LUMIERA.clone/src/steam/play/play-service.cpp
Ichthyostega 577592c66e C++17: isolate problematic code segments (see Ticket #1138)
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
2020-02-18 04:16:03 +01:00

276 lines
6.7 KiB
C++

/*
PlayService - interface: render- and playback control
Copyright (C) Lumiera.org
2011, Hermann Vosseler <Ichthyostega@web.de>
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.
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.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
* *****************************************************/
/** @file play-service.cpp
** Implementation of core parts of the Player subsystem
*/
#include "lib/error.hpp"
#include "include/play-facade.hpp"
#include "steam/play/play-service.hpp"
#include "steam/play/play-process.hpp"
#include "steam/play/render-configurator.hpp"
#include "steam/play/output-manager.hpp"
#include "lib/util-foreach.hpp"
#include <string>
//#include <memory>
////#include <functional>
#include <memory>
namespace lumiera {
Play::~Play() { } // emit VTables here...
/** static storage for the facade access front-end */
lib::Depend<Play> Play::facade;
}//(End) namespace lumiera
namespace steam {
namespace play {
//using std::string;
//using lumiera::Subsys;
//using std::bind;
using lib::Sync;
using lib::RecursiveLock_NoWait;
using std::weak_ptr;
using std::bind;
//using std::function;
using std::placeholders::_1;
using util::remove_if;
using util::and_all;
namespace { // hidden local details of the service implementation....
} // (End) hidden service impl details
using lumiera::Play;
typedef POutputManager Output;
class ProcessTable
: public Sync<RecursiveLock_NoWait>
{
typedef weak_ptr<PlayProcess> Entry;
typedef std::vector<Entry> ProcTable;
/** @note holding just weak references
* to any ongoing playback processes */
ProcTable processes_;
public:
Play::Controller
establishProcess (PlayProcess* newProcess)
{
Play::Controller frontend;
try {
frontend.activate (newProcess, bind (&ProcessTable::endProcess, this, _1 ));
}
catch(...)
{
delete newProcess;
throw;
}
Lock sync(this);
processes_.push_back (frontend); // keeping a weak-reference
return frontend;
}
bool
isActive() const
{
#if false //////////////////////////////////////////////////////////////////////////////////////////////////TICKET #1138 : sort out C++17 compatibility
return not and_all (processes_, isDead);
#endif //////////////////////////////////////////////////////////////////////////////////////////////////TICKET #1138 : sort out C++17 compatibility
return false;
}
private:
void
endProcess (PlayProcess* dyingProcess)
{
/////////////////////////////////////////////TICKET #867 : somehow ensure sane abort of all attached calculation efforts
delete dyingProcess;
Lock sync(this);
remove_if (processes_, isDead);
}
static bool
isDead (Entry const& e)
{
return e.expired();
}
};
PlayService::~PlayService()
{
if (pTable_->isActive())
{
UNIMPLEMENTED ("block waiting for any ongoing play processes. Ensure the process table is empty -- OR -- hand it over to some kind of cleanup service");
}
ENSURE (!pTable_->isActive());
}
/** bring up the global render- and playback service.
* This service allows to create individual PlayProcess instances
* to \em perform a timeline or similar model object, creating
* rendered data for output. Client code is assumed to access
* this service through the lumiera::Play facade.
*/
PlayService::PlayService()
: pTable_(new ProcessTable)
{ }
/**
* @note this is the core operation of the play and render service
*
* Invoking this function investigates the given exit nodes of the
* render nodes network and retrieves actual output destinations
* through the given OutputManager. The goal is to configure a
* PlayProcess, based on the renderengine and the collection of
* OutputSlot instances retrieved for each of the given exit nodes.
* Running this PlayProcess will activate the render engine to deliver
* calculated media data to the outputs.
*/
Play::Controller
PlayService::connect (ModelPorts dataGenerators, POutputManager outputPossibilities)
{
Timings playbackTimings (lib::time::FrameRate::PAL); //////////////////////////////////////////////////////TICKET #875
return pTable_->establishProcess(
PlayProcess::initiate(dataGenerators,
buildRenderConfiguration(outputPossibilities, playbackTimings)));
}
/** */
LUMIERA_ERROR_DEFINE (CANT_PLAY, "unable to build playback or render process for this configuration");
}} // namespace steam::play
namespace lumiera {
/* ==== convenience shortcuts for creating a PlayProcess ==== */
/**
* Generic point-of-Service for starting playback.
* Activating this service will "perform" the given exit points
* of the model, by "pulling" calculated data from these ports and
* feeding the results into suitable external outputs.
* @return a state machine front-end to control the ongoing
* play/render process.
*/
Play::Controller
Play::perform (ModelPorts ports, Output output)
{
return this->connect (ports, output);
}
/**
*
*/
Play::Controller
Play::perform (Pipes, Output)
{
UNIMPLEMENTED ("build PlayProcess based on a set of pipes");
}
/**
*
*/
Play::Controller
Play::perform (Timeline)
{
UNIMPLEMENTED ("build PlayProcess for a Timeline");
}
/**
*
*/
Play::Controller
Play::perform (Viewer)
{
UNIMPLEMENTED ("build PlayProcess directly for a Viewer element");
}
/**
*
*/
Play::Controller
Play::perform (Fork)
{
UNIMPLEMENTED ("build PlayProcess for a single Fork");
}
/**
*
*/
Play::Controller
Play::perform (Clip)
{
UNIMPLEMENTED ("build virtual Timeline and PlayProcess to show a single Clip");
}
}