#include "player.h"
#include "clip_list.h"
-#include "shared/context.h"
#include "defs.h"
-#include "shared/ffmpeg_raii.h"
+#include "flags.h"
#include "frame_on_disk.h"
-#include "shared/httpd.h"
#include "jpeg_frame_view.h"
+#include "shared/context.h"
+#include "shared/ffmpeg_raii.h"
+#include "shared/httpd.h"
+#include "shared/metrics.h"
#include "shared/mux.h"
#include "shared/timebase.h"
#include "video_stream.h"
extern HTTPD *global_httpd;
-void Player::thread_func(bool also_output_to_stream)
+void Player::thread_func(AVFormatContext *file_avctx)
{
pthread_setname_np(pthread_self(), "Player");
QOpenGLContext *context = create_context(surface);
if (!make_current(context, surface)) {
printf("oops\n");
- exit(1);
+ abort();
}
check_error();
// Create the VideoStream object, now that we have an OpenGL context.
- if (also_output_to_stream) {
- video_stream.reset(new VideoStream);
+ if (stream_output != NO_STREAM_OUTPUT) {
+ video_stream.reset(new VideoStream(file_avctx));
video_stream->start();
}
check_error();
- constexpr double output_framerate = 60000.0 / 1001.0; // FIXME: make configurable
- int64_t pts = 0;
- Clip next_clip;
- size_t next_clip_idx = size_t(-1);
- bool got_next_clip = false;
- double next_clip_fade_time = -1.0;
+ while (!should_quit) {
+ play_playlist_once();
+ }
+}
- for ( ;; ) {
-wait_for_clip:
- bool clip_ready;
- steady_clock::time_point before_sleep = steady_clock::now();
+namespace {
- // Wait until we're supposed to play something.
- {
- unique_lock<mutex> lock(queue_state_mu);
- clip_ready = new_clip_changed.wait_for(lock, milliseconds(100), [this] {
- return new_clip_ready && current_clip.pts_in != -1;
- });
+double calc_progress(const Clip &clip, int64_t pts)
+{
+ return double(pts - clip.pts_in) / (clip.pts_out - clip.pts_in);
+}
+
+void do_splice(const vector<ClipWithID> &new_list, size_t playing_index1, ssize_t playing_index2, vector<ClipWithID> *old_list)
+{
+ assert(playing_index2 == -1 || size_t(playing_index2) == playing_index1 + 1);
+
+ // First see if we can do the simple thing; find an element in the new
+ // list that we are already playing, which will serve as our splice point.
+ int splice_start_new_list = -1;
+ for (size_t clip_idx = 0; clip_idx < new_list.size(); ++clip_idx) {
+ if (new_list[clip_idx].id == (*old_list)[playing_index1].id) {
+ splice_start_new_list = clip_idx + 1;
+ } else if (playing_index2 != -1 && new_list[clip_idx].id == (*old_list)[playing_index2].id) {
+ splice_start_new_list = clip_idx + 1;
+ }
+ }
+ if (splice_start_new_list == -1) {
+ // OK, so the playing items are no longer in the new list. Most likely,
+ // that means we deleted some range that included them. But the ones
+ // before should stay put -- and we don't want to play them. So find
+ // the ones that we've already played, and ignore them. Hopefully,
+ // they're contiguous; the last one that's not seen will be our cut point.
+ //
+ // Keeping track of the playlist range explicitly in the UI would remove
+ // the need for these heuristics, but it would probably also mean we'd
+ // have to lock the playing clip, which sounds annoying.
+ unordered_map<uint64_t, size_t> played_ids;
+ for (size_t clip_idx = 0; clip_idx < playing_index1; ++old_list) {
+ played_ids.emplace((*old_list)[clip_idx].id, clip_idx);
+ }
+ for (size_t clip_idx = 0; clip_idx < new_list.size(); ++clip_idx) {
+ if (played_ids.count(new_list[clip_idx].id)) {
+ splice_start_new_list = clip_idx + 1;
+ }
+ }
+
+ if (splice_start_new_list == -1) {
+ // OK, we didn't find any matches; the lists are totally distinct.
+ // So probably the entire thing was deleted; leave it alone.
+ return;
+ }
+ }
+
+ size_t splice_start_old_list = ((playing_index2 == -1) ? playing_index1 : playing_index2) + 1;
+ old_list->erase(old_list->begin() + splice_start_old_list, old_list->end());
+ old_list->insert(old_list->end(), new_list.begin() + splice_start_new_list, new_list.end());
+}
+
+// Keeps track of the various timelines (wall clock time, output pts,
+// position in the clip we are playing). Generally we keep an origin
+// and assume we increase linearly from there; the intention is to
+// avoid getting compounded accuracy errors, although with double,
+// that is perhaps overkill. (Whenever we break the linear assumption,
+// we need to reset said origin.)
+class TimelineTracker
+{
+public:
+ struct Instant {
+ steady_clock::time_point wallclock_time;
+ int64_t in_pts;
+ int64_t out_pts;
+ int64_t frameno;
+ };
+
+ TimelineTracker(double master_speed, int64_t out_pts_origin)
+ : master_speed(master_speed), last_out_pts(out_pts_origin) {
+ origin.out_pts = out_pts_origin;
+ master_speed_ease_target = master_speed; // Keeps GCC happy.
+ }
+
+ void new_clip(steady_clock::time_point wallclock_origin, const Clip *clip, int64_t start_pts_offset)
+ {
+ this->clip = clip;
+ origin.wallclock_time = wallclock_origin;
+ origin.in_pts = clip->pts_in + start_pts_offset;
+ origin.out_pts = last_out_pts;
+ origin.frameno = 0;
+ }
+
+ // Returns the current time for said frame.
+ Instant advance_to_frame(int64_t frameno);
+
+ int64_t get_in_pts_origin() const { return origin.in_pts; }
+ bool playing_at_normal_speed() const {
+ if (in_easing) return false;
+
+ const double effective_speed = clip->speed * master_speed;
+ return effective_speed >= 0.999 && effective_speed <= 1.001;
+ }
+
+ void snap_by(int64_t offset) {
+ if (in_easing) {
+ // Easing will normally aim for a snap at the very end,
+ // so don't disturb it by jittering during the ease.
+ return;
+ }
+ origin.in_pts += offset;
+ }
+
+ void change_master_speed(double new_master_speed, Instant now);
+
+ float in_master_speed(float speed) const {
+ return (!in_easing && fabs(master_speed - speed) < 1e-6);
+ }
+
+ // Instead of changing the speed instantly, change it over the course of
+ // about 200 ms. This is a simple linear ramp; I tried various forms of
+ // Bézier curves for more elegant/dramatic changing, but it seemed linear
+ // looked just as good in practical video.
+ void start_easing(double new_master_speed, int64_t length_out_pts, Instant now);
+
+ int64_t find_easing_length(double master_speed_target, int64_t length_out_pts, const vector<FrameOnDisk> &frames, Instant now);
+
+private:
+ // Find out how far we are into the easing curve (0..1).
+ // We use this to adjust the input pts.
+ double find_ease_t(double out_pts) const;
+ double easing_out_pts_adjustment(double out_pts) const;
+
+ double master_speed;
+ const Clip *clip = nullptr;
+ Instant origin;
+ int64_t last_out_pts;
+
+ // If easing between new and old master speeds.
+ bool in_easing = false;
+ int64_t ease_started_pts = 0;
+ double master_speed_ease_target;
+ int64_t ease_length_out_pts = 0;
+};
+
+TimelineTracker::Instant TimelineTracker::advance_to_frame(int64_t frameno)
+{
+ Instant ret;
+ double in_pts_double = origin.in_pts + TIMEBASE * clip->speed * (frameno - origin.frameno) * master_speed / global_flags.output_framerate;
+ double out_pts_double = origin.out_pts + TIMEBASE * (frameno - origin.frameno) / global_flags.output_framerate;
+
+ if (in_easing) {
+ double in_pts_adjustment = easing_out_pts_adjustment(out_pts_double) * clip->speed;
+ in_pts_double += in_pts_adjustment;
+ }
+
+ ret.in_pts = lrint(in_pts_double);
+ ret.out_pts = lrint(out_pts_double);
+ ret.wallclock_time = origin.wallclock_time + microseconds(lrint((out_pts_double - origin.out_pts) * 1e6 / TIMEBASE));
+ ret.frameno = frameno;
+
+ last_out_pts = ret.out_pts;
+
+ if (in_easing && ret.out_pts >= ease_started_pts + ease_length_out_pts) {
+ // We have ended easing. Add what we need for the entire easing period,
+ // then _actually_ change the speed as we go back into normal mode.
+ origin.out_pts += easing_out_pts_adjustment(out_pts_double);
+ change_master_speed(master_speed_ease_target, ret);
+ in_easing = false;
+ }
+
+ return ret;
+}
+
+void TimelineTracker::change_master_speed(double new_master_speed, Instant now)
+{
+ master_speed = new_master_speed;
+
+ // Reset the origins, since the calculations depend on linear interpolation
+ // based on the master speed.
+ origin = now;
+}
+
+void TimelineTracker::start_easing(double new_master_speed, int64_t length_out_pts, Instant now)
+{
+ if (in_easing) {
+ // Apply whatever we managed to complete of the previous easing.
+ origin.out_pts += easing_out_pts_adjustment(now.out_pts);
+ double reached_speed = master_speed + (master_speed_ease_target - master_speed) * find_ease_t(now.out_pts);
+ change_master_speed(reached_speed, now);
+ }
+ in_easing = true;
+ ease_started_pts = now.out_pts;
+ master_speed_ease_target = new_master_speed;
+ ease_length_out_pts = length_out_pts;
+}
+
+double TimelineTracker::find_ease_t(double out_pts) const
+{
+ return (out_pts - ease_started_pts) / double(ease_length_out_pts);
+}
+
+double TimelineTracker::easing_out_pts_adjustment(double out_pts) const
+{
+ double t = find_ease_t(out_pts);
+ double area_factor = (master_speed_ease_target - master_speed) * ease_length_out_pts;
+ double val = 0.5 * min(t, 1.0) * min(t, 1.0) * area_factor;
+ if (t > 1.0) {
+ val += area_factor * (t - 1.0);
+ }
+ return val;
+}
+
+int64_t TimelineTracker::find_easing_length(double master_speed_target, int64_t desired_length_out_pts, const vector<FrameOnDisk> &frames, Instant now)
+{
+ // Find out what frame we would have hit (approximately) with the given ease length.
+ double in_pts_length = 0.5 * (master_speed_target + master_speed) * desired_length_out_pts * clip->speed;
+ const int input_frame_num = distance(
+ frames.begin(),
+ find_first_frame_at_or_after(frames, lrint(now.in_pts + in_pts_length)));
+
+ // Round length_out_pts to the nearest amount of whole frames.
+ const double frame_length = TIMEBASE / global_flags.output_framerate;
+ const int length_out_frames = lrint(desired_length_out_pts / frame_length);
+
+ // Time the easing so that we aim at 200 ms (or whatever length_out_pts
+ // was), but adjust it so that we hit exactly on a frame. Unless we are
+ // somehow unlucky and run in the middle of a bad fade, this should
+ // lock us nicely into a cadence where we hit original frames (of course
+ // assuming the new speed is a reasonable ratio).
+ //
+ // Assume for a moment that we are easing into a slowdown, and that
+ // we're slightly too late to hit the frame we want to. This means that
+ // we can shorten the ease a bit; this chops some of the total integrated
+ // velocity and arrive at the frame a bit sooner. Solve for the time
+ // we want to shorten the ease by (let's call it x, where the original
+ // length of the ease is called len) such that we hit exactly the in
+ // pts at the right time:
+ //
+ // 0.5 * (mst + ms) * (len - x) * cs + mst * x * cs = desired_len_in_pts
+ //
+ // gives
+ //
+ // x = (2 * desired_len_in_pts / cs - (mst + ms) * len) / (mst - ms)
+ //
+ // Conveniently, this holds even if we are too early; a negative x
+ // (surprisingly!) gives a lenghtening such that we don't hit the desired
+ // frame, but hit one slightly later. (x larger than len means that
+ // it's impossible to hit the desired frame, even if we dropped the ease
+ // altogether and just changed speeds instantly.) We also have sign invariance,
+ // so that these properties hold even if we are speeding up, not slowing
+ // down. Together, these two properties mean that we can cast a fairly
+ // wide net, trying various input and output frames and seeing which ones
+ // can be matched up with a minimal change to easing time. (This lets us
+ // e.g. end the ease close to the midpoint between two endpoint frames
+ // even if we don't know the frame rate, or deal fairly robustly with
+ // dropped input frames.) Many of these will give us the same answer,
+ // but that's fine, because the ease length is the only output.
+ int64_t best_length_out_pts = TIMEBASE * 10; // Infinite.
+ for (int output_frame_offset = -2; output_frame_offset <= 2; ++output_frame_offset) {
+ int64_t aim_length_out_pts = lrint((length_out_frames + output_frame_offset) * frame_length);
+ if (aim_length_out_pts < 0) {
+ continue;
+ }
+
+ for (int input_frame_offset = -2; input_frame_offset <= 2; ++input_frame_offset) {
+ if (input_frame_num + input_frame_offset < 0 ||
+ input_frame_num + input_frame_offset >= int(frames.size())) {
+ continue;
+ }
+ const int64_t in_pts = frames[input_frame_num + input_frame_offset].pts;
+ double shorten_by_out_pts = (2.0 * (in_pts - now.in_pts) / clip->speed - (master_speed_target + master_speed) * aim_length_out_pts) / (master_speed_target - master_speed);
+ int64_t length_out_pts = lrint(aim_length_out_pts - shorten_by_out_pts);
+
+ if (length_out_pts >= 0 &&
+ abs(length_out_pts - desired_length_out_pts) < abs(best_length_out_pts - desired_length_out_pts)) {
+ best_length_out_pts = length_out_pts;
+ }
+ }
+ }
+
+ // If we need more than two seconds of easing, we give up --
+ // this can happen if we're e.g. going from 101% to 100%.
+ // If so, it would be better to let other mechanisms, such as the switch
+ // to the next clip, deal with getting us back into sync.
+ if (best_length_out_pts > TIMEBASE * 2) {
+ return desired_length_out_pts;
+ } else {
+ return best_length_out_pts;
+ }
+}
+
+} // namespace
+
+void Player::play_playlist_once()
+{
+ vector<ClipWithID> clip_list;
+ bool clip_ready;
+ steady_clock::time_point before_sleep = steady_clock::now();
+ string pause_status;
+
+ // Wait until we're supposed to play something.
+ {
+ unique_lock<mutex> lock(queue_state_mu);
+ playing = false;
+ clip_ready = new_clip_changed.wait_for(lock, milliseconds(100), [this] {
+ return should_quit || new_clip_ready;
+ });
+ if (should_quit) {
+ return;
+ }
+ if (clip_ready) {
new_clip_ready = false;
playing = true;
+ clip_list = move(queued_clip_list);
+ queued_clip_list.clear();
+ assert(!clip_list.empty());
+ assert(!splice_ready); // This corner case should have been handled in splice_play().
+ } else {
+ pause_status = this->pause_status;
}
+ }
- steady_clock::duration time_slept = steady_clock::now() - before_sleep;
- pts += duration_cast<duration<size_t, TimebaseRatio>>(time_slept).count();
+ steady_clock::duration time_slept = steady_clock::now() - before_sleep;
+ int64_t slept_pts = duration_cast<duration<size_t, TimebaseRatio>>(time_slept).count();
+ if (slept_pts > 0) {
+ if (video_stream != nullptr) {
+ // Add silence for the time we're waiting.
+ video_stream->schedule_silence(steady_clock::now(), pts, slept_pts, QueueSpotHolder());
+ }
+ pts += slept_pts;
+ }
- if (!clip_ready) {
- if (video_stream != nullptr) {
- video_stream->schedule_refresh_frame(steady_clock::now(), pts, /*display_func=*/nullptr, QueueSpotHolder());
- }
- continue;
+ if (!clip_ready) {
+ if (video_stream != nullptr) {
+ ++metric_refresh_frame;
+ string subtitle = "Futatabi " NAGERU_VERSION ";PAUSED;0.000;" + pause_status;
+ video_stream->schedule_refresh_frame(steady_clock::now(), pts, /*display_func=*/nullptr, QueueSpotHolder(),
+ subtitle);
}
+ return;
+ }
- Clip clip;
- size_t clip_idx;
- unsigned stream_idx;
- {
- lock_guard<mutex> lock(mu);
- clip = current_clip;
- clip_idx = current_clip_idx;
- stream_idx = current_stream_idx;
+ should_skip_to_next = false; // To make sure we don't have a lingering click from before play.
+ steady_clock::time_point origin = steady_clock::now(); // TODO: Add a 100 ms buffer for ramp-up?
+ TimelineTracker timeline(start_master_speed, pts);
+ timeline.new_clip(origin, &clip_list[0].clip, /*pts_offset=*/0);
+ for (size_t clip_idx = 0; clip_idx < clip_list.size(); ++clip_idx) {
+ const Clip *clip = &clip_list[clip_idx].clip;
+ const Clip *next_clip = (clip_idx + 1 < clip_list.size()) ? &clip_list[clip_idx + 1].clip : nullptr;
+
+ double next_clip_fade_time = -1.0;
+ if (next_clip != nullptr) {
+ double duration_this_clip = double(clip->pts_out - timeline.get_in_pts_origin()) / TIMEBASE / clip->speed;
+ double duration_next_clip = double(next_clip->pts_out - next_clip->pts_in) / TIMEBASE / clip->speed;
+ next_clip_fade_time = min(min(duration_this_clip, duration_next_clip), clip->fade_time_seconds);
}
- steady_clock::time_point origin = steady_clock::now(); // TODO: Add a 100 ms buffer for ramp-up?
- int64_t in_pts_origin = clip.pts_in;
-got_clip:
- int64_t out_pts_origin = pts;
+
+ int stream_idx = clip->stream_idx;
// Start playing exactly at a frame.
// TODO: Snap secondary (fade-to) clips in the same fashion
lock_guard<mutex> lock(frame_mu);
// Find the first frame such that frame.pts <= in_pts.
- auto it = lower_bound(frames[stream_idx].begin(),
- frames[stream_idx].end(),
- in_pts_origin,
- [](const FrameOnDisk &frame, int64_t pts) { return frame.pts < pts; });
+ auto it = find_last_frame_before(frames[stream_idx], timeline.get_in_pts_origin());
if (it != frames[stream_idx].end()) {
- in_pts_origin = it->pts;
+ timeline.snap_by(it->pts - timeline.get_in_pts_origin());
}
}
- // TODO: Lock to a rational multiple of the frame rate if possible.
- double speed = 0.5;
+ steady_clock::time_point next_frame_start;
+ for (int64_t frameno = 0; !should_quit; ++frameno) { // Ends when the clip ends.
+ TimelineTracker::Instant instant = timeline.advance_to_frame(frameno);
+ int64_t in_pts = instant.in_pts;
+ pts = instant.out_pts;
+ next_frame_start = instant.wallclock_time;
+
+ float new_master_speed = change_master_speed.exchange(0.0f / 0.0f);
+ if (!std::isnan(new_master_speed) && !timeline.in_master_speed(new_master_speed)) {
+ int64_t ease_length_out_pts = TIMEBASE / 5; // 200 ms.
+ int64_t recommended_pts_length = timeline.find_easing_length(new_master_speed, ease_length_out_pts, frames[clip->stream_idx], instant);
+ timeline.start_easing(new_master_speed, recommended_pts_length, instant);
+ }
- int64_t in_pts_start_next_clip = -1;
- for (int frameno = 0; ; ++frameno) { // Ends when the clip ends.
- double out_pts = out_pts_origin + TIMEBASE * frameno / output_framerate;
- steady_clock::time_point next_frame_start =
- origin + microseconds(lrint((out_pts - out_pts_origin) * 1e6 / TIMEBASE));
- int64_t in_pts = lrint(in_pts_origin + TIMEBASE * frameno * speed / output_framerate);
- pts = lrint(out_pts);
+ if (should_skip_to_next.exchange(false)) { // Test and clear.
+ Clip *clip = &clip_list[clip_idx].clip; // Get a non-const pointer.
+ clip->pts_out = std::min<int64_t>(clip->pts_out, llrint(in_pts + clip->fade_time_seconds * clip->speed * TIMEBASE));
+ }
- if (in_pts >= clip.pts_out) {
+ if (in_pts >= clip->pts_out) {
break;
}
+ // Only play audio if we're within 0.1% of normal speed. We could do
+ // stretching or pitch shift later if it becomes needed.
+ const bool play_audio = timeline.playing_at_normal_speed();
+
+ {
+ lock_guard<mutex> lock(queue_state_mu);
+ if (splice_ready) {
+ if (next_clip == nullptr) {
+ do_splice(to_splice_clip_list, clip_idx, -1, &clip_list);
+ } else {
+ do_splice(to_splice_clip_list, clip_idx, clip_idx + 1, &clip_list);
+ }
+ to_splice_clip_list.clear();
+ splice_ready = false;
+
+ // Refresh the clip pointer, since the clip list may have been reallocated.
+ clip = &clip_list[clip_idx].clip;
+
+ // Recompute next_clip and any needed fade times, since the next clip may have changed
+ // (or we may have gone from no new clip to having one, or the other way).
+ next_clip = (clip_idx + 1 < clip_list.size()) ? &clip_list[clip_idx + 1].clip : nullptr;
+ if (next_clip != nullptr) {
+ double duration_this_clip = double(clip->pts_out - timeline.get_in_pts_origin()) / TIMEBASE / clip->speed;
+ double duration_next_clip = double(next_clip->pts_out - next_clip->pts_in) / TIMEBASE / clip->speed;
+ next_clip_fade_time = min(min(duration_this_clip, duration_next_clip), clip->fade_time_seconds);
+ }
+ }
+ }
+
steady_clock::duration time_behind = steady_clock::now() - next_frame_start;
- if (time_behind >= milliseconds(200)) {
+ metric_player_ahead_seconds.count_event(-duration<double>(time_behind).count());
+ if (stream_output != FILE_STREAM_OUTPUT && time_behind >= milliseconds(200)) {
fprintf(stderr, "WARNING: %ld ms behind, dropping a frame (no matter the type).\n",
- lrint(1e3 * duration<double>(time_behind).count()));
+ lrint(1e3 * duration<double>(time_behind).count()));
+ ++metric_dropped_unconditional_frame;
continue;
}
- double time_left_this_clip = double(clip.pts_out - in_pts) / TIMEBASE / speed;
- if (!got_next_clip && next_clip_callback != nullptr && time_left_this_clip <= clip.fade_time_seconds) {
- // Find the next clip so that we can begin a fade.
- tie(next_clip, next_clip_idx) = next_clip_callback();
- if (next_clip.pts_in != -1) {
- got_next_clip = true;
-
- double duration_next_clip = (next_clip.pts_out - next_clip.pts_in) / TIMEBASE / speed;
- next_clip_fade_time = std::min(time_left_this_clip, duration_next_clip);
- in_pts_start_next_clip = next_clip.pts_in + lrint(next_clip_fade_time * TIMEBASE * speed);
- }
- }
-
// pts not affected by the swapping below.
int64_t in_pts_for_progress = in_pts, in_pts_secondary_for_progress = -1;
FrameOnDisk secondary_frame;
int secondary_stream_idx = -1;
float fade_alpha = 0.0f;
- if (got_next_clip && time_left_this_clip <= next_clip_fade_time) {
- secondary_stream_idx = next_clip.stream_idx;
- int64_t in_pts_secondary = lrint(next_clip.pts_in + (next_clip_fade_time - time_left_this_clip) * TIMEBASE * speed);
+ double time_left_this_clip = double(clip->pts_out - in_pts) / TIMEBASE / clip->speed;
+ if (next_clip != nullptr && time_left_this_clip <= next_clip_fade_time) {
+ // We're in a fade to the next clip->
+ secondary_stream_idx = next_clip->stream_idx;
+ int64_t in_pts_secondary = lrint(next_clip->pts_in + (next_clip_fade_time - time_left_this_clip) * TIMEBASE * clip->speed);
in_pts_secondary_for_progress = in_pts_secondary;
fade_alpha = 1.0f - time_left_this_clip / next_clip_fade_time;
FrameOnDisk frame_lower, frame_upper;
bool ok = find_surrounding_frames(in_pts_secondary, secondary_stream_idx, &frame_lower, &frame_upper);
+
if (ok) {
secondary_frame = frame_lower;
+ } else {
+ secondary_stream_idx = -1;
}
}
+ // NOTE: None of this will take into account any snapping done below.
+ double clip_progress = calc_progress(*clip, in_pts_for_progress);
+ map<uint64_t, double> progress{ { clip_list[clip_idx].id, clip_progress } };
+ TimeRemaining time_remaining;
+ if (next_clip != nullptr && time_left_this_clip <= next_clip_fade_time) {
+ double next_clip_progress = calc_progress(*next_clip, in_pts_secondary_for_progress);
+ progress[clip_list[clip_idx + 1].id] = next_clip_progress;
+ time_remaining = compute_time_left(clip_list, clip_idx + 1, next_clip_progress);
+ } else {
+ time_remaining = compute_time_left(clip_list, clip_idx, clip_progress);
+ }
if (progress_callback != nullptr) {
- // NOTE: None of this will take into account any snapping done below.
- double played_this_clip = double(in_pts_for_progress - clip.pts_in) / TIMEBASE / speed;
- double total_length = double(clip.pts_out - clip.pts_in) / TIMEBASE / speed;
- map<size_t, double> progress{{ clip_idx, played_this_clip / total_length }};
-
- if (got_next_clip && time_left_this_clip <= next_clip_fade_time) {
- double played_next_clip = double(in_pts_secondary_for_progress - next_clip.pts_in) / TIMEBASE / speed;
- double total_next_length = double(next_clip.pts_out - next_clip.pts_in) / TIMEBASE / speed;
- progress[next_clip_idx] = played_next_clip / total_next_length;
- }
- progress_callback(progress);
+ progress_callback(progress, time_remaining);
}
FrameOnDisk frame_lower, frame_upper;
break;
}
+ // Wait until we should, or (given buffering) can, output the frame.
{
unique_lock<mutex> lock(queue_state_mu);
if (video_stream == nullptr) {
// No queue, just wait until the right time and then show the frame.
- new_clip_changed.wait_until(lock, next_frame_start, [this]{
- return new_clip_ready || override_stream_idx != -1;
+ new_clip_changed.wait_until(lock, next_frame_start, [this] {
+ return should_quit || new_clip_ready || override_stream_idx != -1;
});
+ if (should_quit) {
+ return;
+ }
} else {
// If the queue is full (which is really the state we'd like to be in),
// wait until there's room for one more frame (ie., one was output from
//
// In this case, we don't sleep until next_frame_start; the displaying is
// done by the queue.
- new_clip_changed.wait(lock, [this]{
+ new_clip_changed.wait(lock, [this] {
if (num_queued_frames < max_queued_frames) {
return true;
}
- return new_clip_ready || override_stream_idx != -1;
+ return should_quit || new_clip_ready || override_stream_idx != -1;
});
}
+ if (should_quit) {
+ return;
+ }
if (new_clip_ready) {
if (video_stream != nullptr) {
lock.unlock(); // Urg.
video_stream->clear_queue();
lock.lock();
}
- got_next_clip = false;
- goto wait_for_clip;
+ return;
}
+ // Honor if we got an override request for the camera.
if (override_stream_idx != -1) {
stream_idx = override_stream_idx;
override_stream_idx = -1;
}
}
- if (frame_lower.pts == frame_upper.pts) {
- auto display_func = [this, primary_stream_idx, frame_lower, secondary_frame, fade_alpha]{
- destination->setFrame(primary_stream_idx, frame_lower, secondary_frame, fade_alpha);
- };
- if (video_stream == nullptr) {
- display_func();
- } else {
- if (secondary_stream_idx == -1) {
- video_stream->schedule_original_frame(
- next_frame_start, pts, display_func, QueueSpotHolder(this),
- frame_lower);
- } else {
- assert(secondary_frame.pts != -1);
- video_stream->schedule_faded_frame(next_frame_start, pts, display_func,
- QueueSpotHolder(this), frame_lower,
- secondary_frame, fade_alpha);
- }
- }
- continue;
+ string subtitle;
+ {
+ stringstream ss;
+ ss.imbue(locale("C"));
+ ss.precision(3);
+ ss << "Futatabi " NAGERU_VERSION ";PLAYING;";
+ ss << fixed << (time_remaining.num_infinite * 86400.0 + time_remaining.t);
+ ss << ";" << format_duration(time_remaining) << " left";
+ subtitle = ss.str();
}
// Snap to input frame: If we can do so with less than 1% jitter
// (ie., move less than 1% of an _output_ frame), do so.
// TODO: Snap secondary (fade-to) clips in the same fashion.
+ double pts_snap_tolerance = 0.01 * double(TIMEBASE) * clip->speed / global_flags.output_framerate;
bool snapped = false;
- for (int64_t snap_pts : { frame_lower.pts, frame_upper.pts }) {
- double snap_pts_as_frameno = (snap_pts - in_pts_origin) * output_framerate / TIMEBASE / speed;
- if (fabs(snap_pts_as_frameno - frameno) < 0.01) {
- FrameOnDisk snap_frame = frame_lower;
- snap_frame.pts = snap_pts;
- auto display_func = [this, primary_stream_idx, snap_frame, secondary_frame, fade_alpha]{
- destination->setFrame(primary_stream_idx, snap_frame, secondary_frame, fade_alpha);
- };
- if (video_stream == nullptr) {
- display_func();
- } else {
- if (secondary_stream_idx == -1) {
- video_stream->schedule_original_frame(
- next_frame_start, pts, display_func,
- QueueSpotHolder(this), snap_frame);
- } else {
- assert(secondary_frame.pts != -1);
- video_stream->schedule_faded_frame(
- next_frame_start, pts, display_func, QueueSpotHolder(this),
- snap_frame, secondary_frame, fade_alpha);
- }
- }
- in_pts_origin += snap_pts - in_pts;
+ for (FrameOnDisk snap_frame : { frame_lower, frame_upper }) {
+ if (fabs(snap_frame.pts - in_pts) < pts_snap_tolerance) {
+ display_single_frame(primary_stream_idx, snap_frame, secondary_stream_idx,
+ secondary_frame, fade_alpha, next_frame_start, /*snapped=*/true,
+ subtitle, play_audio);
+ timeline.snap_by(snap_frame.pts - in_pts);
snapped = true;
break;
}
continue;
}
- if (time_behind >= milliseconds(100)) {
+ // If there's nothing to interpolate between, or if interpolation is turned off,
+ // or we're a preview, then just display the frame.
+ if (frame_lower.pts == frame_upper.pts || global_flags.interpolation_quality == 0 || video_stream == nullptr) {
+ display_single_frame(primary_stream_idx, frame_lower, secondary_stream_idx,
+ secondary_frame, fade_alpha, next_frame_start, /*snapped=*/false,
+ subtitle, play_audio);
+ continue;
+ }
+
+ // The snapping above makes us lock to the input framerate, even in the presence
+ // of pts drift, for most typical cases where it's needed, like converting 60 → 2x60
+ // or 60 → 2x59.94. However, there are some corner cases like 25 → 2x59.94, where we'd
+ // get a snap very rarely (in the given case, once every 24 output frames), and by
+ // that time, we'd have drifted out. We could have solved this by changing the overall
+ // speed ever so slightly, but it requires that we know the actual frame rate (which
+ // is difficult in the presence of jitter and missed frames), or at least do some kind
+ // of matching/clustering. Instead, we take the opportunity to lock to in-between rational
+ // points if we can. E.g., if we are converting 60 → 2x60, we would not only snap to
+ // an original frame every other frame; we would also snap to exactly alpha=0.5 every
+ // in-between frame. Of course, we will still need to interpolate, but we get a lot
+ // closer when we actually get close to an original frame. In other words: Snap more
+ // often, but snap less each time. Unless the input and output frame rates are completely
+ // decorrelated with no common factor, of course (e.g. 12.345 → 34.567, which we should
+ // really never see in practice).
+ for (double fraction : { 1.0 / 2.0, 1.0 / 3.0, 2.0 / 3.0, 1.0 / 4.0, 3.0 / 4.0,
+ 1.0 / 5.0, 2.0 / 5.0, 3.0 / 5.0, 4.0 / 5.0 }) {
+ double subsnap_pts = frame_lower.pts + fraction * (frame_upper.pts - frame_lower.pts);
+ if (fabs(subsnap_pts - in_pts) < pts_snap_tolerance) {
+ timeline.snap_by(lrint(subsnap_pts) - in_pts);
+ in_pts = lrint(subsnap_pts);
+ break;
+ }
+ }
+
+ if (stream_output != FILE_STREAM_OUTPUT && time_behind >= milliseconds(100)) {
fprintf(stderr, "WARNING: %ld ms behind, dropping an interpolated frame.\n",
- lrint(1e3 * duration<double>(time_behind).count()));
+ lrint(1e3 * duration<double>(time_behind).count()));
+ ++metric_dropped_interpolated_frame;
continue;
}
double alpha = double(in_pts - frame_lower.pts) / (frame_upper.pts - frame_lower.pts);
-
- if (video_stream == nullptr) {
- // Previews don't do any interpolation.
- assert(secondary_stream_idx == -1);
- destination->setFrame(primary_stream_idx, frame_lower);
- } else {
- auto display_func = [this](shared_ptr<Frame> frame) {
+ auto display_func = [this](shared_ptr<Frame> frame) {
+ if (destination != nullptr) {
destination->setFrame(frame);
- };
- video_stream->schedule_interpolated_frame(
- next_frame_start, pts, display_func, QueueSpotHolder(this),
- frame_lower, frame_upper, alpha,
- secondary_frame, fade_alpha);
+ }
+ };
+ if (secondary_stream_idx == -1) {
+ ++metric_interpolated_frame;
+ } else {
+ ++metric_interpolated_faded_frame;
}
+ video_stream->schedule_interpolated_frame(
+ next_frame_start, pts, display_func, QueueSpotHolder(this),
+ frame_lower, frame_upper, alpha,
+ secondary_frame, fade_alpha, subtitle, play_audio);
+ last_pts_played = in_pts; // Not really needed; only previews use last_pts_played.
}
// The clip ended.
-
- // Last-ditch effort to get the next clip (if e.g. the fade time was zero seconds).
- if (!got_next_clip && next_clip_callback != nullptr) {
- tie(next_clip, next_clip_idx) = next_clip_callback();
- if (next_clip.pts_in != -1) {
- got_next_clip = true;
- in_pts_start_next_clip = next_clip.pts_in;
- }
+ if (should_quit) {
+ return;
}
- // Switch to next clip if we got it.
- if (got_next_clip) {
- clip = next_clip;
- clip_idx = next_clip_idx;
- stream_idx = next_clip.stream_idx; // Override is used for previews only, and next_clip is used for live ony.
- if (done_callback != nullptr) {
- done_callback();
- }
- got_next_clip = false;
-
- // Start the next clip from the point where the fade went out.
- origin = steady_clock::now();
- in_pts_origin = in_pts_start_next_clip;
- goto got_clip;
+ // Start the next clip from the point where the fade went out.
+ if (next_clip != nullptr) {
+ timeline.new_clip(next_frame_start, next_clip, /*pts_start_offset=*/lrint(next_clip_fade_time * TIMEBASE * clip->speed));
}
+ }
- {
- unique_lock<mutex> lock(queue_state_mu);
- playing = false;
+ if (done_callback != nullptr) {
+ done_callback();
+ }
+}
+
+void Player::display_single_frame(int primary_stream_idx, const FrameOnDisk &primary_frame, int secondary_stream_idx, const FrameOnDisk &secondary_frame, double fade_alpha, steady_clock::time_point frame_start, bool snapped, const std::string &subtitle, bool play_audio)
+{
+ auto display_func = [this, primary_stream_idx, primary_frame, secondary_frame, fade_alpha] {
+ if (destination != nullptr) {
+ destination->setFrame(primary_stream_idx, primary_frame, secondary_frame, fade_alpha);
}
- if (done_callback != nullptr) {
- done_callback();
+ };
+ if (video_stream == nullptr) {
+ display_func();
+ } else {
+ if (secondary_stream_idx == -1) {
+ // NOTE: We could be increasing unused metrics for previews, but that's harmless.
+ if (snapped) {
+ ++metric_original_snapped_frame;
+ } else {
+ ++metric_original_frame;
+ }
+ video_stream->schedule_original_frame(
+ frame_start, pts, display_func, QueueSpotHolder(this),
+ primary_frame, subtitle, play_audio);
+ } else {
+ assert(secondary_frame.pts != -1);
+ // NOTE: We could be increasing unused metrics for previews, but that's harmless.
+ if (snapped) {
+ ++metric_faded_snapped_frame;
+ } else {
+ ++metric_faded_frame;
+ }
+ video_stream->schedule_faded_frame(frame_start, pts, display_func,
+ QueueSpotHolder(this), primary_frame,
+ secondary_frame, fade_alpha, subtitle);
}
}
+ last_pts_played = primary_frame.pts;
}
// Find the frame immediately before and after this point.
+// If we have an exact match, return it immediately.
bool Player::find_surrounding_frames(int64_t pts, int stream_idx, FrameOnDisk *frame_lower, FrameOnDisk *frame_upper)
{
lock_guard<mutex> lock(frame_mu);
// Find the first frame such that frame.pts >= pts.
- auto it = lower_bound(frames[stream_idx].begin(),
- frames[stream_idx].end(),
- pts,
- [](const FrameOnDisk &frame, int64_t pts) { return frame.pts < pts; });
+ auto it = find_last_frame_before(frames[stream_idx], pts);
if (it == frames[stream_idx].end()) {
return false;
}
*frame_upper = *it;
+ // If we have an exact match, return it immediately.
+ if (frame_upper->pts == pts) {
+ *frame_lower = *it;
+ return true;
+ }
+
// Find the last frame such that in_pts <= frame.pts (if any).
if (it == frames[stream_idx].begin()) {
*frame_lower = *it;
return true;
}
-Player::Player(JPEGFrameView *destination, bool also_output_to_stream)
- : destination(destination)
+Player::Player(JPEGFrameView *destination, Player::StreamOutput stream_output, AVFormatContext *file_avctx)
+ : destination(destination), stream_output(stream_output)
{
- thread(&Player::thread_func, this, also_output_to_stream).detach();
+ player_thread = thread(&Player::thread_func, this, file_avctx);
+
+ if (stream_output == HTTPD_STREAM_OUTPUT) {
+ global_metrics.add("http_output_frames", { { "type", "original" }, { "reason", "edge_frame_or_no_interpolation" } }, &metric_original_frame);
+ global_metrics.add("http_output_frames", { { "type", "faded" }, { "reason", "edge_frame_or_no_interpolation" } }, &metric_faded_frame);
+ global_metrics.add("http_output_frames", { { "type", "original" }, { "reason", "snapped" } }, &metric_original_snapped_frame);
+ global_metrics.add("http_output_frames", { { "type", "faded" }, { "reason", "snapped" } }, &metric_faded_snapped_frame);
+ global_metrics.add("http_output_frames", { { "type", "interpolated" } }, &metric_interpolated_frame);
+ global_metrics.add("http_output_frames", { { "type", "interpolated_faded" } }, &metric_interpolated_faded_frame);
+ global_metrics.add("http_output_frames", { { "type", "refresh" } }, &metric_refresh_frame);
+ global_metrics.add("http_dropped_frames", { { "type", "interpolated" } }, &metric_dropped_interpolated_frame);
+ global_metrics.add("http_dropped_frames", { { "type", "unconditional" } }, &metric_dropped_unconditional_frame);
+
+ vector<double> quantiles{ 0.01, 0.1, 0.25, 0.5, 0.75, 0.9, 0.99 };
+ metric_player_ahead_seconds.init(quantiles, 60.0);
+ global_metrics.add("player_ahead_seconds", &metric_player_ahead_seconds);
+ }
}
-void Player::play_clip(const Clip &clip, size_t clip_idx, unsigned stream_idx)
+Player::~Player()
{
- {
- lock_guard<mutex> lock(mu);
- current_clip = clip;
- current_stream_idx = stream_idx;
- current_clip_idx = clip_idx;
+ should_quit = true;
+ new_clip_changed.notify_all();
+ player_thread.join();
+
+ if (video_stream != nullptr) {
+ video_stream->stop();
}
+}
- {
- lock_guard<mutex> lock(queue_state_mu);
- new_clip_ready = true;
- override_stream_idx = -1;
- new_clip_changed.notify_all();
+void Player::play(const vector<ClipWithID> &clips)
+{
+ lock_guard<mutex> lock(queue_state_mu);
+ new_clip_ready = true;
+ queued_clip_list = clips;
+ splice_ready = false;
+ override_stream_idx = -1;
+ new_clip_changed.notify_all();
+}
+
+void Player::splice_play(const vector<ClipWithID> &clips)
+{
+ lock_guard<mutex> lock(queue_state_mu);
+ if (new_clip_ready) {
+ queued_clip_list = clips;
+ assert(!splice_ready);
+ return;
}
+
+ splice_ready = true;
+ to_splice_clip_list = clips; // Overwrite any queued but not executed splice.
}
void Player::override_angle(unsigned stream_idx)
{
+ int64_t last_pts;
+
// Corner case: If a new clip is waiting to be played, change its stream and then we're done.
{
- unique_lock<mutex> lock(queue_state_mu);
+ lock_guard<mutex> lock(queue_state_mu);
if (new_clip_ready) {
- lock_guard<mutex> lock2(mu);
- current_stream_idx = stream_idx;
+ assert(queued_clip_list.size() == 1);
+ queued_clip_list[0].clip.stream_idx = stream_idx;
return;
}
- }
- // If we are playing a clip, set override_stream_idx, and the player thread will
- // pick it up and change its internal index.
- {
- unique_lock<mutex> lock(queue_state_mu);
+ // If we are playing a clip, set override_stream_idx, and the player thread will
+ // pick it up and change its internal index.
if (playing) {
override_stream_idx = stream_idx;
new_clip_changed.notify_all();
+ return;
}
- }
- // OK, so we're standing still, presumably at the end of a clip.
- // Look at the current pts_out (if it exists), and show the closest
- // thing we've got.
- int64_t pts_out;
- {
- lock_guard<mutex> lock(mu);
- if (current_clip.pts_out < 0) {
+ // OK, so we're standing still, presumably at the end of a clip.
+ // Look at the last frame played (if it exists), and show the closest
+ // thing we've got.
+ if (last_pts_played < 0) {
return;
}
- pts_out = current_clip.pts_out;
+ last_pts = last_pts_played;
}
lock_guard<mutex> lock(frame_mu);
- auto it = upper_bound(frames[stream_idx].begin(), frames[stream_idx].end(), pts_out,
- [](int64_t pts, const FrameOnDisk &frame) { return pts < frame.pts; });
+ auto it = find_first_frame_at_or_after(frames[stream_idx], last_pts);
if (it == frames[stream_idx].end()) {
return;
}
void Player::take_queue_spot()
{
- unique_lock<mutex> lock(queue_state_mu);
+ lock_guard<mutex> lock(queue_state_mu);
++num_queued_frames;
}
void Player::release_queue_spot()
{
- unique_lock<mutex> lock(queue_state_mu);
+ lock_guard<mutex> lock(queue_state_mu);
assert(num_queued_frames > 0);
--num_queued_frames;
new_clip_changed.notify_all();
}
+
+TimeRemaining compute_time_left(const vector<ClipWithID> &clips, size_t currently_playing_idx, double progress_currently_playing)
+{
+ // Look at the last clip and then start counting from there.
+ TimeRemaining remaining { 0, 0.0 };
+ double last_fade_time_seconds = 0.0;
+ for (size_t row = currently_playing_idx; row < clips.size(); ++row) {
+ const Clip &clip = clips[row].clip;
+ double clip_length = double(clip.pts_out - clip.pts_in) / TIMEBASE / clip.speed;
+ if (clip_length >= 86400.0 || clip.pts_out == -1) { // More than one day.
+ ++remaining.num_infinite;
+ } else {
+ if (row == currently_playing_idx) {
+ // A clip we're playing: Subtract the part we've already played.
+ remaining.t = clip_length * (1.0 - progress_currently_playing);
+ } else {
+ // A clip we haven't played yet: Subtract the part that's overlapping
+ // with a previous clip (due to fade).
+ remaining.t += max(clip_length - last_fade_time_seconds, 0.0);
+ }
+ }
+ last_fade_time_seconds = min(clip_length, clip.fade_time_seconds);
+ }
+ return remaining;
+}
+
+string format_duration(TimeRemaining t)
+{
+ int t_ms = lrint(t.t * 1e3);
+
+ int ms = t_ms % 1000;
+ t_ms /= 1000;
+ int s = t_ms % 60;
+ t_ms /= 60;
+ int m = t_ms;
+
+ char buf[256];
+ if (t.num_infinite > 1 && t.t > 0.0) {
+ snprintf(buf, sizeof(buf), "%zu clips + %d:%02d.%03d", t.num_infinite, m, s, ms);
+ } else if (t.num_infinite > 1) {
+ snprintf(buf, sizeof(buf), "%zu clips", t.num_infinite);
+ } else if (t.num_infinite == 1 && t.t > 0.0) {
+ snprintf(buf, sizeof(buf), "%zu clip + %d:%02d.%03d", t.num_infinite, m, s, ms);
+ } else if (t.num_infinite == 1) {
+ snprintf(buf, sizeof(buf), "%zu clip", t.num_infinite);
+ } else {
+ snprintf(buf, sizeof(buf), "%d:%02d.%03d", m, s, ms);
+ }
+ return buf;
+}