author Bobby Holley <>
Tue, 05 May 2015 17:59:02 -0700
changeset 242789 5baf534b8355ba5e143e38c3abcf57d5e178f3c0
parent 242788 70ac70374cf793cad2b8231b10049fc50c239061
child 242792 6777dea98c1fd7231584b22a17b9758cfefb9691
permissions -rw-r--r--
Bug 1161901 - Use ProxyMediaCall instead of MDSM::ShutdownReader. r=jww

/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* vim:set ts=2 sw=2 sts=2 et cindent: */
/* This Source Code Form is subject to the terms of the Mozilla Public
 * License, v. 2.0. If a copy of the MPL was not distributed with this
 * file, You can obtain one at */

Each media element for a media file has one thread called the "audio thread".

The audio thread  writes the decoded audio data to the audio
hardware. This is done in a separate thread to ensure that the
audio hardware gets a constant stream of data without
interruption due to decoding or display. At some point
AudioStream will be refactored to have a callback interface
where it asks for data and this thread will no longer be

The element/state machine also has a MediaTaskQueue which runs in a
SharedThreadPool that is shared with all other elements/decoders. The state
machine dispatches tasks to this to call into the MediaDecoderReader to
request decoded audio or video data. The Reader will callback with decoded
sampled when it has them available, and the state machine places the decoded
samples into its queues for the consuming threads to pull from.

The MediaDecoderReader can choose to decode asynchronously, or synchronously
and return requested samples synchronously inside it's Request*Data()
functions via callback. Asynchronous decoding is preferred, and should be
used for any new readers.

Synchronisation of state between the thread is done via a monitor owned
by MediaDecoder.

The lifetime of the audio thread is controlled by the state machine when
it runs on the shared state machine thread. When playback needs to occur
the audio thread is created and an event dispatched to run it. The audio
thread exits when audio playback is completed or no longer required.

A/V synchronisation is handled by the state machine. It examines the audio
playback time and compares this to the next frame in the queue of video
frames. If it is time to play the video frame it is then displayed, otherwise
it schedules the state machine to run again at the time of the next frame.

Frame skipping is done in the following ways:

  1) The state machine will skip all frames in the video queue whose
     display time is less than the current audio time. This ensures
     the correct frame for the current time is always displayed.

  2) The decode tasks will stop decoding interframes and read to the
     next keyframe if it determines that decoding the remaining
     interframes will cause playback issues. It detects this by:
       a) If the amount of audio data in the audio queue drops
          below a threshold whereby audio may start to skip.
       b) If the video queue drops below a threshold where it
          will be decoding video data that won't be displayed due
          to the decode thread dropping the frame immediately.
     TODO: In future we should only do this when the Reader is decoding

When hardware accelerated graphics is not available, YCbCr conversion
is done on the decode task queue when video frames are decoded.

The decode task queue pushes decoded audio and videos frames into two
separate queues - one for audio and one for video. These are kept
separate to make it easy to constantly feed audio data to the audio
hardware while allowing frame skipping of video data. These queues are
threadsafe, and neither the decode, audio, or state machine should
be able to monopolize them, and cause starvation of the other threads.

Both queues are bounded by a maximum size. When this size is reached
the decode tasks will no longer request video or audio depending on the
queue that has reached the threshold. If both queues are full, no more
decode tasks will be dispatched to the decode task queue, so other
decoders will have an opportunity to run.

During playback the audio thread will be idle (via a Wait() on the
monitor) if the audio queue is empty. Otherwise it constantly pops
audio data off the queue and plays it with a blocking write to the audio
hardware (via AudioStream).

#if !defined(MediaDecoderStateMachine_h__)
#define MediaDecoderStateMachine_h__

#include "mozilla/Attributes.h"
#include "nsThreadUtils.h"
#include "MediaDecoder.h"
#include "mozilla/ReentrantMonitor.h"
#include "MediaDecoderReader.h"
#include "MediaDecoderOwner.h"
#include "MediaMetadataManager.h"
#include "mozilla/RollingMean.h"
#include "MediaTimer.h"
#include "StateMirroring.h"

namespace mozilla {

class AudioSegment;
class MediaTaskQueue;
class AudioSink;

// GetCurrentTime is defined in winbase.h as zero argument macro forwarding to
// GetTickCount() and conflicts with MediaDecoderStateMachine::GetCurrentTime
// implementation.
#ifdef GetCurrentTime
#undef GetCurrentTime

  The state machine class. This manages the decoding and seeking in the
  MediaDecoderReader on the decode task queue, and A/V sync on the shared
  state machine thread, and controls the audio "push" thread.

  All internal state is synchronised via the decoder monitor. State changes
  are either propagated by NotifyAll on the monitor (typically when state
  changes need to be propagated to non-state machine threads) or by scheduling
  the state machine to run another cycle on the shared state machine thread.

  See MediaDecoder.h for more details.
class MediaDecoderStateMachine
  friend class AudioSink;
  typedef MediaDecoderOwner::NextFrameStatus NextFrameStatus;
  typedef MediaDecoder::DecodedStreamData DecodedStreamData;
  MediaDecoderStateMachine(MediaDecoder* aDecoder,
                               MediaDecoderReader* aReader,
                               bool aRealTime = false);

  nsresult Init(MediaDecoderStateMachine* aCloneDonor);

  // Enumeration for the valid decoding states
  enum State {

  State GetState() {
    return mState;

  void DispatchAudioCaptured()
    nsRefPtr<MediaDecoderStateMachine> self = this;
    nsCOMPtr<nsIRunnable> r = NS_NewRunnableFunction([self] () -> void
      ReentrantMonitorAutoEnter mon(self->mDecoder->GetReentrantMonitor());
      if (!self->mAudioCaptured) {
        self->mAudioCaptured = true;

  // Check if the decoder needs to become dormant state.
  bool IsDormantNeeded();
  // Set/Unset dormant state.
  void SetDormant(bool aDormant);

  // Initialization that needs to happen on the task queue. This is the first
  // task that gets run on the task queue, and is dispatched from the MDSM
  // constructor immediately after the task queue is created.
  void InitializationTask();

  void Shutdown();

  void DispatchShutdown()
    TaskQueue()->Dispatch(NS_NewRunnableMethod(this, &MediaDecoderStateMachine::Shutdown));

  void FinishShutdown();

  bool IsRealTime() const;

  // Called from the main thread to get the duration. The decoder monitor
  // must be obtained before calling this. It is in units of microseconds.
  int64_t GetDuration();

  // Time of the last frame in the media, in microseconds or INT64_MAX if
  // media has an infinite duration.
  // Accessed on state machine, decode, and main threads.
  // Access controlled by decoder monitor.
  int64_t GetEndTime();

  // Called from the main thread to set the duration of the media resource
  // if it is able to be obtained via HTTP headers. Called from the
  // state machine thread to set the duration if it is obtained from the
  // media metadata. The decoder monitor must be obtained before calling this.
  // aDuration is in microseconds.
  // A value of INT64_MAX will be treated as infinity.
  void SetDuration(int64_t aDuration);

  // Called while decoding metadata to set the end time of the media
  // resource. The decoder monitor must be obtained before calling this.
  // aEndTime is in microseconds.
  void SetMediaEndTime(int64_t aEndTime);

  // Called from main thread to update the duration with an estimated value.
  // The duration is only changed if its significantly different than the
  // the current duration, as the incoming duration is an estimate and so
  // often is unstable as more data is read and the estimate is updated.
  // Can result in a durationchangeevent. aDuration is in microseconds.
  void UpdateEstimatedDuration(int64_t aDuration);

  // Functions used by assertions to ensure we're calling things
  // on the appropriate threads.
  bool OnDecodeTaskQueue() const;
  bool OnTaskQueue() const;

  // Seeks to the decoder to aTarget asynchronously.
  // Must be called on the state machine thread.
  nsRefPtr<MediaDecoder::SeekPromise> Seek(SeekTarget aTarget);

  // Returns the current playback position in seconds.
  // Called from the main thread to get the current frame time. The decoder
  // monitor must be obtained before calling this.
  double GetCurrentTime() const;
  int64_t GetCurrentTimeUs() const;

  // Clear the flag indicating that a playback position change event
  // is currently queued. This is called from the main thread and must
  // be called with the decode monitor held.
  void ClearPositionChangeFlag();

  // Update the playback position. This can result in a timeupdate event
  // and an invalidate of the frame being dispatched asynchronously if
  // there is no such event currently queued.
  // Only called on the decoder thread. Must be called with
  // the decode monitor held.
  void UpdatePlaybackPosition(int64_t aTime);

  // Causes the state machine to switch to buffering state, and to
  // immediately stop playback and buffer downloaded data. Called on
  // the state machine thread.
  void StartBuffering();

  void DispatchStartBuffering()
    TaskQueue()->Dispatch(NS_NewRunnableMethod(this, &MediaDecoderStateMachine::StartBuffering));

  // This is called on the state machine thread and audio thread.
  // The decoder monitor must be obtained before calling this.
  bool HasAudio() const {
    return mInfo.HasAudio();

  // This is called on the state machine thread and audio thread.
  // The decoder monitor must be obtained before calling this.
  bool HasVideo() const {
    return mInfo.HasVideo();

  // Should be called by main thread.
  bool HaveNextFrameData();

  // Must be called with the decode monitor held.
  bool IsBuffering() const {

    return mState == DECODER_STATE_BUFFERING;

  // Must be called with the decode monitor held.
  bool IsSeeking() const {

    return mState == DECODER_STATE_SEEKING;

  nsresult GetBuffered(dom::TimeRanges* aBuffered) {
    // It's possible for JS to query .buffered before we've determined the start
    // time from metadata, in which case the reader isn't ready to be asked this
    // question.
    ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor());
    if (mStartTime < 0) {
      return NS_OK;

    return mReader->GetBuffered(aBuffered);

  size_t SizeOfVideoQueue() {
    if (mReader) {
      return mReader->SizeOfVideoQueueInBytes();
    return 0;

  size_t SizeOfAudioQueue() {
    if (mReader) {
      return mReader->SizeOfAudioQueueInBytes();
    return 0;

  void NotifyDataArrived(const char* aBuffer, uint32_t aLength, int64_t aOffset);

  // Returns the state machine task queue.
  MediaTaskQueue* TaskQueue() const { return mTaskQueue; }

  // Calls ScheduleStateMachine() after taking the decoder lock. Also
  // notifies the decoder thread in case it's waiting on the decoder lock.
  void ScheduleStateMachineWithLockAndWakeDecoder();

  // Schedules the shared state machine thread to run the state machine.
  void ScheduleStateMachine();

  // Invokes ScheduleStateMachine to run in |aMicroseconds| microseconds,
  // unless it's already scheduled to run earlier, in which case the
  // request is discarded.
  void ScheduleStateMachineIn(int64_t aMicroseconds);

  void OnDelayedSchedule()
    ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor());

  void NotReached() { MOZ_DIAGNOSTIC_ASSERT(false); }

  // Set the media fragment end time. aEndTime is in microseconds.
  void SetFragmentEndTime(int64_t aEndTime);

  // Drop reference to decoder.  Only called during shutdown dance.
  void BreakCycles() {
    if (mReader) {
    mDecoder = nullptr;

  // Copy queued audio/video data in the reader to any output MediaStreams that
  // need it.
  void SendStreamData();
  void FinishStreamData();
  bool HaveEnoughDecodedAudio(int64_t aAmpleAudioUSecs);
  bool HaveEnoughDecodedVideo();

  // Returns true if the state machine has shutdown or is in the process of
  // shutting down. The decoder monitor must be held while calling this.
  bool IsShutdown();

  void QueueMetadata(int64_t aPublishTime,
                     nsAutoPtr<MediaInfo> aInfo,
                     nsAutoPtr<MetadataTags> aTags);

  // Returns true if we're currently playing. The decoder monitor must
  // be held.
  bool IsPlaying() const;

  // Called when the reader may have acquired the hardware resources required
  // to begin decoding.
  void NotifyWaitingForResourcesStatusChanged();

  // Notifies the state machine that should minimize the number of samples
  // decoded we preroll, until playback starts. The first time playback starts
  // the state machine is free to return to prerolling normally. Note
  // "prerolling" in this context refers to when we decode and buffer decoded
  // samples in advance of when they're needed for playback.
  void DispatchMinimizePrerollUntilPlaybackStarts()
    nsRefPtr<MediaDecoderStateMachine> self = this;
    nsCOMPtr<nsIRunnable> r = NS_NewRunnableFunction([self] () -> void
      ReentrantMonitorAutoEnter mon(self->mDecoder->GetReentrantMonitor());
      self->mMinimizePreroll = true;

      // Make sure that this arrives before playback starts, otherwise this won't
      // have the intended effect.
      MOZ_DIAGNOSTIC_ASSERT(self->mPlayState == MediaDecoder::PLAY_STATE_LOADING);

  void OnAudioDecoded(AudioData* aSample);
  void OnVideoDecoded(VideoData* aSample);
  void OnNotDecoded(MediaData::Type aType, MediaDecoderReader::NotDecodedReason aReason);
  void OnAudioNotDecoded(MediaDecoderReader::NotDecodedReason aReason)
    OnNotDecoded(MediaData::AUDIO_DATA, aReason);
  void OnVideoNotDecoded(MediaDecoderReader::NotDecodedReason aReason)
    OnNotDecoded(MediaData::VIDEO_DATA, aReason);

  // Resets all state related to decoding and playback, emptying all buffers
  // and aborting all pending operations on the decode task queue.
  void Reset();

  virtual ~MediaDecoderStateMachine();

  void AssertCurrentThreadInMonitor() const { mDecoder->GetReentrantMonitor().AssertCurrentThreadIn(); }

  void SetState(State aState);

  // Inserts MediaData* samples into their respective MediaQueues.
  // aSample must not be null.
  void Push(AudioData* aSample);
  void Push(VideoData* aSample);
  void PushFront(AudioData* aSample);
  void PushFront(VideoData* aSample);

  // Pops MediaData* samples from their respective MediaQueues.
  // Note that the audio queue is also drained on the audio thread,
  // which we can't easily react to - This should be fixed when we
  // remove the audio thread in bug 750596.
  already_AddRefed<AudioData> PopAudio();
  already_AddRefed<VideoData> PopVideo();

  void VolumeChanged();
  void LogicalPlaybackRateChanged();
  void PreservesPitchChanged();

  class WakeDecoderRunnable : public nsRunnable {
    explicit WakeDecoderRunnable(MediaDecoderStateMachine* aSM)
      : mMutex("WakeDecoderRunnable"), mStateMachine(aSM) {}
    NS_IMETHOD Run() override
      nsRefPtr<MediaDecoderStateMachine> stateMachine;
        // Don't let Run() (called by media stream graph thread) race with
        // Revoke() (called by decoder state machine thread)
        MutexAutoLock lock(mMutex);
        if (!mStateMachine)
          return NS_OK;
        stateMachine = mStateMachine;
      return NS_OK;
    void Revoke()
      MutexAutoLock lock(mMutex);
      mStateMachine = nullptr;

    Mutex mMutex;
    // Protected by mMutex.
    // We don't use an owning pointer here, because keeping mStateMachine alive
    // would mean in some cases we'd have to destroy mStateMachine from this
    // object, which would be problematic since MediaDecoderStateMachine can
    // only be destroyed on the main thread whereas this object can be destroyed
    // on the media stream graph thread.
    MediaDecoderStateMachine* mStateMachine;
  WakeDecoderRunnable* GetWakeDecoderRunnable();

  MediaQueue<AudioData>& AudioQueue() { return mAudioQueue; }
  MediaQueue<VideoData>& VideoQueue() { return mVideoQueue; }

  nsresult FinishDecodeFirstFrame();

  // True if our buffers of decoded audio are not full, and we should
  // decode more.
  bool NeedToDecodeAudio();

  // True if our buffers of decoded video are not full, and we should
  // decode more.
  bool NeedToDecodeVideo();

  // Returns true if we've got less than aAudioUsecs microseconds of decoded
  // and playable data. The decoder monitor must be held.
  // May not be invoked when mReader->UseBufferingHeuristics() is false.
  bool HasLowDecodedData(int64_t aAudioUsecs);

  bool OutOfDecodedAudio();

  bool OutOfDecodedVideo()
    // In buffering mode, we keep the last already-played frame in the queue.
    int emptyVideoSize = mState == DECODER_STATE_BUFFERING ? 1 : 0;
    return IsVideoDecoding() && !VideoQueue().IsFinished() && VideoQueue().GetSize() <= emptyVideoSize;

  // Returns true if we're running low on data which is not yet decoded.
  // The decoder monitor must be held.
  bool HasLowUndecodedData();

  // Returns true if we have less than aUsecs of undecoded data available.
  bool HasLowUndecodedData(int64_t aUsecs);

  // Returns the number of unplayed usecs of audio we've got decoded and/or
  // pushed to the hardware waiting to play. This is how much audio we can
  // play without having to run the audio decoder. The decoder monitor
  // must be held.
  int64_t AudioDecodedUsecs();

  // Returns true when there's decoded audio waiting to play.
  // The decoder monitor must be held.
  bool HasFutureAudio();

  // Returns true if we recently exited "quick buffering" mode.
  bool JustExitedQuickBuffering();

  // Recomputes mNextFrameStatus, possibly dispatching notifications to interested
  // parties.
  void UpdateNextFrameStatus();

  // Called when AudioSink reaches the end. |mPlayStartTime| and
  // |mPlayDuration| are updated to provide a good base for calculating video
  // stream time.
  void ResyncAudioClock();

  // Returns the audio clock, if we have audio, or -1 if we don't.
  // Called on the state machine thread.
  int64_t GetAudioClock() const;

  // Get the video stream position, taking the |playbackRate| change into
  // account. This is a position in the media, not the duration of the playback
  // so far.
  int64_t GetVideoStreamPosition() const;

  // Return the current time, either the audio clock if available (if the media
  // has audio, and the playback is possible), or a clock for the video.
  // Called on the state machine thread.
  int64_t GetClock() const;

  nsresult DropAudioUpToSeekTarget(AudioData* aSample);
  nsresult DropVideoUpToSeekTarget(VideoData* aSample);

  void SetStartTime(int64_t aStartTimeUsecs);

  // Update only the state machine's current playback position (and duration,
  // if unknown).  Does not update the playback position on the decoder or
  // media element -- use UpdatePlaybackPosition for that.  Called on the state
  // machine thread, caller must hold the decoder lock.
  void UpdatePlaybackPositionInternal(int64_t aTime);

  // Pushes the image down the rendering pipeline. Called on the shared state
  // machine thread. The decoder monitor must *not* be held when calling this.
  void RenderVideoFrame(VideoData* aData, TimeStamp aTarget);

  // If we have video, display a video frame if it's time for display has
  // arrived, otherwise sleep until it's time for the next frame. Update the
  // current frame time as appropriate, and trigger ready state update.  The
  // decoder monitor must be held with exactly one lock count. Called on the
  // state machine thread.
  void AdvanceFrame();

  // Stops the audio thread. The decoder monitor must be held with exactly
  // one lock count. Called on the state machine thread.
  void StopAudioThread();

  // Starts the audio thread. The decoder monitor must be held with exactly
  // one lock count. Called on the state machine thread.
  nsresult StartAudioThread();

  // Notification method invoked when mPlayState changes.
  void PlayStateChanged();

  // Notification method invoked when mLogicallySeeking changes.
  void LogicallySeekingChanged();

  // Sets internal state which causes playback of media to pause.
  // The decoder monitor must be held.
  void StopPlayback();

  // If the conditions are right, sets internal state which causes playback
  // of media to begin or resume.
  // Must be called with the decode monitor held.
  void MaybeStartPlayback();

  // Moves the decoder into decoding state. Called on the state machine
  // thread. The decoder monitor must be held.
  void StartDecoding();

  // Moves the decoder into the shutdown state, and dispatches an error
  // event to the media element. This begins shutting down the decoder.
  // The decoder monitor must be held. This is only called on the
  // decode thread.
  void DecodeError();

  // Dispatches a task to the decode task queue to begin decoding metadata.
  // This is threadsafe and can be called on any thread.
  // The decoder monitor must be held.
  nsresult EnqueueDecodeMetadataTask();

  // Dispatches a LoadedMetadataEvent.
  // This is threadsafe and can be called on any thread.
  // The decoder monitor must be held.
  void EnqueueLoadedMetadataEvent();

  void EnqueueFirstFrameLoadedEvent();

  // Dispatches a task to the state machine thread to begin decoding content.
  // This is threadsafe and can be called on any thread.
  // The decoder monitor must be held.
  nsresult EnqueueDecodeFirstFrameTask();

  // Clears any previous seeking state and initiates a new see on the decoder.
  // The decoder monitor must be held.
  void InitiateSeek();

  nsresult DispatchAudioDecodeTaskIfNeeded();

  // Ensures a to decode audio has been dispatched to the decode task queue.
  // If a task to decode has already been dispatched, this does nothing,
  // otherwise this dispatches a task to do the decode.
  // This is called on the state machine or decode threads.
  // The decoder monitor must be held.
  nsresult EnsureAudioDecodeTaskQueued();

  nsresult DispatchVideoDecodeTaskIfNeeded();

  // Ensures a to decode video has been dispatched to the decode task queue.
  // If a task to decode has already been dispatched, this does nothing,
  // otherwise this dispatches a task to do the decode.
  // The decoder monitor must be held.
  nsresult EnsureVideoDecodeTaskQueued();

  // Re-evaluates the state and determines whether we need to dispatch
  // events to run the decode, or if not whether we should set the reader
  // to idle mode. This is threadsafe, and can be called from any thread.
  // The decoder monitor must be held.
  void DispatchDecodeTasksIfNeeded();

  // Returns the "media time". This is the absolute time which the media
  // playback has reached. i.e. this returns values in the range
  // [mStartTime, mEndTime], and mStartTime will not be 0 if the media does
  // not start at 0. Note this is different to the value returned
  // by GetCurrentTime(), which is in the range [0,duration].
  int64_t GetMediaTime() const {
    return mStartTime + mCurrentFrameTime;

  // Returns an upper bound on the number of microseconds of audio that is
  // decoded and playable. This is the sum of the number of usecs of audio which
  // is decoded and in the reader's audio queue, and the usecs of unplayed audio
  // which has been pushed to the audio hardware for playback. Note that after
  // calling this, the audio hardware may play some of the audio pushed to
  // hardware, so this can only be used as a upper bound. The decoder monitor
  // must be held when calling this. Called on the decode thread.
  int64_t GetDecodedAudioDuration();

  // Promise callbacks for metadata reading.
  void OnMetadataRead(MetadataHolder* aMetadata);
  void OnMetadataNotRead(ReadMetadataFailureReason aReason);

  // Initiate first content decoding. Called on the state machine thread.
  // The decoder monitor must be held with exactly one lock count.
  nsresult DecodeFirstFrame();

  // Wraps the call to DecodeFirstFrame(), signals a DecodeError() on failure.
  void CallDecodeFirstFrame();

  // Checks whether we're finished decoding first audio and/or video packets,
  // and switches to DECODING state if so.
  void MaybeFinishDecodeFirstFrame();

  // Seeks to mSeekTarget. Called on the decode thread. The decoder monitor
  // must be held with exactly one lock count.
  void DecodeSeek();

  void CheckIfSeekComplete();
  bool IsAudioSeekComplete();
  bool IsVideoSeekComplete();

  // Completes the seek operation, moves onto the next appropriate state.
  void SeekCompleted();

  // Queries our state to see whether the decode has finished for all streams.
  // If so, we move into DECODER_STATE_COMPLETED and schedule the state machine
  // to run.
  // The decoder monitor must be held.
  void CheckIfDecodeComplete();

  // Copy audio from an AudioData packet to aOutput. This may require
  // inserting silence depending on the timing of the audio packet.
  void SendStreamAudio(AudioData* aAudio, DecodedStreamData* aStream,
                       AudioSegment* aOutput);

  // Performs one "cycle" of the state machine. Polls the state, and may send
  // a video frame to be displayed, and generally manages the decode. Called
  // periodically via timer to ensure the video stays in sync.
  nsresult RunStateMachine();

  bool IsStateMachineScheduled() const;

  // Returns true if we're not playing and the decode thread has filled its
  // decode buffers and is waiting. We can shut the decode thread down in this
  // case as it may not be needed again.
  bool IsPausedAndDecoderWaiting();

  // These return true if the respective stream's decode has not yet reached
  // the end of stream.
  bool IsAudioDecoding();
  bool IsVideoDecoding();

  // Set the time that playback started from the system clock.
  // Can only be called on the state machine thread.
  void SetPlayStartTime(const TimeStamp& aTimeStamp);

  // Update mAudioEndTime.
  void OnAudioEndTimeUpdate(int64_t aAudioEndTime);

  // Update mDecoder's playback offset.
  void OnPlaybackOffsetUpdate(int64_t aPlaybackOffset);
  void DispatchOnPlaybackOffsetUpdate(int64_t aPlaybackOffset)
    RefPtr<nsRunnable> r =
      NS_NewRunnableMethodWithArg<int64_t>(this, &MediaDecoderStateMachine::OnPlaybackOffsetUpdate, aPlaybackOffset);

  // Called by the AudioSink to signal that all outstanding work is complete
  // and the sink is shutting down.
  void OnAudioSinkComplete();
  void DispatchOnAudioSinkComplete()
    TaskQueue()->Dispatch(NS_NewRunnableMethod(this, &MediaDecoderStateMachine::OnAudioSinkComplete));

  // Called by the AudioSink to signal errors.
  void OnAudioSinkError();

  void DispatchOnAudioSinkError()
    TaskQueue()->Dispatch(NS_NewRunnableMethod(this, &MediaDecoderStateMachine::OnAudioSinkError));

  // Return true if the video decoder's decode speed can not catch up the
  // play time.
  bool NeedToSkipToNextKeyframe();

  // The decoder object that created this state machine. The state machine
  // holds a strong reference to the decoder to ensure that the decoder stays
  // alive once media element has started the decoder shutdown process, and has
  // dropped its reference to the decoder. This enables the state machine to
  // keep using the decoder's monitor until the state machine has finished
  // shutting down, without fear of the monitor being destroyed. After
  // shutting down, the state machine will then release this reference,
  // causing the decoder to be destroyed. This is accessed on the decode,
  // state machine, audio and main threads.
  nsRefPtr<MediaDecoder> mDecoder;

  // Task queue for running the state machine.
  nsRefPtr<MediaTaskQueue> mTaskQueue;

  // State-watching manager.
  WatchManager<MediaDecoderStateMachine> mWatchManager;

  // True is we are decoding a realtime stream, like a camera stream.
  bool mRealTime;

  // True if we've dispatched a task to run the state machine but the task has
  // yet to run.
  bool mDispatchedStateMachine;

  // Class for managing delayed dispatches of the state machine.
  class DelayedScheduler {
    explicit DelayedScheduler(MediaDecoderStateMachine* aSelf)
      : mSelf(aSelf), mMediaTimer(new MediaTimer()) {}

    bool IsScheduled() const { return !mTarget.IsNull(); }

    void Reset()
      MOZ_ASSERT(mSelf->OnTaskQueue(), "Must be on state machine queue to disconnect");
      if (IsScheduled()) {
        mTarget = TimeStamp();

    void Ensure(mozilla::TimeStamp& aTarget)
      if (IsScheduled() && mTarget <= aTarget) {
      mTarget = aTarget;
      mRequest.Begin(mMediaTimer->WaitUntil(mTarget, __func__)->RefableThen(
        mSelf->TaskQueue(), __func__, mSelf,

    void CompleteRequest()
      mTarget = TimeStamp();

    MediaDecoderStateMachine* mSelf;
    nsRefPtr<MediaTimer> mMediaTimer;
    MediaPromiseConsumerHolder<mozilla::MediaTimerPromise> mRequest;
    TimeStamp mTarget;

  } mDelayedScheduler;

  // Time at which the last video sample was requested. If it takes too long
  // before the sample arrives, we will increase the amount of audio we buffer.
  // This is necessary for legacy synchronous decoders to prevent underruns.
  TimeStamp mVideoDecodeStartTime;

  // Queue of audio frames. This queue is threadsafe, and is accessed from
  // the audio, decoder, state machine, and main threads.
  MediaQueue<AudioData> mAudioQueue;

  // Queue of video frames. This queue is threadsafe, and is accessed from
  // the decoder, state machine, and main threads.
  MediaQueue<VideoData> mVideoQueue;

  // The decoder monitor must be obtained before modifying this state.
  // NotifyAll on the monitor must be called when the state is changed so
  // that interested threads can wake up and alter behaviour if appropriate
  // Accessed on state machine, audio, main, and AV thread.
  Watchable<State> mState;

  // The task queue in which we run decode tasks. This is referred to as
  // the "decode thread", though in practise tasks can run on a different
  // thread every time they're called.
  MediaTaskQueue* DecodeTaskQueue() const { return mReader->GetTaskQueue(); }

  // The time that playback started from the system clock. This is used for
  // timing the presentation of video frames when there's no audio.
  // Accessed only via the state machine thread.  Must be set via SetPlayStartTime.
  TimeStamp mPlayStartTime;

  // The amount of time we've spent playing already the media. The current
  // playback position is therefore |Now() - mPlayStartTime +
  // mPlayDuration|, which must be adjusted by mStartTime if used with media
  // timestamps. Accessed on state machine and main threads. Access controlled
  // by decoder monitor.
  int64_t mPlayDuration;

  // Time that buffering started. Used for buffering timeout and only
  // accessed on the state machine thread. This is null while we're not
  // buffering.
  TimeStamp mBufferingStart;

  // Start time of the media, in microseconds. This is the presentation
  // time of the first frame decoded from the media, and is used to calculate
  // duration and as a bounds for seeking. Accessed on state machine, decode,
  // and main threads. Access controlled by decoder monitor.
  int64_t mStartTime;

  // Time of the last frame in the media, in microseconds. This is the
  // end time of the last frame in the media. Accessed on state
  // machine, decode, and main threads. Access controlled by decoder monitor.
  // It will be set to -1 if the duration is infinite
  int64_t mEndTime;

  // Will be set when SetDuration has been called with a value != -1
  // mDurationSet false doesn't indicate that we do not have a valid duration
  // as mStartTime and mEndTime could have been set separately.
  bool mDurationSet;

  // The current play state and next play state, mirrored from the main thread.
  Mirror<MediaDecoder::PlayState> mPlayState;
  Mirror<MediaDecoder::PlayState> mNextPlayState;
  Mirror<bool> mLogicallySeeking;

  // Returns true if we're logically playing, that is, if the Play() has
  // been called and Pause() has not or we have not yet reached the end
  // of media. This is irrespective of the seeking state; if the owner
  // calls Play() and then Seek(), we still count as logically playing.
  // The decoder monitor must be held.
  bool IsLogicallyPlaying()
    return mPlayState == MediaDecoder::PLAY_STATE_PLAYING ||
           mNextPlayState == MediaDecoder::PLAY_STATE_PLAYING;

  // The status of our next frame. Mirrored on the main thread and used to
  // compute ready state.
  Canonical<NextFrameStatus> mNextFrameStatus;
  AbstractCanonical<NextFrameStatus>* CanonicalNextFrameStatus() { return &mNextFrameStatus; }

  struct SeekJob {
    void Steal(SeekJob& aOther)
      mTarget = aOther.mTarget;
      mPromise = Move(aOther.mPromise);

    bool Exists()
      MOZ_ASSERT(mTarget.IsValid() == !mPromise.IsEmpty());
      return mTarget.IsValid();

    void Resolve(bool aAtEnd, const char* aCallSite)
      MediaDecoder::SeekResolveValue val(aAtEnd, mTarget.mEventVisibility);
      mPromise.Resolve(val, aCallSite);

    void RejectIfExists(const char* aCallSite)
      mPromise.RejectIfExists(true, aCallSite);


    SeekTarget mTarget;
    MediaPromiseHolder<MediaDecoder::SeekPromise> mPromise;

  // Queued seek - moves to mPendingSeek when DecodeFirstFrame completes.
  SeekJob mQueuedSeek;

  // Position to seek to in microseconds when the seek state transition occurs.
  SeekJob mPendingSeek;

  // The position that we're currently seeking to.
  SeekJob mCurrentSeek;

  // Media Fragment end time in microseconds. Access controlled by decoder monitor.
  int64_t mFragmentEndTime;

  // The audio sink resource.  Used on state machine and audio threads.
  RefPtr<AudioSink> mAudioSink;

  // The reader, don't call its methods with the decoder monitor held.
  // This is created in the state machine's constructor.
  nsRefPtr<MediaDecoderReader> mReader;

  // Accessed only on the state machine thread.
  // Not an nsRevocableEventPtr since we must Revoke() it well before
  // this object is destroyed, anyway.
  // Protected by decoder monitor except during the SHUTDOWN state after the
  // decoder thread has been stopped.
  nsRevocableEventPtr<WakeDecoderRunnable> mPendingWakeDecoder;

  // The time of the current frame in microseconds. This is referenced from
  // 0 which is the initial playback position. Set by the state machine
  // thread, and read-only from the main thread to get the current
  // time value. Synchronised via decoder monitor.
  int64_t mCurrentFrameTime;

  // The presentation time of the first audio frame that was played in
  // microseconds. We can add this to the audio stream position to determine
  // the current audio time. Accessed on audio and state machine thread.
  // Synchronized by decoder monitor.
  int64_t mAudioStartTime;

  // The end time of the last audio frame that's been pushed onto the audio
  // hardware in microseconds. This will approximately be the end time of the
  // audio stream, unless another frame is pushed to the hardware.
  int64_t mAudioEndTime;

  // The end time of the last decoded audio frame. This signifies the end of
  // decoded audio data. Used to check if we are low in decoded data.
  int64_t mDecodedAudioEndTime;

  // The presentation end time of the last video frame which has been displayed
  // in microseconds. Accessed from the state machine thread.
  int64_t mVideoFrameEndTime;

  // The end time of the last decoded video frame. Used to check if we are low
  // on decoded video data.
  int64_t mDecodedVideoEndTime;

  // Volume of playback. 0.0 = muted. 1.0 = full volume.
  Mirror<double> mVolume;

  // Playback rate. 1.0 : normal speed, 0.5 : two times slower.
  // The separation between mPlaybackRate and mLogicalPlaybackRate is a kludge
  // to preserve existing fragile logic while converting this setup to state-
  // mirroring. Some hero should clean this up.
  double mPlaybackRate;
  Mirror<double> mLogicalPlaybackRate;

  // Pitch preservation for the playback rate.
  Mirror<bool> mPreservesPitch;

  // Time at which we started decoding. Synchronised via decoder monitor.
  TimeStamp mDecodeStartTime;

  // The maximum number of second we spend buffering when we are short on
  // unbuffered data.
  uint32_t mBufferingWait;
  int64_t  mLowDataThresholdUsecs;

  // If we've got more than this number of decoded video frames waiting in
  // the video queue, we will not decode any more video frames until some have
  // been consumed by the play state machine thread.
  // Must hold monitor.
  uint32_t GetAmpleVideoFrames() const;

  // Low audio threshold. If we've decoded less than this much audio we
  // consider our audio decode "behind", and we may skip video decoding
  // in order to allow our audio decoding to catch up. We favour audio
  // decoding over video. We increase this threshold if we're slow to
  // decode video frames, in order to reduce the chance of audio underruns.
  // Note that we don't ever reset this threshold, it only ever grows as
  // we detect that the decode can't keep up with rendering.
  int64_t mLowAudioThresholdUsecs;

  // Our "ample" audio threshold. Once we've this much audio decoded, we
  // pause decoding. If we increase mLowAudioThresholdUsecs, we'll also
  // increase this too appropriately (we don't want mLowAudioThresholdUsecs
  // to be greater than ampleAudioThreshold, else we'd stop decoding!).
  // Note that we don't ever reset this threshold, it only ever grows as
  // we detect that the decode can't keep up with rendering.
  int64_t mAmpleAudioThresholdUsecs;

  // If we're quick buffering, we'll remain in buffering mode while we have less than
  // QUICK_BUFFERING_LOW_DATA_USECS of decoded data available.
  int64_t mQuickBufferingLowDataThresholdUsecs;

  // At the start of decoding we want to "preroll" the decode until we've
  // got a few frames decoded before we consider whether decode is falling
  // behind. Otherwise our "we're falling behind" logic will trigger
  // unneccessarily if we start playing as soon as the first sample is
  // decoded. These two fields store how many video frames and audio
  // samples we must consume before are considered to be finished prerolling.
  uint32_t AudioPrerollUsecs() const
    if (IsRealTime()) {
      return 0;

    uint32_t result = mLowAudioThresholdUsecs * 2;
    MOZ_ASSERT(result <= mAmpleAudioThresholdUsecs, "Prerolling will never finish");
    return result;

  uint32_t VideoPrerollFrames() const
    return IsRealTime() ? 0 : GetAmpleVideoFrames() / 2;

  bool DonePrerollingAudio()
    return !IsAudioDecoding() || GetDecodedAudioDuration() >= AudioPrerollUsecs() * mPlaybackRate;

  bool DonePrerollingVideo()
    return !IsVideoDecoding() ||
           static_cast<uint32_t>(VideoQueue().GetSize()) >= VideoPrerollFrames() * mPlaybackRate;

  void StopPrerollingAudio()
    if (mIsAudioPrerolling) {
      mIsAudioPrerolling = false;

  void StopPrerollingVideo()
    if (mIsVideoPrerolling) {
      mIsVideoPrerolling = false;

  // This temporarily stores the first frame we decode after we seek.
  // This is so that if we hit end of stream while we're decoding to reach
  // the seek target, we will still have a frame that we can display as the
  // last frame in the media.
  nsRefPtr<VideoData> mFirstVideoFrameAfterSeek;

  // When we start decoding (either for the first time, or after a pause)
  // we may be low on decoded data. We don't want our "low data" logic to
  // kick in and decide that we're low on decoded data because the download
  // can't keep up with the decode, and cause us to pause playback. So we
  // have a "preroll" stage, where we ignore the results of our "low data"
  // logic during the first few frames of our decode. This occurs during
  // playback. The flags below are true when the corresponding stream is
  // being "prerolled".
  bool mIsAudioPrerolling;
  bool mIsVideoPrerolling;

  // Only one of a given pair of ({Audio,Video}DataPromise, WaitForDataPromise)
  // should exist at any given moment.

  MediaPromiseConsumerHolder<MediaDecoderReader::AudioDataPromise> mAudioDataRequest;
  MediaPromiseConsumerHolder<MediaDecoderReader::WaitForDataPromise> mAudioWaitRequest;
  const char* AudioRequestStatus()
    if (mAudioDataRequest.Exists()) {
      return "pending";
    } else if (mAudioWaitRequest.Exists()) {
      return "waiting";
    return "idle";

  MediaPromiseConsumerHolder<MediaDecoderReader::WaitForDataPromise> mVideoWaitRequest;
  MediaPromiseConsumerHolder<MediaDecoderReader::VideoDataPromise> mVideoDataRequest;
  const char* VideoRequestStatus()
    if (mVideoDataRequest.Exists()) {
      return "pending";
    } else if (mVideoWaitRequest.Exists()) {
      return "waiting";
    return "idle";

  MediaPromiseConsumerHolder<MediaDecoderReader::WaitForDataPromise>& WaitRequestRef(MediaData::Type aType)
    return aType == MediaData::AUDIO_DATA ? mAudioWaitRequest : mVideoWaitRequest;

  // True if we shouldn't play our audio (but still write it to any capturing
  // streams). When this is true, mStopAudioThread is always true and
  // the audio thread will never start again after it has stopped.
  bool mAudioCaptured;

  // True if an event to notify about a change in the playback
  // position has been queued, but not yet run. It is set to false when
  // the event is run. This allows coalescing of these events as they can be
  // produced many times per second. Synchronised via decoder monitor.
  // Accessed on main and state machine threads.
  bool mPositionChangeQueued;

  // True if the audio playback thread has finished. It is finished
  // when either all the audio frames have completed playing, or we've moved
  // into shutdown state, and the threads are to be
  // destroyed. Written by the audio playback thread and read and written by
  // the state machine thread. Synchronised via decoder monitor.
  // When data is being sent to a MediaStream, this is true when all data has
  // been written to the MediaStream.
  Watchable<bool> mAudioCompleted;

  // True if mDuration has a value obtained from an HTTP header, or from
  // the media index/metadata. Accessed on the state machine thread.
  bool mGotDurationFromMetaData;

  // True if we've dispatched an event to the decode task queue to call
  // DecodeThreadRun(). We use this flag to prevent us from dispatching
  // unneccessary runnables, since the decode thread runs in a loop.
  bool mDispatchedEventToDecode;

  // False while audio thread should be running. Accessed state machine
  // and audio threads. Syncrhonised by decoder monitor.
  bool mStopAudioThread;

  // If this is true while we're in buffering mode, we can exit early,
  // as it's likely we may be able to playback. This happens when we enter
  // buffering mode soon after the decode starts, because the decode-ahead
  // ran fast enough to exhaust all data while the download is starting up.
  // Synchronised via decoder monitor.
  bool mQuickBuffering;

  // True if we should not decode/preroll unnecessary samples, unless we're
  // played. "Prerolling" in this context refers to when we decode and
  // buffer decoded samples in advance of when they're needed for playback.
  // This flag is set for preload=metadata media, and means we won't
  // decode more than the first video frame and first block of audio samples
  // for that media when we startup, or after a seek. When Play() is called,
  // we reset this flag, as we assume the user is playing the media, so
  // prerolling is appropriate then. This flag is used to reduce the overhead
  // of prerolling samples for media elements that may not play, both
  // memory and CPU overhead.
  bool mMinimizePreroll;

  // True if the decode thread has gone filled its buffers and is now
  // waiting to be awakened before it continues decoding. Synchronized
  // by the decoder monitor.
  bool mDecodeThreadWaiting;

  // These two flags are true when we need to drop decoded samples that
  // we receive up to the next discontinuity. We do this when we seek;
  // the first sample in each stream after the seek is marked as being
  // a "discontinuity".
  bool mDropAudioUntilNextDiscontinuity;
  bool mDropVideoUntilNextDiscontinuity;

  // True if we need to decode forwards to the seek target inside
  // mCurrentSeekTarget.
  bool mDecodeToSeekTarget;

  // Track the current seek promise made by the reader.
  MediaPromiseConsumerHolder<MediaDecoderReader::SeekPromise> mSeekRequest;

  // We record the playback position before we seek in order to
  // determine where the seek terminated relative to the playback position
  // we were at before the seek.
  int64_t mCurrentTimeBeforeSeek;

  // Track our request for metadata from the reader.
  MediaPromiseConsumerHolder<MediaDecoderReader::MetadataPromise> mMetadataRequest;

  // Stores presentation info required for playback. The decoder monitor
  // must be held when accessing this.
  MediaInfo mInfo;

  nsAutoPtr<MetadataTags> mMetadataTags;

  mozilla::MediaMetadataManager mMetadataManager;

  mozilla::RollingMean<uint32_t, uint32_t> mCorruptFrames;

  bool mDisabledHardwareAcceleration;

  // mDecodingFrozenAtStateDecoding: turn on/off at
  //                                 SetDormant/Seek,Play.
  bool mDecodingFrozenAtStateDecoding;

  // True if we are back from DECODER_STATE_DORMANT state and
  // LoadedMetadataEvent was already sent.
  bool mSentLoadedMetadataEvent;
  // True if we are back from DECODER_STATE_DORMANT state and
  // FirstFrameLoadedEvent was already sent, then we can skip
  // SetStartTime because the mStartTime already set before. Also we don't need
  // to decode any audio/video since the MediaDecoder will trigger a seek
  // operation soon.
  bool mSentFirstFrameLoadedEvent;

  bool mSentPlaybackEndedEvent;

} // namespace mozilla;