📄 loopcontextbase.cpp
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/************************************************************************ Copyright (C) 2000-2005 Trolltech AS. All rights reserved.**** This file is part of the Qtopia Environment.** ** This program 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.** ** A copy of the GNU GPL license version 2 is included in this package as ** LICENSE.GPL.**** This program 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.**** In addition, as a special exception Trolltech gives permission to link** the code of this program with Qtopia applications copyrighted, developed** and distributed by Trolltech under the terms of the Qtopia Personal Use** License Agreement. You must comply with the GNU General Public License** in all respects for all of the code used other than the applications** licensed under the Qtopia Personal Use License Agreement. If you modify** this file, you may extend this exception to your version of the file,** but you are not obligated to do so. If you do not wish to do so, delete** this exception statement from your version.** ** See http://www.trolltech.com/gpl/ for GPL licensing information.**** Contact info@trolltech.com if any conditions of this licensing are** not clear to you.************************************************************************/#include "loopcontextbase.h"#ifdef THREAD_SUPPORT#include "mutex.h"#include <sys/time.h>#include <sched.h>#include <unistd.h>#include <sys/resource.h>#include <qtopia/global.h>#include <qtimer.h>#endif // THREAD_SUPPORTLoopContextBase::LoopContextBase(bool preferThreaded, bool preferRealTime, bool fifo, int priority){ setStopping(false); AutoLockUnlockMutex lock(&mutex); // Initalise all the member variables inside the lock so valrgind is happy streamId = 0; current = 0; more = false; sleep = false; enabled = false; timerId = 0; size = 0; joinThread = false; threaded = preferThreaded; rateNumDen.rateNumerator = 0; rateNumDen.rateDenominator = 0; if ( threaded ) {#ifdef THREAD_SUPPORT createThread((void *(*)(void *))LoopContextBase::startThreadLoop, this, preferRealTime, fifo, priority);#else threaded = false;#endif }}LoopContextBase::~LoopContextBase(){ stop(); mutex.lock(); bool localThreaded = threaded; // avoid race condition if ( threaded ) { more = false; joinThread = true; } mutex.unlock(); if ( localThreaded ) { signalThread(); pthread_join(threadId,0); }}bool LoopContextBase::join(){ AutoLockUnlockMutex lock(&mutex); return joinThread;}#ifdef THREAD_SUPPORTvoid LoopContextBase::createThread(void *(*func)(void *), void *arg, bool realtime, bool fifo, int priority){ pthread_attr_init(&threadAttr); if ( getuid() == 0 ) { if ( realtime ) { qDebug("running as root, can set realtime priority"); // Attempt to set it to real-time FIFO if ( pthread_attr_setschedpolicy(&threadAttr, fifo ? SCHED_FIFO : SCHED_RR) == 0 ) { sched_param params; params.sched_priority = priority; pthread_attr_setschedparam(&threadAttr,¶ms); } else { qDebug("error setting up a realtime thread, reverting to using a normal thread."); pthread_attr_destroy(&threadAttr); pthread_attr_init(&threadAttr); } } else { setpriority(PRIO_PROCESS, 0, getpriority(PRIO_PROCESS, 0) - priority); } } pthread_create(&threadId, &threadAttr, func, arg);}void *LoopContextBase::startThreadLoop(LoopContextBase *loopContext){ qDebug("playing loop thread started"); while ( !loopContext->join() ) loopContext->playingLoop(); qDebug("playing loop thread ended"); return 0;}void LoopContextBase::playingLoop(){ mutex.wait(); qDebug("playing loop thread resumed"); while ( isMore() && !isStopping() ) { // Work out when to reschedule playing again struct timespec timeout; struct timeval now; gettimeofday(&now, 0); // qDebug("Audio loop now: %2d.%6d", now.tv_sec % 60, now.tv_usec); now.tv_usec += timerInterval() * 100; // Under estimate when needed again while (now.tv_usec >= 1000000) { now.tv_usec -= 1000000; now.tv_sec++; } timeout.tv_sec = now.tv_sec; timeout.tv_nsec = now.tv_usec * 1000; AutoLockUnlockMutex lock(&mutex);/* // A small wait, implemented as a timedWait instead of ::usleep seems best long interval = timerInterval(); interval = (interval) ? interval * 30 : 1000; mutex.timedWait(interval);// mutex.timedWait(1000);*/// qDebug("play audio"); play(); // Doesn't seem to work nicely using these //pthread_yield(); //sched_yield();/* qDebug("timer interval: %i", timerInterval() ); struct timeval now2; gettimeofday(&now2, 0); struct tms timesData; times(×Data); qDebug("audio loop finished play iteration: pid: %d now: %2d.%06d times: %d + %d", getpid(), now2.tv_sec % 60, now2.tv_usec, timesData.tms_utime, timesData.tms_stime );*/ // This doesn't work because if it takes too long to decode, the timeout value // will be in the past, it won't do any waiting, and the realtime thread // can starve the whole system still mutex.timedWaitAbsolute(timeout); } qDebug("playing loop thread paused");}#endifvoid LoopContextBase::play(){ more = (more) ? playMore() : false; stats();}bool LoopContextBase::isMore(){ AutoLockUnlockMutex lock(&mutex); return more;}bool LoopContextBase::isStopping(){ AutoLockUnlockMutex lock(&stoppingMutex); return stopping;}void LoopContextBase::setStopping(bool b){ AutoLockUnlockMutex lock(&stoppingMutex); stopping = b;}void LoopContextBase::start(){ stop(); AutoLockUnlockMutex lock(&mutex); if ( enabled ) { more = true; if ( threaded ) QTimer::singleShot(50, this, SLOT(signalThread())); // Wait 50 ms for playing loop to settle else timerId = startTimer(timerInterval()); } // Do atleast the first frame to ensure the decoder is initialised. // If we were to seek before having played anything, the decoder // can crash. // play(); qDebug("started");}void LoopContextBase::signalThread(){ sched_yield(); mutex.signal(); sched_yield(); mutex.signal();}void LoopContextBase::stop(){ setStopping(true); mutex.lock(); if ( timerId ) { killTimer(timerId); timerId = 0; } more = false; bool localThreaded = threaded; // avoid race condition mutex.unlock(); setStopping(false); // ensure it is in the outer most waiting state if ( localThreaded ) signalThread(); qDebug("stopped");}void LoopContextBase::timerEvent(QTimerEvent *te){ AutoLockUnlockMutex lock(&mutex); if ( !threaded && te->timerId() == timerId ) play();}
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