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标题:
OpenHarmony 3.2 Beta多媒体系列——音视频播放gstreamer
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作者:
深开鸿_巴延兴
时间:
2023-10-27 16:07
标题:
OpenHarmony 3.2 Beta多媒体系列——音视频播放gstreamer
[md]一、 简介
多媒体播放框架主要的实现在PlayerServer服务中,这个服务提供了媒体播放框架所需要的实现环境,继续跟踪代码分析发现,PlayerServer主要通过gstreamer适配层,对gstreamer进行调用。gstreamer属于更加具体的实现,所以本篇文章主要是分析PlayerServer通过适配层调用到gstreamer的过程。
此前,我在《[OpenHarmony 3.2 Beta多媒体系列-音视频播放框架](
http://mp.weixin.qq.com/s?__biz=MzkzNTIyNTY3Mg==&mid=2247500816&idx=1&sn=953310bfa91f64f3b922bde5ef99c374&chksm=c2b3b437f5c43d212b318b7767507b4c59b4745dc0638ed7f75e59d0fb7a1eb3cb5b808524a1&scene=21#wechat_redirect
)》一文中,主要分析了多媒体播放的框架层代码,本地接口通过服务端的proxy代理类进行IPC调用,最终调用到PlayerServer服务端。本篇主要分析了多媒体gstreamer的调用,涉及到从PlayerServer到gstreamer的整体流程。
### 二、 目录
```plain
gstreamer
├── BUILD.gn
├── common
│ ├── BUILD.gn
│ ├── playbin_adapter
│ │ ├── i_playbin_ctrler.h
│ │ ├── playbin2_ctrler.cpp
│ │ ├── playbin2_ctrler.h
│ │ ├── playbin_ctrler_base.cpp
│ │ ├── playbin_ctrler_base.h
│ │ ├── playbin_msg_define.h
│ │ ├── playbin_sink_provider.h
│ │ ├── playbin_state.cpp
│ │ ├── playbin_state.h
│ │ ├── playbin_task_mgr.cpp
│ │ └── playbin_task_mgr.h
│ ├── state_machine
│ │ ├── state_machine.cpp
│ │ └── state_machine.h
├── factory
│ ├── BUILD.gn
│ └── engine_factory.cpp
└── player
├── BUILD.gn
├── player_codec_ctrl.cpp
├── player_codec_ctrl.h
├── player_engine_gst_impl.cpp
├── player_engine_gst_impl.h
├── player_sinkprovider.cpp
├── player_sinkprovider.h
├── player_track_parse.cpp
└── player_track_parse.h
```
目录主要是多媒体子系统中的engine部分,涉及到了gstreamer的适配层,gstreamer具体的实现是在third\_party/gstreamer目录中。
### 三 、Gstreamer介绍
**1. 简介**
Gstreamer是一个跨平台的多媒体框架,应用程序可以通过管道(Pipeline)的方式,将多媒体处理的各个步骤串联起来,达到预期的效果。每个步骤通过元素(Element)基于GObject对象系统通过插件(plugins)的方式实现,方便了各项功能的扩展。
![OpenHarmony 3.2 Beta多媒体系列——音视频播放gstreamer-开源基础软件社区](
?x-oss-process=image/watermark,size_14,text_QDUxQ1RP5Y2a5a6i,color_FFFFFF,t_100,g_se,x_10,y_10,shadow_20,type_ZmFuZ3poZW5naGVpdGk=,x-oss-process=image/resize,m_fixed,w_1184 "OpenHarmony 3.2 Beta多媒体系列——音视频播放gstreamer-开源基础软件社区")
**2.Gstreamer几个重要的概念**
Element
Element是Gstreamer中最重要的对象类型之一。一个element实现一个功能(读取文件,解码,输出等),程序需要创建多个element,并按顺序将其串联起来,构成一个完整的Pipeline。
Pad
Pad是一个element的输入/输出接口,分为src pad(生产数据)和sink pad(消费数据)两种。
两个element必须通过pad才能连接起来,pad拥有当前element能处理数据类型的能力(capabilities),会在连接时通过比较src pad和sink pad中所支持的能力,来选择最恰当的数据类型用于传输,如果element不支持,程序会直接退出。在element通过pad连接成功后,数据会从上一个element的src pad传到下一个element的sink pad然后进行处理。
Bin和Pipeline
Bin是一个容器,用于管理多个element,改变bin的状态时,bin会自动去修改所包含的element的状态,也会转发所收到的消息。如果没有bin,我们需要依次操作我们所使用的element。通过bin降低了应用的复杂度。
Pipeline继承自bin,为程序提供一个bus用于传输消息,并且对所有子element进行同步。当将Pipeline的状态设置为PLAYING时,Pipeline会在一个/多个新的线程中通过element处理数据。
### 四、调用流程
![OpenHarmony 3.2 Beta多媒体系列——音视频播放gstreamer-开源基础软件社区](
?x-oss-process=image/watermark,size_14,text_QDUxQ1RP5Y2a5a6i,color_FFFFFF,t_100,g_se,x_10,y_10,shadow_20,type_ZmFuZ3poZW5naGVpdGk=,x-oss-process=image/resize,m_fixed,w_1184 "OpenHarmony 3.2 Beta多媒体系列——音视频播放gstreamer-开源基础软件社区")
### 五、源码分析
**1. PrepareAsync分析**
首先,在PlayerServer的PrepareAsync中会调用OnPrepare(false),具体是在OnPrepare(false)中实现,参数传入false,表明调用的是异步方法。
```plain
int32_t PlayerServer:
repareAsync()
{
std::lock_guard<std::mutex> lock(mutex_);
MEDIA_LOGW("KPI-TRACE: PlayerServer PrepareAsync in");
if (lastOpStatus_ == PLAYER_INITIALIZED || lastOpStatus_ == PLAYER_STOPPED) {
return OnPrepare(false);
} else {
MEDIA_LOGE("Can not Prepare, currentState is %{public}s", GetStatusDescription(lastOpStatus_).c_str());
return MSERR_INVALID_OPERATION;
}
}
```
OnPrepare方法中,先通过playerEngine\_调用SerVideoSurface的方法,将surface\_设置到PlayerEngineGstImpl中(producerSurface\_),接着启动一个任务,调用目前状态的Prepare()方法。
```plain
int32_t PlayerServer::OnPrepare(bool sync)
{
CHECK_AND_RETURN_RET_LOG(playerEngine_ != nullptr, MSERR_NO_MEMORY, "playerEngine_ is nullptr");
int32_t ret = MSERR_OK;
#ifdef SUPPORT_VIDEO
if (surface_ != nullptr) {
ret = playerEngine_->SetVideoSurface(surface_);
CHECK_AND_RETURN_RET_LOG(ret == MSERR_OK, MSERR_INVALID_OPERATION, "Engine SetVideoSurface Failed!");
}
#endif
lastOpStatus_ = PLAYER_PREPARED;
auto preparedTask = std::make_shared<TaskHandler<int32_t>>([this]() {
MediaTrace::TraceBegin("
layerServer:
repareAsync", FAKE_POINTER(this));
auto currState = std::static_pointer_cast<BaseState>(GetCurrState());
return currState->
repare();
});
ret = taskMgr_.LaunchTask(preparedTask, PlayerServerTaskType::STATE_CHANGE);
CHECK_AND_RETURN_RET_LOG(ret == MSERR_OK, ret, "
repare launch task failed");
if (sync) {
(void)preparedTask->GetResult(); // wait HandlePrpare
}
return MSERR_OK;
}
```
进入Preparing状态后,会触发PlayerServer的HandlePrepare()方法被调用,在这个方法里会通过playerEngine\_调用PrepareAsync方法,这个方法调用的是PlayerEngineGstImpl对应的PrepareAsync方法。
```plain
int32_t PlayerServer::HandlePrepare()
{
int32_t ret = playerEngine_->
repareAsync();
CHECK_AND_RETURN_RET_LOG(ret == MSERR_OK, MSERR_INVALID_OPERATION, "Server Prepare Failed!");
if (config_.leftVolume <= 1.0f || config_.rightVolume <= 1.0f) {
ret = playerEngine_->SetVolume(config_.leftVolume, config_.rightVolume);
MEDIA_LOGD("
repared SetVolume leftVolume:%{public}f rightVolume:%{public}f, ret:%{public}d", \
config_.leftVolume, config_.rightVolume, ret);
}
(void)playerEngine_->SetLooping(config_.looping);
{
auto rateTask = std::make_shared<TaskHandler<void>>([this]() {
auto currState = std::static_pointer_cast<BaseState>(GetCurrState());
(void)currState->SetPlaybackSpeed(config_.speedMode);
});
(void)taskMgr_.LaunchTask(rateTask, PlayerServerTaskType::RATE_CHANGE);
}
return MSERR_OK;
}
```
首先初始化playBinCtrler\_,后续的操作都是通过PlayBinCtrlerBase对象来操作的,所以PlayBinCtrlerInit()方法会创建PlayBinCtrlerBase对象(playBinCtrler\_),创建好以后通过playBinCtrler\_进行SetSource和SetXXXListener的设置。
```plain
int32_t PlayerEngineGstImpl:
repareAsync()
{
std::unique_lock<std::mutex> lock(mutex_);
MEDIA_LOGD("
repare in");
int32_t ret = PlayBinCtrlerInit();
CHECK_AND_RETURN_RET_LOG(ret == MSERR_OK, MSERR_INVALID_VAL, "
layBinCtrlerInit failed");
CHECK_AND_RETURN_RET_LOG(playBinCtrler_ != nullptr, MSERR_INVALID_VAL, "playBinCtrler_ is nullptr");
ret = playBinCtrler_->
repareAsync();
CHECK_AND_RETURN_RET_LOG(ret == MSERR_OK, ret, "
repareAsync failed");
// The duration of some resources without header information cannot be obtained.
MEDIA_LOGD("
repared ok out");
return MSERR_OK;
}
```
初始化完成以后,接下来进行playBinCtrler\_的PrepareAsync的调用,PlayBinCtrlerBase中的PrepareAsync的方法间接地调用了PrepareAsyncInternal。
```plain
int32_t PlayBinCtrlerBase:
repareAsync()
{
MEDIA_LOGD("enter");
std::unique_lock<std::mutex> lock(mutex_);
return PrepareAsyncInternal();
}
```
PrepareAsyncInternal首先判断当前的状态,如果是preparingState或preparedState,那么就直接返回成功,否则继续向下调用。接下来会调用EnterInitializedState(),这个方法中会创建playbin,设置signal的回调以及gstreamer参数的设置。最后调用目前状态的Prepare方法,此时的状态是InitializedState。
```plain
int32_t PlayBinCtrlerBase:
repareAsyncInternal()
{
if ((GetCurrState() == preparingState_) || (GetCurrState() == preparedState_)) {
MEDIA_LOGI("already at preparing state, skip");
return MSERR_OK;
}
CHECK_AND_RETURN_RET_LOG((!uri_.empty() || appsrcWrap_), MSERR_INVALID_OPERATION, "Set uri firsty!");
int32_t ret = EnterInitializedState();
CHECK_AND_RETURN_RET(ret == MSERR_OK, ret);
auto currState = std::static_pointer_cast<BaseState>(GetCurrState());
ret = currState->Prepare();
CHECK_AND_RETURN_RET_LOG(ret == MSERR_OK, ret, "PrepareAsyncInternal failed");
return MSERR_OK;
}
```
InitializedState的Prepare方法又通过ctrler\_调回到PlayBinCtrlerBase的ChangeState方法,这个方法是在PlayBinCtrlerBase的父类StateMachine中,它是一个状态机,管理着各种状态的切换。
```plain
int32_t PlayBinCtrlerBase::InitializedState:
repare()
{
ctrler_.ChangeState(ctrler_.preparingState_);
return MSERR_OK;
}
```
很多表示状态的类在PlayBinCtrlerBase中进行声明,这些子类的具体实现功能在playbin\_state.cpp中。
```plain
private:
class BaseState;
class IdleState;
class InitializedState;
class PreparingState;
class PreparedState;
class PlayingState;
class PausedState;
class StoppedState;
class StoppingState;
class PlaybackCompletedState;
```
接下来看一下状态机的ChangeState方法,可以看出切换状态的时候,先调用切换前状态的StateExit()方法,再调用切换后状态的StateEnter()。如果需要一些操作,我们可以在状态的StateEnter和StateExit中进行。
```plain
void StateMachine::ChangeState(const std::shared_ptr<State> &state)
{
......
if (currState_ != nullptr && currState_->GetStateName() == "stopping_state" && state->GetStateName() != "stopped_state") {
return;
}
if (currState_) {
currState_->StateExit();
}
currState_ = state;
state->StateEnter();
}
```
因为上面切换状态调用的是ctrler\_.ChangeState(ctrler\_.preparingState\_),所以接下来看一下PreparingState状态的StateEnter方法。这个方法中首先是调用了ctrler\_.ReportMessage(msg),字面上看是用来上报msg信息的。
```plain
void PlayBinCtrlerBase:
reparingState::StateEnter()
{
PlayBinMessage msg = { PLAYBIN_MSG_SUBTYPE, PLAYBIN_SUB_MSG_BUFFERING_START, 0, {} };
ctrler_.ReportMessage(msg);
GstStateChangeReturn ret;
(void)ChangePlayBinState(GST_STATE_PAUSED, ret);
MEDIA_LOGD("PreparingState::StateEnter finished");
}
```
ctrler\_是PlayBinCtrlerBase类型的变量,直接看PlayBinCtrlerBase的ReportMessage方法,这个方法的核心,是创建一个任务后,将任务放入消息队列中,等待消息被处理,这里我们最想知道的是这个消息会在什么地方被处理。msgReportHandler创建了TaskHandler,这个里面会调用notifier\_(msg),这里的notifier\_比较重要,我们可以顺着这个变量向上分析。
```plain
void PlayBinCtrlerBase::ReportMessage(const PlayBinMessage &msg)
{
......
auto msgReportHandler = std::make_shared<TaskHandler<void>>([this, msg]() { notifier_(msg); });
int32_t ret = msgQueue_->EnqueueTask(msgReportHandler);
if (ret != MSERR_OK) {
MEDIA_LOGE("async report msg failed, type: %{public}d, subType: %{public}d, code: %{public}d",
msg.type, msg.subType, msg.code);
};
if (msg.type == PlayBinMsgType:
LAYBIN_MSG_EOS) {
ProcessEndOfStream();
}
}
```
notifier\_是在PlayBinCtrlerBase被创建的时候赋值的。
```plain
PlayBinCtrlerBase:
layBinCtrlerBase(const PlayBinCreateParam &createParam)
: renderMode_(createParam.renderMode),
notifier_(createParam.notifier),
sinkProvider_(createParam.sinkProvider)
{
MEDIA_LOGD("enter ctor, instance: 0x%{public}06" PRIXPTR "", FAKE_POINTER(this));
}
```
在源码分析的前期PlayerEngineGstImpl初始化PlayBinCtrlerBase的时候进行了创建notifier = std::bind(&PlayerEngineGstImpl::OnNotifyMessage, this, std::placeholders::\_1) notifier相当于是调用了PlayerEngineGstImpl::OnNotifyMessage方法。所以上述中的处理函数就是PlayerEngineGstImpl::OnNotifyMessage。
```plain
int32_t PlayerEngineGstImpl:
layBinCtrlerPrepare()
{
uint8_t renderMode = IPlayBinCtrler::PlayBinRenderMode:
EFAULT_RENDER;
auto notifier = std::bind(&PlayerEngineGstImpl::OnNotifyMessage, this, std::placeholders::_1);
{
std::unique_lock<std::mutex> lk(trackParseMutex_);
sinkProvider_ = std::make_shared<PlayerSinkProvider>(producerSurface_);
sinkProvider_->SetAppInfo(appuid_, apppid_);
}
IPlayBinCtrler::PlayBinCreateParam createParam = {
static_cast<IPlayBinCtrler::PlayBinRenderMode>(renderMode), notifier, sinkProvider_
};
playBinCtrler_ = IPlayBinCtrler::Create(IPlayBinCtrler::PlayBinKind::PLAYBIN2, createParam);
......
return MSERR_OK;
}
```
在OnNotifyMessage中指定了各种消息类型对应的执行函数,上述代码中创建的Message类型是PLAYBIN\_MSG\_SUBTYPE,子类型为PLAYBIN\_SUB\_MSG\_BUFFERING\_START。
```plain
void PlayerEngineGstImpl::OnNotifyMessage(const PlayBinMessage &msg)
{
const std::unordered_map<int32_t, MsgNotifyFunc> MSG_NOTIFY_FUNC_TABLE = {
{ PLAYBIN_MSG_ERROR, std::bind(&PlayerEngineGstImpl::HandleErrorMessage, this, std::placeholders::_1) },
{ PLAYBIN_MSG_SEEKDONE, std::bind(&PlayerEngineGstImpl::HandleSeekDoneMessage, this, std::placeholders::_1) },
{ PLAYBIN_MSG_SPEEDDONE, std::bind(&PlayerEngineGstImpl::HandleInfoMessage, this, std::placeholders::_1) },
{ PLAYBIN_MSG_BITRATEDONE, std::bind(&PlayerEngineGstImpl::HandleInfoMessage, this, std::placeholders::_1)},
{ PLAYBIN_MSG_EOS, std::bind(&PlayerEngineGstImpl::HandleInfoMessage, this, std::placeholders::_1) },
{ PLAYBIN_MSG_STATE_CHANGE, std::bind(&PlayerEngineGstImpl::HandleInfoMessage, this, std::placeholders::_1) },
{ PLAYBIN_MSG_SUBTYPE, std::bind(&PlayerEngineGstImpl::HandleSubTypeMessage, this, std::placeholders::_1) },
{ PLAYBIN_MSG_AUDIO_SINK, std::bind(&PlayerEngineGstImpl::HandleAudioMessage, this, std::placeholders::_1) },
{ PLAYBIN_MSG_POSITION_UPDATE, std::bind(&PlayerEngineGstImpl::HandlePositionUpdateMessage, this,
std::placeholders::_1) },
};
if (MSG_NOTIFY_FUNC_TABLE.count(msg.type) != 0) {
MSG_NOTIFY_FUNC_TABLE.at(msg.type)(msg);
}
}
```
最终的流程走到了PlayerEngineGstImpl::HandleBufferingStart(),在这个方法中,主要通过obs\_将format传给IPlayerEngineObs的OnInfo方法。
```plain
void PlayerEngineGstImpl::HandleBufferingStart()
{
percent_ = 0;
Format format;
(void)format.PutIntValue(std::string(PlayerKeys::PLAYER_BUFFERING_START), 0);
std::shared_ptr<IPlayerEngineObs> notifyObs = obs_.lock();
if (notifyObs != nullptr) {
notifyObs->OnInfo(INFO_TYPE_BUFFERING_UPDATE, 0, format);
}
}
```
我们重点看一下obs\_是哪里设置的,在PlayerServer的初始化InitPlayEngine。shared\_from\_this()相当于是把PlayerServer自身赋值给obs,PlayerServer也是实现了IPlayerEngineObs对应的接口。
```plain
int32_t PlayerServer::InitPlayEngine(const std::string &url)
{
......
int32_t ret = taskMgr_.Init();
auto engineFactory = EngineFactoryRepo::Instance().GetEngineFactory(IEngineFactory::Scene::SCENE_PLAYBACK, url);
playerEngine_ = engineFactory->CreatePlayerEngine(appUid_, appPid_);
if (dataSrc_ == nullptr) {
ret = playerEngine_->SetSource(url);
} else {
ret = playerEngine_->SetSource(dataSrc_);
}
std::shared_ptr<IPlayerEngineObs> obs = shared_from_this();
ret = playerEngine_->SetObs(obs);
lastOpStatus_ = PLAYER_INITIALIZED;
ChangeState(initializedState_);
return MSERR_OK;
}
```
这样我们就跟踪到了PlayerServer的OnInfo()方法。
```plain
void PlayerServer::OnInfo(PlayerOnInfoType type, int32_t extra, const Format &infoBody)
{
std::lock_guard<std::mutex> lockCb(mutexCb_);
int32_t ret = HandleMessage(type, extra, infoBody);
if (playerCb_ != nullptr && ret == MSERR_OK) {
playerCb_->OnInfo(type, extra, infoBody);
}
}
```
**2. Play分析**
从PlayerServer开始跟踪,调用到PlayerServer的OnPlay()方法。
```plain
int32_t PlayerServer::Play()
{
......
if (lastOpStatus_ == PLAYER_PREPARED || lastOpStatus_ == PLAYER_PLAYBACK_COMPLETE ||
lastOpStatus_ == PLAYER_PAUSED) {
return OnPlay();
} else {
return MSERR_INVALID_OPERATION;
}
}
```
在OnPlay中会启动一个任务,在任务中获取当前的状态,然后调用当前状态的Play()方法。
```plain
int32_t PlayerServer::OnPlay()
{
......
auto playingTask = std::make_shared<TaskHandler<void>>([this]() {
auto currState = std::static_pointer_cast<BaseState>(GetCurrState());
(void)currState->Play();
});
int ret = taskMgr_.LaunchTask(playingTask, PlayerServerTaskType::STATE_CHANGE);
lastOpStatus_ = PLAYER_STARTED;
return MSERR_OK;
}
```
前面调用了PrepareAsync,所以当前的状态是Prepared,调用到了PreparedState的Play()方法,这个方法还是按照之前Prepare的方式,调回到PlayerServer的HandlePlay()。
```plain
int32_t PlayerServer::PreparedState::Play()
{
return server_.HandlePlay();
}
```
在PlayServer中通过播放引擎继续向下调用。
```plain
int32_t PlayerServer::HandlePlay()
{
int32_t ret = playerEngine_->Play();
CHECK_AND_RETURN_RET_LOG(ret == MSERR_OK, MSERR_INVALID_OPERATION, "Engine Play Failed!");
return MSERR_OK;
}
```
在PlayerEngineGstImpl的Play()方法会继续调用playBinCtrler\_的Play()方法。
```plain
int32_t PlayerEngineGstImpl::Play()
{
......
playBinCtrler_->Play();
return MSERR_OK;
}
```
PlayBinCtrlerBase的Play()方法根据当前的State,调用currSate->Play()。
```plain
int32_t PlayBinCtrlerBase::Play()
{
......
auto currState = std::static_pointer_cast<BaseState>(GetCurrState());
int32_t ret = currState->Play();
return MSERR_OK;
}
```
在PreparedState的Play()方法中改变了PlayBin的状态为playing。
```plain
int32_t PlayBinCtrlerBase::PreparedState::Play()
{
GstStateChangeReturn ret;
return ChangePlayBinState(GST_STATE_PLAYING, ret);
}
```
ChangePlayBinState主要是调用了
gst\_element\_set\_state(GST\_ELEMENT\_CAST(ctrler\_.playbin\_),GST\_STATE\_PLAYING),这个直接调用了gstreamer三方库的实现,调用完这个方法以后,gstreamer就开始进行播放了。
```plain
int32_t PlayBinCtrlerBase::BaseState::ChangePlayBinState(GstState targetState, GstStateChangeReturn &ret)
{
......
ret = gst_element_set_state(GST_ELEMENT_CAST(ctrler_.playbin_), targetState);
if (ret == GST_STATE_CHANGE_FAILURE) {
MEDIA_LOGE("Failed to change playbin's state to %{public}s", gst_element_state_get_name(targetState));
return MSERR_INVALID_OPERATION;
}
return MSERR_OK;
}
```
### 六、总结
本篇文章主要从PlayerServer播放服务开始分析音视频播放的流程,涉及到gstreamer引擎的调用,相对于多媒体播放框架来说,更加底层,便于熟悉从框架到gstreamer的整体流程。
[/md]
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