Files
ADOFAIRenderer/Util/Audio/Clip/AudioClipStore.cs
T
2026-10-15 18:29:22 +09:00

392 lines
16 KiB
C#

using System;
using System.Collections.Generic;
using System.Threading;
using MelonLoader;
namespace ADOFAIRenderer.Util.Audio.Clip;
/// <summary>
/// Clip sources of one render, keyed by clip name or path, with a shared pool of chunk arrays and one decoder thread.
///
/// Threads:
/// - Decoder thread (<see cref="Start"/>): the only thread that decodes, resamples, loads and frees chunks.
/// Each step loads one chunk, the one with the lowest priority value over all sources
/// (a chunk a consumer waits for, then cursor windows by slot, then resident chunks in order).
/// - Consumers (render thread, main Unity thread for the spectrum): <see cref="Acquire"/> waits for the decoder thread and never loads.
/// - Main thread: <see cref="GetOrAdd"/> creates readers (for Unity clips this copies the clip data).
///
/// Memory has no limit; current and peak usage are tracked and logged by <see cref="LogMemoryUsage"/>.
/// An <see cref="OutOfMemoryException"/> while loading is kept in <see cref="FatalError"/> and rethrown by <see cref="Acquire"/>.
/// </summary>
internal sealed class AudioClipStore : IDisposable
{
/// <summary>Longest wait of the decoder thread between checks when nothing signals it, in milliseconds.</summary>
private const int DecoderIdleWaitMs = 50;
/// <summary>Longest wait of a consumer between checks when no chunk is loaded, in milliseconds.</summary>
private const int ConsumerWaitMs = 50;
/// <summary>Longest wait for the decoder thread to stop in <see cref="Dispose"/>, in milliseconds.</summary>
private const int DecoderStopTimeoutMs = 3000;
/// <summary>Sources by key; a null value marks a key whose reader could not be created. Also the lock of the source tables.</summary>
private readonly Dictionary<string, AudioClipSource?> _sources = new();
/// <summary>Non-null sources in creation order, scanned by the decoder thread. Guarded by the <see cref="_sources"/> lock.</summary>
private readonly List<AudioClipSource> _sourceList = new();
/// <summary>Free windowed chunk arrays (<see cref="AudioClipSource.ChunkFloats"/> floats each), guarded by <see cref="_poolLock"/>.</summary>
private readonly Stack<float[]> _chunkPool = new();
private readonly object _poolLock = new();
/// <summary>Monitor the decoder thread pulses after each load (or failure); consumers in <see cref="Acquire"/> wait on it.</summary>
private readonly object _signal = new();
/// <summary>Wakes the decoder thread when a cursor, demand or source changes (<see cref="RequestService"/>).</summary>
private readonly AutoResetEvent _serviceRequested = new(false);
private Thread? _decoderThread;
private volatile bool _stopRequested;
/// <summary>Bytes of allocated sample arrays (see <see cref="AllocatedBytes"/>), updated with Interlocked.</summary>
private long _allocatedBytes;
private long _peakBytes;
/// <summary>First fatal error (out of memory, or an exception that stopped the decoder thread); null while none.</summary>
private volatile Exception? _fatalError;
private volatile bool _disposed;
/// <summary>Sample rate every source is resampled to, in Hz.</summary>
public int OutputRate { get; }
/// <summary>Bytes of sample arrays currently allocated (loaded chunks, pooled chunk arrays and copied Unity clip data).</summary>
public long AllocatedBytes => Interlocked.Read(ref _allocatedBytes);
/// <summary>Highest value of <see cref="AllocatedBytes"/> since creation.</summary>
public long PeakBytes => Interlocked.Read(ref _peakBytes);
/// <summary>
/// Out-of-memory error raised while opening or loading a clip, or the exception that stopped the decoder thread; null while none.
/// </summary>
public Exception? FatalError => _fatalError;
/// <param name="outputRate">Sample rate in Hz every source is resampled to (positive). Call <see cref="Start"/> to begin decoding.</param>
public AudioClipStore(int outputRate)
{
if (outputRate <= 0) throw new ArgumentOutOfRangeException(nameof(outputRate));
OutputRate = outputRate;
}
// ── Decoder thread ──
/// <summary>Starts the decoder thread. Called once.</summary>
public void Start()
{
if (_decoderThread != null) throw new InvalidOperationException("Decoder thread already started.");
_decoderThread = new Thread(DecoderLoop)
{
Name = "Audio Clip Decoder",
IsBackground = true
};
_decoderThread.Start();
}
/// <summary>
/// Decoder thread body: loads one chunk per iteration, or sleeps until <see cref="RequestService"/> (at most
/// <see cref="DecoderIdleWaitMs"/> ms) when nothing is missing. An unexpected exception ends the thread and is kept as the
/// fatal error, so waiting consumers fail instead of waiting forever.
/// </summary>
private void DecoderLoop()
{
try
{
while (!_stopRequested)
{
if (!LoadNext())
_serviceRequested.WaitOne(DecoderIdleWaitMs);
}
}
catch (Exception e)
{
Melon<RenderMod>.Logger.Error($"[AudioClipStore] Decoder thread stopped: {e}");
_fatalError ??= e;
NotifyChunkLoaded();
}
}
/// <summary>
/// Frees unused windowed chunks, then loads the single chunk with the lowest priority value over all sources.
/// Runs on the decoder thread (tests may call it directly while the thread is not started).
/// </summary>
/// <returns>True when a chunk was loaded or a load was attempted.</returns>
internal bool LoadNext()
{
AudioClipSource[] sources;
lock (_sources)
{
if (_disposed) return false;
sources = _sourceList.ToArray();
}
AudioClipSource? best = null;
var bestIndex = -1;
var bestPriority = int.MaxValue;
foreach (var source in sources)
{
source.FreeUnused();
if (!source.TryGetNextLoad(out var index, out var priority) || priority >= bestPriority) continue;
best = source;
bestIndex = index;
bestPriority = priority;
}
if (best == null) return false;
best.LoadChunk(bestIndex);
return true;
}
/// <summary>Wakes the decoder thread to re-evaluate what to free and load. Any thread.</summary>
internal void RequestService() => _serviceRequested.Set();
// ── Sources ──
/// <summary>
/// Returns the source registered under <paramref name="key"/>, creating it with <paramref name="createReader"/> on first use.
/// A key whose reader could not be created is remembered as null and not retried.
/// For readers that can seek, additional decode streams (see <see cref="AudioClipSource.MaxDecodeStreams"/>) are opened on the
/// decoder thread with <paramref name="openAdditionalReader"/>, or with <paramref name="createReader"/> when it is null.
/// </summary>
public AudioClipSource? GetOrAdd(string key, Func<IPCMReader?> createReader, Func<IPCMReader?>? openAdditionalReader = null)
{
lock (_sources)
{
if (_disposed) return null;
if (_sources.TryGetValue(key, out var existing)) return existing;
}
AudioClipSource? source = null;
try
{
var reader = createReader();
if (reader != null)
{
try
{
source = new AudioClipSource(this, key, reader, reader.IsForwardOnly ? null : openAdditionalReader ?? createReader, OutputRate);
}
catch
{
reader.Dispose();
throw;
}
}
}
catch (OutOfMemoryException e)
{
Melon<RenderMod>.Logger.Error($"[AudioClipStore] Out of memory while opening clip '{key}' ({AllocatedBytes / 1048576.0:F1} MiB allocated): {e}");
_fatalError ??= e;
}
catch (Exception e)
{
Melon<RenderMod>.Logger.Error($"[AudioClipStore] Failed to open clip '{key}': {e}");
}
// The reader is created outside the lock (it may decode or copy a whole clip). If another caller registered the
// same key meanwhile, its entry wins and this source is discarded.
lock (_sources)
{
if (_disposed || _sources.TryGetValue(key, out var raced))
{
source?.DisposeInternal();
return _disposed ? null : _sources[key];
}
_sources[key] = source;
if (source != null) _sourceList.Add(source);
}
if (source != null)
{
Melon<RenderMod>.Logger.Msg($"[AudioClipStore] Opened clip '{key}': {source.Channels}ch, {source.Duration:F3}s, {source.TotalFrames} frames at {OutputRate}Hz, {source.ChunkCount} chunk(s), {source.Policy}");
RequestService();
}
return source;
}
/// <summary>
/// True when <paramref name="key"/> has been registered; <paramref name="source"/> is then the source, or null when its reader
/// could not be created. Any thread.
/// </summary>
public bool TryGet(string key, out AudioClipSource? source)
{
lock (_sources)
{
return _sources.TryGetValue(key, out source);
}
}
// ── Consumers ──
/// <summary>
/// Holds the chunk containing <paramref name="frame"/>, waiting for the decoder thread until it is loaded.
/// Returns an invalid view when the source failed, the frame is outside the source, or the store was disposed.
/// </summary>
/// <exception cref="InvalidOperationException">Loading ran out of memory or the decoder thread stopped.</exception>
/// <exception cref="OperationCanceledException"><paramref name="cancellationToken"/> was canceled while waiting.</exception>
public ChunkView Acquire(AudioClipSource source, long frame, CancellationToken cancellationToken = default)
{
if (frame < 0 || frame >= source.TotalFrames) return default;
while (true)
{
ThrowIfFatal();
if (source.IsFailed || _disposed) return default;
if (source.TryAcquire(frame, out var view)) return view;
// Retry under the signal lock so a load completed between the first try and the wait is not missed;
// the timed wait also rechecks cancellation and failure states periodically.
lock (_signal)
{
if (source.TryAcquire(frame, out view)) return view;
if (source.IsFailed || _fatalError != null || _disposed) continue;
Monitor.Wait(_signal, ConsumerWaitMs);
}
cancellationToken.ThrowIfCancellationRequested();
}
}
/// <summary>Throws <see cref="InvalidOperationException"/> wrapping <see cref="FatalError"/> when one is set.</summary>
private void ThrowIfFatal()
{
var error = _fatalError;
if (error != null)
throw new InvalidOperationException("Audio clip loading failed: " + error.Message, error);
}
/// <summary>Wakes every consumer waiting in <see cref="Acquire"/> (after a load, a failure, or on dispose).</summary>
internal void NotifyChunkLoaded()
{
lock (_signal)
{
Monitor.PulseAll(_signal);
}
}
/// <summary>Logs a load error of one source (the source is already marked failed and plays silence) and wakes waiting consumers.</summary>
internal void ReportSourceFailure(AudioClipSource source, Exception error)
{
Melon<RenderMod>.Logger.Error($"[AudioClipStore] Failed to load clip '{source.Key}', it will be silent: {error}");
NotifyChunkLoaded();
}
/// <summary>Logs an out-of-memory error, keeps it as <see cref="FatalError"/> (first one wins) and wakes waiting consumers.</summary>
internal void ReportFatal(AudioClipSource source, OutOfMemoryException error)
{
Melon<RenderMod>.Logger.Error($"[AudioClipStore] Out of memory while loading clip '{source.Key}' ({AllocatedBytes / 1048576.0:F1} MiB allocated): {error}");
_fatalError ??= error;
NotifyChunkLoaded();
}
// ── Arrays ──
/// <summary>Takes a pooled array of <see cref="AudioClipSource.ChunkFloats"/> floats, or allocates (and counts) a new one. Contents are undefined.</summary>
internal float[] RentChunkArray()
{
lock (_poolLock)
{
if (_chunkPool.Count > 0) return _chunkPool.Pop();
}
var data = new float[AudioClipSource.ChunkFloats];
AddAllocated(data.LongLength * sizeof(float));
return data;
}
/// <summary>Puts a rented array back into the pool (it stays counted); after dispose it is dropped and uncounted.</summary>
internal void ReturnChunkArray(float[] data)
{
if (_disposed)
{
AddAllocated(-data.LongLength * sizeof(float));
return;
}
lock (_poolLock)
{
_chunkPool.Push(data);
}
}
/// <summary>Allocates a counted array of exactly <paramref name="floats"/> floats (resident chunks, copied Unity clip blocks).</summary>
internal float[] AllocateExactArray(int floats)
{
var data = new float[floats];
AddAllocated(data.LongLength * sizeof(float));
return data;
}
/// <summary>Uncounts an array from <see cref="AllocateExactArray"/>; the array itself is left to the garbage collector.</summary>
internal void FreeExactArray(float[] data) => AddAllocated(-data.LongLength * sizeof(float));
/// <summary>Adds <paramref name="bytes"/> (negative to subtract) to the allocation counter and raises the peak lock-free.</summary>
private void AddAllocated(long bytes)
{
var current = Interlocked.Add(ref _allocatedBytes, bytes);
long peak;
while (current > (peak = Interlocked.Read(ref _peakBytes)))
{
if (Interlocked.CompareExchange(ref _peakBytes, current, peak) == peak) break;
}
}
/// <summary>Logs the source count and the current and peak sample memory in MiB.</summary>
public void LogMemoryUsage()
{
int sourceCount;
lock (_sources) sourceCount = _sourceList.Count;
Melon<RenderMod>.Logger.Msg($"[AudioClipStore] Clips: {sourceCount}, sample memory now {AllocatedBytes / 1048576.0:F1} MiB, peak {PeakBytes / 1048576.0:F1} MiB");
}
/// <summary>Stops the decoder thread, then releases every source and pooled array.</summary>
public void Dispose()
{
AudioClipSource[] sources;
lock (_sources)
{
if (_disposed) return;
_disposed = true;
sources = _sourceList.ToArray();
}
_stopRequested = true;
_serviceRequested.Set();
NotifyChunkLoaded();
// A decoder thread blocked inside a read (for example a file on an unresponsive drive) is left running:
// it is a background thread, and its sources keep their readers so the blocked call does not touch freed FFmpeg contexts.
var decoderStopped = _decoderThread == null || _decoderThread.Join(DecoderStopTimeoutMs);
if (!decoderStopped)
Melon<RenderMod>.Logger.Warning($"[AudioClipStore] Decoder thread did not stop within {DecoderStopTimeoutMs} ms; its readers are left open.");
LogMemoryUsage();
lock (_sources)
{
_sourceList.Clear();
_sources.Clear();
}
if (decoderStopped)
{
foreach (var source in sources)
source.DisposeInternal();
}
lock (_poolLock)
{
while (_chunkPool.Count > 0)
AddAllocated(-_chunkPool.Pop().LongLength * sizeof(float));
}
}
}