mpv/player/playloop.c

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/*
* This file is part of MPlayer.
*
* MPlayer is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* MPlayer is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along
* with MPlayer; if not, write to the Free Software Foundation, Inc.,
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#include <stddef.h>
#include <stdbool.h>
#include <inttypes.h>
#include <math.h>
#include <assert.h>
#include "config.h"
#include "talloc.h"
#include "common/msg.h"
#include "options/options.h"
#include "common/common.h"
#include "common/encode.h"
#include "options/m_property.h"
#include "common/playlist.h"
2013-12-17 00:23:09 +00:00
#include "input/input.h"
#include "misc/dispatch.h"
#include "osdep/terminal.h"
#include "osdep/timer.h"
#include "audio/mixer.h"
#include "audio/decode/dec_audio.h"
#include "audio/filter/af.h"
#include "audio/out/ao.h"
#include "demux/demux.h"
#include "stream/stream.h"
#include "sub/osd.h"
#include "video/filter/vf.h"
#include "video/decode/dec_video.h"
#include "video/out/vo.h"
#include "core.h"
#include "screenshot.h"
#include "command.h"
static const char av_desync_help_text[] =
"\n\n"
" *************************************************\n"
" **** Audio/Video desynchronisation detected! ****\n"
" *************************************************\n\n"
"This means either the audio or the video is played too slowly.\n"
"Possible reasons, problems, workarounds:\n"
"- Your system is simply too slow for this file.\n"
" Transcode it to a lower bitrate file with tools like HandBrake.\n"
"- Broken/buggy _audio_ driver.\n"
" Experiment with different values for --autosync, 30 is a good start.\n"
" If you have PulseAudio, try --ao=alsa .\n"
"- Slow video output.\n"
" Try a different --vo driver (--vo=help for a list) or try --framedrop!\n"
"- Playing a video file with --vo=opengl with higher FPS than the monitor.\n"
" This is due to vsync limiting the framerate.\n"
"- Playing from a slow network source.\n"
" Download the file instead.\n"
"- Try to find out whether audio/video/subs are causing this by experimenting\n"
" with --no-video, --no-audio, or --no-sub.\n"
"- If you swiched audio or video tracks, try seeking to force synchronization.\n"
"If none of this helps you, file a bug report.\n\n";
void pause_player(struct MPContext *mpctx)
{
mpctx->opts->pause = 1;
if (mpctx->video_out)
vo_control(mpctx->video_out, VOCTRL_RESTORE_SCREENSAVER, NULL);
if (mpctx->paused)
goto end;
mpctx->paused = true;
mpctx->step_frames = 0;
mpctx->time_frame -= get_relative_time(mpctx);
mpctx->osd_function = 0;
mpctx->paused_for_cache = false;
if (mpctx->video_out && mpctx->d_video && mpctx->video_out->config_ok)
vo_control(mpctx->video_out, VOCTRL_PAUSE, NULL);
if (mpctx->ao && mpctx->d_audio)
ao_pause(mpctx->ao); // pause audio, keep data if possible
// Only print status if there's actually a file being played.
if (mpctx->num_sources)
print_status(mpctx);
end:
mp_notify(mpctx, mpctx->opts->pause ? MPV_EVENT_PAUSE : MPV_EVENT_UNPAUSE, 0);
}
void unpause_player(struct MPContext *mpctx)
{
mpctx->opts->pause = 0;
if (mpctx->video_out && mpctx->opts->stop_screensaver)
vo_control(mpctx->video_out, VOCTRL_KILL_SCREENSAVER, NULL);
if (!mpctx->paused)
goto end;
// Don't actually unpause while cache is loading.
if (mpctx->paused_for_cache)
goto end;
mpctx->paused = false;
mpctx->osd_function = 0;
if (mpctx->ao && mpctx->d_audio)
ao_resume(mpctx->ao);
if (mpctx->video_out && mpctx->d_video && mpctx->video_out->config_ok)
vo_control(mpctx->video_out, VOCTRL_RESUME, NULL); // resume video
(void)get_relative_time(mpctx); // ignore time that passed during pause
end:
mp_notify(mpctx, mpctx->opts->pause ? MPV_EVENT_PAUSE : MPV_EVENT_UNPAUSE, 0);
}
void add_step_frame(struct MPContext *mpctx, int dir)
{
if (!mpctx->d_video)
return;
if (dir > 0) {
mpctx->step_frames += 1;
unpause_player(mpctx);
} else if (dir < 0) {
if (!mpctx->backstep_active && !mpctx->hrseek_active) {
mpctx->backstep_active = true;
mpctx->backstep_start_seek_ts = mpctx->vo_pts_history_seek_ts;
pause_player(mpctx);
}
}
}
static void seek_reset(struct MPContext *mpctx, bool reset_ao)
{
if (mpctx->d_video) {
video_reset_decoding(mpctx->d_video);
vo_seek_reset(mpctx->video_out);
}
if (mpctx->d_audio) {
audio_reset_decoding(mpctx->d_audio);
if (reset_ao)
clear_audio_output_buffers(mpctx);
}
reset_subtitles(mpctx, 0);
reset_subtitles(mpctx, 1);
mpctx->video_pts = MP_NOPTS_VALUE;
mpctx->video_next_pts = MP_NOPTS_VALUE;
mpctx->playing_last_frame = false;
mpctx->last_frame_duration = 0;
mpctx->delay = 0;
mpctx->time_frame = 0;
mpctx->hrseek_active = false;
mpctx->hrseek_framedrop = false;
mpctx->total_avsync_change = 0;
mpctx->drop_frame_cnt = 0;
mpctx->dropped_frames = 0;
mpctx->playback_pts = MP_NOPTS_VALUE;
mpctx->video_status = mpctx->d_video ? STATUS_SYNCING : STATUS_EOF;
mpctx->audio_status = mpctx->d_audio ? STATUS_SYNCING : STATUS_EOF;
mpctx->restart_complete = false;
#if HAVE_ENCODING
encode_lavc_discontinuity(mpctx->encode_lavc_ctx);
#endif
mp_notify(mpctx, MPV_EVENT_SEEK, NULL);
}
// return -1 if seek failed (non-seekable stream?), 0 otherwise
static int mp_seek(MPContext *mpctx, struct seek_params seek,
bool timeline_fallthrough)
{
struct MPOpts *opts = mpctx->opts;
uint64_t prev_seek_ts = mpctx->vo_pts_history_seek_ts;
if (!mpctx->demuxer)
return -1;
if (!mpctx->demuxer->seekable) {
MP_ERR(mpctx, "Can't seek in this file.\n");
return -1;
}
if (mpctx->stop_play == AT_END_OF_FILE)
mpctx->stop_play = KEEP_PLAYING;
double hr_seek_offset = opts->hr_seek_demuxer_offset;
bool hr_seek_very_exact = seek.exact > 1;
// Always try to compensate for possibly bad demuxers in "special"
// situations where we need more robustness from the hr-seek code, even
// if the user doesn't use --hr-seek-demuxer-offset.
// The value is arbitrary, but should be "good enough" in most situations.
if (hr_seek_very_exact)
hr_seek_offset = MPMAX(hr_seek_offset, 0.5); // arbitrary
bool hr_seek = opts->correct_pts && seek.exact >= 0;
hr_seek &= (opts->hr_seek == 0 && seek.type == MPSEEK_ABSOLUTE) ||
opts->hr_seek > 0 || seek.exact > 0;
if (seek.type == MPSEEK_FACTOR || seek.amount < 0 ||
(seek.type == MPSEEK_ABSOLUTE && seek.amount < mpctx->last_chapter_pts))
mpctx->last_chapter_seek = -2;
if (seek.type == MPSEEK_FACTOR) {
double len = get_time_length(mpctx);
if (len > 0 && !mpctx->demuxer->ts_resets_possible) {
seek.amount = seek.amount * len + get_start_time(mpctx);
seek.type = MPSEEK_ABSOLUTE;
}
}
2014-07-28 23:00:54 +00:00
int direction = 0;
if (seek.type == MPSEEK_RELATIVE) {
seek.type = MPSEEK_ABSOLUTE;
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direction = seek.amount > 0 ? 1 : -1;
seek.amount += get_current_time(mpctx);
}
hr_seek &= seek.type == MPSEEK_ABSOLUTE; // otherwise, no target PTS known
double demuxer_amount = seek.amount;
if (mpctx->timeline) {
bool need_reset = false;
demuxer_amount = timeline_set_from_time(mpctx, seek.amount,
&need_reset);
if (demuxer_amount == -1) {
assert(!need_reset);
mpctx->stop_play = AT_END_OF_FILE;
if (mpctx->d_audio && !timeline_fallthrough) {
// Seek outside of the file -> clear audio from current position
clear_audio_decode_buffers(mpctx);
clear_audio_output_buffers(mpctx);
}
return -1;
}
if (need_reset) {
reinit_video_chain(mpctx);
reinit_audio_chain(mpctx);
reinit_subs(mpctx, 0);
reinit_subs(mpctx, 1);
}
}
int demuxer_style = 0;
switch (seek.type) {
case MPSEEK_FACTOR:
demuxer_style |= SEEK_ABSOLUTE | SEEK_FACTOR;
break;
case MPSEEK_ABSOLUTE:
demuxer_style |= SEEK_ABSOLUTE;
break;
}
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if (hr_seek || direction < 0)
demuxer_style |= SEEK_BACKWARD;
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else if (direction > 0)
demuxer_style |= SEEK_FORWARD;
if (hr_seek || opts->mkv_subtitle_preroll)
demuxer_style |= SEEK_SUBPREROLL;
if (hr_seek)
demuxer_amount -= hr_seek_offset;
demux_seek(mpctx->demuxer, demuxer_amount, demuxer_style);
// Seek external, extra files too:
for (int t = 0; t < mpctx->num_tracks; t++) {
struct track *track = mpctx->tracks[t];
if (track->selected && track->is_external && track->demuxer) {
double main_new_pos;
if (seek.type == MPSEEK_ABSOLUTE) {
main_new_pos = seek.amount - mpctx->video_offset;
} else {
main_new_pos = get_main_demux_pts(mpctx);
}
demux_seek(track->demuxer, main_new_pos, SEEK_ABSOLUTE);
}
}
seek_reset(mpctx, !timeline_fallthrough);
if (timeline_fallthrough) {
// Important if video reinit happens.
mpctx->vo_pts_history_seek_ts = prev_seek_ts;
} else {
mpctx->vo_pts_history_seek_ts++;
mpctx->backstep_active = false;
}
/* Use the target time as "current position" for further relative
* seeks etc until a new video frame has been decoded */
if (seek.type == MPSEEK_ABSOLUTE) {
mpctx->video_pts = seek.amount;
mpctx->last_seek_pts = seek.amount;
} else
mpctx->last_seek_pts = MP_NOPTS_VALUE;
// The hr_seek==false case is for skipping frames with PTS before the
// current timeline chapter start. It's not really known where the demuxer
// level seek will end up, so the hrseek mechanism is abused to skip all
// frames before chapter start by setting hrseek_pts to the chapter start.
// It does nothing when the seek is inside of the current chapter, and
// seeking past the chapter is handled elsewhere.
if (hr_seek || mpctx->timeline) {
mpctx->hrseek_active = true;
mpctx->hrseek_framedrop = !hr_seek_very_exact;
mpctx->hrseek_pts = hr_seek ? seek.amount
: mpctx->timeline[mpctx->timeline_part].start;
}
mpctx->start_timestamp = mp_time_sec();
2014-07-21 17:31:25 +00:00
mpctx->sleeptime = 0;
mp_notify(mpctx, MPV_EVENT_TICK, NULL);
return 0;
}
player: handle seek delays differently The code removed from handle_input_and_seek_coalesce() did two things: 1. If there's a queued seek, stop accepting non-seek commands, and delay them to the next playloop iteration. 2. If a seek is executing (i.e. the seek was unqueued, and now it's trying to decode and display the first video frame), stop accepting seek commands (and in fact all commands that were queued after the first seek command). This logic is disabled if seeking started longer than 300ms ago. (To avoid starvation.) I'm not sure why 1. would be needed. It's still possible that a command immediately executed after a seek command sees a "seeking in progress" state, because it affects queued seeks only, and not seeks in progress. Drop this code, since it can easily lead to input starvation, and I'm not aware of any disadvantages. The logic in 2. is good to make seeking behave much better, as it guarantees that the video display is updated frequently. Keep the core idea, but implement it differently. Now this logic is applied to seeks only. Commands after the seek can execute freely, and like with 1., I don't see a reason why they couldn't. However, in some cases, seeks are supposed to be executed instantly, so queue_seek() needs an additional parameter to signal the need for immediate update. One nice thing is that commands like sub_seek automatically profit from the seek delay logic. On the other hand, hitting chapter seek multiple times still does not update the video on chapter boundaries (as it should be). Note that the main goal of this commit is actually simplification of the input processing logic and to allow all commands to be executed immediately.
2014-02-07 21:29:50 +00:00
// This combines consecutive seek requests.
void queue_seek(struct MPContext *mpctx, enum seek_type type, double amount,
player: handle seek delays differently The code removed from handle_input_and_seek_coalesce() did two things: 1. If there's a queued seek, stop accepting non-seek commands, and delay them to the next playloop iteration. 2. If a seek is executing (i.e. the seek was unqueued, and now it's trying to decode and display the first video frame), stop accepting seek commands (and in fact all commands that were queued after the first seek command). This logic is disabled if seeking started longer than 300ms ago. (To avoid starvation.) I'm not sure why 1. would be needed. It's still possible that a command immediately executed after a seek command sees a "seeking in progress" state, because it affects queued seeks only, and not seeks in progress. Drop this code, since it can easily lead to input starvation, and I'm not aware of any disadvantages. The logic in 2. is good to make seeking behave much better, as it guarantees that the video display is updated frequently. Keep the core idea, but implement it differently. Now this logic is applied to seeks only. Commands after the seek can execute freely, and like with 1., I don't see a reason why they couldn't. However, in some cases, seeks are supposed to be executed instantly, so queue_seek() needs an additional parameter to signal the need for immediate update. One nice thing is that commands like sub_seek automatically profit from the seek delay logic. On the other hand, hitting chapter seek multiple times still does not update the video on chapter boundaries (as it should be). Note that the main goal of this commit is actually simplification of the input processing logic and to allow all commands to be executed immediately.
2014-02-07 21:29:50 +00:00
int exact, bool immediate)
{
struct seek_params *seek = &mpctx->seek;
switch (type) {
case MPSEEK_RELATIVE:
player: handle seek delays differently The code removed from handle_input_and_seek_coalesce() did two things: 1. If there's a queued seek, stop accepting non-seek commands, and delay them to the next playloop iteration. 2. If a seek is executing (i.e. the seek was unqueued, and now it's trying to decode and display the first video frame), stop accepting seek commands (and in fact all commands that were queued after the first seek command). This logic is disabled if seeking started longer than 300ms ago. (To avoid starvation.) I'm not sure why 1. would be needed. It's still possible that a command immediately executed after a seek command sees a "seeking in progress" state, because it affects queued seeks only, and not seeks in progress. Drop this code, since it can easily lead to input starvation, and I'm not aware of any disadvantages. The logic in 2. is good to make seeking behave much better, as it guarantees that the video display is updated frequently. Keep the core idea, but implement it differently. Now this logic is applied to seeks only. Commands after the seek can execute freely, and like with 1., I don't see a reason why they couldn't. However, in some cases, seeks are supposed to be executed instantly, so queue_seek() needs an additional parameter to signal the need for immediate update. One nice thing is that commands like sub_seek automatically profit from the seek delay logic. On the other hand, hitting chapter seek multiple times still does not update the video on chapter boundaries (as it should be). Note that the main goal of this commit is actually simplification of the input processing logic and to allow all commands to be executed immediately.
2014-02-07 21:29:50 +00:00
seek->immediate |= immediate;
if (seek->type == MPSEEK_FACTOR)
return; // Well... not common enough to bother doing better
seek->amount += amount;
seek->exact = MPMAX(seek->exact, exact);
if (seek->type == MPSEEK_NONE)
seek->exact = exact;
if (seek->type == MPSEEK_ABSOLUTE)
return;
if (seek->amount == 0) {
*seek = (struct seek_params){ 0 };
return;
}
seek->type = MPSEEK_RELATIVE;
return;
case MPSEEK_ABSOLUTE:
case MPSEEK_FACTOR:
*seek = (struct seek_params) {
.type = type,
.amount = amount,
.exact = exact,
player: handle seek delays differently The code removed from handle_input_and_seek_coalesce() did two things: 1. If there's a queued seek, stop accepting non-seek commands, and delay them to the next playloop iteration. 2. If a seek is executing (i.e. the seek was unqueued, and now it's trying to decode and display the first video frame), stop accepting seek commands (and in fact all commands that were queued after the first seek command). This logic is disabled if seeking started longer than 300ms ago. (To avoid starvation.) I'm not sure why 1. would be needed. It's still possible that a command immediately executed after a seek command sees a "seeking in progress" state, because it affects queued seeks only, and not seeks in progress. Drop this code, since it can easily lead to input starvation, and I'm not aware of any disadvantages. The logic in 2. is good to make seeking behave much better, as it guarantees that the video display is updated frequently. Keep the core idea, but implement it differently. Now this logic is applied to seeks only. Commands after the seek can execute freely, and like with 1., I don't see a reason why they couldn't. However, in some cases, seeks are supposed to be executed instantly, so queue_seek() needs an additional parameter to signal the need for immediate update. One nice thing is that commands like sub_seek automatically profit from the seek delay logic. On the other hand, hitting chapter seek multiple times still does not update the video on chapter boundaries (as it should be). Note that the main goal of this commit is actually simplification of the input processing logic and to allow all commands to be executed immediately.
2014-02-07 21:29:50 +00:00
.immediate = immediate,
};
return;
case MPSEEK_NONE:
*seek = (struct seek_params){ 0 };
return;
}
abort();
}
void execute_queued_seek(struct MPContext *mpctx)
{
if (mpctx->seek.type) {
// Let explicitly imprecise seeks cancel precise seeks:
if (mpctx->hrseek_active && mpctx->seek.exact < 0)
mpctx->start_timestamp = -1e9;
player: handle seek delays differently The code removed from handle_input_and_seek_coalesce() did two things: 1. If there's a queued seek, stop accepting non-seek commands, and delay them to the next playloop iteration. 2. If a seek is executing (i.e. the seek was unqueued, and now it's trying to decode and display the first video frame), stop accepting seek commands (and in fact all commands that were queued after the first seek command). This logic is disabled if seeking started longer than 300ms ago. (To avoid starvation.) I'm not sure why 1. would be needed. It's still possible that a command immediately executed after a seek command sees a "seeking in progress" state, because it affects queued seeks only, and not seeks in progress. Drop this code, since it can easily lead to input starvation, and I'm not aware of any disadvantages. The logic in 2. is good to make seeking behave much better, as it guarantees that the video display is updated frequently. Keep the core idea, but implement it differently. Now this logic is applied to seeks only. Commands after the seek can execute freely, and like with 1., I don't see a reason why they couldn't. However, in some cases, seeks are supposed to be executed instantly, so queue_seek() needs an additional parameter to signal the need for immediate update. One nice thing is that commands like sub_seek automatically profit from the seek delay logic. On the other hand, hitting chapter seek multiple times still does not update the video on chapter boundaries (as it should be). Note that the main goal of this commit is actually simplification of the input processing logic and to allow all commands to be executed immediately.
2014-02-07 21:29:50 +00:00
/* If the user seeks continuously (keeps arrow key down)
* try to finish showing a frame from one location before doing
* another seek (which could lead to unchanging display). */
if (!mpctx->seek.immediate && mpctx->video_status < STATUS_READY &&
player: handle seek delays differently The code removed from handle_input_and_seek_coalesce() did two things: 1. If there's a queued seek, stop accepting non-seek commands, and delay them to the next playloop iteration. 2. If a seek is executing (i.e. the seek was unqueued, and now it's trying to decode and display the first video frame), stop accepting seek commands (and in fact all commands that were queued after the first seek command). This logic is disabled if seeking started longer than 300ms ago. (To avoid starvation.) I'm not sure why 1. would be needed. It's still possible that a command immediately executed after a seek command sees a "seeking in progress" state, because it affects queued seeks only, and not seeks in progress. Drop this code, since it can easily lead to input starvation, and I'm not aware of any disadvantages. The logic in 2. is good to make seeking behave much better, as it guarantees that the video display is updated frequently. Keep the core idea, but implement it differently. Now this logic is applied to seeks only. Commands after the seek can execute freely, and like with 1., I don't see a reason why they couldn't. However, in some cases, seeks are supposed to be executed instantly, so queue_seek() needs an additional parameter to signal the need for immediate update. One nice thing is that commands like sub_seek automatically profit from the seek delay logic. On the other hand, hitting chapter seek multiple times still does not update the video on chapter boundaries (as it should be). Note that the main goal of this commit is actually simplification of the input processing logic and to allow all commands to be executed immediately.
2014-02-07 21:29:50 +00:00
mp_time_sec() - mpctx->start_timestamp < 0.3)
return;
mp_seek(mpctx, mpctx->seek, false);
mpctx->seek = (struct seek_params){0};
}
}
double get_time_length(struct MPContext *mpctx)
{
struct demuxer *demuxer = mpctx->demuxer;
if (!demuxer)
return 0;
if (mpctx->timeline)
return mpctx->timeline[mpctx->num_timeline_parts].start;
double len = demuxer_get_time_length(demuxer);
if (len >= 0)
return len;
// Unknown
return 0;
}
/* If there are timestamps from stream level then use those (for example
* DVDs can have consistent times there while the MPEG-level timestamps
* reset). */
double get_current_time(struct MPContext *mpctx)
{
struct demuxer *demuxer = mpctx->demuxer;
if (!demuxer)
return 0;
if (mpctx->playback_pts != MP_NOPTS_VALUE)
return mpctx->playback_pts;
if (mpctx->last_seek_pts != MP_NOPTS_VALUE)
return mpctx->last_seek_pts;
return 0;
}
double get_playback_time(struct MPContext *mpctx)
{
double cur = get_current_time(mpctx);
double start = get_start_time(mpctx);
return cur >= start ? cur - start : cur;
}
// Return playback position in 0.0-1.0 ratio, or -1 if unknown.
double get_current_pos_ratio(struct MPContext *mpctx, bool use_range)
{
struct demuxer *demuxer = mpctx->demuxer;
if (!demuxer)
return -1;
double ans = -1;
double start = get_start_time(mpctx);
double len = get_time_length(mpctx);
if (use_range) {
double startpos = rel_time_to_abs(mpctx, mpctx->opts->play_start);
double endpos = get_play_end_pts(mpctx);
if (endpos == MP_NOPTS_VALUE || endpos > start + len)
endpos = start + len;
if (startpos == MP_NOPTS_VALUE || startpos < start)
startpos = start;
if (endpos < startpos)
endpos = startpos;
start = startpos;
len = endpos - startpos;
}
double pos = get_current_time(mpctx);
if (len > 0 && !demuxer->ts_resets_possible) {
ans = MPCLAMP((pos - start) / len, 0, 1);
} else {
int64_t size;
if (demux_stream_control(demuxer, STREAM_CTRL_GET_SIZE, &size) > 0) {
if (size > 0 && demuxer->filepos >= 0)
ans = MPCLAMP(demuxer->filepos / (double)size, 0, 1);
}
}
if (use_range) {
if (mpctx->opts->play_frames > 0)
ans = MPMAX(ans, 1.0 -
mpctx->max_frames / (double) mpctx->opts->play_frames);
}
return ans;
}
int get_percent_pos(struct MPContext *mpctx)
{
int pos = get_current_pos_ratio(mpctx, false) * 100;
return MPCLAMP(pos, 0, 100);
}
// -2 is no chapters, -1 is before first chapter
int get_current_chapter(struct MPContext *mpctx)
{
if (!mpctx->num_chapters)
return -2;
double current_pts = get_current_time(mpctx);
int i;
for (i = 1; i < mpctx->num_chapters; i++)
if (current_pts < mpctx->chapters[i].start)
break;
return MPMAX(mpctx->last_chapter_seek, i - 1);
}
char *chapter_display_name(struct MPContext *mpctx, int chapter)
{
char *name = chapter_name(mpctx, chapter);
char *dname = name;
if (name) {
dname = talloc_asprintf(NULL, "(%d) %s", chapter + 1, name);
} else if (chapter < -1) {
dname = talloc_strdup(NULL, "(unavailable)");
} else {
int chapter_count = get_chapter_count(mpctx);
if (chapter_count <= 0)
dname = talloc_asprintf(NULL, "(%d)", chapter + 1);
else
dname = talloc_asprintf(NULL, "(%d) of %d", chapter + 1,
chapter_count);
}
if (dname != name)
talloc_free(name);
return dname;
}
// returns NULL if chapter name unavailable
char *chapter_name(struct MPContext *mpctx, int chapter)
{
if (chapter < 0 || chapter >= mpctx->num_chapters)
return NULL;
return talloc_strdup(NULL, mpctx->chapters[chapter].name);
}
// returns the start of the chapter in seconds (-1 if unavailable)
double chapter_start_time(struct MPContext *mpctx, int chapter)
{
if (chapter == -1)
return get_start_time(mpctx);
if (chapter >= 0 && chapter < mpctx->num_chapters)
return mpctx->chapters[chapter].start;
return MP_NOPTS_VALUE;
}
int get_chapter_count(struct MPContext *mpctx)
{
return mpctx->num_chapters;
}
// Seek to a given chapter. Queues the seek.
bool mp_seek_chapter(struct MPContext *mpctx, int chapter)
{
int num = get_chapter_count(mpctx);
if (num == 0)
return false;
if (chapter < -1 || chapter >= num)
return false;
mpctx->last_chapter_seek = -2;
double pts = chapter_start_time(mpctx, chapter);
if (pts == MP_NOPTS_VALUE)
return false;
player: handle seek delays differently The code removed from handle_input_and_seek_coalesce() did two things: 1. If there's a queued seek, stop accepting non-seek commands, and delay them to the next playloop iteration. 2. If a seek is executing (i.e. the seek was unqueued, and now it's trying to decode and display the first video frame), stop accepting seek commands (and in fact all commands that were queued after the first seek command). This logic is disabled if seeking started longer than 300ms ago. (To avoid starvation.) I'm not sure why 1. would be needed. It's still possible that a command immediately executed after a seek command sees a "seeking in progress" state, because it affects queued seeks only, and not seeks in progress. Drop this code, since it can easily lead to input starvation, and I'm not aware of any disadvantages. The logic in 2. is good to make seeking behave much better, as it guarantees that the video display is updated frequently. Keep the core idea, but implement it differently. Now this logic is applied to seeks only. Commands after the seek can execute freely, and like with 1., I don't see a reason why they couldn't. However, in some cases, seeks are supposed to be executed instantly, so queue_seek() needs an additional parameter to signal the need for immediate update. One nice thing is that commands like sub_seek automatically profit from the seek delay logic. On the other hand, hitting chapter seek multiple times still does not update the video on chapter boundaries (as it should be). Note that the main goal of this commit is actually simplification of the input processing logic and to allow all commands to be executed immediately.
2014-02-07 21:29:50 +00:00
queue_seek(mpctx, MPSEEK_ABSOLUTE, pts, 0, true);
mpctx->last_chapter_seek = chapter;
mpctx->last_chapter_pts = pts;
return true;
}
static void update_avsync(struct MPContext *mpctx)
{
if (mpctx->audio_status != STATUS_PLAYING ||
mpctx->video_status != STATUS_PLAYING)
return;
double a_pos = playing_audio_pts(mpctx);
2014-01-06 17:39:49 +00:00
mpctx->last_av_difference = a_pos - mpctx->video_pts + mpctx->audio_delay;
if (mpctx->time_frame > 0)
mpctx->last_av_difference +=
mpctx->time_frame * mpctx->opts->playback_speed;
if (a_pos == MP_NOPTS_VALUE || mpctx->video_pts == MP_NOPTS_VALUE)
mpctx->last_av_difference = MP_NOPTS_VALUE;
if (mpctx->last_av_difference > 0.5 && mpctx->drop_frame_cnt > 50
&& !mpctx->drop_message_shown) {
MP_WARN(mpctx, "%s", av_desync_help_text);
mpctx->drop_message_shown = true;
}
}
/* Modify video timing to match the audio timeline. There are two main
* reasons this is needed. First, video and audio can start from different
* positions at beginning of file or after a seek (MPlayer starts both
* immediately even if they have different pts). Second, the file can have
* audio timestamps that are inconsistent with the duration of the audio
* packets, for example two consecutive timestamp values differing by
* one second but only a packet with enough samples for half a second
* of playback between them.
*/
static void adjust_sync(struct MPContext *mpctx, double frame_time)
{
struct MPOpts *opts = mpctx->opts;
if (mpctx->audio_status != STATUS_PLAYING)
return;
double a_pts = written_audio_pts(mpctx) - mpctx->delay;
double v_pts = mpctx->video_next_pts;
double av_delay = a_pts - v_pts;
// Try to sync vo_flip() so it will *finish* at given time
av_delay += mpctx->last_vo_flip_duration;
2014-01-06 17:39:49 +00:00
av_delay += mpctx->audio_delay; // This much pts difference is desired
double change = av_delay * 0.1;
double max_change = opts->default_max_pts_correction >= 0 ?
opts->default_max_pts_correction : frame_time * 0.1;
if (change < -max_change)
change = -max_change;
else if (change > max_change)
change = max_change;
mpctx->delay += change;
mpctx->total_avsync_change += change;
}
static bool handle_osd_redraw(struct MPContext *mpctx)
{
if (!mpctx->video_out || !mpctx->video_out->config_ok)
return false;
bool want_redraw = vo_get_want_redraw(mpctx->video_out) |
osd_query_and_reset_want_redraw(mpctx->osd);
if (!want_redraw)
return false;
vo_redraw(mpctx->video_out);
return true;
}
static void handle_pause_on_low_cache(struct MPContext *mpctx)
{
struct MPOpts *opts = mpctx->opts;
if (!mpctx->demuxer)
return;
int64_t fill = -1;
demux_stream_control(mpctx->demuxer, STREAM_CTRL_GET_CACHE_FILL, &fill);
int cache_kb = fill > 0 ? (fill + 1023) / 1024 : -1;
bool idle = mp_get_cache_idle(mpctx);
if (mpctx->paused && mpctx->paused_for_cache) {
if (cache_kb < 0 || cache_kb >= opts->stream_cache_unpause || idle) {
mpctx->paused_for_cache = false;
if (!opts->pause)
unpause_player(mpctx);
}
mpctx->sleeptime = MPMIN(mpctx->sleeptime, 0.2);
} else {
if (cache_kb >= 0 && cache_kb <= opts->stream_cache_pause && !idle &&
opts->stream_cache_pause < opts->stream_cache_unpause)
{
bool prev_paused_user = opts->pause;
pause_player(mpctx);
mpctx->paused_for_cache = true;
opts->pause = prev_paused_user;
}
}
}
static void handle_heartbeat_cmd(struct MPContext *mpctx)
{
struct MPOpts *opts = mpctx->opts;
if (opts->heartbeat_cmd && !mpctx->paused) {
double now = mp_time_sec();
if (mpctx->next_heartbeat <= now) {
mpctx->next_heartbeat = now + opts->heartbeat_interval;
system(opts->heartbeat_cmd);
}
mpctx->sleeptime = MPMIN(mpctx->sleeptime, mpctx->next_heartbeat - now);
}
}
static void handle_cursor_autohide(struct MPContext *mpctx)
{
struct MPOpts *opts = mpctx->opts;
struct vo *vo = mpctx->video_out;
if (!vo)
return;
bool mouse_cursor_visible = mpctx->mouse_cursor_visible;
double now = mp_time_sec();
unsigned mouse_event_ts = mp_input_get_mouse_event_counter(mpctx->input);
if (mpctx->mouse_event_ts != mouse_event_ts) {
mpctx->mouse_event_ts = mouse_event_ts;
mpctx->mouse_timer = now + opts->cursor_autohide_delay / 1000.0;
mouse_cursor_visible = true;
}
if (mpctx->mouse_timer > now) {
mpctx->sleeptime = MPMIN(mpctx->sleeptime, mpctx->mouse_timer - now);
} else {
mouse_cursor_visible = false;
}
if (opts->cursor_autohide_delay == -1)
mouse_cursor_visible = true;
if (opts->cursor_autohide_delay == -2)
mouse_cursor_visible = false;
if (opts->cursor_autohide_fs && !opts->vo.fullscreen)
mouse_cursor_visible = true;
if (mouse_cursor_visible != mpctx->mouse_cursor_visible)
vo_control(vo, VOCTRL_SET_CURSOR_VISIBILITY, &mouse_cursor_visible);
mpctx->mouse_cursor_visible = mouse_cursor_visible;
}
static void handle_input_and_seek_coalesce(struct MPContext *mpctx)
{
mp_cmd_t *cmd;
while ((cmd = mp_input_get_cmd(mpctx->input, 0, 1)) != NULL) {
mp_dispatch_queue_process(mpctx->dispatch, 0);
cmd = mp_input_get_cmd(mpctx->input, 0, 0);
run_command(mpctx, cmd);
mp_cmd_free(cmd);
if (mpctx->stop_play)
break;
}
mp_dispatch_queue_process(mpctx->dispatch, 0);
}
void add_frame_pts(struct MPContext *mpctx, double pts)
{
if (pts == MP_NOPTS_VALUE || mpctx->hrseek_framedrop) {
mpctx->vo_pts_history_seek_ts++; // mark discontinuity
return;
}
if (mpctx->vo_pts_history_pts[0] == pts) // may be called multiple times
return;
for (int n = MAX_NUM_VO_PTS - 1; n >= 1; n--) {
mpctx->vo_pts_history_seek[n] = mpctx->vo_pts_history_seek[n - 1];
mpctx->vo_pts_history_pts[n] = mpctx->vo_pts_history_pts[n - 1];
}
mpctx->vo_pts_history_seek[0] = mpctx->vo_pts_history_seek_ts;
mpctx->vo_pts_history_pts[0] = pts;
}
static double find_previous_pts(struct MPContext *mpctx, double pts)
{
for (int n = 0; n < MAX_NUM_VO_PTS - 1; n++) {
if (pts == mpctx->vo_pts_history_pts[n] &&
mpctx->vo_pts_history_seek[n] != 0 &&
mpctx->vo_pts_history_seek[n] == mpctx->vo_pts_history_seek[n + 1])
{
return mpctx->vo_pts_history_pts[n + 1];
}
}
return MP_NOPTS_VALUE;
}
static double get_last_frame_pts(struct MPContext *mpctx)
{
if (mpctx->vo_pts_history_seek[0] == mpctx->vo_pts_history_seek_ts)
return mpctx->vo_pts_history_pts[0];
return MP_NOPTS_VALUE;
}
static void handle_backstep(struct MPContext *mpctx)
{
if (!mpctx->backstep_active)
return;
double current_pts = mpctx->last_vo_pts;
mpctx->backstep_active = false;
if (mpctx->d_video && current_pts != MP_NOPTS_VALUE) {
double seek_pts = find_previous_pts(mpctx, current_pts);
if (seek_pts != MP_NOPTS_VALUE) {
player: handle seek delays differently The code removed from handle_input_and_seek_coalesce() did two things: 1. If there's a queued seek, stop accepting non-seek commands, and delay them to the next playloop iteration. 2. If a seek is executing (i.e. the seek was unqueued, and now it's trying to decode and display the first video frame), stop accepting seek commands (and in fact all commands that were queued after the first seek command). This logic is disabled if seeking started longer than 300ms ago. (To avoid starvation.) I'm not sure why 1. would be needed. It's still possible that a command immediately executed after a seek command sees a "seeking in progress" state, because it affects queued seeks only, and not seeks in progress. Drop this code, since it can easily lead to input starvation, and I'm not aware of any disadvantages. The logic in 2. is good to make seeking behave much better, as it guarantees that the video display is updated frequently. Keep the core idea, but implement it differently. Now this logic is applied to seeks only. Commands after the seek can execute freely, and like with 1., I don't see a reason why they couldn't. However, in some cases, seeks are supposed to be executed instantly, so queue_seek() needs an additional parameter to signal the need for immediate update. One nice thing is that commands like sub_seek automatically profit from the seek delay logic. On the other hand, hitting chapter seek multiple times still does not update the video on chapter boundaries (as it should be). Note that the main goal of this commit is actually simplification of the input processing logic and to allow all commands to be executed immediately.
2014-02-07 21:29:50 +00:00
queue_seek(mpctx, MPSEEK_ABSOLUTE, seek_pts, 2, true);
} else {
double last = get_last_frame_pts(mpctx);
if (last != MP_NOPTS_VALUE && last >= current_pts &&
mpctx->backstep_start_seek_ts != mpctx->vo_pts_history_seek_ts)
{
MP_ERR(mpctx, "Backstep failed.\n");
player: handle seek delays differently The code removed from handle_input_and_seek_coalesce() did two things: 1. If there's a queued seek, stop accepting non-seek commands, and delay them to the next playloop iteration. 2. If a seek is executing (i.e. the seek was unqueued, and now it's trying to decode and display the first video frame), stop accepting seek commands (and in fact all commands that were queued after the first seek command). This logic is disabled if seeking started longer than 300ms ago. (To avoid starvation.) I'm not sure why 1. would be needed. It's still possible that a command immediately executed after a seek command sees a "seeking in progress" state, because it affects queued seeks only, and not seeks in progress. Drop this code, since it can easily lead to input starvation, and I'm not aware of any disadvantages. The logic in 2. is good to make seeking behave much better, as it guarantees that the video display is updated frequently. Keep the core idea, but implement it differently. Now this logic is applied to seeks only. Commands after the seek can execute freely, and like with 1., I don't see a reason why they couldn't. However, in some cases, seeks are supposed to be executed instantly, so queue_seek() needs an additional parameter to signal the need for immediate update. One nice thing is that commands like sub_seek automatically profit from the seek delay logic. On the other hand, hitting chapter seek multiple times still does not update the video on chapter boundaries (as it should be). Note that the main goal of this commit is actually simplification of the input processing logic and to allow all commands to be executed immediately.
2014-02-07 21:29:50 +00:00
queue_seek(mpctx, MPSEEK_ABSOLUTE, current_pts, 2, true);
} else if (!mpctx->hrseek_active) {
MP_VERBOSE(mpctx, "Start backstep indexing.\n");
// Force it to index the video up until current_pts.
// The whole point is getting frames _before_ that PTS,
// so apply an arbitrary offset. (In theory the offset
// has to be large enough to reach the previous frame.)
mp_seek(mpctx, (struct seek_params){
.type = MPSEEK_ABSOLUTE,
.amount = current_pts - 1.0,
}, false);
// Don't leave hr-seek mode. If all goes right, hr-seek
// mode is cancelled as soon as the frame before
// current_pts is found during hr-seeking.
// Note that current_pts should be part of the index,
// otherwise we can't find the previous frame, so set the
// seek target an arbitrary amount of time after it.
if (mpctx->hrseek_active) {
mpctx->hrseek_pts = current_pts + 10.0;
mpctx->hrseek_framedrop = false;
mpctx->backstep_active = true;
}
} else {
mpctx->backstep_active = true;
}
}
}
}
static void handle_sstep(struct MPContext *mpctx)
{
struct MPOpts *opts = mpctx->opts;
if (opts->step_sec > 0 && !mpctx->stop_play && !mpctx->paused &&
mpctx->restart_complete)
{
set_osd_function(mpctx, OSD_FFW);
player: handle seek delays differently The code removed from handle_input_and_seek_coalesce() did two things: 1. If there's a queued seek, stop accepting non-seek commands, and delay them to the next playloop iteration. 2. If a seek is executing (i.e. the seek was unqueued, and now it's trying to decode and display the first video frame), stop accepting seek commands (and in fact all commands that were queued after the first seek command). This logic is disabled if seeking started longer than 300ms ago. (To avoid starvation.) I'm not sure why 1. would be needed. It's still possible that a command immediately executed after a seek command sees a "seeking in progress" state, because it affects queued seeks only, and not seeks in progress. Drop this code, since it can easily lead to input starvation, and I'm not aware of any disadvantages. The logic in 2. is good to make seeking behave much better, as it guarantees that the video display is updated frequently. Keep the core idea, but implement it differently. Now this logic is applied to seeks only. Commands after the seek can execute freely, and like with 1., I don't see a reason why they couldn't. However, in some cases, seeks are supposed to be executed instantly, so queue_seek() needs an additional parameter to signal the need for immediate update. One nice thing is that commands like sub_seek automatically profit from the seek delay logic. On the other hand, hitting chapter seek multiple times still does not update the video on chapter boundaries (as it should be). Note that the main goal of this commit is actually simplification of the input processing logic and to allow all commands to be executed immediately.
2014-02-07 21:29:50 +00:00
queue_seek(mpctx, MPSEEK_RELATIVE, opts->step_sec, 0, true);
}
}
static void handle_loop_file(struct MPContext *mpctx)
{
struct MPOpts *opts = mpctx->opts;
if (opts->loop_file && mpctx->stop_play == AT_END_OF_FILE) {
set_osd_function(mpctx, OSD_FFW);
queue_seek(mpctx, MPSEEK_ABSOLUTE, get_start_time(mpctx), 0, true);
}
}
static void handle_keep_open(struct MPContext *mpctx)
{
struct MPOpts *opts = mpctx->opts;
if (opts->keep_open && mpctx->stop_play == AT_END_OF_FILE) {
mpctx->stop_play = KEEP_PLAYING;
mpctx->playback_pts = mpctx->last_vo_pts;
if (!mpctx->opts->pause)
pause_player(mpctx);
}
}
static void handle_chapter_change(struct MPContext *mpctx)
{
int chapter = get_current_chapter(mpctx);
if (chapter != mpctx->last_chapter) {
mpctx->last_chapter = chapter;
mp_notify(mpctx, MPV_EVENT_CHAPTER_CHANGE, NULL);
}
}
// Execute a forceful refresh of the VO window, if it hasn't had a valid frame
// for a while. The problem is that a VO with no valid frame (vo->hasframe==0)
// doesn't redraw video and doesn't OSD interaction. So screw it, hard.
void handle_force_window(struct MPContext *mpctx, bool reconfig)
{
// Don't interfere with real video playback
if (mpctx->d_video)
return;
struct vo *vo = mpctx->video_out;
if (!vo)
return;
if (!vo->config_ok || reconfig) {
MP_INFO(mpctx, "Creating non-video VO window.\n");
// Pick whatever works
int config_format = 0;
for (int fmt = IMGFMT_START; fmt < IMGFMT_END; fmt++) {
if (vo->driver->query_format(vo, fmt)) {
config_format = fmt;
break;
}
}
int w = 960;
int h = 480;
struct mp_image_params p = {
.imgfmt = config_format,
.w = w, .h = h,
.d_w = w, .d_h = h,
};
vo_reconfig(vo, &p, 0);
vo_redraw(vo);
mp_notify(mpctx, MPV_EVENT_VIDEO_RECONFIG, NULL);
}
}
static double timing_sleep(struct MPContext *mpctx, double time_frame)
{
// assume kernel HZ=100 for softsleep, works with larger HZ but with
// unnecessarily high CPU usage
struct MPOpts *opts = mpctx->opts;
double margin = opts->softsleep ? 0.011 : 0;
while (time_frame > margin) {
mp_sleep_us(1000000 * (time_frame - margin));
time_frame -= get_relative_time(mpctx);
}
if (opts->softsleep) {
if (time_frame < 0)
MP_WARN(mpctx, "Warning! Softsleep underflow!\n");
while (time_frame > 0)
time_frame -= get_relative_time(mpctx); // burn the CPU
}
return time_frame;
}
static double get_wakeup_period(struct MPContext *mpctx)
{
double sleeptime = 100.0; // infinite for all practical purposes
#if !HAVE_POSIX_SELECT
// No proper file descriptor event handling; keep waking up to poll input
sleeptime = MPMIN(sleeptime, 0.02);
#endif
if (mpctx->video_out)
if (mpctx->video_out->wakeup_period > 0)
sleeptime = MPMIN(sleeptime, mpctx->video_out->wakeup_period);
return sleeptime;
}
void run_playloop(struct MPContext *mpctx)
{
struct MPOpts *opts = mpctx->opts;
double endpts = get_play_end_pts(mpctx);
bool end_is_chapter = false;
bool new_frame_shown = false;
#if HAVE_ENCODING
if (encode_lavc_didfail(mpctx->encode_lavc_ctx)) {
mpctx->stop_play = PT_QUIT;
return;
}
#endif
update_demuxer_properties(mpctx);
if (mpctx->timeline) {
double end = mpctx->timeline[mpctx->timeline_part + 1].start;
if (endpts == MP_NOPTS_VALUE || end < endpts) {
endpts = end;
end_is_chapter = true;
}
}
if (opts->chapterrange[1] > 0) {
double end = chapter_start_time(mpctx, opts->chapterrange[1]);
if (end != MP_NOPTS_VALUE && (endpts == MP_NOPTS_VALUE || end < endpts))
endpts = end;
}
if (mpctx->d_audio)
fill_audio_out_buffers(mpctx, endpts);
if (mpctx->video_out) {
vo_check_events(mpctx->video_out);
handle_cursor_autohide(mpctx);
handle_heartbeat_cmd(mpctx);
}
while (mpctx->d_video) { // never loops, for "break;" only
struct vo *vo = mpctx->video_out;
update_fps(mpctx);
// Whether there's still at least 1 video frame that can be shown.
// If false, it means we can reconfig the VO if needed (normally, this
// would disrupt playback, so only do it on !still_playing).
bool still_playing = vo_has_next_frame(vo, true);
// For the last frame case (frame is being displayed).
still_playing |= mpctx->playing_last_frame;
still_playing |= mpctx->last_frame_duration > 0;
double frame_time = 0;
int r = update_video(mpctx, endpts, !still_playing, &frame_time);
MP_TRACE(mpctx, "update_video: %d (still_playing=%d)\n", r, still_playing);
if (r == VD_WAIT) // Demuxer will wake us up for more packets to decode.
break;
if (r < 0) {
MP_FATAL(mpctx, "Could not initialize video chain.\n");
int uninit = INITIALIZED_VCODEC;
if (!opts->force_vo)
uninit |= INITIALIZED_VO;
uninit_player(mpctx, uninit);
if (!mpctx->current_track[STREAM_AUDIO])
mpctx->stop_play = PT_NEXT_ENTRY;
mpctx->error_playing = true;
handle_force_window(mpctx, true);
return; // restart loop
}
if (r == VD_EOF) {
if (!mpctx->playing_last_frame && mpctx->last_frame_duration > 0) {
mpctx->time_frame += mpctx->last_frame_duration;
mpctx->last_frame_duration = 0;
mpctx->playing_last_frame = true;
MP_VERBOSE(mpctx, "showing last frame\n");
}
}
if (r == VD_NEW_FRAME) {
MP_TRACE(mpctx, "frametime=%5.3f\n", frame_time);
if (mpctx->video_status > STATUS_PLAYING)
mpctx->video_status = STATUS_PLAYING;
if (mpctx->video_status >= STATUS_READY) {
mpctx->time_frame += frame_time / opts->playback_speed;
adjust_sync(mpctx, frame_time);
}
} else if (r == VD_EOF && mpctx->playing_last_frame) {
// Let video timing code continue displaying.
mpctx->video_status = STATUS_DRAINING;
MP_VERBOSE(mpctx, "still showing last frame\n");
} else if (r <= 0) {
// EOF or error
mpctx->delay = 0;
mpctx->last_av_difference = 0;
mpctx->video_status = STATUS_EOF;
MP_VERBOSE(mpctx, "video EOF\n");
} else {
if (mpctx->video_status > STATUS_PLAYING)
mpctx->video_status = STATUS_PLAYING;
// Decode more in next iteration.
mpctx->sleeptime = 0;
MP_TRACE(mpctx, "filtering more video\n");
}
// Actual playback starts when both audio and video are ready.
if (mpctx->video_status == STATUS_READY)
break;
if (mpctx->paused && mpctx->video_status >= STATUS_READY)
break;
mpctx->time_frame -= get_relative_time(mpctx);
double audio_pts = playing_audio_pts(mpctx);
if (!mpctx->sync_audio_to_video || mpctx->video_status < STATUS_READY) {
mpctx->time_frame = 0;
} else if (mpctx->audio_status == STATUS_PLAYING &&
mpctx->video_status == STATUS_PLAYING)
{
double buffered_audio = ao_get_delay(mpctx->ao);
MP_TRACE(mpctx, "audio delay=%f\n", buffered_audio);
if (opts->autosync) {
/* Smooth reported playback position from AO by averaging
* it with the value expected based on previus value and
* time elapsed since then. May help smooth video timing
* with audio output that have inaccurate position reporting.
* This is badly implemented; the behavior of the smoothing
* now undesirably depends on how often this code runs
* (mainly depends on video frame rate). */
float predicted = (mpctx->delay / opts->playback_speed +
mpctx->time_frame);
float difference = buffered_audio - predicted;
buffered_audio = predicted + difference / opts->autosync;
}
mpctx->time_frame = (buffered_audio -
mpctx->delay / opts->playback_speed);
} else {
/* If we're more than 200 ms behind the right playback
* position, don't try to speed up display of following
* frames to catch up; continue with default speed from
* the current frame instead.
* If untimed is set always output frames immediately
* without sleeping.
*/
if (mpctx->time_frame < -0.2 || opts->untimed || vo->untimed)
mpctx->time_frame = 0;
}
double vsleep = mpctx->time_frame - vo->flip_queue_offset;
if (vsleep > 0.050) {
mpctx->sleeptime = MPMIN(mpctx->sleeptime, vsleep - 0.040);
break;
}
mpctx->sleeptime = 0;
mpctx->playing_last_frame = false;
// last frame case
if (r != VD_NEW_FRAME)
break;
//=================== FLIP PAGE (VIDEO BLT): ======================
mpctx->video_pts = mpctx->video_next_pts;
mpctx->last_vo_pts = mpctx->video_pts;
mpctx->playback_pts = mpctx->video_pts;
update_subtitles(mpctx);
update_osd_msg(mpctx);
MP_STATS(mpctx, "vo draw frame");
vo_new_frame_imminent(vo);
MP_STATS(mpctx, "vo sleep");
mpctx->time_frame -= get_relative_time(mpctx);
mpctx->time_frame -= vo->flip_queue_offset;
if (mpctx->time_frame > 0.001)
mpctx->time_frame = timing_sleep(mpctx, mpctx->time_frame);
mpctx->time_frame += vo->flip_queue_offset;
int64_t t2 = mp_time_us();
/* Playing with playback speed it's possible to get pathological
* cases with mpctx->time_frame negative enough to cause an
* overflow in pts_us calculation, thus the MPMAX. */
double time_frame = MPMAX(mpctx->time_frame, -1);
int64_t pts_us = mpctx->last_time + time_frame * 1e6;
int duration = -1;
double pts2 = vo_get_next_pts(vo, 0); // this is the next frame PTS
if (mpctx->video_pts != MP_NOPTS_VALUE && pts2 == MP_NOPTS_VALUE) {
// Make up a frame duration. Using the frame rate is not a good
// choice, since the frame rate could be unset/broken/random.
float fps = mpctx->d_video->fps;
double frame_duration = fps > 0 ? 1.0 / fps : 0;
pts2 = mpctx->video_pts + MPCLAMP(frame_duration, 0.0, 5.0);
}
if (pts2 != MP_NOPTS_VALUE) {
// expected A/V sync correction is ignored
double diff = (pts2 - mpctx->video_pts);
diff /= opts->playback_speed;
if (mpctx->time_frame < 0)
diff += mpctx->time_frame;
if (diff < 0)
diff = 0;
if (diff > 10)
diff = 10;
duration = diff * 1e6;
mpctx->last_frame_duration = diff;
}
if (mpctx->video_status != STATUS_PLAYING)
duration = -1;
MP_STATS(mpctx, "start flip");
vo_flip_page(vo, pts_us | 1, duration);
MP_STATS(mpctx, "end flip");
if (audio_pts != MP_NOPTS_VALUE)
MP_STATS(mpctx, "value %f ptsdiff", mpctx->video_pts - audio_pts);
mpctx->last_vo_flip_duration = (mp_time_us() - t2) * 0.000001;
if (vo->driver->flip_page_timed) {
// No need to adjust sync based on flip speed
mpctx->last_vo_flip_duration = 0;
// For print_status - VO call finishing early is OK for sync
mpctx->time_frame -= get_relative_time(mpctx);
}
mpctx->shown_vframes++;
if (mpctx->video_status < STATUS_PLAYING)
mpctx->video_status = STATUS_READY;
update_avsync(mpctx);
screenshot_flip(mpctx);
new_frame_shown = true;
mp_notify(mpctx, MPV_EVENT_TICK, NULL);
if (!mpctx->sync_audio_to_video)
mpctx->video_status = STATUS_EOF;
break;
} // video
if (mpctx->video_status == STATUS_EOF || mpctx->paused) {
if (mp_time_sec() - mpctx->last_idle_tick > 0.5) {
mpctx->last_idle_tick = mp_time_sec();
mp_notify(mpctx, MPV_EVENT_TICK, NULL);
}
}
// We always make sure audio and video buffers are filled before actually
// starting playback. This code handles starting them at the same time.
if (mpctx->audio_status >= STATUS_READY &&
mpctx->video_status >= STATUS_READY)
{
if (mpctx->video_status == STATUS_READY) {
mpctx->video_status = STATUS_PLAYING;
get_relative_time(mpctx);
mpctx->sleeptime = 0;
new_frame_shown = true;
}
if (mpctx->audio_status == STATUS_READY)
fill_audio_out_buffers(mpctx, endpts); // actually play prepared buffer
if (!mpctx->restart_complete) {
mpctx->hrseek_active = false;
mp_notify(mpctx, MPV_EVENT_PLAYBACK_RESTART, NULL);
mpctx->restart_complete = true;
}
}
if (mpctx->video_status == STATUS_EOF &&
mpctx->audio_status >= STATUS_PLAYING)
{
double a_pos = 0;
if (mpctx->d_audio)
a_pos = playing_audio_pts(mpctx);
mpctx->playback_pts = a_pos;
}
update_osd_msg(mpctx);
update_subtitles(mpctx);
/* If we're paused, don't end playback yet. But if video is enabled, is EOF,
* and we don't have a video frame, then the user probably seeked outside
* of the video, and we want to quit. */
bool prevent_eof = mpctx->paused;
if (mpctx->d_video && mpctx->video_status == STATUS_EOF)
prevent_eof &= mpctx->video_out && mpctx->video_out->hasframe;
/* Handles terminating on end of playback (or switching to next segment).
*
* It's possible for the user to simultaneously switch both audio
* and video streams to "disabled" at runtime. Handle this by waiting
* rather than immediately stopping playback due to EOF.
*/
if ((mpctx->d_audio || mpctx->d_video) && !prevent_eof &&
mpctx->audio_status == STATUS_EOF &&
mpctx->video_status == STATUS_EOF)
{
if (end_is_chapter) {
mp_seek(mpctx, (struct seek_params){
.type = MPSEEK_ABSOLUTE,
.amount = mpctx->timeline[mpctx->timeline_part+1].start
}, true);
} else
mpctx->stop_play = AT_END_OF_FILE;
}
mp_handle_nav(mpctx);
handle_keep_open(mpctx);
if (!mpctx->stop_play && mpctx->restart_complete) {
// If no more video is available, one frame means one playloop iteration.
// Otherwise, one frame means one video frame.
if (mpctx->video_status == STATUS_EOF)
new_frame_shown = true;
if (opts->playing_msg && !mpctx->playing_msg_shown && new_frame_shown) {
mpctx->playing_msg_shown = true;
char *msg =
mp_property_expand_escaped_string(mpctx, opts->playing_msg);
MP_INFO(mpctx, "%s\n", msg);
talloc_free(msg);
}
if (mpctx->max_frames >= 0) {
if (new_frame_shown)
mpctx->max_frames--;
if (mpctx->max_frames <= 0)
mpctx->stop_play = PT_NEXT_ENTRY;
}
if (mpctx->step_frames > 0 && !mpctx->paused) {
if (new_frame_shown)
mpctx->step_frames--;
if (mpctx->step_frames == 0)
pause_player(mpctx);
}
}
if (mpctx->stop_play)
mpctx->sleeptime = 0;
if (mpctx->sleeptime > 0 && handle_osd_redraw(mpctx))
mpctx->sleeptime = 0;
if (mpctx->sleeptime > 0) {
MP_STATS(mpctx, "start sleep");
mp_input_get_cmd(mpctx->input, mpctx->sleeptime * 1000, true);
MP_STATS(mpctx, "end sleep");
}
mpctx->sleeptime = get_wakeup_period(mpctx);
handle_pause_on_low_cache(mpctx);
handle_input_and_seek_coalesce(mpctx);
handle_backstep(mpctx);
handle_sstep(mpctx);
handle_loop_file(mpctx);
handle_chapter_change(mpctx);
handle_force_window(mpctx, false);
execute_queued_seek(mpctx);
if (mpctx->opts->use_terminal)
getch2_poll();
}
// Waiting for the slave master to send us a new file to play.
void idle_loop(struct MPContext *mpctx)
{
// ================= idle loop (STOP state) =========================
bool need_reinit = true;
while (mpctx->opts->player_idle_mode && !mpctx->playlist->current
&& mpctx->stop_play != PT_QUIT)
{
mpctx->video_status = STATUS_EOF;
mpctx->audio_status = STATUS_EOF;
if (need_reinit) {
mp_notify(mpctx, MPV_EVENT_IDLE, NULL);
handle_force_window(mpctx, true);
}
need_reinit = false;
int uninit = INITIALIZED_AO;
if (!mpctx->opts->force_vo)
uninit |= INITIALIZED_VO;
uninit_player(mpctx, uninit);
handle_force_window(mpctx, false);
if (mpctx->video_out)
vo_check_events(mpctx->video_out);
update_osd_msg(mpctx);
handle_osd_redraw(mpctx);
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mp_cmd_t *cmd = mp_input_get_cmd(mpctx->input, mpctx->sleeptime * 1000,
false);
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mpctx->sleeptime = get_wakeup_period(mpctx);
if (cmd)
run_command(mpctx, cmd);
mp_cmd_free(cmd);
mp_dispatch_queue_process(mpctx->dispatch, 0);
if (mpctx->opts->use_terminal)
getch2_poll();
}
}