split out RageSoundPosMap (too much code in RageSound)
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#include "global.h"
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#include "RageSoundPosMap.h"
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#include "RageLog.h"
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#include "RageUtil.h"
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/* The number of frames we should keep pos_map data for. This being too high
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* is mostly harmless; the data is small. */
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const int pos_map_backlog_frames = 100000;
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pos_map_queue::pos_map_queue(): m_Mutex("pos_map_queue")
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{
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}
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pos_map_queue::pos_map_queue( const pos_map_queue &cpy ): m_Mutex("pos_map_queue")
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{
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*this = cpy;
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}
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pos_map_queue &pos_map_queue::operator=( const pos_map_queue &cpy )
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{
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/* Hack: to prevent deadlock, always lock the lesser pointer first. */
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if( this < &cpy )
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{
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m_Mutex.Lock();
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cpy.m_Mutex.Lock();
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} else {
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cpy.m_Mutex.Lock();
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m_Mutex.Lock();
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}
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m_Queue = cpy.m_Queue;
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/* Unlock order doesn't matter. */
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m_Mutex.Unlock();
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cpy.m_Mutex.Unlock();
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return *this;
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}
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void pos_map_queue::Insert( int64_t frameno, int pos, int got_frames )
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{
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LockMut(m_Mutex);
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if( m_Queue.size() )
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{
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/* Optimization: If the last entry lines up with this new entry, just merge them. */
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pos_map_t &last = m_Queue.back();
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if( last.frameno+last.frames == frameno &&
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last.position+last.frames == pos )
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{
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last.frames += got_frames;
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return;
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}
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}
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m_Queue.push_back( pos_map_t( frameno, pos, got_frames ) );
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Cleanup();
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}
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void pos_map_queue::Cleanup()
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{
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LockMut(m_Mutex);
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/* Determine the number of frames of data we have. */
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int64_t total_frames = 0;
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for( unsigned i = 0; i < m_Queue.size(); ++i )
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total_frames += m_Queue[i].frames;
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/* Remove the oldest entry so long we'll stil have enough data. Don't delete every
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* frame, so we'll always have some data to extrapolate from. */
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while( m_Queue.size() > 1 && total_frames - m_Queue.front().frames > pos_map_backlog_frames )
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{
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total_frames -= m_Queue.front().frames;
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m_Queue.pop_front();
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}
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}
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int64_t pos_map_queue::Search( int64_t frame, bool *approximate ) const
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{
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LockMut(m_Mutex);
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if( IsEmpty() )
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{
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if( approximate )
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*approximate = true;
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return 0;
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}
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/* frame is probably in pos_map. Search to figure out what position
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* it maps to. */
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int64_t closest_position = 0, closest_position_dist = INT_MAX;
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int closest_block = 0; /* print only */
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for( unsigned i = 0; i < m_Queue.size(); ++i )
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{
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if( frame >= m_Queue[i].frameno &&
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frame < m_Queue[i].frameno+m_Queue[i].frames )
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{
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/* frame lies in this block; it's an exact match. Figure
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* out the exact position. */
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int64_t diff = m_Queue[i].position - m_Queue[i].frameno;
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return frame + diff;
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}
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/* See if the current position is close to the beginning of this block. */
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int64_t dist = llabs( m_Queue[i].frameno - frame );
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if( dist < closest_position_dist )
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{
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closest_position_dist = dist;
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closest_block = i;
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closest_position = m_Queue[i].position - dist;
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}
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/* See if the current position is close to the end of this block. */
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dist = llabs( m_Queue[i].frameno + m_Queue[i].frames - frame );
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if( dist < closest_position_dist )
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{
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closest_position_dist = dist;
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closest_position = m_Queue[i].position + m_Queue[i].frames + dist;
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}
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}
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/* The frame is out of the range of data we've actually sent.
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* Return the closest position.
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*
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* There are three cases when this happens:
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* 1. After the first GetPCM call, but before it actually gets heard.
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* 2. After GetPCM returns EOF and the sound has flushed, but before
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* SoundStopped has been called.
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* 3. Underflow; we'll be given a larger frame number than we know about.
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*/
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/* XXX: %lli normally, %I64i in Windows */
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LOG->Trace( "Approximate sound time: driver frame %lli, m_Queue frame %lli (dist %lli), closest position is %lli",
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frame, m_Queue[closest_block].frameno, closest_position_dist, closest_position );
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if( approximate )
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*approximate = true;
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return closest_position;
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}
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void pos_map_queue::Clear()
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{
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LockMut(m_Mutex);
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m_Queue.clear();
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}
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bool pos_map_queue::IsEmpty() const
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{
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LockMut(m_Mutex);
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return m_Queue.empty();
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}
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