一、简介

媒体子系统为开发者提供一套接口,不便开发者应用零碎的媒体资源,次要蕴含音视频开发、相机开发、流媒体开发等模块。每个模块都提供给下层利用对应的接口,本文会对音视频开发中的音视频播放框架做一个具体的介绍。

二、目录

foundation/multimedia/media_standard

├── frameworks                        #框架代码│   ├── js│   │   ├── player│   ├── native│   │   ├── player                    #native实现│   └── videodisplaymanager         #显示治理│       ├── include│       └── src├── interfaces│   ├── inner_api                     #外部接口│   │   └── native│   └── kits                          #内部JS接口├── sa_profile                        #服务配置文件└── services    ├── engine                        #engine代码    │   └── gstreamer    ├── etc                           #服务配置文件    ├── include                       #头文件    └── services        ├── sa_media                  #media服务        │   ├── client                #media客户端        │   ├── ipc                   #media ipc调用        │   └── server                #media服务端        ├── factory                   #engine工厂        └── player                    #player服务           ├── client                 #player客户端           ├── ipc                    #player ipc调用           └── server                 #player服务端

三、播放的总体流程

四、Native接口应用

OpenHarmony零碎中,音视频播放通过N-API接口提供给下层JS调用,N-API相当于是JS和Native之间的桥梁,在OpenHarmony源码中,提供了C++间接调用的音视频播放例子,在foundation/multimedia/player_framework/test/nativedemo/player目录中。

void PlayerDemo::RunCase(const string &path){    player_ = OHOS::Media::PlayerFactory::CreatePlayer();    if (player_ == nullptr) {        cout << "player_ is null" << endl;        return;    }    RegisterTable();    std::shared_ptr<PlayerCallbackDemo> cb = std::make_shared<PlayerCallbackDemo>();    cb->SetBufferingOut(SelectBufferingOut());    int32_t ret = player_->SetPlayerCallback(cb);    if (ret != 0) {        cout << "SetPlayerCallback fail" << endl;    }    if (SelectSource(path) != 0) {        cout << "SetSource fail" << endl;        return;    }    sptr<Surface> producerSurface = nullptr;    producerSurface = GetVideoSurface();    if (producerSurface != nullptr) {        ret = player_->SetVideoSurface(producerSurface);        if (ret != 0) {            cout << "SetVideoSurface fail" << endl;        }    }    SetVideoScaleType();    if (SelectRendererMode() != 0) {        cout << "set renderer info fail" << endl;    }    ret = player_->PrepareAsync();    if (ret !=  0) {        cout << "PrepareAsync fail" << endl;        return;    }    cout << "Enter your step:" << endl;    DoNext();}

首先依据RunCase能够大抵理解一下播放音视频的次要流程,创立播放器,设置播放源,设置回调办法(蕴含播放过程中的多种状态的回调),设置播放显示的Surface,这些筹备工作做好之后,须要调用播放器的PrepareASync办法,这个办法实现后,播放状态会变成Prepared状态,这时就能够调用播放器的play接口,进行音视频的播放了。

RegisterTable()办法中,将字符串和对应的办法映射到Map中,这样后续的DoNext会依据输出的命令,来决定播放器具体的操作。

void PlayerDemo::DoNext(){    std::string cmd;    while (std::getline(std::cin, cmd)) {        auto iter = playerTable_.find(cmd);        if (iter != playerTable_.end()) {            auto func = iter->second;            if (func() != 0) {                cout << "Operation error" << endl;            }            if (cmd.find("stop") != std::string::npos && dataSrc_ != nullptr) {                dataSrc_->Reset();            }            continue;        } else if (cmd.find("quit") != std::string::npos || cmd == "q") {            break;        } else {            DoCmd(cmd);            continue;        }    }}void PlayerDemo::RegisterTable(){    (void)playerTable_.emplace("prepare", std::bind(&Player::Prepare, player_));    (void)playerTable_.emplace("prepareasync", std::bind(&Player::PrepareAsync, player_));    (void)playerTable_.emplace("", std::bind(&Player::Play, player_)); // ENTER -> play    (void)playerTable_.emplace("play", std::bind(&Player::Play, player_));    (void)playerTable_.emplace("pause", std::bind(&Player::Pause, player_));    (void)playerTable_.emplace("stop", std::bind(&Player::Stop, player_));    (void)playerTable_.emplace("reset", std::bind(&Player::Reset, player_));    (void)playerTable_.emplace("release", std::bind(&Player::Release, player_));    (void)playerTable_.emplace("isplaying", std::bind(&PlayerDemo::GetPlaying, this));    (void)playerTable_.emplace("isloop", std::bind(&PlayerDemo::GetLooping, this));    (void)playerTable_.emplace("speed", std::bind(&PlayerDemo::GetPlaybackSpeed, this));}

以上的DoNext办法中外围的代码是func()的调用,这个func就是之前注册进Map中字符串对应的办法,在RegisterTable办法中将空字符串""和"play"对绑定为Player::Play办法,默认不输出命令参数时,是播放操作。

五、调用流程

本段落次要针对媒体播放的框架层代码进行剖析,所以在流程中波及到了IPC调用相干的客户端和服务端,代码暂且剖析到调用gstreamer引擎。首先Sample通过PlayerFactory创立了一个播放器实例(PlayerImpl对象),创立过程中调用Init函数。

void PlayerDemo::DoNext(){    std::string cmd;    while (std::getline(std::cin, cmd)) {        auto iter = playerTable_.find(cmd);        if (iter != playerTable_.end()) {            auto func = iter->second;            if (func() != 0) {                cout << "Operation error" << endl;            }            if (cmd.find("stop") != std::string::npos && dataSrc_ != nullptr) {                dataSrc_->Reset();            }            continue;        } else if (cmd.find("quit") != std::string::npos || cmd == "q") {            break;        } else {            DoCmd(cmd);            continue;        }    }}void PlayerDemo::RegisterTable(){    (void)playerTable_.emplace("prepare", std::bind(&Player::Prepare, player_));    (void)playerTable_.emplace("prepareasync", std::bind(&Player::PrepareAsync, player_));    (void)playerTable_.emplace("", std::bind(&Player::Play, player_)); // ENTER -> play    (void)playerTable_.emplace("play", std::bind(&Player::Play, player_));    (void)playerTable_.emplace("pause", std::bind(&Player::Pause, player_));    (void)playerTable_.emplace("stop", std::bind(&Player::Stop, player_));    (void)playerTable_.emplace("reset", std::bind(&Player::Reset, player_));    (void)playerTable_.emplace("release", std::bind(&Player::Release, player_));    (void)playerTable_.emplace("isplaying", std::bind(&PlayerDemo::GetPlaying, this));    (void)playerTable_.emplace("isloop", std::bind(&PlayerDemo::GetLooping, this));    (void)playerTable_.emplace("speed", std::bind(&PlayerDemo::GetPlaybackSpeed, this));}

MediaServiceFactory::GetInstance()返回的是MediaClient对象,所以CreateplayerService函数实际上是调用了MediaClient对应的办法。

std::shared_ptr<IPlayerService> MediaClient::CreatePlayerService(){    std::lock_guard<std::mutex> lock(mutex_);    if (!IsAlived()) {        MEDIA_LOGE("media service does not exist.");        return nullptr;    }    sptr<IRemoteObject> object = mediaProxy_->GetSubSystemAbility(        IStandardMediaService::MediaSystemAbility::MEDIA_PLAYER, listenerStub_->AsObject());    CHECK_AND_RETURN_RET_LOG(object != nullptr, nullptr, "player proxy object is nullptr.");    sptr<IStandardPlayerService> playerProxy = iface_cast<IStandardPlayerService>(object);    CHECK_AND_RETURN_RET_LOG(playerProxy != nullptr, nullptr, "player proxy is nullptr.");    std::shared_ptr<PlayerClient> player = PlayerClient::Create(playerProxy);    CHECK_AND_RETURN_RET_LOG(player != nullptr, nullptr, "failed to create player client.");    playerClientList_.push_back(player);    return player;}

这个办法中次要通过PlayerClient::Create(playerProxy)办法创立了PlayerClient实例,并且将该实例一层层向上传,最终传给了PlayerImpl的playerService_变量,后续对于播放器的操作,PlayerImpl都是通过调用PlayerClient实例实现的。

int32_t PlayerImpl::Play(){    CHECK_AND_RETURN_RET_LOG(playerService_ != nullptr, MSERR_INVALID_OPERATION, "player service does not exist..");    MEDIA_LOGW("KPI-TRACE: PlayerImpl Play in");    return playerService_->Play();}int32_t PlayerImpl::Prepare(){    CHECK_AND_RETURN_RET_LOG(playerService_ != nullptr, MSERR_INVALID_OPERATION, "player service does not exist..");    MEDIA_LOGW("KPI-TRACE: PlayerImpl Prepare in");    return playerService_->Prepare();}int32_t PlayerImpl::PrepareAsync(){    CHECK_AND_RETURN_RET_LOG(playerService_ != nullptr, MSERR_INVALID_OPERATION, "player service does not exist..");    MEDIA_LOGW("KPI-TRACE: PlayerImpl PrepareAsync in");    return playerService_->PrepareAsync();}

对于PlayerImpl来说,playerService_指向的PlayerClient就是具体的实现,PlayerClient的实现是通过IPC的近程调用来实现的,具体地是通过IPC中的proxy端向远端服务发动近程调用申请。

咱们以播放Play为例:

int32_t PlayerClient::Play(){    std::lock_guard<std::mutex> lock(mutex_);    CHECK_AND_RETURN_RET_LOG(playerProxy_ != nullptr, MSERR_NO_MEMORY, "player service does not exist..");    return playerProxy_->Play();}
int32_t PlayerServiceProxy::Play(){    MessageParcel data;    MessageParcel reply;    MessageOption option;    if (!data.WriteInterfaceToken(PlayerServiceProxy::GetDescriptor())) {        MEDIA_LOGE("Failed to write descriptor");        return MSERR_UNKNOWN;    }    int error = Remote()->SendRequest(PLAY, data, reply, option);    if (error != MSERR_OK) {        MEDIA_LOGE("Play failed, error: %{public}d", error);        return error;    }    return reply.ReadInt32();}

proxy端发送调用申请后,对应的Stub端会在PlayerServiceStub::OnRemoteRequest接管到申请,依据申请的参数进行对应的函数调用。播放操作对应的调用Stub的Play办法。

int32_t PlayerServiceStub::Play(){    MediaTrace Trace("binder::Play");    CHECK_AND_RETURN_RET_LOG(playerServer_ != nullptr, MSERR_NO_MEMORY, "player server is nullptr");    return playerServer_->Play();}

这里最终是通过playerServer_调用Play函数。playerServer_在Stub初始化的时候通过PlayerServer::Create()形式来获取失去。也就是PlayerServer。

std::shared_ptr<IPlayerService> PlayerServer::Create(){    std::shared_ptr<PlayerServer> server = std::make_shared<PlayerServer>();    CHECK_AND_RETURN_RET_LOG(server != nullptr, nullptr, "failed to new PlayerServer");    (void)server->Init();    return server;}

在媒体播放的整个过程中会波及到很多的状态,所以在Play中进行一些状态的判读后调用OnPlay办法。这个办法中发动了一个播放的工作。

int32_t PlayerServer::Play(){    std::lock_guard<std::mutex> lock(mutex_);    if (lastOpStatus_ == PLAYER_PREPARED || lastOpStatus_ == PLAYER_PLAYBACK_COMPLETE ||        lastOpStatus_ == PLAYER_PAUSED) {        return OnPlay();    } else {        MEDIA_LOGE("Can not Play, currentState is %{public}s", GetStatusDescription(lastOpStatus_).c_str());        return MSERR_INVALID_OPERATION;    }}int32_t PlayerServer::OnPlay(){    auto playingTask = std::make_shared<TaskHandler<void>>([this]() {        MediaTrace::TraceBegin("PlayerServer::Play", FAKE_POINTER(this));        auto currState = std::static_pointer_cast<BaseState>(GetCurrState());        (void)currState->Play();    });    int ret = taskMgr_.LaunchTask(playingTask, PlayerServerTaskType::STATE_CHANGE);    CHECK_AND_RETURN_RET_LOG(ret == MSERR_OK, ret, "Play failed");    lastOpStatus_ = PLAYER_STARTED;    return MSERR_OK;}

在播放工作中调用了PlayerServer::PreparedState::Play()

int32_t PlayerServer::PreparedState::Play(){    return server_.HandlePlay();}

在Play外面间接调用PlayerServer的HandlePlay办法,HandlePlay办法通过playerEngine_调用到了gstreamer引擎,gstreamer是最终播放的实现。

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;}

六、总结

本文次要对OpenHarmony 3.2 Beta多媒体子系统的媒体播放进行介绍,首先梳理了整体的播放流程,而后对播放的次要步骤进行了具体地剖析。

媒体播放次要分为以下几个档次:
(1) 提供给利用调用的Native接口,这个实际上通过OHOS::Media::PlayerFactory::CreatePlayer()调用返回PlayerImpl实例。
(2) PlayerClient,这部分通过IPC的proxy调用,向近程服务发动调用申请。
(3) PlayerServer,这部分是播放服务的实现端,提供给Client端调用。
(4) Gstreamer,这部分是提供给PlayerServer调用,真正实现媒体播放的性能。