for ( ;; ) {
// Wait until we're supposed to play something.
{
- unique_lock<mutex> lock(cue_state_mu);
- cue_is_playing.wait(lock, [this]{
- return cue_state == PLAYING;
- //return current_cue_status.origin != steady_clock::time_point::max();
+ unique_lock<mutex> lock(queue_state_mu);
+ new_clip_changed.wait(lock, [this]{
+ return new_clip_ready && current_clip.pts_in != -1;
});
+ new_clip_ready = false;
+ playing = true;
}
Clip clip;
unsigned stream_idx;
{
- lock_guard<mutex> lock2(mu);
+ lock_guard<mutex> lock(mu);
clip = current_clip;
stream_idx = current_stream_idx;
}
steady_clock::time_point origin = steady_clock::now();
int64_t pts_origin = clip.pts_in;
- int64_t next_pts = pts_origin;
+ int64_t next_pts = pts_origin - 1; // Make sure we play the frame at clip.pts_in if it exists.
+
+ bool aborted = false;
+ for ( ;; ) {
+ // Find the next frame.
+ {
+ lock_guard<mutex> lock(frame_mu);
+ auto it = upper_bound(frames[stream_idx].begin(),
+ frames[stream_idx].end(),
+ next_pts);
+ if (it == frames[stream_idx].end() || *it >= clip.pts_out) {
+ break;
+ }
+ next_pts = *it;
+ }
- bool eof = false;
- while (!eof) { // TODO: check for abort
// FIXME: assumes a given timebase.
double speed = 0.5;
steady_clock::time_point next_frame_start =
origin + microseconds((next_pts - pts_origin) * int(1000000 / speed) / 12800);
- this_thread::sleep_until(next_frame_start);
- destination->setFrame(stream_idx, next_pts);
- // Find the next frame.
+ // Sleep until the next frame start, or until there's a new clip we're supposed to play.
{
- lock_guard<mutex> lock2(frame_mu);
- auto it = upper_bound(frames[stream_idx].begin(),
- frames[stream_idx].end(),
- next_pts);
- if (it == frames[stream_idx].end()) {
- eof = true;
- } else {
- next_pts = *it;
- if (next_pts >= clip.pts_out) {
- eof = true;
- }
+ unique_lock<mutex> lock(queue_state_mu);
+ new_clip_changed.wait_until(lock, next_frame_start, [this]{
+ return new_clip_ready || override_stream_idx != -1;
+ });
+ if (new_clip_ready) break;
+ if (override_stream_idx != -1) {
+ stream_idx = override_stream_idx;
+ override_stream_idx = -1;
+ continue;
}
}
- if (eof) break;
+
+ destination->setFrame(stream_idx, next_pts);
+
}
- // TODO: callback so that the next playlist item can be cued.
{
- unique_lock<mutex> lock(cue_state_mu);
- cue_state = PAUSED;
+ unique_lock<mutex> lock(queue_state_mu);
+ playing = false;
+ }
+ if (done_callback != nullptr && !aborted) {
+ done_callback();
}
}
}
}
{
- lock_guard<mutex> lock(cue_state_mu);
- cue_state = PLAYING;
- cue_is_playing.notify_all();
+ lock_guard<mutex> lock(queue_state_mu);
+ new_clip_ready = true;
+ override_stream_idx = -1;
+ new_clip_changed.notify_all();
+ }
+}
+
+void Player::override_angle(unsigned stream_idx)
+{
+ // 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);
+ if (new_clip_ready) {
+ lock_guard<mutex> lock2(mu);
+ current_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 (playing) {
+ override_stream_idx = stream_idx;
+ new_clip_changed.notify_all();
+ }
+ }
+
+ // 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) {
+ return;
+ }
+ pts_out = current_clip.pts_out;
+ }
+
+ lock_guard<mutex> lock(frame_mu);
+ auto it = upper_bound(frames[stream_idx].begin(), frames[stream_idx].end(), pts_out);
+ if (it == frames[stream_idx].end()) {
+ return;
}
+ destination->setFrame(stream_idx, *it);
}