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If this is not done, the event loop pointer will be initialized to exploded MALLOC_SCRUB_BYTEs and the null pointer check at destruction time will fail, causing a crash any time an audio client without a started enqueuer thread exits. With this change, we correctly skip quitting the event loop both when it was never started (if the enqueuer thread never ran) as well as if it already exited (if the enqueuer thread exited fast enough) without additional logic for the two very different cases.
92 lines
3.5 KiB
C++
92 lines
3.5 KiB
C++
/*
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* Copyright (c) 2018-2020, Andreas Kling <kling@serenityos.org>
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* Copyright (c) 2022, kleines Filmröllchen <filmroellchen@serenityos.org>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#pragma once
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#include <AK/Concepts.h>
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#include <AK/FixedArray.h>
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#include <AK/NonnullOwnPtr.h>
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#include <AK/OwnPtr.h>
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#include <LibAudio/Queue.h>
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#include <LibAudio/UserSampleQueue.h>
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#include <LibCore/EventLoop.h>
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#include <LibCore/Object.h>
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#include <LibIPC/ConnectionToServer.h>
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#include <LibThreading/Mutex.h>
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#include <LibThreading/Thread.h>
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#include <Userland/Services/AudioServer/AudioClientEndpoint.h>
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#include <Userland/Services/AudioServer/AudioServerEndpoint.h>
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namespace Audio {
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class ConnectionToServer final
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: public IPC::ConnectionToServer<AudioClientEndpoint, AudioServerEndpoint>
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, public AudioClientEndpoint {
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IPC_CLIENT_CONNECTION(ConnectionToServer, "/tmp/session/%sid/portal/audio"sv)
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public:
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virtual ~ConnectionToServer() override;
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// Both of these APIs are for convenience and when you don't care about real-time behavior.
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// They will not work properly in conjunction with realtime_enqueue.
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// If you don't refill the buffer in time with this API, the last shared buffer write is zero-padded to play all of the samples.
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template<ArrayLike<Sample> Samples>
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ErrorOr<void> async_enqueue(Samples&& samples)
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{
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return async_enqueue(TRY(FixedArray<Sample>::try_create(samples.span())));
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}
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ErrorOr<void> async_enqueue(FixedArray<Sample>&& samples);
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void clear_client_buffer();
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// Returns immediately with the appropriate status if the buffer is full; use in conjunction with remaining_buffers to get low latency.
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ErrorOr<void, AudioQueue::QueueStatus> realtime_enqueue(Array<Sample, AUDIO_BUFFER_SIZE> samples);
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// This information can be deducted from the shared audio buffer.
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unsigned total_played_samples() const;
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// How many samples remain in m_enqueued_samples.
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unsigned remaining_samples();
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// How many buffers (i.e. short sample arrays) the server hasn't played yet.
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// Non-realtime code needn't worry about this.
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size_t remaining_buffers() const;
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virtual void die() override;
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Function<void(bool muted)> on_main_mix_muted_state_change;
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Function<void(double volume)> on_main_mix_volume_change;
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Function<void(double volume)> on_client_volume_change;
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private:
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ConnectionToServer(NonnullOwnPtr<Core::Stream::LocalSocket>);
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virtual void main_mix_muted_state_changed(bool) override;
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virtual void main_mix_volume_changed(double) override;
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virtual void client_volume_changed(double) override;
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// We use this to perform the audio enqueuing on the background thread's event loop
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virtual void custom_event(Core::CustomEvent&) override;
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// FIXME: This should be called every time the sample rate changes, but we just cautiously call it on every non-realtime enqueue.
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void update_good_sleep_time();
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// Shared audio buffer: both server and client constantly read and write to/from this.
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// This needn't be mutex protected: it's internally multi-threading aware.
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OwnPtr<AudioQueue> m_buffer;
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// The queue of non-realtime audio provided by the user.
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NonnullOwnPtr<UserSampleQueue> m_user_queue;
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NonnullRefPtr<Threading::Thread> m_background_audio_enqueuer;
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Core::EventLoop* m_enqueuer_loop { nullptr };
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Threading::Mutex m_enqueuer_loop_destruction;
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// A good amount of time to sleep when the queue is full.
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// (Only used for non-realtime enqueues)
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timespec m_good_sleep_time {};
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};
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}
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