as it turns out, "almost" the whole codebase compiles in C++17 mode. with the exception of two metaprogramming-related problems: - our "duck detector" for STL containers does not trigger anymore - the Metafunction to dissect Function sigantures (meta::_Fun) flounders
276 lines
6.7 KiB
C++
276 lines
6.7 KiB
C++
/*
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PlayService - interface: render- and playback control
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Copyright (C) Lumiera.org
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2011, Hermann Vosseler <Ichthyostega@web.de>
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of
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the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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* *****************************************************/
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/** @file play-service.cpp
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** Implementation of core parts of the Player subsystem
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*/
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#include "lib/error.hpp"
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#include "include/play-facade.hpp"
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#include "steam/play/play-service.hpp"
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#include "steam/play/play-process.hpp"
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#include "steam/play/render-configurator.hpp"
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#include "steam/play/output-manager.hpp"
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#include "lib/util-foreach.hpp"
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#include <string>
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//#include <memory>
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////#include <functional>
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#include <memory>
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namespace lumiera {
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Play::~Play() { } // emit VTables here...
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/** static storage for the facade access front-end */
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lib::Depend<Play> Play::facade;
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}//(End) namespace lumiera
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namespace steam {
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namespace play {
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//using std::string;
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//using lumiera::Subsys;
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//using std::bind;
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using lib::Sync;
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using lib::RecursiveLock_NoWait;
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using std::weak_ptr;
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using std::bind;
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//using std::function;
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using std::placeholders::_1;
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using util::remove_if;
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using util::and_all;
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namespace { // hidden local details of the service implementation....
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} // (End) hidden service impl details
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using lumiera::Play;
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typedef POutputManager Output;
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class ProcessTable
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: public Sync<RecursiveLock_NoWait>
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{
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typedef weak_ptr<PlayProcess> Entry;
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typedef std::vector<Entry> ProcTable;
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/** @note holding just weak references
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* to any ongoing playback processes */
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ProcTable processes_;
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public:
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Play::Controller
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establishProcess (PlayProcess* newProcess)
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{
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Play::Controller frontend;
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try {
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frontend.activate (newProcess, bind (&ProcessTable::endProcess, this, _1 ));
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}
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catch(...)
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{
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delete newProcess;
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throw;
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}
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Lock sync(this);
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processes_.push_back (frontend); // keeping a weak-reference
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return frontend;
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}
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bool
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isActive() const
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{
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#if false //////////////////////////////////////////////////////////////////////////////////////////////////TICKET #1138 : sort out C++17 compatibility
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return not and_all (processes_, isDead);
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#endif //////////////////////////////////////////////////////////////////////////////////////////////////TICKET #1138 : sort out C++17 compatibility
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return false;
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}
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private:
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void
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endProcess (PlayProcess* dyingProcess)
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{
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/////////////////////////////////////////////TICKET #867 : somehow ensure sane abort of all attached calculation efforts
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delete dyingProcess;
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Lock sync(this);
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remove_if (processes_, isDead);
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}
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static bool
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isDead (Entry const& e)
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{
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return e.expired();
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}
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};
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PlayService::~PlayService()
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{
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if (pTable_->isActive())
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{
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UNIMPLEMENTED ("block waiting for any ongoing play processes. Ensure the process table is empty -- OR -- hand it over to some kind of cleanup service");
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}
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ENSURE (!pTable_->isActive());
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}
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/** bring up the global render- and playback service.
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* This service allows to create individual PlayProcess instances
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* to \em perform a timeline or similar model object, creating
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* rendered data for output. Client code is assumed to access
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* this service through the lumiera::Play facade.
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*/
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PlayService::PlayService()
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: pTable_(new ProcessTable)
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{ }
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/**
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* @note this is the core operation of the play and render service
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*
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* Invoking this function investigates the given exit nodes of the
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* render nodes network and retrieves actual output destinations
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* through the given OutputManager. The goal is to configure a
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* PlayProcess, based on the renderengine and the collection of
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* OutputSlot instances retrieved for each of the given exit nodes.
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* Running this PlayProcess will activate the render engine to deliver
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* calculated media data to the outputs.
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*/
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Play::Controller
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PlayService::connect (ModelPorts dataGenerators, POutputManager outputPossibilities)
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{
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Timings playbackTimings (lib::time::FrameRate::PAL); //////////////////////////////////////////////////////TICKET #875
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return pTable_->establishProcess(
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PlayProcess::initiate(dataGenerators,
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buildRenderConfiguration(outputPossibilities, playbackTimings)));
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}
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/** */
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LUMIERA_ERROR_DEFINE (CANT_PLAY, "unable to build playback or render process for this configuration");
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}} // namespace steam::play
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namespace lumiera {
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/* ==== convenience shortcuts for creating a PlayProcess ==== */
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/**
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* Generic point-of-Service for starting playback.
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* Activating this service will "perform" the given exit points
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* of the model, by "pulling" calculated data from these ports and
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* feeding the results into suitable external outputs.
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* @return a state machine front-end to control the ongoing
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* play/render process.
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*/
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Play::Controller
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Play::perform (ModelPorts ports, Output output)
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{
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return this->connect (ports, output);
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}
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/**
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*
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*/
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Play::Controller
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Play::perform (Pipes, Output)
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{
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UNIMPLEMENTED ("build PlayProcess based on a set of pipes");
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}
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/**
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*
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*/
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Play::Controller
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Play::perform (Timeline)
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{
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UNIMPLEMENTED ("build PlayProcess for a Timeline");
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}
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/**
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*
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*/
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Play::Controller
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Play::perform (Viewer)
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{
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UNIMPLEMENTED ("build PlayProcess directly for a Viewer element");
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}
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/**
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*
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*/
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Play::Controller
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Play::perform (Fork)
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{
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UNIMPLEMENTED ("build PlayProcess for a single Fork");
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}
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/**
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*
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*/
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Play::Controller
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Play::perform (Clip)
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{
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UNIMPLEMENTED ("build virtual Timeline and PlayProcess to show a single Clip");
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}
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}
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