diff options
author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-15 20:36:56 +0000 |
---|---|---|
committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-15 20:36:56 +0000 |
commit | 51de1d8436100f725f3576aefa24a2bd2057bc28 (patch) | |
tree | c6d1d5264b6d40a8d7ca34129f36b7d61e188af3 /DOCS/tech-overview.txt | |
parent | Initial commit. (diff) | |
download | mpv-51de1d8436100f725f3576aefa24a2bd2057bc28.tar.xz mpv-51de1d8436100f725f3576aefa24a2bd2057bc28.zip |
Adding upstream version 0.37.0.upstream/0.37.0
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'DOCS/tech-overview.txt')
-rw-r--r-- | DOCS/tech-overview.txt | 656 |
1 files changed, 656 insertions, 0 deletions
diff --git a/DOCS/tech-overview.txt b/DOCS/tech-overview.txt new file mode 100644 index 0000000..e723f78 --- /dev/null +++ b/DOCS/tech-overview.txt @@ -0,0 +1,656 @@ +This file intends to give a big picture overview of how mpv is structured. + +player/*.c: + Essentially makes up the player applications, including the main() function + and the playback loop. + + Generally, it accesses all other subsystems, initializes them, and pushes + data between them during playback. + + The structure is as follows (as of commit e13c05366557cb): + * main(): + * basic initializations (e.g. init_libav() and more) + * pre-parse command line (verbosity level, config file locations) + * load config files (parse_cfgfiles()) + * parse command line, add files from the command line to playlist + (m_config_parse_mp_command_line()) + * check help options etc. (call handle_help_options()), possibly exit + * call mp_play_files() function that works down the playlist: + * run idle loop (idle_loop()), until there are files in the + playlist or an exit command was given (only if --idle it set) + * actually load and play a file in play_current_file(): + * run all the dozens of functions to load the file and + initialize playback + * run a small loop that does normal playback, until the file is + done or a command terminates playback + (on each iteration, run_playloop() is called, which is rather + big and complicated - it decodes some audio and video on + each frame, waits for input, etc.) + * uninitialize playback + * determine next entry on the playlist to play + * loop, or exit if no next file or quit is requested + (see enum stop_play_reason) + * call mp_destroy() + * run_playloop(): + * calls fill_audio_out_buffers() + This checks whether new audio needs to be decoded, and pushes it + to the AO. + * calls write_video() + Decode new video, and push it to the VO. + * determines whether playback of the current file has ended + * determines when to start playback after seeks + * and calls a whole lot of other stuff + (Really, this function does everything.) + + Things worth saying about the playback core: + - most state is in MPContext (core.h), which is not available to the + subsystems (and should not be made available) + - the currently played tracks are in mpctx->current_tracks, and decoder + state in track.dec/d_sub + - the other subsystems rarely call back into the frontend, and the frontend + polls them instead (probably a good thing) + - one exceptions are wakeup callbacks, which notify a "higher" component + of a changed situation in a subsystem + + I like to call the player/*.c files the "frontend". + +ta.h & ta.c: + Hierarchical memory manager inspired by talloc from Samba. It's like a + malloc() with more features. Most importantly, each talloc allocation can + have a parent, and if the parent is free'd, all children will be free'd as + well. The parent is an arbitrary talloc allocation. It's either set by the + allocation call by passing a talloc parent, usually as first argument to the + allocation function. It can also be set or reset later by other calls (at + least talloc_steal()). A talloc allocation that is used as parent is often + called a talloc context. + + One very useful feature of talloc is fast tracking of memory leaks. ("Fast" + as in it doesn't require valgrind.) You can enable it by setting the + MPV_LEAK_REPORT environment variable to "1": + export MPV_LEAK_REPORT=1 + Or permanently by building with --enable-ta-leak-report. + This will list all unfree'd allocations on exit. + + Documentation can be found here: + http://git.samba.org/?p=samba.git;a=blob;f=lib/talloc/talloc.h;hb=HEAD + + For some reason, we're still using API-compatible wrappers instead of TA + directly. The talloc wrapper has only a subset of the functionality, and + in particular the wrappers abort() on memory allocation failure. + + Note: unlike tcmalloc, jemalloc, etc., talloc() is not actually a malloc + replacement. It works on top of system malloc and provides additional + features that are supposed to make memory management easier. + +player/command.c: + This contains the implementation for client API commands and properties. + Properties are essentially dynamic variables changed by certain commands. + This is basically responsible for all user commands, like initiating + seeking, switching tracks, etc. It calls into other player/*.c files, + where most of the work is done, but also calls other parts of mpv. + +player/core.h: + Data structures and function prototypes for most of player/*.c. They are + usually not accessed by other parts of mpv for the sake of modularization. + +player/client.c: + This implements the client API (libmpv/client.h). For the most part, this + just calls into other parts of the player. This also manages a ringbuffer + of events from player to clients. + +options/options.h, options/options.c + options.h contains the global option struct MPOpts. The option declarations + (option names, types, and MPOpts offsets for the option parser) are in + options.c. Most default values for options and MPOpts are in + mp_default_opts at the end of options.c. + + MPOpts is unfortunately quite monolithic, but is being incrementally broken + up into sub-structs. Many components have their own sub-option structs + separate from MPOpts. New options should be bound to the component that uses + them. Add a new option table/struct if needed. + + The global MPOpts still contains the sub-structs as fields, which serves to + link them to the option parser. For example, an entry like this may be + typical: + + {"", OPT_SUBSTRUCT(demux_opts, demux_conf)}, + + This directs the option access code to include all options in demux_conf + into the global option list, with no prefix (""), and as part of the + MPOpts.demux_opts field. The MPOpts.demux_opts field is actually not + accessed anywhere, and instead demux.c does this: + + struct m_config_cache *opts_cache = + m_config_cache_alloc(demuxer, global, &demux_conf); + struct demux_opts *opts = opts_cache->opts; + + ... to get a copy of its options. + + See m_config.h (below) how to access options. + + The actual option parser is spread over m_option.c, m_config.c, and + parse_commandline.c, and uses the option table in options.c. + +options/m_config.h & m_config.c: + Code for querying and managing options. This (unfortunately) contains both + declarations for the "legacy-ish" global m_config struct, and ways to access + options in a threads-safe way anywhere, like m_config_cache_alloc(). + + m_config_cache_alloc() lets anyone read, observe, and write options in any + thread. The only state it needs is struct mpv_global, which is an opaque + type that can be passed "down" the component hierarchy. For safety reasons, + you should not pass down any pointers to option structs (like MPOpts), but + instead pass down mpv_global, and use m_config_cache_alloc() (or similar) + to get a synchronized copy of the options. + +input/input.c: + This translates keyboard input coming from VOs and other sources (such + as remote control devices like Apple IR or client API commands) to the + key bindings listed in the user's (or the builtin) input.conf and turns + them into items of type struct mp_cmd. These commands are queued, and read + by playloop.c. They get pushed with run_command() to command.c. + + Note that keyboard input and commands used by the client API are the same. + The client API only uses the command parser though, and has its own queue + of input commands somewhere else. + +common/msg.h: + All terminal output must go through mp_msg(). + +stream/*: + File input is implemented here. stream.h/.c provides a simple stream based + interface (like reading a number of bytes at a given offset). mpv can + also play from http streams and such, which is implemented here. + + E.g. if mpv sees "http://something" on the command line, it will pick + stream_lavf.c based on the prefix, and pass the rest of the filename to it. + + Some stream inputs are quite special: stream_dvd.c turns DVDs into mpeg + streams (DVDs are actually a bunch of vob files etc. on a filesystem), + stream_tv.c provides TV input including channel switching. + + Some stream inputs are just there to invoke special demuxers, like + stream_mf.c. (Basically to make the prefix "mf://" do something special.) + +demux/: + Demuxers split data streams into audio/video/sub streams, which in turn + are split in packets. Packets (see demux_packet.h) are mostly byte chunks + tagged with a playback time (PTS). These packets are passed to the decoders. + + Most demuxers have been removed from this fork, and the only important and + "actual" demuxers left are demux_mkv.c and demux_lavf.c (uses libavformat). + There are some pseudo demuxers like demux_cue.c. + + The main interface is in demux.h. The stream headers are in stheader.h. + There is a stream header for each audio/video/sub stream, and each of them + holds codec information about the stream and other information. + + demux.c is a bit big, the main reason being that it contains the demuxer + cache, which is implemented as a list of packets. The cache is complex + because it support seeking, multiple ranges, prefetching, and so on. + +video/: + This contains several things related to audio/video decoding, as well as + video filters. + + mp_image.h and img_format.h define how mpv stores decoded video frames + internally. + +video/decode/: + vd_*.c are video decoders. (There's only vd_lavc.c left.) dec_video.c + handles most of connecting the frontend with the actual decoder. + +video/filter/: + vf_*.c and vf.c form the video filter chain. They are fed by the video + decoder, and output the filtered images to the VOs though vf_vo.c. By + default, no video filters (except vf_vo) are used. vf_scale is automatically + inserted if the video output can't handle the video format used by the + decoder. + +video/out/: + Video output. They also create GUI windows and handle user input. In most + cases, the windowing code is shared among VOs, like x11_common.c for X11 and + w32_common.c for Windows. The VOs stand between frontend and windowing code. + vo_gpu can pick a windowing system at runtime, e.g. the same binary can + provide both X11 and Cocoa support on OSX. + + VOs can be reconfigured at runtime. A vo_reconfig() call can change the video + resolution and format, without destroying the window. + + vo_gpu should be taken as reference. + +audio/: + format.h/format.c define the uncompressed audio formats. (As well as some + compressed formats used for spdif.) + +audio/decode/: + ad_*.c and dec_audio.c handle audio decoding. ad_lavc.c is the + decoder using ffmpeg. ad_spdif.c is not really a decoder, but is used for + compressed audio passthrough. + +audio/filter/: + Audio filter chain. af_lavrresample is inserted if any form of conversion + between audio formats is needed. + +audio/out/: + Audio outputs. + + Unlike VOs, AOs can't be reconfigured on a format change. On audio format + changes, the AO will simply be closed and re-opened. + + There are wrappers to support for two types of audio APIs: push.c and + pull.c. ao.c calls into one of these. They contain generic code to deal + with the data flow these APIs impose. + + Note that mpv synchronizes the video to the audio. That's the reason + why buggy audio drivers can have a bad influence on playback quality. + +sub/: + Contains subtitle and OSD rendering. + + osd.c/.h is actually the OSD code. It queries dec_sub.c to retrieve + decoded/rendered subtitles. osd_libass.c is the actual implementation of + the OSD text renderer (which uses libass, and takes care of all the tricky + fontconfig/freetype API usage and text layouting). + + The VOs call osd.c to render OSD and subtitle (via e.g. osd_draw()). osd.c + in turn asks dec_sub.c for subtitle overlay bitmaps, which relays the + request to one of the sd_*.c subtitle decoders/renderers. + + Subtitle loading is in demux/. The MPlayer subreader.c is mostly gone - parts + of it survive in demux_subreader.c. It's used as last fallback, or to handle + some text subtitle types on Libav. It should go away eventually. Normally, + subtitles are loaded via demux_lavf.c. + + The subtitles are passed to dec_sub.c and the subtitle decoders in sd_*.c + as they are demuxed. All text subtitles are rendered by sd_ass.c. If text + subtitles are not in the ASS format, the libavcodec subtitle converters are + used (lavc_conv.c). + + Text subtitles can be preloaded, in which case they are read fully as soon + as the subtitle is selected. In this case, they are effectively stored in + sd_ass.c's internal state. + +etc/: + The file input.conf is actually integrated into the mpv binary by the + build system. It contains the default keybindings. + +Best practices and Concepts within mpv +====================================== + +General contribution etc. +------------------------- + +See: DOCS/contribute.md + +Error checking +-------------- + +If an error is relevant, it should be handled. If it's interesting, log the +error. However, mpv often keeps errors silent and reports failures somewhat +coarsely by propagating them upwards the caller chain. This is OK, as long as +the errors are not very interesting, or would require a developer to debug it +anyway (in which case using a debugger would be more convenient, and the +developer would need to add temporary debug printfs to get extremely detailed +information which would not be appropriate during normal operation). + +Basically, keep a balance on error reporting. But always check them, unless you +have a good argument not to. + +Memory allocation errors (OOM) are a special class of errors. Normally such +allocation failures are not handled "properly". Instead, abort() is called. +(New code should use MP_HANDLE_OOM() for this.) This is done out of laziness and +for convenience, and due to the fact that MPlayer/mplayer2 never handled it +correctly. (MPlayer varied between handling it correctly, trying to do so but +failing, and just not caring, while mplayer2 started using abort() for it.) + +This is justifiable in a number of ways. Error handling paths are notoriously +untested and buggy, so merely having them won't make your program more reliable. +Having these error handling paths also complicates non-error code, due to the +need to roll back state at any point after a memory allocation. + +Take any larger body of code, that is supposed to handle OOM, and test whether +the error paths actually work, for example by overriding malloc with a version +that randomly fails. You will find bugs quickly, and often they will be very +annoying to fix (if you can even reproduce them). + +In addition, a clear indication that something went wrong may be missing. On +error your program may exhibit "degraded" behavior by design. Consider a video +encoder dropping frames somewhere in the middle of a video due to temporary +allocation failures, instead of just exiting with an errors. In other cases, it +may open conceptual security holes. Failing fast may be better. + +mpv uses GPU APIs, which may be break on allocation errors (because driver +authors will have the same issues as described here), or don't even have a real +concept for dealing with OOM (OpenGL). + +libmpv is often used by GUIs, which I predict always break if OOM happens. + +Last but not least, OSes like Linux use "overcommit", which basically means that +your program may crash any time OOM happens, even if it doesn't use malloc() at +all! + +But still, don't just assume malloc() always succeeds. Use MP_HANDLE_OOM(). The +ta* APIs do this for you. The reason for this is that dereferencing a NULL +pointer can have security relevant consequences if large offsets are involved. +Also, a clear error message is better than a random segfault. + +Some big memory allocations are checked anyway. For example, all code must +assume that allocating video frames or packets can fail. (The above example +of dropping video frames during encoding is entirely possible in mpv.) + +Undefined behavior +------------------ + +Undefined behavior (UB) is a concept in the C language. C is famous for being a +language that makes it almost impossible to write working code, because +undefined behavior is so easily triggered, compilers will happily abuse it to +generate "faster" code, debugging tools will shout at you, and sometimes it +even means your code doesn't work. + +There is a lot of literature on this topic. Read it. + +(In C's defense, UB exists in other languages too, but since they're not used +for low level infrastructure, and/or these languages are at times not rigorously +defined, simply nobody cares. However, the C standard committee is still guilty +for not addressing this. I'll admit that I can't even tell from the standard's +gibberish whether some specific behavior is UB or not. It's written like tax +law.) + +In mpv, we generally try to avoid undefined behavior. For one, we want portable +and reliable operation. But more importantly, we want clean output from +debugging tools, in order to find real bugs more quickly and effectively. + +Avoid the "works in practice" argument. Once debugging tools come into play, or +simply when "in practice" stops being true, this will all get back to you in a +bad way. + +Global state, library safety +---------------------------- + +Mutable global state is when code uses global variables that are not read-only. +This must be avoided in mpv. Always use context structs that the caller of +your code needs to allocate, and whose pointers are passed to your functions. + +Library safety means that your code (or library) can be used by a library +without causing conflicts with other library users in the same process. To any +piece of code, a "safe" library's API can simply be used, without having to +worry about other API users that may be around somewhere. + +Libraries are often not library safe, because they use global mutable state +or other "global" resources. Typical examples include use of signals, simple +global variables (like hsearch() in libc), or internal caches not protected by +locks. + +A surprisingly high number of libraries are not library safe because they need +global initialization. Typically they provide an API function, which +"initializes" the library, and which must be called before calling any other +API functions. Often, you are to provide global configuration parameters, which +can change the behavior of the library. If two libraries A and B use library C, +but A and B initialize C with different parameters, something "bad" may happen. +In addition, these global initialization functions are often not thread-safe. So +if A and B try to initialize C at the same time (from different threads and +without knowing about each other), it may cause undefined behavior. (libcurl is +a good example of both of these issues. FFmpeg and some TLS libraries used to be +affected, but improved.) + +This is so bad because library A and B from the previous example most likely +have no way to cooperate, because they're from different authors and have no +business knowing each others. They'd need a library D, which wraps library C +in a safe way. Unfortunately, typically something worse happens: libraries get +"infected" by the unsafeness of its sub-libraries, and export a global init API +just to initialize the sub-libraries. In the previous example, libraries A and B +would export global init APIs just to init library C, even though the rest of +A/B are clean and library safe. (Again, libcurl is an example of this, if you +subtract other historic anti-features.) + +The main problem with library safety is that its lack propagates to all +libraries using the library. + +We require libmpv to be library safe. This is not really possible, because some +libraries are not library safe (FFmpeg, Xlib, partially ALSA). However, for +ideological reasons, there is no global init API, and best effort is made to try +to avoid problems. + +libmpv has some features that are not library safe, but which are disabled by +default (such as terminal usage aka stdout, or JSON IPC blocking SIGPIPE for +internal convenience). + +A notable, very disgustingly library unsafe behavior of libmpv is calling +abort() on some memory allocation failure. See error checking section. + +Logging +------- + +All logging and terminal output in mpv goes through the functions and macros +provided in common/msg.h. This is in part for library safety, and in part to +make sure users can silence all output, or to redirect the output elsewhere, +like a log file or the internal console.lua script. + +Locking +------- + +See generally available literature. In mpv, we use mp_thread for this. + +Always keep locking clean. Don't skip locking just because it will work "in +practice". (See undefined behavior section.) If your use case is simple, you may +use C11 atomics, but most likely you will only hurt yourself and others. + +Always make clear which fields in a struct are protected by which lock. If a +field is immutable, or simply not thread-safe (e.g. state for a single worker +thread), document it as well. + +Internal mpv APIs are assumed to be not thread-safe by default. If they have +special guarantees (such as being usable by more than one thread at a time), +these should be explicitly documented. + +All internal mpv APIs must be free of global state. Even if a component is not +thread-safe, multiple threads can use _different_ instances of it without any +locking. + +On a side note, recursive locks may seem convenient at first, but introduce +additional problems with condition variables and locking hierarchies. They +should be avoided. + +Locking hierarchy +----------------- + +A simple way to avoid deadlocks with classic locking is to define a locking +hierarchy or lock order. If all threads acquire locks in the same order, no +deadlocks will happen. + +For example, a "leaf" lock is a lock that is below all other locks in the +hierarchy. You can acquire it any time, as long as you don't acquire other +locks while holding it. + +Unfortunately, C has no way to declare or check the lock order, so you should at +least document it. + +In addition, try to avoid exposing locks to the outside. Making the declaration +of a lock private to a specific .c file (and _not_ exporting accessors or +lock/unlock functions that manipulate the lock) is a good idea. Your component's +API may acquire internal locks, but should release them when returning. Keeping +the entire locking in a single file makes it easy to check it. + +Avoiding callback hell +---------------------- + +mpv code is separated in components, like the "frontend" (i.e. MPContext mpctx), +VOs, AOs, demuxers, and more. The frontend usually calls "down" the usage +hierarchy: mpctx almost on top, then things like vo/ao, and utility code on the +very bottom. + +"Callback hell" is when components call both up and down the hierarchy, +which for example leads to accidentally recursion, reentrancy problems, or +locking nightmares. This is avoided by (mostly) calling only down the hierarchy. +Basically the call graph forms a DAG. The other direction is handled by event +queues, wakeup callbacks, and similar mechanisms. + +Typically, a component provides an API, and does not know anything about its +user. The API user (component higher in the hierarchy) polls the state of the +lower component when needed. + +This also enforces some level of modularization, and with some luck the locking +hierarchy. (Basically, locks of lower components automatically become leaf +locks.) Another positive effect is simpler memory management. + +(Also see e.g.: http://250bpm.com/blog:24) + +Wakeup callbacks +---------------- + +This is a common concept in mpv. Even the public API uses it. It's used when an +API has internal threads (or otherwise triggers asynchronous events), but the +component call hierarchy needs to be kept. The wakeup callback is the only +exception to the call hierarchy, and always calls up. + +For example, vo spawns a thread that the API user (the mpv frontend) does not +need to know about. vo simply provides a single-threaded API (or that looks like +one). This API needs a way to notify the API user of new events. But the vo +event producer is on the vo thread - it can't simply invoke a callback back into +the API user, because then the API user has to deal with locking, despite not +using threads. In addition, this will probably cause problems like mentioned in +the "callback hell" section, especially lock order issues. + +The solution is the wakeup callback. It merely unblocks the API user from +waiting, and the API user then uses the normal vo API to examine whether or +which state changed. As a concept, it documents what a wakeup callback is +allowed to do and what not, to avoid the aforementioned problems. + +Generally, you are not allowed to call any API from the wakeup callback. You +just do whatever is needed to unblock your thread. For example, if it's waiting +on a mutex/condition variable, acquire the mutex, set a change flag, signal +the condition variable, unlock, return. (This mutex must not be held when +calling the API. It must be a leaf lock.) + +Restricting the wakeup callback like this sidesteps any reentrancy issues and +other complexities. The API implementation can simply hold internal (and +non-recursive) locks while invoking the wakeup callback. + +The API user still needs to deal with locking (probably), but there's only the +need to implement a single "receiver", that can handle the entire API of the +used component. (Or multiple APIs - MPContext for example has only 1 wakeup +callback that handles all AOs, VOs, input, demuxers, and more. It simple re-runs +the playloop.) + +You could get something more advanced by turning this into a message queue. The +API would append a message to the queue, and the API user can read it. But then +you still need a way to "wakeup" the API user (unless you force the API user +to block on your API, which will make things inconvenient for the API user). You +also need to worry about what happens if the message queue overruns (you either +lose messages or have unbounded memory usage). In the mpv public API, the +distinction between message queue and wakeup callback is sort of blurry, because +it does provide a message queue, but an additional wakeup callback, so API +users are not required to call mpv_wait_event() with a high timeout. + +mpv itself prefers using wakeup callbacks over a generic event queue, because +most times an event queue is not needed (or complicates things), and it is +better to do it manually. + +(You could still abstract the API user side of wakeup callback handling, and +avoid reimplementing it all the time. Although mp_dispatch_queue already +provides mechanisms for this.) + +Condition variables +------------------- + +They're used whenever a thread needs to wait for something, without nonsense +like sleep calls or busy waiting. mpv uses the mp_thread API for this. +There's a lot of literature on condition variables, threading in general. Read it. + +For initial understanding, it may be helpful to know that condition variables +are not variables that signal a condition. mp_cond does not have any +state per-se. Maybe mp_cond would better be named mp_interrupt, +because its sole purpose is to interrupt a thread waiting via mp_cond_wait() +(or similar). The "something" in "waiting for something" can be called +predicate (to avoid confusing it with "condition"). Consult literature for the +proper terms. + +The very short version is... + +Shared declarations: + + mp_mutex lock; + mp_cond cond_var; + struct something state_var; // protected by lock, changes signaled by cond_var + +Waiter thread: + + mp_mutex_lock(&lock); + + // Wait for a change in state_var. We want to wait until predicate_fulfilled() + // returns true. + // Must be a loop for 2 reasons: + // 1. cond_var may be associated with other conditions too + // 2. mp_cond_wait() can have sporadic wakeups + while (!predicate_fulfilled(&state_var)) { + // This unlocks, waits for cond_var to be signaled, and then locks again. + // The _whole_ point of cond_var is that unlocking and waiting for the + // signal happens atomically. + mp_cond_wait(&cond_var, &lock); + } + + // Here you may react to the state change. The state cannot change + // asynchronously as long as you still hold the lock (and didn't release + // and reacquire it). + // ... + + mp_mutex_unlock(&lock); + +Signaler thread: + + mp_mutex_lock(&lock); + + // Something changed. Update the shared variable with the new state. + update_state(&state_var); + + // Notify that something changed. This will wake up the waiter thread if + // it's blocked in mp_cond_wait(). If not, nothing happens. + mp_cond_broadcast(&cond_var); + + // Fun fact: good implementations wake up the waiter only when the lock is + // released, to reduce kernel scheduling overhead. + mp_mutex_unlock(&lock); + +Some basic rules: + 1. Always access your state under proper locking + 2. Always check your predicate before every call to mp_cond_wait() + (And don't call mp_cond_wait() if the predicate is fulfilled.) + 3. Always call mp_cond_wait() in a loop + (And only if your predicate failed without releasing the lock..) + 4. Always call mp_cond_broadcast()/_signal() inside of its associated + lock + +mpv sometimes violates rule 3, and leaves "retrying" (i.e. looping) to the +caller. + +Common pitfalls: + - Thinking that mp_cond is some kind of semaphore, or holds any + application state or the user predicate (it _only_ wakes up threads + that are at the same time blocking on mp_cond_wait() and friends, + nothing else) + - Changing the predicate, but not updating all mp_cond_broadcast()/ + _signal() calls correctly + - Forgetting that mp_cond_wait() unlocks the lock (other threads can + and must acquire the lock) + - Holding multiple nested locks while trying to wait (=> deadlock, violates + the lock order anyway) + - Waiting for a predicate correctly, but unlocking/relocking before acting + on it (unlocking allows arbitrary state changes) + - Confusing which lock/condition var. is used to manage a bit of state + +Generally available literature probably has better examples and explanations. + +Using condition variables the proper way is generally preferred over using more +messy variants of them. (Just saying because on win32, "SetEvent" exists, and +it's inferior to condition variables. Try to avoid the win32 primitives, even if +you're dealing with Windows-only code.) + +Threads +------- + +Threading should be conservatively used. Normally, mpv code pretends to be +single-threaded, and provides thread-unsafe APIs. Threads are used coarsely, +and if you can avoid messing with threads, you should. For example, VOs and AOs +do not need to deal with threads normally, even though they run on separate +threads. The glue code "isolates" them from any threading issues. |