Exemple #1
0
        /// <summary>
        /// Releases unmanaged and - optionally - managed resources.
        /// Please not that this call is non-blocking/asynchronous.
        /// </summary>
        /// <param name="alsoManaged"><c>true</c> to release both managed and unmanaged resources; <c>false</c> to release only unmanaged resources.</param>
        private void Dispose(bool alsoManaged)
        {
            if (IsDisposed)
            {
                return;
            }

            // Run the close command immediately
            if (BeginSynchronousCommand() == false)
            {
                return;
            }

            // Dispose the wait handle: No more command accepted from this point forward.
            SynchronousCommandDone.Dispose();

            try
            {
                var closeCommand = new CloseCommand(Commands);
                closeCommand.RunSynchronously();
            }
            catch { throw; }
            finally
            {
                IsDisposed = true;
            }

            // Dispose the container
            Container?.Dispose();
            Container = null;

            // Dispose the RTC
            Clock.Dispose();

            // Dispose the Wait Event objects as they are
            // backed by unmanaged code
            PacketReadingCycle.Dispose();
            FrameDecodingCycle.Dispose();
            BlockRenderingCycle.Dispose();
            SeekingDone.Dispose();
            MediaChangingDone.Dispose();
        }
Exemple #2
0
        /// <summary>
        /// Runs the read task which keeps a packet buffer as full as possible.
        /// It reports on DownloadProgress by enqueueing an update to the property
        /// in order to avoid any kind of disruption to this thread caused by the UI thread.
        /// </summary>
        internal void RunPacketReadingWorker()
        {
            #region Worker State Setup

            // The delay provider prevents 100% core usage
            var delay = new DelayProvider();

            // Holds the packet count for each read cycle
            var packetsRead = new MediaTypeDictionary <int>();

            // State variables for media types
            var t = MediaType.None;

            // Store Container in local variable to prevent NullReferenceException
            // when dispose occurs sametime with read cycle
            var mediaContainer = Container;

            #endregion

            #region Worker Loop

            try
            {
                // Worker logic begins here
                while (IsTaskCancellationPending == false)
                {
                    // Wait for seeking or changing to be done.
                    MediaChangingDone.Wait();
                    SeekingDone.Wait();

                    // Enter a packet reading cycle
                    PacketReadingCycle.Begin();

                    // Initialize Packets read to 0 for each component and state variables
                    foreach (var k in mediaContainer.Components.MediaTypes)
                    {
                        packetsRead[k] = 0;
                    }

                    // Start to perform the read loop
                    // NOTE: Disrupting the packet reader causes errors in UPD streams. Disrupt as little as possible
                    while (CanReadMorePackets && ShouldReadMorePackets && IsTaskCancellationPending == false)
                    {
                        // Perform a packet read. t will hold the packet type.
                        try
                        {
                            t = mediaContainer.Read();
                        }
                        catch (MediaContainerException)
                        {
                            continue;
                        }

                        // Discard packets that we don't need (i.e. MediaType == None)
                        if (mediaContainer.Components.MediaTypes.HasMediaType(t) == false)
                        {
                            continue;
                        }

                        // Update the packet count for the components
                        packetsRead[t] += 1;

                        // Ensure we have read at least some packets from main and auxiliary streams.
                        if (packetsRead.FundamentalsGreaterThan(0))
                        {
                            break;
                        }
                    }

                    // finish the reading cycle.
                    PacketReadingCycle.Complete();

                    // Don't evaluate a pause condition if we are seeking
                    if (SeekingDone.IsInProgress)
                    {
                        continue;
                    }

                    // Wait some if we have a full packet buffer or we are unable to read more packets (i.e. EOF).
                    if (ShouldReadMorePackets == false ||
                        CanReadMorePackets == false ||
                        packetsRead.GetSum() <= 0)
                    {
                        delay.WaitOne();
                    }
                }
            }
            catch (ThreadAbortException) { /* swallow */ }
            catch { if (!IsDisposed)
                    {
                        throw;
                    }
            }
            finally
            {
                // Always exit notifying the reading cycle is done.
                PacketReadingCycle.Complete();
                delay.Dispose();
            }

            #endregion
        }
        /// <summary>
        /// Starts the block rendering worker.
        /// </summary>
        private void StartBlockRenderingWorker()
        {
            if (BlockRenderingWorkerExit != null)
            {
                return;
            }

            BlockRenderingWorkerExit = WaitEventFactory.Create(isCompleted: false, useSlim: true);

            // Holds the main media type
            var main = Container.Components.Main.MediaType;

            // Holds all components
            var all = Renderers.Keys.ToArray();

            // Holds a snapshot of the current block to render
            var currentBlock = new MediaTypeDictionary <MediaBlock>();

            // Keeps track of how many blocks were rendered in the cycle.
            var renderedBlockCount = new MediaTypeDictionary <int>();

            // reset render times for all components
            foreach (var t in all)
            {
                InvalidateRenderer(t);
            }

            // Ensure packet reading is running
            PacketReadingCycle.Wait();

            // wait for main component blocks or EOF or cancellation pending
            while (CanReadMoreFramesOf(main) && Blocks[main].Count <= 0)
            {
                FrameDecodingCycle.Wait();
            }

            // Set the initial clock position
            Clock.Update(Blocks[main].RangeStartTime);
            var wallClock = WallClock;

            // Wait for renderers to be ready
            foreach (var t in all)
            {
                Renderers[t]?.WaitForReadyState();
            }

            // The Render timer is responsible for sending frames to renders
            BlockRenderingWorker = new Timer((s) =>
            {
                #region Detect a Timer Stop

                if (IsTaskCancellationPending || BlockRenderingWorkerExit.IsCompleted || IsDisposed)
                {
                    BlockRenderingWorkerExit?.Complete();
                    return;
                }

                #endregion

                #region Run the Rendering Cycle

                // Don't run the cycle if it's already running
                if (BlockRenderingCycle.IsInProgress)
                {
                    Log(MediaLogMessageType.Trace, $"SKIP: {nameof(BlockRenderingWorker)} alredy in a cycle. {WallClock}");
                    return;
                }

                try
                {
                    #region 1. Control and Capture

                    // Wait for Media Changing
                    MediaChangingDone.Wait();

                    // Wait for the seek op to finish before we capture blocks
                    if (HasDecoderSeeked)
                    {
                        SeekingDone.Wait();
                    }

                    // Signal the start of a block rendering cycle
                    BlockRenderingCycle.Begin();

                    // Updatete Status Properties
                    main = Container.Components.Main.MediaType;
                    all  = Renderers.Keys.ToArray();
                    State.UpdateBufferingProperties();

                    // Reset the rendered count to 0
                    foreach (var t in all)
                    {
                        renderedBlockCount[t] = 0;
                    }

                    #endregion

                    #region 2. Handle Block Rendering

                    // capture the wall clock for this cycle
                    wallClock = WallClock;

                    // Capture the blocks to render
                    foreach (var t in all)
                    {
                        if (t == MediaType.Subtitle && PreloadedSubtitles != null)
                        {
                            // Get the preloaded, cached subtitle block
                            currentBlock[t] = PreloadedSubtitles[wallClock];
                        }
                        else
                        {
                            // Get the regular audio, video, or sub block
                            currentBlock[t] = Blocks[t][wallClock];
                        }
                    }

                    // Render each of the Media Types if it is time to do so.
                    foreach (var t in all)
                    {
                        // Skip rendering for nulls
                        if (currentBlock[t] == null || currentBlock[t].IsDisposed)
                        {
                            continue;
                        }

                        // Render by forced signal (TimeSpan.MinValue) or because simply it is time to do so
                        if (LastRenderTime[t] == TimeSpan.MinValue || currentBlock[t].StartTime != LastRenderTime[t])
                        {
                            renderedBlockCount[t] += SendBlockToRenderer(currentBlock[t], wallClock);
                        }
                    }

                    #endregion

                    #region 6. Finalize the Rendering Cycle

                    // Call the update method on all renderers so they receive what the new wall clock is.
                    foreach (var t in all)
                    {
                        Renderers[t]?.Update(wallClock);
                    }

                    #endregion
                }
                catch (ThreadAbortException) { /* swallow */ }
                catch { if (!IsDisposed)
                        {
                            throw;
                        }
                }
                finally
                {
                    // Always exit notifying the cycle is done.
                    BlockRenderingCycle.Complete();
                }

                #endregion
            },
                                             this, // the state argument passed on to the ticker
                                             0,
                                             Convert.ToInt32(Constants.Interval.HighPriority.TotalMilliseconds));
        }