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());
+}
+
} // namespace
void Player::play_playlist_once()
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().
}
}
steady_clock::time_point origin = steady_clock::now(); // TODO: Add a 100 ms buffer for ramp-up?
int64_t in_pts_origin = clip_list[0].clip.pts_in;
for (size_t clip_idx = 0; clip_idx < clip_list.size(); ++clip_idx) {
- const Clip &clip = clip_list[clip_idx].clip;
+ 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;
int64_t out_pts_origin = pts;
double next_clip_fade_time = -1.0;
if (next_clip != nullptr) {
- double duration_this_clip = double(clip.pts_out - 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);
+ double duration_this_clip = double(clip->pts_out - 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);
}
- int stream_idx = clip.stream_idx;
+ int stream_idx = clip->stream_idx;
// Start playing exactly at a frame.
// TODO: Snap secondary (fade-to) clips in the same fashion
double out_pts = out_pts_origin + TIMEBASE * frameno / global_flags.output_framerate;
next_frame_start =
origin + microseconds(lrint((out_pts - out_pts_origin) * 1e6 / TIMEBASE));
- int64_t in_pts = lrint(in_pts_origin + TIMEBASE * frameno * clip.speed / global_flags.output_framerate);
+ int64_t in_pts = lrint(in_pts_origin + TIMEBASE * frameno * clip->speed / global_flags.output_framerate);
pts = lrint(out_pts);
- if (in_pts >= clip.pts_out) {
+ if (in_pts >= clip->pts_out) {
break;
}
+ {
+ lock_guard<mutex> lock(queue_state_mu);
+ if (splice_ready) {
+ fprintf(stderr, "splicing\n");
+ 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 - in_pts) / 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 (stream_output != FILE_STREAM_OUTPUT && time_behind >= milliseconds(200)) {
fprintf(stderr, "WARNING: %ld ms behind, dropping a frame (no matter the type).\n",
FrameOnDisk secondary_frame;
int secondary_stream_idx = -1;
float fade_alpha = 0.0f;
- double time_left_this_clip = double(clip.pts_out - in_pts) / TIMEBASE / clip.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.
+ // 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);
+ 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;
if (progress_callback != nullptr) {
// NOTE: None of this will take into account any snapping done below.
- double clip_progress = calc_progress(clip, in_pts_for_progress);
+ double clip_progress = calc_progress(*clip, in_pts_for_progress);
map<uint64_t, double> progress{ { clip_list[clip_idx].id, clip_progress } };
double time_remaining;
if (next_clip != nullptr && time_left_this_clip <= next_clip_fade_time) {
// Start the next clip from the point where the fade went out.
if (next_clip != nullptr) {
origin = next_frame_start;
- in_pts_origin = next_clip->pts_in + lrint(next_clip_fade_time * TIMEBASE * clip.speed);
+ in_pts_origin = next_clip->pts_in + lrint(next_clip_fade_time * TIMEBASE * clip->speed);
}
}
}
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;
void play(const std::vector<ClipWithID> &clips);
void override_angle(unsigned stream_idx); // Assumes one-clip playlist only.
+ // Replace the part of the playlist that we haven't started playing yet
+ // (ie., from the point immediately after the last current playing clip
+ // and to the end) with the given one.
+ //
+ // E.g., if we have the playlist A, B, C, D, E, F, we're currently in a fade
+ // from B to C and run splice_play() with the list G, C, H, I, the resulting
+ // list will be A, B, C, H, I. (If the new list doesn't contain B nor C,
+ // there will be some heuristics.) Note that we always compare on ID only;
+ // changes will be ignored for the purposes of setting the split point,
+ // although the newly-spliced entries will of course get the new in/out points
+ // etc., which is the main reason for going through this exercise in the first
+ // place.
+ //
+ // If nothing is playing, the call will be ignored.
+ void splice_play(const std::vector<ClipWithID> &clips);
+
// Not thread-safe to set concurrently with playing.
// Will be called back from the player thread.
using done_callback_func = std::function<void()>;
int override_stream_idx = -1; // Under queue_state_mu.
int64_t last_pts_played = -1; // Under queue_state_mu. Used by previews only.
+ bool splice_ready = false; // Under queue_state_mu.
+ std::vector<ClipWithID> to_splice_clip_list; // Under queue_state_mu.
+
std::unique_ptr<VideoStream> video_stream; // Can be nullptr.
std::atomic<int64_t> metric_dropped_interpolated_frame{ 0 };