/* -*- 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/. */ /* Each video element based on MediaDecoder has a state machine to manage its play state and keep the current frame up to date. All state machines share time in a single shared thread. Each decoder also has a TaskQueue running in a SharedThreadPool to decode audio and video data. Each decoder also has a thread to push decoded audio to the hardware. This thread is not created until playback starts, but currently is not destroyed when paused, only when playback ends. The decoder owns the resources for downloading the media file, and the high level state. It holds an owning reference to the state machine that owns all the resources related to decoding data, and manages the low level decoding operations and A/V sync. Each state machine runs on the shared state machine thread. Every time some action is required for a state machine, it is scheduled to run on the shared the state machine thread. The state machine runs one "cycle" on the state machine thread, and then returns. If necessary, it will schedule itself to run again in future. While running this cycle, it must not block the thread, as other state machines' events may need to run. State shared between a state machine's threads is synchronised via the monitor owned by its MediaDecoder object. The Main thread controls the decode state machine by setting the value of a mPlayState variable and notifying on the monitor based on the high level player actions required (Seek, Pause, Play, etc). The player states are the states requested by the client through the DOM API. They represent the desired state of the player, while the decoder's state represents the actual state of the decoder. The high level state of the player is maintained via a PlayState value. It can have the following states: START The decoder has been initialized but has no resource loaded. PAUSED A request via the API has been received to pause playback. LOADING A request via the API has been received to load a resource. PLAYING A request via the API has been received to start playback. SEEKING A request via the API has been received to start seeking. COMPLETED Playback has completed. SHUTDOWN The decoder is about to be destroyed. State transition occurs when the Media Element calls the Play, Seek, etc methods on the MediaDecoder object. When the transition occurs MediaDecoder then calls the methods on the decoder state machine object to cause it to behave as required by the play state. State transitions will likely schedule the state machine to run to affect the change. An implementation of the MediaDecoderStateMachine class is the event that gets dispatched to the state machine thread. Each time the event is run, the state machine must cycle the state machine once, and then return. The state machine has the following states: DECODING_METADATA The media headers are being loaded, and things like framerate, etc are being determined. DECODING_FIRSTFRAME The first frame of audio/video data is being decoded. DECODING The decode has started. If the PlayState is PLAYING, the decode thread should be alive and decoding video and audio frame, the audio thread should be playing audio, and the state machine should run periodically to update the video frames being displayed. SEEKING A seek operation is in progress. The decode thread should be seeking. BUFFERING Decoding is paused while data is buffered for smooth playback. If playback is paused (PlayState transitions to PAUSED) we'll destory the decode thread. COMPLETED The resource has completed decoding, but possibly not finished playback. The decode thread will be destroyed. Once playback finished, the audio thread will also be destroyed. SHUTDOWN The decoder object and its state machine are about to be destroyed. Once the last state machine has been destroyed, the shared state machine thread will also be destroyed. It will be recreated later if needed. The following result in state transitions. Shutdown() Clean up any resources the MediaDecoderStateMachine owns. Play() Start decoding and playback of media data. Buffer This is not user initiated. It occurs when the available data in the stream drops below a certain point. Complete This is not user initiated. It occurs when the stream is completely decoded. Seek(double) Seek to the time position given in the resource. A state transition diagram: |---<-- DECODING_METADATA ----->--------| | | | Seek(t) v Shutdown() | | | -->--- DECODING_FIRSTFRAME |------->-----------------| | | | | Shutdown() | | | | v |-->----------------->--------------------------| |---------------->----->------------------------| v DECODING | | | | | ^ v Seek(t) | | | | | Play() | v | | | ^-----------<----SEEKING | v Complete v v | | | | | | | | | COMPLETED SHUTDOWN-<-| ^ ^ | |Shutdown() | | | | >-------->-----^ | Play() |Seek(t) |Buffer() | -----------<--------<-------BUFFERING | | ^ v Shutdown() | | | ------------>-----| The following represents the states that the MediaDecoder object can be in, and the valid states the MediaDecoderStateMachine can be in at that time: player LOADING decoder DECODING_METADATA, DECODING_FIRSTFRAME player PLAYING decoder DECODING, BUFFERING, SEEKING, COMPLETED player PAUSED decoder DECODING, BUFFERING, SEEKING, COMPLETED player SEEKING decoder SEEKING player COMPLETED decoder SHUTDOWN player SHUTDOWN decoder SHUTDOWN The general sequence of events is: 1) The video element calls Load on MediaDecoder. This creates the state machine and starts the channel for downloading the file. It instantiates and schedules the MediaDecoderStateMachine. The high level LOADING state is entered, which results in the decode thread being created and starting to decode metadata. These are the headers that give the video size, framerate, etc. Load() returns immediately to the calling video element. 2) When the metadata has been loaded by the decode thread, the state machine will call a method on the video element object to inform it that this step is done, so it can do the things required by the video specification at this stage. The decode thread then continues to decode the first frame of data. 3) When the first frame of data has been successfully decoded the state machine calls a method on the video element object to inform it that this step has been done, once again so it can do the required things by the video specification at this stage. This results in the high level state changing to PLAYING or PAUSED depending on any user action that may have occurred. While the play state is PLAYING, the decode thread will decode data, and the audio thread will push audio data to the hardware to be played. The state machine will run periodically on the shared state machine thread to ensure video frames are played at the correct time; i.e. the state machine manages A/V sync. The Shutdown method on MediaDecoder closes the download channel, and signals to the state machine that it should shutdown. The state machine shuts down asynchronously, and will release the owning reference to the state machine once its threads are shutdown. The owning object of a MediaDecoder object *MUST* call Shutdown when destroying the MediaDecoder object. */ #if !defined(MediaDecoder_h_) #define MediaDecoder_h_ #ifdef MOZ_EME #include "mozilla/CDMProxy.h" #endif #include "mozilla/Atomics.h" #include "mozilla/MozPromise.h" #include "mozilla/ReentrantMonitor.h" #include "mozilla/StateMirroring.h" #include "mozilla/StateWatching.h" #include "mozilla/dom/AudioChannelBinding.h" #include "necko-config.h" #include "nsAutoPtr.h" #include "nsCOMPtr.h" #include "nsIObserver.h" #include "nsISupports.h" #include "nsITimer.h" #include "AbstractMediaDecoder.h" #include "FrameStatistics.h" #include "MediaDecoderOwner.h" #include "MediaEventSource.h" #include "MediaMetadataManager.h" #include "MediaResource.h" #include "MediaResourceCallback.h" #include "MediaStatistics.h" #include "MediaStreamGraph.h" #include "TimeUnits.h" class nsIStreamListener; class nsIPrincipal; namespace mozilla { class VideoFrameContainer; class MediaDecoderStateMachine; enum class MediaEventType : int8_t; // GetCurrentTime is defined in winbase.h as zero argument macro forwarding to // GetTickCount() and conflicts with MediaDecoder::GetCurrentTime implementation. #ifdef GetCurrentTime #undef GetCurrentTime #endif // Stores the seek target; the time to seek to, and whether an Accurate, // or "Fast" (nearest keyframe) seek was requested. struct SeekTarget { enum Type { Invalid, PrevSyncPoint, Accurate }; SeekTarget() : mTime(-1.0) , mType(SeekTarget::Invalid) , mEventVisibility(MediaDecoderEventVisibility::Observable) { } SeekTarget(int64_t aTimeUsecs, Type aType, MediaDecoderEventVisibility aEventVisibility = MediaDecoderEventVisibility::Observable) : mTime(aTimeUsecs) , mType(aType) , mEventVisibility(aEventVisibility) { } SeekTarget(const SeekTarget& aOther) : mTime(aOther.mTime) , mType(aOther.mType) , mEventVisibility(aOther.mEventVisibility) { } bool IsValid() const { return mType != SeekTarget::Invalid; } void Reset() { mTime = -1; mType = SeekTarget::Invalid; } // Seek target time in microseconds. int64_t mTime; // Whether we should seek "Fast", or "Accurate". // "Fast" seeks to the seek point preceeding mTime, whereas // "Accurate" seeks as close as possible to mTime. Type mType; MediaDecoderEventVisibility mEventVisibility; }; class MediaDecoder : public AbstractMediaDecoder { public: struct SeekResolveValue { SeekResolveValue(bool aAtEnd, MediaDecoderEventVisibility aEventVisibility) : mAtEnd(aAtEnd), mEventVisibility(aEventVisibility) {} bool mAtEnd; MediaDecoderEventVisibility mEventVisibility; }; // Used to register with MediaResource to receive notifications which will // be forwarded to MediaDecoder. class ResourceCallback : public MediaResourceCallback { public: // Start to receive notifications from ResourceCallback. void Connect(MediaDecoder* aDecoder); // Called upon shutdown to stop receiving notifications. void Disconnect(); private: /* MediaResourceCallback functions */ MediaDecoderOwner* GetMediaOwner() const override; void SetInfinite(bool aInfinite) override; void SetMediaSeekable(bool aMediaSeekable) override; void ResetConnectionState() override; nsresult FinishDecoderSetup(MediaResource* aResource) override; void NotifyNetworkError() override; void NotifyDecodeError() override; void NotifyDataArrived() override; void NotifyBytesDownloaded() override; void NotifyDataEnded(nsresult aStatus) override; void NotifyPrincipalChanged() override; void NotifySuspendedStatusChanged() override; void NotifyBytesConsumed(int64_t aBytes, int64_t aOffset) override; // The decoder to send notifications. Main-thread only. MediaDecoder* mDecoder = nullptr; }; typedef MozPromise SeekPromise; NS_DECL_THREADSAFE_ISUPPORTS // Enumeration for the valid play states (see mPlayState) enum PlayState { PLAY_STATE_START, PLAY_STATE_LOADING, PLAY_STATE_PAUSED, PLAY_STATE_PLAYING, PLAY_STATE_ENDED, PLAY_STATE_SHUTDOWN }; // Must be called exactly once, on the main thread, during startup. static void InitStatics(); explicit MediaDecoder(MediaDecoderOwner* aOwner); // Return a callback object used to register with MediaResource to receive // notifications. MediaResourceCallback* GetResourceCallback() const; // Create a new decoder of the same type as this one. // Subclasses must implement this. virtual MediaDecoder* Clone(MediaDecoderOwner* aOwner) = 0; // Create a new state machine to run this decoder. // Subclasses must implement this. virtual MediaDecoderStateMachine* CreateStateMachine() = 0; // Cleanup internal data structures. Must be called on the main // thread by the owning object before that object disposes of this object. virtual RefPtr Shutdown(); // Start downloading the media. Decode the downloaded data up to the // point of the first frame of data. // This is called at most once per decoder, after Init(). virtual nsresult Load(nsIStreamListener** aListener); // Called in |Load| to open mResource. nsresult OpenResource(nsIStreamListener** aStreamListener); // Called if the media file encounters a network error. void NetworkError(); // Get the current MediaResource being used. Its URI will be returned // by currentSrc. Returns what was passed to Load(), if Load() has been called. // Note: The MediaResource is refcounted, but it outlives the MediaDecoder, // so it's OK to use the reference returned by this function without // refcounting, *unless* you need to store and use the reference after the // MediaDecoder has been destroyed. You might need to do this if you're // wrapping the MediaResource in some kind of byte stream interface to be // passed to a platform decoder. MediaResource* GetResource() const final override { return mResource; } void SetResource(MediaResource* aResource) { MOZ_ASSERT(NS_IsMainThread()); mResource = aResource; } // Return the principal of the current URI being played or downloaded. virtual already_AddRefed GetCurrentPrincipal(); // Return the time position in the video stream being // played measured in seconds. virtual double GetCurrentTime(); // Seek to the time position in (seconds) from the start of the video. // If aDoFastSeek is true, we'll seek to the sync point/keyframe preceeding // the seek target. virtual nsresult Seek(double aTime, SeekTarget::Type aSeekType); // Initialize state machine and schedule it. nsresult InitializeStateMachine(); // Start playback of a video. 'Load' must have previously been // called. virtual nsresult Play(); // Notify activity of the decoder owner is changed. // Based on the activity, dormant state is updated. // Dormant state is a state to free all scarce media resources // (like hw video codec), did not decoding and stay dormant. // It is used to share scarece media resources in system. virtual void NotifyOwnerActivityChanged(); void UpdateDormantState(bool aDormantTimeout, bool aActivity); // Pause video playback. virtual void Pause(); // Adjust the speed of the playback, optionally with pitch correction, virtual void SetVolume(double aVolume); virtual void SetPlaybackRate(double aPlaybackRate); void SetPreservesPitch(bool aPreservesPitch); // Directs the decoder to not preroll extra samples until the media is // played. This reduces the memory overhead of media elements that may // not be played. Note that seeking also doesn't cause us start prerolling. void SetMinimizePrerollUntilPlaybackStarts(); // All MediaStream-related data is protected by mReentrantMonitor. // We have at most one DecodedStreamData per MediaDecoder. Its stream // is used as the input for each ProcessedMediaStream created by calls to // captureStream(UntilEnded). Seeking creates a new source stream, as does // replaying after the input as ended. In the latter case, the new source is // not connected to streams created by captureStreamUntilEnded. // Add an output stream. All decoder output will be sent to the stream. // The stream is initially blocked. The decoder is responsible for unblocking // it while it is playing back. virtual void AddOutputStream(ProcessedMediaStream* aStream, bool aFinishWhenEnded); // Remove an output stream added with AddOutputStream. virtual void RemoveOutputStream(MediaStream* aStream); // Return the duration of the video in seconds. virtual double GetDuration(); // Return true if the stream is infinite (see SetInfinite). virtual bool IsInfinite(); // Called by MediaResource when some data has been received. // Call on the main thread only. virtual void NotifyBytesDownloaded(); // Called as data arrives on the stream and is read into the cache. Called // on the main thread only. void NotifyDataArrived(); // Return true if we are currently seeking in the media resource. // Call on the main thread only. virtual bool IsSeeking() const; // Return true if the decoder has reached the end of playback or the decoder // has shutdown. // Call on the main thread only. virtual bool IsEndedOrShutdown() const; // Return true if the MediaDecoderOwner's error attribute is not null. // If the MediaDecoder is shutting down, OwnerHasError will return true. bool OwnerHasError() const; protected: // Updates the media duration. This is called while the media is being // played, calls before the media has reached loaded metadata are ignored. // The duration is assumed to be an estimate, and so a degree of // instability is expected; if the incoming duration is not significantly // different from the existing duration, the change request is ignored. // If the incoming duration is significantly different, the duration is // changed, this causes a durationchanged event to fire to the media // element. void UpdateEstimatedMediaDuration(int64_t aDuration) override; public: // Called from HTMLMediaElement when owner document activity changes virtual void SetElementVisibility(bool aIsVisible) {} // Set a flag indicating whether seeking is supported void SetMediaSeekable(bool aMediaSeekable); // Returns true if this media supports seeking. False for example for WebM // files without an index and chained ogg files. bool IsMediaSeekable(); // Returns true if seeking is supported on a transport level (e.g. the server // supports range requests, we are playing a file, etc.). bool IsTransportSeekable(); // Return the time ranges that can be seeked into. virtual media::TimeIntervals GetSeekable(); // Set the end time of the media resource. When playback reaches // this point the media pauses. aTime is in seconds. virtual void SetFragmentEndTime(double aTime); // Invalidate the frame. void Invalidate(); void InvalidateWithFlags(uint32_t aFlags); // Suspend any media downloads that are in progress. Called by the // media element when it is sent to the bfcache, or when we need // to throttle the download. Call on the main thread only. This can // be called multiple times, there's an internal "suspend count". virtual void Suspend(); // Resume any media downloads that have been suspended. Called by the // media element when it is restored from the bfcache, or when we need // to stop throttling the download. Call on the main thread only. // The download will only actually resume once as many Resume calls // have been made as Suspend calls. When aForceBuffering is true, // we force the decoder to go into buffering state before resuming // playback. virtual void Resume(bool aForceBuffering); // Moves any existing channel loads into or out of background. Background // loads don't block the load event. This is called when we stop or restart // delaying the load event. This also determines whether any new loads // initiated (for example to seek) will be in the background. This calls // SetLoadInBackground() on mResource. void SetLoadInBackground(bool aLoadInBackground); MediaDecoderStateMachine* GetStateMachine() const; void SetStateMachine(MediaDecoderStateMachine* aStateMachine); // Constructs the time ranges representing what segments of the media // are buffered and playable. virtual media::TimeIntervals GetBuffered(); // Returns the size, in bytes, of the heap memory used by the currently // queued decoded video and audio data. size_t SizeOfVideoQueue(); size_t SizeOfAudioQueue(); // Helper struct for accumulating resource sizes that need to be measured // asynchronously. Once all references are dropped the callback will be // invoked. struct ResourceSizes { typedef MozPromise SizeOfPromise; NS_INLINE_DECL_THREADSAFE_REFCOUNTING(ResourceSizes) explicit ResourceSizes(MallocSizeOf aMallocSizeOf) : mMallocSizeOf(aMallocSizeOf) , mByteSize(0) , mCallback() { } mozilla::MallocSizeOf mMallocSizeOf; mozilla::Atomic mByteSize; RefPtr Promise() { return mCallback.Ensure(__func__); } private: ~ResourceSizes() { mCallback.ResolveIfExists(mByteSize, __func__); } MozPromiseHolder mCallback; }; virtual void AddSizeOfResources(ResourceSizes* aSizes); VideoFrameContainer* GetVideoFrameContainer() final override { return mVideoFrameContainer; } layers::ImageContainer* GetImageContainer() override; // Fire timeupdate events if needed according to the time constraints // outlined in the specification. void FireTimeUpdate(); // Something has changed that could affect the computed playback rate, // so recompute it. The monitor must be held. virtual void UpdatePlaybackRate(); // The actual playback rate computation. The monitor must be held. void ComputePlaybackRate(); // Returns true if we can play the entire media through without stopping // to buffer, given the current download and playback rates. virtual bool CanPlayThrough(); void SetAudioChannel(dom::AudioChannel aChannel) { mAudioChannel = aChannel; } dom::AudioChannel GetAudioChannel() { return mAudioChannel; } /****** * The following methods must only be called on the main * thread. ******/ // Change to a new play state. This updates the mState variable and // notifies any thread blocking on this object's monitor of the // change. Call on the main thread only. virtual void ChangeState(PlayState aState); // Called from MetadataLoaded(). Creates audio tracks and adds them to its // owner's audio track list, and implies to video tracks respectively. // Call on the main thread only. void ConstructMediaTracks(); // Removes all audio tracks and video tracks that are previously added into // the track list. Call on the main thread only. void RemoveMediaTracks(); // Called when the video has completed playing. // Call on the main thread only. void PlaybackEnded(); void OnSeekRejected() { MOZ_ASSERT(NS_IsMainThread()); mSeekRequest.Complete(); mLogicallySeeking = false; } void OnSeekResolved(SeekResolveValue aVal); void SeekingChanged() { // Stop updating the bytes downloaded for progress notifications when // seeking to prevent wild changes to the progress notification. MOZ_ASSERT(NS_IsMainThread()); mIgnoreProgressData = mLogicallySeeking; } // Seeking has started. Inform the element on the main // thread. void SeekingStarted(MediaDecoderEventVisibility aEventVisibility = MediaDecoderEventVisibility::Observable); void UpdateLogicalPosition(MediaDecoderEventVisibility aEventVisibility); void UpdateLogicalPosition() { MOZ_ASSERT(NS_IsMainThread()); UpdateLogicalPosition(MediaDecoderEventVisibility::Observable); } // Find the end of the cached data starting at the current decoder // position. int64_t GetDownloadPosition(); // Notifies the element that decoding has failed. void DecodeError(); // Indicate whether the media is same-origin with the element. void UpdateSameOriginStatus(bool aSameOrigin); MediaDecoderOwner* GetOwner() override; #ifdef MOZ_EME typedef MozPromise, bool /* aIgnored */, /* IsExclusive = */ true> CDMProxyPromise; // Resolved when a CDMProxy is available and the capabilities are known or // rejected when this decoder is about to shut down. RefPtr RequestCDMProxy() const; void SetCDMProxy(CDMProxy* aProxy); #endif void EnsureTelemetryReported(); #ifdef MOZ_RAW static bool IsRawEnabled(); #endif static bool IsOggEnabled(); static bool IsOpusEnabled(); #ifdef MOZ_WAVE static bool IsWaveEnabled(); #endif #ifdef MOZ_WEBM static bool IsWebMEnabled(); #endif #ifdef NECKO_PROTOCOL_rtsp static bool IsRtspEnabled(); #endif #ifdef MOZ_GSTREAMER static bool IsGStreamerEnabled(); #endif #ifdef MOZ_OMX_DECODER static bool IsOmxEnabled(); #endif #ifdef MOZ_ANDROID_OMX static bool IsAndroidMediaEnabled(); #endif #ifdef MOZ_WMF static bool IsWMFEnabled(); #endif // Return statistics. This is used for progress events and other things. // This can be called from any thread. It's only a snapshot of the // current state, since other threads might be changing the state // at any time. MediaStatistics GetStatistics(); // Return the frame decode/paint related statistics. FrameStatistics& GetFrameStatistics() { return *mFrameStats; } // Increments the parsed and decoded frame counters by the passed in counts. // Can be called on any thread. virtual void NotifyDecodedFrames(uint32_t aParsed, uint32_t aDecoded, uint32_t aDropped) override { GetFrameStatistics().NotifyDecodedFrames(aParsed, aDecoded, aDropped); } void UpdateReadyState() { MOZ_ASSERT(NS_IsMainThread()); if (!mShuttingDown) { mOwner->UpdateReadyState(); } } virtual MediaDecoderOwner::NextFrameStatus NextFrameStatus() { return mNextFrameStatus; } virtual MediaDecoderOwner::NextFrameStatus NextFrameBufferedStatus(); protected: virtual ~MediaDecoder(); // Called when the first audio and/or video from the media file has been loaded // by the state machine. Call on the main thread only. virtual void FirstFrameLoaded(nsAutoPtr aInfo, MediaDecoderEventVisibility aEventVisibility); void SetStateMachineParameters(); static void DormantTimerExpired(nsITimer *aTimer, void *aClosure); // Start a timer for heuristic dormant. void StartDormantTimer(); // Cancel a timer for heuristic dormant. void CancelDormantTimer(); // Return true if the decoder has reached the end of playback bool IsEnded() const; // Called by the state machine to notify the decoder that the duration // has changed. void DurationChanged(); // State-watching manager. WatchManager mWatchManager; // Used by the ogg decoder to watch mStateMachineIsShutdown. virtual void ShutdownBitChanged() {} double ExplicitDuration() { return mExplicitDuration.Ref().ref(); } void SetExplicitDuration(double aValue) { mExplicitDuration.Set(Some(aValue)); // We Invoke DurationChanged explicitly, rather than using a watcher, so // that it takes effect immediately, rather than at the end of the current task. DurationChanged(); } /****** * The following members should be accessed with the decoder lock held. ******/ // Whether the decoder implementation supports dormant mode. bool mDormantSupported; // The logical playback position of the media resource in units of // seconds. This corresponds to the "official position" in HTML5. Note that // we need to store this as a double, rather than an int64_t (like // mCurrentPosition), so that |v.currentTime = foo; v.currentTime == foo| // returns true without being affected by rounding errors. double mLogicalPosition; // The current playback position of the underlying playback infrastructure. // This corresponds to the "current position" in HTML5. // We allow omx subclasses to substitute an alternative current position for // usage with the audio offload player. virtual int64_t CurrentPosition() { return mCurrentPosition; } // Official duration of the media resource as observed by script. double mDuration; /****** * The following member variables can be accessed from any thread. ******/ // Media data resource. RefPtr mResource; // Amount of buffered data ahead of current time required to consider that // the next frame is available. // An arbitrary value of 250ms is used. static const int DEFAULT_NEXT_FRAME_AVAILABLE_BUFFERED = 250000; private: // Called when the metadata from the media file has been loaded by the // state machine. Call on the main thread only. void MetadataLoaded(nsAutoPtr aInfo, nsAutoPtr aTags, MediaDecoderEventVisibility aEventVisibility); MediaEventSource* DataArrivedEvent() override { return &mDataArrivedEvent; } void OnPlaybackEvent(MediaEventType aEvent); void OnMediaNotSeekable() { SetMediaSeekable(false); } RefPtr FinishShutdown(); MediaEventProducer mDataArrivedEvent; // The state machine object for handling the decoding. It is safe to // call methods of this object from other threads. Its internal data // is synchronised on a monitor. The lifetime of this object is // after mPlayState is LOADING and before mPlayState is SHUTDOWN. It // is safe to access it during this period. // // Explicitly prievate to force access via accessors. RefPtr mDecoderStateMachine; RefPtr mResourceCallback; #ifdef MOZ_EME MozPromiseHolder mCDMProxyPromiseHolder; RefPtr mCDMProxyPromise; #endif protected: virtual void CallSeek(const SeekTarget& aTarget); // Returns true if heuristic dormant is supported. bool IsHeuristicDormantSupported() const; MozPromiseRequestHolder mSeekRequest; // True when seeking or otherwise moving the play position around in // such a manner that progress event data is inaccurate. This is set // during seek and duration operations to prevent the progress indicator // from jumping around. Read/Write on the main thread only. bool mIgnoreProgressData; // True if the stream is infinite (e.g. a webradio). bool mInfiniteStream; // Ensures our media stream has been pinned. void PinForSeek(); // Ensures our media stream has been unpinned. void UnpinForSeek(); const char* PlayStateStr(); void OnMetadataUpdate(TimedMetadata&& aMetadata); // This should only ever be accessed from the main thread. // It is set in Init and cleared in Shutdown when the element goes away. // The decoder does not add a reference the element. MediaDecoderOwner* const mOwner; // Counters related to decode and presentation of frames. const RefPtr mFrameStats; const RefPtr mVideoFrameContainer; // Data needed to estimate playback data rate. The timeline used for // this estimate is "decode time" (where the "current time" is the // time of the last decoded video frame). RefPtr mPlaybackStatistics; // True when our media stream has been pinned. We pin the stream // while seeking. bool mPinnedForSeek; // True if the decoder is being shutdown. At this point all events that // are currently queued need to return immediately to prevent javascript // being run that operates on the element and decoder during shutdown. // Read/Write from the main thread only. bool mShuttingDown; // True if the playback is paused because the playback rate member is 0.0. bool mPausedForPlaybackRateNull; // Be assigned from media element during the initialization and pass to // AudioStream Class. dom::AudioChannel mAudioChannel; // True if the decoder has been directed to minimize its preroll before // playback starts. After the first time playback starts, we don't attempt // to minimize preroll, as we assume the user is likely to keep playing, // or play the media again. bool mMinimizePreroll; // True if audio tracks and video tracks are constructed and added into the // track list, false if all tracks are removed from the track list. bool mMediaTracksConstructed; // True if we've already fired metadataloaded. bool mFiredMetadataLoaded; // Stores media info, including info of audio tracks and video tracks, should // only be accessed from main thread. nsAutoPtr mInfo; // True if MediaDecoder is in dormant state. bool mIsDormant; // True if MediaDecoder was PLAY_STATE_ENDED state, when entering to dormant. // When MediaCodec is in dormant during PLAY_STATE_ENDED state, PlayState // becomes different from PLAY_STATE_ENDED. But the MediaDecoder need to act // as in PLAY_STATE_ENDED state to MediaDecoderOwner. bool mWasEndedWhenEnteredDormant; // True if heuristic dormant is supported. const bool mIsHeuristicDormantSupported; // Timeout ms of heuristic dormant timer. const int mHeuristicDormantTimeout; // True if MediaDecoder is in dormant by heuristic. bool mIsHeuristicDormant; // Timer to schedule updating dormant state. nsCOMPtr mDormantTimer; // A listener to receive metadata updates from MDSM. MediaEventListener mTimedMetadataListener; MediaEventListener mMetadataLoadedListener; MediaEventListener mFirstFrameLoadedListener; MediaEventListener mOnPlaybackEvent; MediaEventListener mOnSeekingStart; MediaEventListener mOnMediaNotSeekable; protected: // Whether the state machine is shut down. Mirror mStateMachineIsShutdown; // Buffered range, mirrored from the reader. Mirror mBuffered; // NextFrameStatus, mirrored from the state machine. Mirror mNextFrameStatus; // NB: Don't use mCurrentPosition directly, but rather CurrentPosition(). Mirror mCurrentPosition; // Duration of the media resource according to the state machine. Mirror mStateMachineDuration; // Current playback position in the stream. This is (approximately) // where we're up to playing back the stream. This is not adjusted // during decoder seek operations, but it's updated at the end when we // start playing back again. Mirror mPlaybackPosition; // Volume of playback. 0.0 = muted. 1.0 = full volume. Canonical mVolume; // PlaybackRate and pitch preservation status we should start at. Canonical mPlaybackRate; Canonical mPreservesPitch; // Media duration according to the demuxer's current estimate. // Note that it's quite bizarre for this to live on the main thread - it would // make much more sense for this to be owned by the demuxer's task queue. But // currently this is only every changed in NotifyDataArrived, which runs on // the main thread. That will need to be cleaned up at some point. Canonical mEstimatedDuration; // Media duration set explicitly by JS. At present, this is only ever present // for MSE. Canonical> mExplicitDuration; // Set to one of the valid play states. // This can only be changed on the main thread while holding the decoder // monitor. Thus, it can be safely read while holding the decoder monitor // OR on the main thread. Canonical mPlayState; // This can only be changed on the main thread while holding the decoder // monitor. Thus, it can be safely read while holding the decoder monitor // OR on the main thread. Canonical mNextState; // True if the decoder is seeking. Canonical mLogicallySeeking; // True if the media is same-origin with the element. Data can only be // passed to MediaStreams when this is true. Canonical mSameOriginMedia; // Estimate of the current playback rate (bytes/second). Canonical mPlaybackBytesPerSecond; // True if mPlaybackBytesPerSecond is a reliable estimate. Canonical mPlaybackRateReliable; // Current decoding position in the stream. This is where the decoder // is up to consuming the stream. This is not adjusted during decoder // seek operations, but it's updated at the end when we start playing // back again. Canonical mDecoderPosition; // True if the media is seekable (i.e. supports random access). Canonical mMediaSeekable; public: AbstractCanonical* CanonicalDurationOrNull() override; AbstractCanonical* CanonicalVolume() { return &mVolume; } AbstractCanonical* CanonicalPlaybackRate() { return &mPlaybackRate; } AbstractCanonical* CanonicalPreservesPitch() { return &mPreservesPitch; } AbstractCanonical* CanonicalEstimatedDuration() { return &mEstimatedDuration; } AbstractCanonical>* CanonicalExplicitDuration() { return &mExplicitDuration; } AbstractCanonical* CanonicalPlayState() { return &mPlayState; } AbstractCanonical* CanonicalNextPlayState() { return &mNextState; } AbstractCanonical* CanonicalLogicallySeeking() { return &mLogicallySeeking; } AbstractCanonical* CanonicalSameOriginMedia() { return &mSameOriginMedia; } AbstractCanonical* CanonicalPlaybackBytesPerSecond() { return &mPlaybackBytesPerSecond; } AbstractCanonical* CanonicalPlaybackRateReliable() { return &mPlaybackRateReliable; } AbstractCanonical* CanonicalDecoderPosition() { return &mDecoderPosition; } AbstractCanonical* CanonicalMediaSeekable() { return &mMediaSeekable; } private: /* Functions called by ResourceCallback */ // A media stream is assumed to be infinite if the metadata doesn't // contain the duration, and range requests are not supported, and // no headers give a hint of a possible duration (Content-Length, // Content-Duration, and variants), and we cannot seek in the media // stream to determine the duration. // // When the media stream ends, we can know the duration, thus the stream is // no longer considered to be infinite. void SetInfinite(bool aInfinite); // Reset the decoder and notify the media element that // server connection is closed. void ResetConnectionState(); nsresult FinishDecoderSetup(MediaResource* aResource); // Called by MediaResource when the principal of the resource has // changed. Called on main thread only. void NotifyPrincipalChanged(); // Called by MediaResource when the "cache suspended" status changes. // If MediaResource::IsSuspendedByCache returns true, then the decoder // should stop buffering or otherwise waiting for download progress and // start consuming data, if possible, because the cache is full. void NotifySuspendedStatusChanged(); // Called by the MediaResource to keep track of the number of bytes read // from the resource. Called on the main by an event runner dispatched // by the MediaResource read functions. void NotifyBytesConsumed(int64_t aBytes, int64_t aOffset); // Called by nsChannelToPipeListener or MediaResource when the // download has ended. Called on the main thread only. aStatus is // the result from OnStopRequest. void NotifyDownloadEnded(nsresult aStatus); bool mTelemetryReported; }; } // namespace mozilla #endif