mirror of https://github.com/mpv-player/mpv
654 lines
30 KiB
Plaintext
654 lines
30 KiB
Plaintext
This file intends to give a big picture overview of how mpv is structured.
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player/*.c:
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Essentially makes up the player applications, including the main() function
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and the playback loop.
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Generally, it accesses all other subsystems, initializes them, and pushes
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data between them during playback.
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The structure is as follows (as of commit e13c05366557cb):
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* main():
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* basic initializations (e.g. init_libav() and more)
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* pre-parse command line (verbosity level, config file locations)
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* load config files (parse_cfgfiles())
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* parse command line, add files from the command line to playlist
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(m_config_parse_mp_command_line())
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* check help options etc. (call handle_help_options()), possibly exit
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* call mp_play_files() function that works down the playlist:
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* run idle loop (idle_loop()), until there are files in the
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playlist or an exit command was given (only if --idle it set)
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* actually load and play a file in play_current_file():
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* run all the dozens of functions to load the file and
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initialize playback
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* run a small loop that does normal playback, until the file is
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done or a command terminates playback
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(on each iteration, run_playloop() is called, which is rather
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big and complicated - it decodes some audio and video on
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each frame, waits for input, etc.)
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* uninitialize playback
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* determine next entry on the playlist to play
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* loop, or exit if no next file or quit is requested
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(see enum stop_play_reason)
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* call mp_destroy()
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* run_playloop():
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* calls fill_audio_out_buffers()
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This checks whether new audio needs to be decoded, and pushes it
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to the AO.
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* calls write_video()
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Decode new video, and push it to the VO.
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* determines whether playback of the current file has ended
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* determines when to start playback after seeks
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* and calls a whole lot of other stuff
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(Really, this function does everything.)
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Things worth saying about the playback core:
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- most state is in MPContext (core.h), which is not available to the
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subsystems (and should not be made available)
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- the currently played tracks are in mpctx->current_tracks, and decoder
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state in track.dec/d_sub
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- the other subsystems rarely call back into the frontend, and the frontend
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polls them instead (probably a good thing)
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- one exceptions are wakeup callbacks, which notify a "higher" component
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of a changed situation in a subsystem
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I like to call the player/*.c files the "frontend".
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ta.h & ta.c:
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Hierarchical memory manager inspired by talloc from Samba. It's like a
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malloc() with more features. Most importantly, each talloc allocation can
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have a parent, and if the parent is free'd, all children will be free'd as
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well. The parent is an arbitrary talloc allocation. It's either set by the
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allocation call by passing a talloc parent, usually as first argument to the
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allocation function. It can also be set or reset later by other calls (at
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least talloc_steal()). A talloc allocation that is used as parent is often
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called a talloc context.
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One very useful feature of talloc is fast tracking of memory leaks. ("Fast"
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as in it doesn't require valgrind.) You can enable it by setting the
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MPV_LEAK_REPORT environment variable to "1":
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export MPV_LEAK_REPORT=1
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Or permanently by building with --enable-ta-leak-report.
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This will list all unfree'd allocations on exit.
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Documentation can be found here:
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http://git.samba.org/?p=samba.git;a=blob;f=lib/talloc/talloc.h;hb=HEAD
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For some reason, we're still using API-compatible wrappers instead of TA
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directly. The talloc wrapper has only a subset of the functionality, and
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in particular the wrappers abort() on memory allocation failure.
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Note: unlike tcmalloc, jemalloc, etc., talloc() is not actually a malloc
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replacement. It works on top of system malloc and provides additional
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features that are supposed to make memory management easier.
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player/command.c:
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This contains the implementation for client API commands and properties.
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Properties are essentially dynamic variables changed by certain commands.
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This is basically responsible for all user commands, like initiating
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seeking, switching tracks, etc. It calls into other player/*.c files,
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where most of the work is done, but also calls other parts of mpv.
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player/core.h:
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Data structures and function prototypes for most of player/*.c. They are
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usually not accessed by other parts of mpv for the sake of modularization.
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player/client.c:
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This implements the client API (libmpv/client.h). For the most part, this
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just calls into other parts of the player. This also manages a ringbuffer
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of events from player to clients.
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options/options.h, options/options.c
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options.h contains the global option struct MPOpts. The option declarations
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(option names, types, and MPOpts offsets for the option parser) are in
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options.c. Most default values for options and MPOpts are in
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mp_default_opts at the end of options.c.
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MPOpts is unfortunately quite monolithic, but is being incrementally broken
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up into sub-structs. Many components have their own sub-option structs
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separate from MPOpts. New options should be bound to the component that uses
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them. Add a new option table/struct if needed.
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The global MPOpts still contains the sub-structs as fields, which serves to
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link them to the option parser. For example, an entry like this may be
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typical:
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{"", OPT_SUBSTRUCT(demux_opts, demux_conf)},
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This directs the option access code to include all options in demux_conf
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into the global option list, with no prefix (""), and as part of the
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MPOpts.demux_opts field. The MPOpts.demux_opts field is actually not
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accessed anywhere, and instead demux.c does this:
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struct m_config_cache *opts_cache =
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m_config_cache_alloc(demuxer, global, &demux_conf);
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struct demux_opts *opts = opts_cache->opts;
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... to get a copy of its options.
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See m_config.h (below) how to access options.
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The actual option parser is spread over m_option.c, m_config.c, and
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parse_commandline.c, and uses the option table in options.c.
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options/m_config.h & m_config.c:
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Code for querying and managing options. This (unfortunately) contains both
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declarations for the "legacy-ish" global m_config struct, and ways to access
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options in a threads-safe way anywhere, like m_config_cache_alloc().
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m_config_cache_alloc() lets anyone read, observe, and write options in any
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thread. The only state it needs is struct mpv_global, which is an opaque
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type that can be passed "down" the component hierarchy. For safety reasons,
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you should not pass down any pointers to option structs (like MPOpts), but
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instead pass down mpv_global, and use m_config_cache_alloc() (or similar)
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to get a synchronized copy of the options.
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input/input.c:
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This translates keyboard input coming from VOs and other sources (such
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as remote control devices like Apple IR or client API commands) to the
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key bindings listed in the user's (or the builtin) input.conf and turns
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them into items of type struct mp_cmd. These commands are queued, and read
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by playloop.c. They get pushed with run_command() to command.c.
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Note that keyboard input and commands used by the client API are the same.
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The client API only uses the command parser though, and has its own queue
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of input commands somewhere else.
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common/msg.h:
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All terminal output must go through mp_msg().
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stream/*:
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File input is implemented here. stream.h/.c provides a simple stream based
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interface (like reading a number of bytes at a given offset). mpv can
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also play from http streams and such, which is implemented here.
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E.g. if mpv sees "http://something" on the command line, it will pick
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stream_lavf.c based on the prefix, and pass the rest of the filename to it.
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Some stream inputs are quite special: stream_dvd.c turns DVDs into mpeg
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streams (DVDs are actually a bunch of vob files etc. on a filesystem),
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stream_tv.c provides TV input including channel switching.
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Some stream inputs are just there to invoke special demuxers, like
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stream_mf.c. (Basically to make the prefix "mf://" do something special.)
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demux/:
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Demuxers split data streams into audio/video/sub streams, which in turn
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are split in packets. Packets (see demux_packet.h) are mostly byte chunks
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tagged with a playback time (PTS). These packets are passed to the decoders.
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Most demuxers have been removed from this fork, and the only important and
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"actual" demuxers left are demux_mkv.c and demux_lavf.c (uses libavformat).
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There are some pseudo demuxers like demux_cue.c.
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The main interface is in demux.h. The stream headers are in stheader.h.
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There is a stream header for each audio/video/sub stream, and each of them
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holds codec information about the stream and other information.
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demux.c is a bit big, the main reason being that it contains the demuxer
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cache, which is implemented as a list of packets. The cache is complex
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because it support seeking, multiple ranges, prefetching, and so on.
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video/:
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This contains several things related to audio/video decoding, as well as
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video filters.
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mp_image.h and img_format.h define how mpv stores decoded video frames
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internally.
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video/decode/:
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vd_*.c are video decoders. (There's only vd_lavc.c left.) dec_video.c
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handles most of connecting the frontend with the actual decoder.
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video/filter/:
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vf_*.c and vf.c form the video filter chain. They are fed by the video
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decoder, and output the filtered images to the VOs though vf_vo.c. By
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default, no video filters (except vf_vo) are used. vf_scale is automatically
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inserted if the video output can't handle the video format used by the
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decoder.
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video/out/:
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Video output. They also create GUI windows and handle user input. In most
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cases, the windowing code is shared among VOs, like x11_common.c for X11 and
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w32_common.c for Windows. The VOs stand between frontend and windowing code.
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vo_gpu can pick a windowing system at runtime, e.g. the same binary can
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provide both X11 and Cocoa support on OSX.
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VOs can be reconfigured at runtime. A vo_reconfig() call can change the video
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resolution and format, without destroying the window.
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vo_gpu should be taken as reference.
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audio/:
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format.h/format.c define the uncompressed audio formats. (As well as some
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compressed formats used for spdif.)
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audio/decode/:
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ad_*.c and dec_audio.c handle audio decoding. ad_lavc.c is the
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decoder using ffmpeg. ad_spdif.c is not really a decoder, but is used for
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compressed audio passthrough.
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audio/filter/:
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Audio filter chain. af_lavrresample is inserted if any form of conversion
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between audio formats is needed.
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audio/out/:
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Audio outputs.
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Unlike VOs, AOs can't be reconfigured on a format change. On audio format
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changes, the AO will simply be closed and re-opened.
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There are wrappers to support for two types of audio APIs: push.c and
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pull.c. ao.c calls into one of these. They contain generic code to deal
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with the data flow these APIs impose.
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Note that mpv synchronizes the video to the audio. That's the reason
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why buggy audio drivers can have a bad influence on playback quality.
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sub/:
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Contains subtitle and OSD rendering.
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osd.c/.h is actually the OSD code. It queries dec_sub.c to retrieve
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decoded/rendered subtitles. osd_libass.c is the actual implementation of
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the OSD text renderer (which uses libass, and takes care of all the tricky
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fontconfig/freetype API usage and text layouting).
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The VOs call osd.c to render OSD and subtitle (via e.g. osd_draw()). osd.c
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in turn asks dec_sub.c for subtitle overlay bitmaps, which relays the
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request to one of the sd_*.c subtitle decoders/renderers.
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Subtitle loading is in demux/. Normally, subtitles are loaded via demux_lavf.c.
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The subtitles are passed to dec_sub.c and the subtitle decoders in sd_*.c
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as they are demuxed. All text subtitles are rendered by sd_ass.c. If text
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subtitles are not in the ASS format, the libavcodec subtitle converters are
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used (lavc_conv.c).
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Text subtitles can be preloaded, in which case they are read fully as soon
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as the subtitle is selected. In this case, they are effectively stored in
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sd_ass.c's internal state.
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etc/:
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The file input.conf is actually integrated into the mpv binary by the
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build system. It contains the default keybindings.
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Best practices and Concepts within mpv
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======================================
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General contribution etc.
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-------------------------
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See: DOCS/contribute.md
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Error checking
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--------------
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If an error is relevant, it should be handled. If it's interesting, log the
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error. However, mpv often keeps errors silent and reports failures somewhat
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coarsely by propagating them upwards the caller chain. This is OK, as long as
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the errors are not very interesting, or would require a developer to debug it
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anyway (in which case using a debugger would be more convenient, and the
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developer would need to add temporary debug printfs to get extremely detailed
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information which would not be appropriate during normal operation).
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Basically, keep a balance on error reporting. But always check them, unless you
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have a good argument not to.
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Memory allocation errors (OOM) are a special class of errors. Normally such
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allocation failures are not handled "properly". Instead, abort() is called.
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(New code should use MP_HANDLE_OOM() for this.) This is done out of laziness and
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for convenience, and due to the fact that MPlayer/mplayer2 never handled it
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correctly. (MPlayer varied between handling it correctly, trying to do so but
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failing, and just not caring, while mplayer2 started using abort() for it.)
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This is justifiable in a number of ways. Error handling paths are notoriously
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untested and buggy, so merely having them won't make your program more reliable.
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Having these error handling paths also complicates non-error code, due to the
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need to roll back state at any point after a memory allocation.
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Take any larger body of code, that is supposed to handle OOM, and test whether
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the error paths actually work, for example by overriding malloc with a version
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that randomly fails. You will find bugs quickly, and often they will be very
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annoying to fix (if you can even reproduce them).
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In addition, a clear indication that something went wrong may be missing. On
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error your program may exhibit "degraded" behavior by design. Consider a video
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encoder dropping frames somewhere in the middle of a video due to temporary
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allocation failures, instead of just exiting with an errors. In other cases, it
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may open conceptual security holes. Failing fast may be better.
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mpv uses GPU APIs, which may be break on allocation errors (because driver
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authors will have the same issues as described here), or don't even have a real
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concept for dealing with OOM (OpenGL).
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libmpv is often used by GUIs, which I predict always break if OOM happens.
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Last but not least, OSes like Linux use "overcommit", which basically means that
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your program may crash any time OOM happens, even if it doesn't use malloc() at
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all!
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But still, don't just assume malloc() always succeeds. Use MP_HANDLE_OOM(). The
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ta* APIs do this for you. The reason for this is that dereferencing a NULL
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pointer can have security relevant consequences if large offsets are involved.
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Also, a clear error message is better than a random segfault.
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Some big memory allocations are checked anyway. For example, all code must
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assume that allocating video frames or packets can fail. (The above example
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of dropping video frames during encoding is entirely possible in mpv.)
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Undefined behavior
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------------------
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Undefined behavior (UB) is a concept in the C language. C is famous for being a
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language that makes it almost impossible to write working code, because
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undefined behavior is so easily triggered, compilers will happily abuse it to
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generate "faster" code, debugging tools will shout at you, and sometimes it
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even means your code doesn't work.
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There is a lot of literature on this topic. Read it.
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(In C's defense, UB exists in other languages too, but since they're not used
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for low level infrastructure, and/or these languages are at times not rigorously
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defined, simply nobody cares. However, the C standard committee is still guilty
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for not addressing this. I'll admit that I can't even tell from the standard's
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gibberish whether some specific behavior is UB or not. It's written like tax
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law.)
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In mpv, we generally try to avoid undefined behavior. For one, we want portable
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and reliable operation. But more importantly, we want clean output from
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debugging tools, in order to find real bugs more quickly and effectively.
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Avoid the "works in practice" argument. Once debugging tools come into play, or
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simply when "in practice" stops being true, this will all get back to you in a
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bad way.
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Global state, library safety
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----------------------------
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Mutable global state is when code uses global variables that are not read-only.
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This must be avoided in mpv. Always use context structs that the caller of
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your code needs to allocate, and whose pointers are passed to your functions.
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Library safety means that your code (or library) can be used by a library
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without causing conflicts with other library users in the same process. To any
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piece of code, a "safe" library's API can simply be used, without having to
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worry about other API users that may be around somewhere.
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Libraries are often not library safe, because they use global mutable state
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or other "global" resources. Typical examples include use of signals, simple
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global variables (like hsearch() in libc), or internal caches not protected by
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locks.
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A surprisingly high number of libraries are not library safe because they need
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global initialization. Typically they provide an API function, which
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"initializes" the library, and which must be called before calling any other
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API functions. Often, you are to provide global configuration parameters, which
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can change the behavior of the library. If two libraries A and B use library C,
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but A and B initialize C with different parameters, something "bad" may happen.
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In addition, these global initialization functions are often not thread-safe. So
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if A and B try to initialize C at the same time (from different threads and
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without knowing about each other), it may cause undefined behavior. (libcurl is
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a good example of both of these issues. FFmpeg and some TLS libraries used to be
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affected, but improved.)
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This is so bad because library A and B from the previous example most likely
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have no way to cooperate, because they're from different authors and have no
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business knowing each others. They'd need a library D, which wraps library C
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in a safe way. Unfortunately, typically something worse happens: libraries get
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"infected" by the unsafeness of its sub-libraries, and export a global init API
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just to initialize the sub-libraries. In the previous example, libraries A and B
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would export global init APIs just to init library C, even though the rest of
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A/B are clean and library safe. (Again, libcurl is an example of this, if you
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subtract other historic anti-features.)
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The main problem with library safety is that its lack propagates to all
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libraries using the library.
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We require libmpv to be library safe. This is not really possible, because some
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libraries are not library safe (FFmpeg, Xlib, partially ALSA). However, for
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ideological reasons, there is no global init API, and best effort is made to try
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to avoid problems.
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libmpv has some features that are not library safe, but which are disabled by
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default (such as terminal usage aka stdout, or JSON IPC blocking SIGPIPE for
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internal convenience).
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A notable, very disgustingly library unsafe behavior of libmpv is calling
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abort() on some memory allocation failure. See error checking section.
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Logging
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-------
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All logging and terminal output in mpv goes through the functions and macros
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provided in common/msg.h. This is in part for library safety, and in part to
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make sure users can silence all output, or to redirect the output elsewhere,
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like a log file or the internal console.lua script.
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Locking
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-------
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See generally available literature. In mpv, we use mp_thread for this.
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Always keep locking clean. Don't skip locking just because it will work "in
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practice". (See undefined behavior section.) If your use case is simple, you may
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use C11 atomics, but most likely you will only hurt yourself and others.
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Always make clear which fields in a struct are protected by which lock. If a
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field is immutable, or simply not thread-safe (e.g. state for a single worker
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thread), document it as well.
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Internal mpv APIs are assumed to be not thread-safe by default. If they have
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special guarantees (such as being usable by more than one thread at a time),
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these should be explicitly documented.
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All internal mpv APIs must be free of global state. Even if a component is not
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thread-safe, multiple threads can use _different_ instances of it without any
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locking.
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On a side note, recursive locks may seem convenient at first, but introduce
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additional problems with condition variables and locking hierarchies. They
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should be avoided.
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Locking hierarchy
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-----------------
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A simple way to avoid deadlocks with classic locking is to define a locking
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hierarchy or lock order. If all threads acquire locks in the same order, no
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deadlocks will happen.
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For example, a "leaf" lock is a lock that is below all other locks in the
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hierarchy. You can acquire it any time, as long as you don't acquire other
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locks while holding it.
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Unfortunately, C has no way to declare or check the lock order, so you should at
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least document it.
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In addition, try to avoid exposing locks to the outside. Making the declaration
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of a lock private to a specific .c file (and _not_ exporting accessors or
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lock/unlock functions that manipulate the lock) is a good idea. Your component's
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API may acquire internal locks, but should release them when returning. Keeping
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the entire locking in a single file makes it easy to check it.
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Avoiding callback hell
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----------------------
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mpv code is separated in components, like the "frontend" (i.e. MPContext mpctx),
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VOs, AOs, demuxers, and more. The frontend usually calls "down" the usage
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hierarchy: mpctx almost on top, then things like vo/ao, and utility code on the
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very bottom.
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"Callback hell" is when components call both up and down the hierarchy,
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which for example leads to accidentally recursion, reentrancy problems, or
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locking nightmares. This is avoided by (mostly) calling only down the hierarchy.
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Basically the call graph forms a DAG. The other direction is handled by event
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queues, wakeup callbacks, and similar mechanisms.
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Typically, a component provides an API, and does not know anything about its
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user. The API user (component higher in the hierarchy) polls the state of the
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lower component when needed.
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This also enforces some level of modularization, and with some luck the locking
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hierarchy. (Basically, locks of lower components automatically become leaf
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locks.) Another positive effect is simpler memory management.
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(Also see e.g.: http://250bpm.com/blog:24)
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Wakeup callbacks
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----------------
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This is a common concept in mpv. Even the public API uses it. It's used when an
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API has internal threads (or otherwise triggers asynchronous events), but the
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component call hierarchy needs to be kept. The wakeup callback is the only
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exception to the call hierarchy, and always calls up.
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For example, vo spawns a thread that the API user (the mpv frontend) does not
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need to know about. vo simply provides a single-threaded API (or that looks like
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one). This API needs a way to notify the API user of new events. But the vo
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event producer is on the vo thread - it can't simply invoke a callback back into
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the API user, because then the API user has to deal with locking, despite not
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using threads. In addition, this will probably cause problems like mentioned in
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the "callback hell" section, especially lock order issues.
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The solution is the wakeup callback. It merely unblocks the API user from
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waiting, and the API user then uses the normal vo API to examine whether or
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which state changed. As a concept, it documents what a wakeup callback is
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allowed to do and what not, to avoid the aforementioned problems.
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Generally, you are not allowed to call any API from the wakeup callback. You
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just do whatever is needed to unblock your thread. For example, if it's waiting
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on a mutex/condition variable, acquire the mutex, set a change flag, signal
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the condition variable, unlock, return. (This mutex must not be held when
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calling the API. It must be a leaf lock.)
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Restricting the wakeup callback like this sidesteps any reentrancy issues and
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other complexities. The API implementation can simply hold internal (and
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non-recursive) locks while invoking the wakeup callback.
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The API user still needs to deal with locking (probably), but there's only the
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need to implement a single "receiver", that can handle the entire API of the
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used component. (Or multiple APIs - MPContext for example has only 1 wakeup
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callback that handles all AOs, VOs, input, demuxers, and more. It simple re-runs
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the playloop.)
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You could get something more advanced by turning this into a message queue. The
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API would append a message to the queue, and the API user can read it. But then
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you still need a way to "wakeup" the API user (unless you force the API user
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to block on your API, which will make things inconvenient for the API user). You
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also need to worry about what happens if the message queue overruns (you either
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lose messages or have unbounded memory usage). In the mpv public API, the
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distinction between message queue and wakeup callback is sort of blurry, because
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it does provide a message queue, but an additional wakeup callback, so API
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users are not required to call mpv_wait_event() with a high timeout.
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mpv itself prefers using wakeup callbacks over a generic event queue, because
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most times an event queue is not needed (or complicates things), and it is
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better to do it manually.
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(You could still abstract the API user side of wakeup callback handling, and
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avoid reimplementing it all the time. Although mp_dispatch_queue already
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provides mechanisms for this.)
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Condition variables
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-------------------
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They're used whenever a thread needs to wait for something, without nonsense
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like sleep calls or busy waiting. mpv uses the mp_thread API for this.
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There's a lot of literature on condition variables, threading in general. Read it.
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For initial understanding, it may be helpful to know that condition variables
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are not variables that signal a condition. mp_cond does not have any
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state per-se. Maybe mp_cond would better be named mp_interrupt,
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because its sole purpose is to interrupt a thread waiting via mp_cond_wait()
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(or similar). The "something" in "waiting for something" can be called
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predicate (to avoid confusing it with "condition"). Consult literature for the
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proper terms.
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The very short version is...
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Shared declarations:
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mp_mutex lock;
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mp_cond cond_var;
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struct something state_var; // protected by lock, changes signaled by cond_var
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Waiter thread:
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mp_mutex_lock(&lock);
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// Wait for a change in state_var. We want to wait until predicate_fulfilled()
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// returns true.
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// Must be a loop for 2 reasons:
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// 1. cond_var may be associated with other conditions too
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// 2. mp_cond_wait() can have sporadic wakeups
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while (!predicate_fulfilled(&state_var)) {
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// This unlocks, waits for cond_var to be signaled, and then locks again.
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// The _whole_ point of cond_var is that unlocking and waiting for the
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// signal happens atomically.
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mp_cond_wait(&cond_var, &lock);
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}
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// Here you may react to the state change. The state cannot change
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// asynchronously as long as you still hold the lock (and didn't release
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// and reacquire it).
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// ...
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mp_mutex_unlock(&lock);
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Signaler thread:
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mp_mutex_lock(&lock);
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// Something changed. Update the shared variable with the new state.
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update_state(&state_var);
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// Notify that something changed. This will wake up the waiter thread if
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// it's blocked in mp_cond_wait(). If not, nothing happens.
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mp_cond_broadcast(&cond_var);
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// Fun fact: good implementations wake up the waiter only when the lock is
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// released, to reduce kernel scheduling overhead.
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mp_mutex_unlock(&lock);
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Some basic rules:
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1. Always access your state under proper locking
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2. Always check your predicate before every call to mp_cond_wait()
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(And don't call mp_cond_wait() if the predicate is fulfilled.)
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3. Always call mp_cond_wait() in a loop
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(And only if your predicate failed without releasing the lock..)
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4. Always call mp_cond_broadcast()/_signal() inside of its associated
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lock
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mpv sometimes violates rule 3, and leaves "retrying" (i.e. looping) to the
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caller.
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Common pitfalls:
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- Thinking that mp_cond is some kind of semaphore, or holds any
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application state or the user predicate (it _only_ wakes up threads
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that are at the same time blocking on mp_cond_wait() and friends,
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nothing else)
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- Changing the predicate, but not updating all mp_cond_broadcast()/
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_signal() calls correctly
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- Forgetting that mp_cond_wait() unlocks the lock (other threads can
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and must acquire the lock)
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- Holding multiple nested locks while trying to wait (=> deadlock, violates
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the lock order anyway)
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- Waiting for a predicate correctly, but unlocking/relocking before acting
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on it (unlocking allows arbitrary state changes)
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- Confusing which lock/condition var. is used to manage a bit of state
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Generally available literature probably has better examples and explanations.
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Using condition variables the proper way is generally preferred over using more
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messy variants of them. (Just saying because on win32, "SetEvent" exists, and
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it's inferior to condition variables. Try to avoid the win32 primitives, even if
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you're dealing with Windows-only code.)
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Threads
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|
-------
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Threading should be conservatively used. Normally, mpv code pretends to be
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single-threaded, and provides thread-unsafe APIs. Threads are used coarsely,
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and if you can avoid messing with threads, you should. For example, VOs and AOs
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do not need to deal with threads normally, even though they run on separate
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threads. The glue code "isolates" them from any threading issues.
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