otherwise AdvanceFrame may pop the sample before we have a chance
// to reach playing.
AudioQueue().Push(aSample);
} else if (aSample->mType == MediaData::VIDEO_DATA) {
// TODO: Send aSample to MSG and recalculate readystate before pushing,
// otherwise AdvanceFrame may pop the sample before we have a chance
// to reach playing.
aSample->As<VideoData>()->mFrameID = ++mCurrentFrameID;
VideoQueue().Push(aSample);
} else {
// TODO: Handle MediaRawData, determine which queue should be pushed.
}
DispatchDecodeTasksIfNeeded();
}
void
MediaDecoderStateMachine::OnAudioPopped(const RefPtr<MediaData>& aSample)
{
MOZ_ASSERT(OnTaskQueue());
mPlaybackOffset = std::max(mPlaybackOffset.Ref(), aSample->mOffset);
DispatchAudioDecodeTaskIfNeeded();
}
void
MediaDecoderStateMachine::OnVideoPopped(const RefPtr<MediaData>& aSample)
{
MOZ_ASSERT(OnTaskQueue());
mPlaybackOffset = std::max(mPlaybackOffset.Ref(), aSample->mOffset);
DispatchVideoDecodeTaskIfNeeded();
}
void
MediaDecoderStateMachine::OnNotDecoded(MediaData::Type aType,
const MediaResult& aError)
{
MOZ_ASSERT(OnTaskQueue());
MOZ_ASSERT(mState != DECODER_STATE_SEEKING);
SAMPLE_LOG("OnNotDecoded (aType=%u, aError=%u)", aType, aError.Code());
bool isAudio = aType == MediaData::AUDIO_DATA;
MOZ_ASSERT_IF(!isAudio, aType == MediaData::VIDEO_DATA);
if (IsShutdown()) {
// Already shutdown;
return;
}
// If the decoder is waiting for data, we tell it to call us back when the
// data arrives.
if (aError == NS_ERROR_DOM_MEDIA_WAITING_FOR_DATA) {
MOZ_ASSERT(mReader->IsWaitForDataSupported(),
"Readers that send WAITING_FOR_DATA need to implement WaitForData");
mReader->WaitForData(aType);
mStateObj->HandleWaitingForData();
return;
}
if (aError == NS_ERROR_DOM_MEDIA_CANCELED) {
if (isAudio) {
EnsureAudioDecodeTaskQueued();
} else {
EnsureVideoDecodeTaskQueued();
}
return;
}
// If this is a decode error, delegate to the generic error path.
if (aError != NS_ERROR_DOM_MEDIA_END_OF_STREAM) {
DecodeError(aError);
return;
}
// This is an EOS. Finish off the queue, and then handle things based on our
// state.
if (isAudio) {
AudioQueue().Finish();
} else {
VideoQueue().Finish();
}
mStateObj->HandleEndOfStream();
}
void
MediaDecoderStateMachine::OnVideoDecoded(MediaData* aVideo,
TimeStamp aDecodeStartTime)
{
MOZ_ASSERT(OnTaskQueue());
MOZ_ASSERT(aVideo);
// Handle abnormal or negative timestamps.
mDecodedVideoEndTime = std::max(mDecodedVideoEndTime, aVideo->GetEndTime());
SAMPLE_LOG("OnVideoDecoded [%lld,%lld]", aVideo->mTime, aVideo->GetEndTime());
mStateObj->HandleVideoDecoded(aVideo, aDecodeStartTime);
}
bool
MediaDecoderStateMachine::IsAudioDecoding()
{
MOZ_ASSERT(OnTaskQueue());
return HasAudio() && !AudioQueue().IsFinished();
}
bool
MediaDecoderStateMachine::IsVideoDecoding()
{
MOZ_ASSERT(OnTaskQueue());
return HasVideo() && !VideoQueue().IsFinished();
}
bool
MediaDecoderStateMachine::CheckIfDecodeComplete()
{
MOZ_ASSERT(OnTaskQueue());
// DecodeComplete is possible only after decoding first frames.
MOZ_ASSERT(mSentFirstFrameLoadedEvent);
MOZ_ASSERT(mState == DECODER_STATE_DECODING ||
mState == DECODER_STATE_BUFFERING);
return !IsVideoDecoding() && !IsAudioDecoding();
}
bool MediaDecoderStateMachine::IsPlaying() const
{
MOZ_ASSERT(OnTaskQueue());
return mMediaSink->IsPlaying();
}
void MediaDecoderStateMachine::SetMediaNotSeekable()
{
mMediaSeekable = false;
}
void
MediaDecoderStateMachine::OnAudioCallback(AudioCallbackData aData)
{
if (aData.is<MediaData*>()) {
OnAudioDecoded(aData.as<MediaData*>());
} else {
OnNotDecoded(MediaData::AUDIO_DATA, aData.as<MediaResult>());
}
}
void
MediaDecoderStateMachine::OnVideoCallback(VideoCallbackData aData)
{
typedef Tuple<MediaData*, TimeStamp> Type;
if (aData.is<Type>()) {
auto&& v = aData.as<Type>();
OnVideoDecoded(Get<0>(v), Get<1>(v));
} else {
OnNotDecoded(MediaData::VIDEO_DATA, aData.as<MediaResult>());
}
}
void
MediaDecoderStateMachine::OnAudioWaitCallback(WaitCallbackData aData)
{
if (aData.is<MediaData::Type>()) {
EnsureAudioDecodeTaskQueued();
}
}
void
MediaDecoderStateMachine::OnVideoWaitCallback(WaitCallbackData aData)
{
if (aData.is<MediaData::Type>()) {
EnsureVideoDecodeTaskQueued();
}
}
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>>(
this, &MediaDecoderStateMachine::InitializationTask, aDecoder);
mTaskQueue->Dispatch(r.forget());
mAudioQueueListener = AudioQueue().PopEvent().Connect(
mTaskQueue, this, &MediaDecoderStateMachine::OnAudioPopped);
mVideoQueueListener = VideoQueue().PopEvent().Connect(
mTaskQueue, this, &MediaDecoderStateMachine::OnVideoPopped);
mMetadataManager.Connect(mReader->TimedMetadataEvent(), OwnerThread());
mOnMediaNotSeekable = mReader->OnMediaNotSeekable().Connect(
OwnerThread(), this, &MediaDecoderStateMachine::SetMediaNotSeekable);
mMediaSink = CreateMediaSink(mAudioCaptured);
#ifdef MOZ_EME
mCDMProxyPromise.Begin(aDecoder->RequestCDMProxy()->Then(
OwnerThread(), __func__, this,
&MediaDecoderStateMachine::OnCDMProxyReady,
&MediaDecoderStateMachine::OnCDMProxyNotReady));
#endif
nsresult rv = mReader->Init();
NS_ENSURE_SUCCESS(rv, rv);
RefPtr<MediaDecoderStateMachine> self = this;
OwnerThread()->Dispatch(NS_NewRunnableFunction([self] () {
MOZ_ASSERT(self->mState == DECODER_STATE_DECODING_METADATA);
MOZ_ASSERT(!self->mStateObj);
auto s = new DecodeMetadataState(self);
self->mStateObj.reset(s);
s->Enter();
}));
return NS_OK;
}
void
MediaDecoderStateMachine::SetMediaDecoderReaderWrapperCallback()
{
MOZ_ASSERT(OnTaskQueue());
// The use of raw pointer references is safe because the lifecycle of a
// MediaDecoderStateMachine guarantees that the callbacks are disconnected
// before the MediaDecoderStateMachine is destroyed.
mAudioCallback = mReader->AudioCallback().Connect(
mTaskQueue, this, &MediaDecoderStateMachine::OnAudioCallback);
mVideoCallback = mReader->VideoCallback().Connect(
mTaskQueue, this, &MediaDecoderStateMachine::OnVideoCallback);
mAudioWaitCallback = mReader->AudioWaitCallback().Connect(
mTaskQueue, this, &MediaDecoderStateMachine::OnAudioWaitCallback);
mVideoWaitCallback = mReader->VideoWaitCallback().Connect(
mTaskQueue, this, &MediaDecoderStateMachine::OnVideoWaitCallback);
}
void
MediaDecoderStateMachine::CancelMediaDecoderReaderWrapperCallback()
{
MOZ_ASSERT(OnTaskQueue());
mAudioCallback.Disconnect();
mVideoCallback.Disconnect();
mAudioWaitCallback.Disconnect();
mVideoWaitCallback.Disconnect();
}
void MediaDecoderStateMachine::StopPlayback()
{
MOZ_ASSERT(OnTaskQueue());
DECODER_LOG("StopPlayback()");
mOnPlaybackEvent.Notify(MediaEventType::PlaybackStopped);
if (IsPlaying()) {
mMediaSink->SetPlaying(false);
MOZ_ASSERT(!IsPlaying());
}
DispatchDecodeTasksIfNeeded();
}
void MediaDecoderStateMachine::MaybeStartPlayback()
{
MOZ_ASSERT(OnTaskQueue());
// Should try to start playback only after decoding first frames.
MOZ_ASSERT(mSentFirstFrameLoadedEvent);
MOZ_ASSERT(mState == DECODER_STATE_DECODING ||
mState == DECODER_STATE_COMPLETED);
if (IsPlaying()) {
// Logging this case is really spammy - don't do it.
return;
}
bool playStatePermits = mPlayState == MediaDecoder::PLAY_STATE_PLAYING;
if (!playStatePermits || mAudioOffloading) {
DECODER_LOG("Not starting playback [playStatePermits: %d, "
"mAudioOffloading: %d]",
playStatePermits, mAudioOffloading);
return;
}
DECODER_LOG("MaybeStartPlayback() starting playback");
mOnPlaybackEvent.Notify(MediaEventType::PlaybackStarted);
StartMediaSink();
if (!IsPlaying()) {
mMediaSink->SetPlaying(true);
MOZ_ASSERT(IsPlaying());
}
DispatchDecodeTasksIfNeeded();
}
void MediaDecoderStateMachine::UpdatePlaybackPositionInternal(int64_t aTime)
{
MOZ_ASSERT(OnTaskQueue());
SAMPLE_LOG("UpdatePlaybackPositionInternal(%lld)", aTime);
mCurrentPosition = aTime;
NS_ASSERTION(mCurrentPosition >= 0, "CurrentTime should be positive!");
mObservedDuration = std::max(mObservedDuration.Ref(),
TimeUnit::FromMicroseconds(mCurrentPosition.Ref()));
}
void MediaDecoderStateMachine::UpdatePlaybackPosition(int64_t aTime)
{
MOZ_ASSERT(OnTaskQueue());
UpdatePlaybackPositionInternal(aTime);
bool fragmentEnded = mFragmentEndTime >= 0 && GetMediaTime() >= mFragmentEndTime;
mMetadataManager.DispatchMetadataIfNeeded(TimeUnit::FromMicroseconds(aTime));
if (fragmentEnded) {
StopPlayback();
}
}
/* static */ const char*
MediaDecoderStateMachine::ToStateStr(State aState)
{
switch (aState) {
case DECODER_STATE_DECODING_METADATA: return "DECODING_METADATA";
case DECODER_STATE_WAIT_FOR_CDM: return "WAIT_FOR_CDM";
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";
default: MOZ_ASSERT_UNREACHABLE("Invalid state.");
}
return "UNKNOWN";
}
const char*
MediaDecoderStateMachine::ToStateStr()
{
MOZ_ASSERT(OnTaskQueue());
return ToStateStr(mState);
}
void MediaDecoderStateMachine::VolumeChanged()
{
MOZ_ASSERT(OnTaskQueue());
mMediaSink->SetVolume(mVolume);
}
void MediaDecoderStateMachine::RecomputeDuration()
{
MOZ_ASSERT(OnTaskQueue());
TimeUnit duration;
if (mExplicitDuration.Ref().isSome()) {
double d = mExplicitDuration.Ref().ref();
if (IsNaN(d)) {
// We have an explicit duration (which means that we shouldn't look at
// any other duration sources), but the duration isn't ready yet.
return;
}
// We don't fire duration changed for this case because it should have
// already been fired on the main thread when the explicit duration was set.
duration = TimeUnit::FromSeconds(d);
} else if (mEstimatedDuration.Ref().isSome()) {
duration = mEstimatedDuration.Ref().ref();
} else if (Info().mMetadataDuration.isSome()) {
duration = Info().mMetadataDuration.ref();
} else {
return;
}
// Only adjust the duration when an explicit duration isn't set (MSE).
// The duration is always exactly known with MSE and there's no need to adjust
// it based on what may have been seen in the past; in particular as this data
// may no longer exist such as when the mediasource duration was reduced.
if (mExplicitDuration.Ref().isNothing() &&
duration < mObservedDuration.Ref()) {
duration = mObservedDuration;
}
MOZ_ASSERT(duration.ToMicroseconds() >= 0);
mDuration = Some(duration);
}
RefPtr<ShutdownPromise>
MediaDecoderStateMachine::Shutdown()
{
MOZ_ASSERT(OnTaskQueue());
return mStateObj->HandleShutdown();
}
void MediaDecoderStateMachine::PlayStateChanged()
{
MOZ_ASSERT(OnTaskQueue());
if (mPlayState != MediaDecoder::PLAY_STATE_PLAYING) {
mVideoDecodeSuspendTimer.Reset();
} 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;
DispatchDecodeTasksIfNeeded();
}
mStateObj->HandlePlayStateChanged(mPlayState);
}
void MediaDecoderStateMachine::VisibilityChanged()
{
MOZ_ASSERT(OnTaskQueue());
DECODER_LOG("VisibilityChanged: mIsVisible=%d, mVideoDecodeSuspended=%c",
mIsVisible.Ref(), mVideoDecodeSuspended ? 'T' : 'F');
// Start timer to trigger suspended decoding state when going invisible.
if (!mIsVisible) {
TimeStamp target = TimeStamp::Now() + SuspendBackgroundVideoDelay();
RefPtr<MediaDecoderStateMachine> self = this;
mVideoDecodeSuspendTimer.Ensure(target,
[=]() { self->OnSuspendTimerResolved(); },
[=]() { self->OnSuspendTimerRejected(); });
return;
}
// Resuming from suspended decoding
// If suspend timer exists, destroy it.
mVideoDecodeSuspendTimer.Reset();
if (mVideoDecodeSuspended) {
mStateObj->HandleResumeVideoDecoding();
}
}
void MediaDecoderStateMachine::BufferedRangeUpdated()
{
MOZ_ASSERT(OnTaskQueue());
// While playing an unseekable stream of unknown duration, mObservedDuration
// is updated (in AdvanceFrame()) as we play. But if data is being downloaded
// faster than played, mObserved won't reflect the end of playable data
// since we haven't played the frame at the end of buffered data. So update
// mObservedDuration here as new data is downloaded to prevent such a lag.
if (!mBuffered.Ref().IsInvalid()) {
bool exists;
media::TimeUnit end{mBuffered.Ref().GetEnd(&exists)};
if (exists) {
mObservedDuration = std::max(mObservedDuration.Ref(), end);
}
}
}
RefPtr<MediaDecoder::SeekPromise>
MediaDecoderStateMachine::Seek(SeekTarget aTarget)
{
MOZ_ASSERT(OnTaskQueue());
if (IsShutdown()) {
return MediaDecoder::SeekPromise::CreateAndReject(/* aIgnored = */ true, __func__);
}
// We need to be able to seek in some way
if (!mMediaSeekable && !mMediaSeekableOnlyInBufferedRanges) {
DECODER_WARN("Seek() function should not be called on a non-seekable state machine");
return MediaDecoder::SeekPromise::CreateAndReject(/* aIgnored = */ true, __func__);
}
if (aTarget.IsNextFrame() && !HasVideo()) {
DECODER_WARN("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(SeekTarget aTarget)
{
return InvokeAsync(OwnerThread(), this, __func__,
&MediaDecoderStateMachine::Seek, aTarget);
}
void MediaDecoderStateMachine::StopMediaSink()
{
MOZ_ASSERT(OnTaskQueue());
if (mMediaSink->IsStarted()) {
DECODER_LOG("Stop MediaSink");
mAudibleListener.DisconnectIfExists();
mMediaSink->Stop();
mMediaSinkAudioPromise.DisconnectIfExists();
mMediaSinkVideoPromise.DisconnectIfExists();
}
}
void
MediaDecoderStateMachine::DispatchDecodeTasksIfNeeded()
{
MOZ_ASSERT(OnTaskQueue());
if (mState != DECODER_STATE_DECODING &&
mState != DECODER_STATE_DECODING_FIRSTFRAME &&
mState != DECODER_STATE_BUFFERING &&
mState != DECODER_STATE_SEEKING) {
return;
}
// NeedToDecodeAudio() can go from false to true while we hold the
// monitor, but it can't go from true to false. This can happen because
// NeedToDecodeAudio() takes into account the amount of decoded audio
// that's been written to the AudioStream but not played yet. So if we
// were calling NeedToDecodeAudio() twice and we thread-context switch
// between the calls, audio can play, which can affect the return value
// of NeedToDecodeAudio() giving inconsistent results. So we cache the
// value returned by NeedToDecodeAudio(), and make decisions
// based on the cached value. If NeedToDecodeAudio() has
// returned false, and then subsequently returns true and we're not
// playing, it will probably be OK since we don't need to consume data
// anyway.
const bool needToDecodeAudio = NeedToDecodeAudio();
const bool needToDecodeVideo = NeedToDecodeVideo();
// If we're in completed state, we should not need to decode anything else.
MOZ_ASSERT(mState != DECODER_STATE_COMPLETED ||
(!needToDecodeAudio && !needToDecodeVideo));
bool needIdle = !IsLogicallyPlaying() &&
mState != DECODER_STATE_SEEKING &&
!needToDecodeAudio &&
!needToDecodeVideo &&
!IsPlaying();
SAMPLE_LOG("DispatchDecodeTasksIfNeeded needAudio=%d audioStatus=%s needVideo=%d videoStatus=%s needIdle=%d",
needToDecodeAudio, AudioRequestStatus(),
needToDecodeVideo, VideoRequestStatus(),
needIdle);
if (needToDecodeAudio) {
EnsureAudioDecodeTaskQueued();
}
if (needToDecodeVideo) {
EnsureVideoDecodeTaskQueued();
}
if (needIdle) {
DECODER_LOG("Dispatching SetIdle() audioQueue=%lld videoQueue=%lld",
GetDecodedAudioDuration(),
VideoQueue().Duration());
mReader->SetIdle();
}
}
void
MediaDecoderStateMachine::DispatchAudioDecodeTaskIfNeeded()
{
MOZ_ASSERT(OnTaskQueue());
if (!IsShutdown() && NeedToDecodeAudio()) {
EnsureAudioDecodeTaskQueued();
}
}
void
MediaDecoderStateMachine::EnsureAudioDecodeTaskQueued()
{
MOZ_ASSERT(OnTaskQueue());
MOZ_ASSERT(mState != DECODER_STATE_SEEKING);
SAMPLE_LOG("EnsureAudioDecodeTaskQueued isDecoding=%d status=%s",
IsAudioDecoding(), AudioRequestStatus());
if (mState != DECODER_STATE_DECODING &&
mState != DECODER_STATE_DECODING_FIRSTFRAME &&
mState != DECODER_STATE_BUFFERING) {
return;
}
if (!IsAudioDecoding() ||
mReader->IsRequestingAudioData() ||
mReader->IsWaitingAudioData()) {
return;
}
RequestAudioData();
}
void
MediaDecoderStateMachine::RequestAudioData()
{
MOZ_ASSERT(OnTaskQueue());
MOZ_ASSERT(mState != DECODER_STATE_SEEKING);
SAMPLE_LOG("Queueing audio task - queued=%i, decoder-queued=%o",
AudioQueue().GetSize(), mReader->SizeOfAudioQueueInFrames());
mReader->RequestAudioData();
}
void
MediaDecoderStateMachine::DispatchVideoDecodeTaskIfNeeded()
{
MOZ_ASSERT(OnTaskQueue());
if (!IsShutdown() && NeedToDecodeVideo()) {
EnsureVideoDecodeTaskQueued();
}
}
void
MediaDecoderStateMachine::EnsureVideoDecodeTaskQueued()
{
MOZ_ASSERT(OnTaskQueue());
MOZ_ASSERT(mState != DECODER_STATE_SEEKING);
SAMPLE_LOG("EnsureVideoDecodeTaskQueued isDecoding=%d status=%s",
IsVideoDecoding(), VideoRequestStatus());
if (mState != DECODER_STATE_DECODING &&
mState != DECODER_STATE_DECODING_FIRSTFRAME &&
mState != DECODER_STATE_BUFFERING) {
return;
}
if (!IsVideoDecoding() ||
mReader->IsRequestingVideoData() ||
mReader->IsWaitingVideoData()) {
return;
}
RequestVideoData();
}
void
MediaDecoderStateMachine::RequestVideoData()
{
MOZ_ASSERT(OnTaskQueue());
MOZ_ASSERT(mState != DECODER_STATE_SEEKING);
bool skipToNextKeyFrame = NeedToSkipToNextKeyframe();
media::TimeUnit currentTime = media::TimeUnit::FromMicroseconds(GetMediaTime());
SAMPLE_LOG("Queueing video task - queued=%i, decoder-queued=%o, skip=%i, time=%lld",
VideoQueue().GetSize(), mReader->SizeOfVideoQueueInFrames(), skipToNextKeyFrame,
currentTime.ToMicroseconds());
// MediaDecoderReaderWrapper::RequestVideoData() records the decoding start
// time and sent it back to MDSM::OnVideoDecoded() so that if the decoding is
// slow, we can increase our low audio threshold to reduce the chance of an
// audio underrun while we're waiting for a video decode to complete.
mReader->RequestVideoData(skipToNextKeyFrame, currentTime);
}
void
MediaDecoderStateMachine::StartMediaSink()
{
MOZ_ASSERT(OnTaskQueue());
if (!mMediaSink->IsStarted()) {
mAudioCompleted = false;
mMediaSink->Start(GetMediaTime(), Info());
auto videoPromise = mMediaSink->OnEnded(TrackInfo::kVideoTrack);
auto audioPromise = mMediaSink->OnEnded(TrackInfo::kAudioTrack);
if (audioPromise) {
mMediaSinkAudioPromise.Begin(audioPromise->Then(
OwnerThread(), __func__, this,
&MediaDecoderStateMachine::OnMediaSinkAudioComplete,
&MediaDecoderStateMachine::OnMediaSinkAudioError));
}
if (videoPromise) {
mMediaSinkVideoPromise.Begin(videoPromise->Then(
OwnerThread(), __func__, this,
&MediaDecoderStateMachine::OnMediaSinkVideoComplete,
&MediaDecoderStateMachine::OnMediaSinkVideoError));
}
}
}
bool
MediaDecoderStateMachine::HasLowDecodedAudio()
{
MOZ_ASSERT(OnTaskQueue());
return IsAudioDecoding() &&
GetDecodedAudioDuration() < EXHAUSTED_DATA_MARGIN_USECS * 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_DATA_THRESHOLD_USECS);
}
bool MediaDecoderStateMachine::HasLowBufferedData(int64_t aUsecs)
{
MOZ_ASSERT(OnTaskQueue());
MOZ_ASSERT(mState >= DECODER_STATE_DECODING,
"Must have loaded first frame for mBuffered to be valid");
// 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.
int64_t endOfDecodedVideoData =
(HasVideo() && !VideoQueue().IsFinished())
? mDecodedVideoEndTime
: INT64_MAX;
int64_t endOfDecodedAudioData =
(HasAudio() && !AudioQueue().IsFinished())
? mDecodedAudioEndTime
: INT64_MAX;
int64_t endOfDecodedData = std::min(endOfDecodedVideoData, endOfDecodedAudioData);
if (Duration().ToMicroseconds() < endOfDecodedData) {
// Our duration is not up to date. No point buffering.
return false;
}
if (endOfDecodedData == INT64_MAX) {
// Have decoded all samples. No point buffering.
return false;
}
int64_t start = endOfDecodedData;
int64_t end = std::min(GetMediaTime() + aUsecs, Duration().ToMicroseconds());
if (start >= end) {
// Duration of decoded samples is greater than our threshold.
return false;
}
media::TimeInterval interval(media::TimeUnit::FromMicroseconds(start),
media::TimeUnit::FromMicroseconds(end));
return !mBuffered.Ref().Contains(interval);
}
void
MediaDecoderStateMachine::DecodeError(const MediaResult& aError)
{
MOZ_ASSERT(OnTaskQueue());
MOZ_ASSERT(!IsShutdown());
DECODER_WARN("Decode error");
// Notify the decode error and MediaDecoder will shut down MDSM.
mOnPlaybackErrorEvent.Notify(aError);
}
void
MediaDecoderStateMachine::EnqueueLoadedMetadataEvent()
{
MOZ_ASSERT(OnTaskQueue());
MediaDecoderEventVisibility visibility =
mSentLoadedMetadataEvent ? MediaDecoderEventVisibility::Suppressed
: MediaDecoderEventVisibility::Observable;
mMetadataLoadedEvent.Notify(nsAutoPtr<MediaInfo>(new MediaInfo(Info())),
Move(mMetadataTags),
visibility);
mSentLoadedMetadataEvent = true;
}
void
MediaDecoderStateMachine::EnqueueFirstFrameLoadedEvent()
{
MOZ_ASSERT(OnTaskQueue());
// Track value of mSentFirstFrameLoadedEvent from before updating it
bool firstFrameBeenLoaded = mSentFirstFrameLoadedEvent;
mSentFirstFrameLoadedEvent = true;
RefPtr<MediaDecoderStateMachine> self = this;
mBufferedUpdateRequest.Begin(
mReader->UpdateBufferedWithPromise()
->Then(OwnerThread(),
__func__,
// Resolve
[self, firstFrameBeenLoaded]() {
self->mBufferedUpdateRequest.Complete();
MediaDecoderEventVisibility visibility =
firstFrameBeenLoaded ? MediaDecoderEventVisibility::Suppressed
: MediaDecoderEventVisibility::Observable;
self->mFirstFrameLoadedEvent.Notify(
nsAutoPtr<MediaInfo>(new MediaInfo(self->Info())), visibility);
},
// Reject
[]() { MOZ_CRASH("Should not reach"); }));
}
void
MediaDecoderStateMachine::FinishDecodeFirstFrame()
{
MOZ_ASSERT(OnTaskQueue());
MOZ_ASSERT(!mSentFirstFrameLoadedEvent);
DECODER_LOG("FinishDecodeFirstFrame");
mMediaSink->Redraw(Info().mVideo);
// If we don't know the duration by this point, we assume infinity, per spec.
if (mDuration.Ref().isNothing()) {
mDuration = Some(TimeUnit::FromInfinity());
}
DECODER_LOG("Media duration %lld, "
"transportSeekable=%d, mediaSeekable=%d",
Duration().ToMicroseconds(), mResource->IsTransportSeekable(), mMediaSeekable);
// Get potentially updated metadata
mReader->ReadUpdatedMetadata(mInfo.ptr());
if (!mNotifyMetadataBeforeFirstFrame) {
// If we didn't have duration and/or start time before, we should now.
EnqueueLoadedMetadataEvent();
}
EnqueueFirstFrameLoadedEvent();
}
RefPtr<ShutdownPromise>
MediaDecoderStateMachine::BeginShutdown()
{
MOZ_ASSERT(NS_IsMainThread());
if (mOutputStreamManager) {
mOutputStreamManager->Clear();
}
return InvokeAsync(OwnerThread(), this, __func__,
&MediaDecoderStateMachine::Shutdown);
}
RefPtr<ShutdownPromise>
MediaDecoderStateMachine::FinishShutdown()
{
MOZ_ASSERT(OnTaskQueue());
MOZ_ASSERT(mState == DECODER_STATE_SHUTDOWN,
"How did we escape from the shutdown state?");
DECODER_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::Reset(TrackSet aTracks)
{
MOZ_ASSERT(OnTaskQueue());
DECODER_LOG("MediaDecoderStateMachine::Reset");
// We should be resetting because we're seeking, shutting down, or entering
// dormant state. We could also be in the process of going dormant, and have
// just switched to exiting dormant before we finished entering dormant,
// hence the DECODING_NONE case below.
MOZ_ASSERT(IsShutdown() ||
mState == DECODER_STATE_SEEKING ||
mState == DECODER_STATE_DORMANT);
// 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::kAudioTrack) &&
aTracks.contains(TrackInfo::kVideoTrack)) {
// Stop the audio thread. Otherwise, MediaSink might be accessing AudioQueue
// outside of the decoder monitor while we are clearing the queue and causes
// crash for no samples to be popped.
StopMediaSink();
}
if (aTracks.contains(TrackInfo::kVideoTrack)) {
mDecodedVideoEndTime = 0;
mVideoCompleted = false;
VideoQueue().Reset();
}
if (aTracks.contains(TrackInfo::kAudioTrack)) {
mDecodedAudioEndTime = 0;
mAudioCompleted = false;
AudioQueue().Reset();
}
mPlaybackOffset = 0;
mReader->ResetDecode(aTracks);
}
int64_t
MediaDecoderStateMachine::GetClock(TimeStamp* aTimeStamp) const
{
MOZ_ASSERT(OnTaskQueue());
int64_t 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() != -1 || AudioEndTime() != -1) {
const int64_t clockTime = GetClock();
// 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 >= 0, "Should have positive clock time.");
// These will be non -1 if we've displayed a video frame, or played an audio frame.
int64_t t = std::min(clockTime, std::max(VideoEndTime(), AudioEndTime()));
// FIXME: Bug 1091422 - chained ogg files hit this assertion.
//MOZ_ASSERT(t >= GetMediaTime());
if (t > GetMediaTime()) {
UpdatePlaybackPosition(t);
}
}
// Note we have to update playback position before releasing the monitor.
// Otherwise, MediaDecoder::AddOutputStream 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(delay);
}
/* static */ const char*
MediaDecoderStateMachine::ToStr(NextFrameStatus aStatus)
{
switch (aStatus) {
case MediaDecoderOwner::NEXT_FRAME_AVAILABLE: return "NEXT_FRAME_AVAILABLE";
case MediaDecoderOwner::NEXT_FRAME_UNAVAILABLE: return "NEXT_FRAME_UNAVAILABLE";
case MediaDecoderOwner::NEXT_FRAME_UNAVAILABLE_BUFFERING: return "NEXT_FRAME_UNAVAILABLE_BUFFERING";
case MediaDecoderOwner::NEXT_FRAME_UNAVAILABLE_SEEKING: return "NEXT_FRAME_UNAVAILABLE_SEEKING";
case MediaDecoderOwner::NEXT_FRAME_UNINITIALIZED: return "NEXT_FRAME_UNINITIALIZED";
}
return "UNKNOWN";
}
void
MediaDecoderStateMachine::UpdateNextFrameStatus(NextFrameStatus aStatus)
{
MOZ_ASSERT(OnTaskQueue());
if (aStatus != mNextFrameStatus) {
DECODER_LOG("Changed mNextFrameStatus to %s", ToStr(aStatus));
mNextFrameStatus = aStatus;
}
}
bool
MediaDecoderStateMachine::CanPlayThrough()
{
MOZ_ASSERT(OnTaskQueue());
return GetStatistics().CanPlayThrough();
}
MediaStatistics
MediaDecoderStateMachine::GetStatistics()
{
MOZ_ASSERT(OnTaskQueue());
MediaStatistics result;
result.mDownloadRate = mResource->GetDownloadRate(&result.mDownloadRateReliable);
result.mDownloadPosition = mResource->GetCachedDataEnd(mDecoderPosition);
result.mTotalBytes = mResource->GetLength();
result.mPlaybackRate = mPlaybackBytesPerSecond;
result.mPlaybackRateReliable = mPlaybackRateReliable;
result.mDecoderPosition = mDecoderPosition;
result.mPlaybackPosition = mPlaybackOffset;
return result;
}
void
MediaDecoderStateMachine::ScheduleStateMachine()
{
MOZ_ASSERT(OnTaskQueue());
if (mDispatchedStateMachine) {
return;
}
mDispatchedStateMachine = true;
OwnerThread()->Dispatch(NewRunnableMethod(this, &MediaDecoderStateMachine::RunStateMachine));
}
void
MediaDecoderStateMachine::ScheduleStateMachineIn(int64_t aMicroseconds)
{
MOZ_ASSERT(OnTaskQueue()); // mDelayedScheduler.Ensure() may Disconnect()
// the promise, which must happen on the state
// machine task queue.
MOZ_ASSERT(aMicroseconds > 0);
if (mDispatchedStateMachine) {
return;
}
TimeStamp now = TimeStamp::Now();
TimeStamp target = now + TimeDuration::FromMicroseconds(aMicroseconds);
// 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);
}
bool
MediaDecoderStateMachine::IsShutdown() const
{
MOZ_ASSERT(OnTaskQueue());
return mIsShutdown;
}
int64_t
MediaDecoderStateMachine::AudioEndTime() const
{
MOZ_ASSERT(OnTaskQueue());
if (mMediaSink->IsStarted()) {
return mMediaSink->GetEndTime(TrackInfo::kAudioTrack);
}
MOZ_ASSERT(!HasAudio());
return -1;
}
int64_t
MediaDecoderStateMachine::VideoEndTime() const
{
MOZ_ASSERT(OnTaskQueue());
if (mMediaSink->IsStarted()) {
return mMediaSink->GetEndTime(TrackInfo::kVideoTrack);
}
return -1;
}
void
MediaDecoderStateMachine::OnMediaSinkVideoComplete()
{
MOZ_ASSERT(OnTaskQueue());
MOZ_ASSERT(HasVideo());
VERBOSE_LOG("[%s]", __func__);
mMediaSinkVideoPromise.Complete();
mVideoCompleted = true;
ScheduleStateMachine();
}
void
MediaDecoderStateMachine::OnMediaSinkVideoError()
{
MOZ_ASSERT(OnTaskQueue());
MOZ_ASSERT(HasVideo());
VERBOSE_LOG("[%s]", __func__);
mMediaSinkVideoPromise.Complete();
mVideoCompleted = true;
if (HasAudio()) {
return;
}
DecodeError(MediaResult(NS_ERROR_DOM_MEDIA_MEDIASINK_ERR, __func__));
}
void MediaDecoderStateMachine::OnMediaSinkAudioComplete()
{
MOZ_ASSERT(OnTaskQueue());
MOZ_ASSERT(HasAudio());
VERBOSE_LOG("[%s]", __func__);
mMediaSinkAudioPromise.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());
VERBOSE_LOG("[%s]", __func__);
mMediaSinkAudioPromise.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__));
}
#ifdef MOZ_EME
void
MediaDecoderStateMachine::OnCDMProxyReady(RefPtr<CDMProxy> aProxy)
{
MOZ_ASSERT(OnTaskQueue());
mCDMProxyPromise.Complete();
mCDMProxy = aProxy;
mReader->SetCDMProxy(aProxy);
mStateObj->HandleCDMProxyReady();
}
void
MediaDecoderStateMachine::OnCDMProxyNotReady()
{
MOZ_ASSERT(OnTaskQueue());
mCDMProxyPromise.Complete();
}
#endif
void
MediaDecoderStateMachine::SetAudioCaptured(bool aCaptured)
{
MOZ_ASSERT(OnTaskQueue());
if (aCaptured == mAudioCaptured) {
return;
}
// Rest 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;
// Backup current playback parameters.
MediaSink::PlaybackParams params = mMediaSink->GetPlaybackParams();
// Stop and shut down the existing sink.
StopMediaSink();
mMediaSink->Shutdown();
// Create a new sink according to whether audio is captured.
mMediaSink = CreateMediaSink(aCaptured);
// Restore playback parameters.
mMediaSink->SetPlaybackParams(params);
mAudioCaptured = aCaptured;
// Don't buffer as much when audio is captured because we don't need to worry
// about high latency audio devices.
mAmpleAudioThresholdUsecs = mAudioCaptured ?
detail::AMPLE_AUDIO_USECS / 2 :
detail::AMPLE_AUDIO_USECS;
mStateObj->HandleAudioCaptured();
}
uint32_t MediaDecoderStateMachine::GetAmpleVideoFrames() const
{
MOZ_ASSERT(OnTaskQueue());
return (mReader->IsAsync() && mReader->VideoIsHardwareAccelerated())
? std::max<uint32_t>(sVideoQueueHWAccelSize, MIN_VIDEO_QUEUE_SIZE)
: std::max<uint32_t>(sVideoQueueDefaultSize, MIN_VIDEO_QUEUE_SIZE);
}
void
MediaDecoderStateMachine::DumpDebugInfo()
{
MOZ_ASSERT(NS_IsMainThread());
// It is fine to capture a raw pointer here because MediaDecoder only call
// this function before shutdown begins.
RefPtr<MediaDecoderStateMachine> self = this;
nsCOMPtr<nsIRunnable> r = NS_NewRunnableFunction([this, self] () {
mMediaSink->DumpDebugInfo();
mStateObj->DumpDebugInfo();
DUMP_LOG(
"GetMediaTime=%lld GetClock=%lld mMediaSink=%p "
"mState=%s mPlayState=%d mSentFirstFrameLoadedEvent=%d IsPlaying=%d "
"mAudioStatus=%s mVideoStatus=%s mDecodedAudioEndTime=%lld mDecodedVideoEndTime=%lld "
"mAudioCompleted=%d mVideoCompleted=%d",
GetMediaTime(), mMediaSink->IsStarted() ? GetClock() : -1, mMediaSink.get(),
ToStateStr(), mPlayState.Ref(), mSentFirstFrameLoadedEvent, IsPlaying(),
AudioRequestStatus(), VideoRequestStatus(), mDecodedAudioEndTime, mDecodedVideoEndTime,
mAudioCompleted, mVideoCompleted);
});
// Since the task is run asynchronously, it is possible other tasks get first
// and change the object states before we print them. Therefore we want to
// dispatch this task immediately without waiting for the tail dispatching
// phase so object states are less likely to change before being printed.
OwnerThread()->Dispatch(r.forget(),
AbstractThread::AssertDispatchSuccess, AbstractThread::TailDispatch);
}
void MediaDecoderStateMachine::AddOutputStream(ProcessedMediaStream* aStream,
TrackID aNextAvailableTrackID,
bool aFinishWhenEnded)
{
MOZ_ASSERT(NS_IsMainThread());
DECODER_LOG("AddOutputStream aStream=%p!", aStream);
mOutputStreamManager->Add(aStream, aNextAvailableTrackID, aFinishWhenEnded);
nsCOMPtr<nsIRunnable> r = NewRunnableMethod<bool>(
this, &MediaDecoderStateMachine::SetAudioCaptured, true);
OwnerThread()->Dispatch(r.forget());
}
void MediaDecoderStateMachine::RemoveOutputStream(MediaStream* aStream)
{
MOZ_ASSERT(NS_IsMainThread());
DECODER_LOG("RemoveOutputStream=%p!", aStream);
mOutputStreamManager->Remove(aStream);
if (mOutputStreamManager->IsEmpty()) {
nsCOMPtr<nsIRunnable> r = NewRunnableMethod<bool>(
this, &MediaDecoderStateMachine::SetAudioCaptured, false);
OwnerThread()->Dispatch(r.forget());
}
}
TrackID
MediaDecoderStateMachine::NextAvailableTrackIDFor(MediaStream* aOutputStream) const
{
MOZ_ASSERT(NS_IsMainThread());
return mOutputStreamManager->NextAvailableTrackIDFor(aOutputStream);
}
size_t
MediaDecoderStateMachine::SizeOfVideoQueue() const
{
return mReader->SizeOfVideoQueueInBytes();
}
size_t
MediaDecoderStateMachine::SizeOfAudioQueue() const
{
return mReader->SizeOfAudioQueueInBytes();
}
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 (mReader->IsRequestingAudioData()) {
MOZ_DIAGNOSTIC_ASSERT(!mReader->IsWaitingAudioData());
return "pending";
} else if (mReader->IsWaitingAudioData()) {
return "waiting";
}
return "idle";
}
const char*
MediaDecoderStateMachine::VideoRequestStatus() const
{
MOZ_ASSERT(OnTaskQueue());
if (mReader->IsRequestingVideoData()) {
MOZ_DIAGNOSTIC_ASSERT(!mReader->IsWaitingVideoData());
return "pending";
} else if (mReader->IsWaitingVideoData()) {
return "waiting";
}
return "idle";
}
void
MediaDecoderStateMachine::OnSuspendTimerResolved()
{
DECODER_LOG("OnSuspendTimerResolved");
mVideoDecodeSuspendTimer.CompleteRequest();
mStateObj->HandleVideoSuspendTimeout();
}
void
MediaDecoderStateMachine::OnSuspendTimerRejected()
{
DECODER_LOG("OnSuspendTimerRejected");
MOZ_ASSERT(OnTaskQueue());
MOZ_ASSERT(!mVideoDecodeSuspended);
mVideoDecodeSuspendTimer.CompleteRequest();
}
} // namespace mozilla
#undef NS_DispatchToMainThread