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#include "audio_task.hpp"
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#include <stdlib.h>
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#include <cstdint>
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#include <memory>
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#include "audio_element_handle.hpp"
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#include "cbor.h"
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#include "esp_heap_caps.h"
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#include "esp_log.h"
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#include "freertos/portmacro.h"
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#include "freertos/queue.h"
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#include "freertos/stream_buffer.h"
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#include "span.hpp"
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#include "audio_element.hpp"
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#include "chunk.hpp"
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#include "stream_info.hpp"
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#include "stream_message.hpp"
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#include "tasks.hpp"
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namespace audio {
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static const char *kTag = "task";
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auto StartAudioTask(const std::string& name,
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std::shared_ptr<IAudioElement> element)
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-> std::unique_ptr<AudioElementHandle> {
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auto task_handle = std::make_unique<TaskHandle_t>();
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// Newly created task will free this.
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AudioTaskArgs* args = new AudioTaskArgs{.element = element};
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ESP_LOGI(kTag, "starting audio task %s", name.c_str());
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xTaskCreate(&AudioTaskMain, name.c_str(), element->StackSizeBytes(), args,
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kTaskPriorityAudio, task_handle.get());
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return std::make_unique<AudioElementHandle>(std::move(task_handle), element);
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}
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void AudioTaskMain(void* args) {
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// Nest the body within an additional scope to ensure that destructors are
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// called before the task quits.
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{
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AudioTaskArgs* real_args = reinterpret_cast<AudioTaskArgs*>(args);
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std::shared_ptr<IAudioElement> element = std::move(real_args->element);
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delete real_args;
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ChunkReader chunk_reader = ChunkReader(element->InputBuffer());
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while (element->ElementState() != STATE_QUIT) {
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if (element->ElementState() == STATE_PAUSE) {
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// TODO: park with a condition variable or something?
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vTaskDelay(1000);
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continue;
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}
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cpp::result<size_t, AudioProcessingError> process_res;
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// If this element has an input stream, then our top priority is
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// processing any chunks from it. Try doing this first, then fall back to
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// the other cases.
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bool has_received_message = false;
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ChunkReadResult chunk_res = chunk_reader.ReadChunkFromStream(
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[&](cpp::span<std::byte> data) -> std::optional<size_t> {
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process_res = element->ProcessChunk(data);
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if (process_res.has_value()) {
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return process_res.value();
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} else {
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return {};
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}
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},
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0);
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if (chunk_res == CHUNK_PROCESSING_ERROR ||
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chunk_res == CHUNK_DECODING_ERROR) {
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ESP_LOGE(kTag, "failed to process chunk");
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break; // TODO.
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} else if (chunk_res == CHUNK_STREAM_ENDED) {
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has_received_message = true;
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}
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if (has_received_message) {
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auto message = chunk_reader.GetLastMessage();
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MessageType type = ReadMessageType(message);
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if (type == TYPE_STREAM_INFO) {
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auto parse_res = ReadMessage<StreamInfo>(&StreamInfo::Parse, message);
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if (parse_res.has_error()) {
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ESP_LOGE(kTag, "failed to parse stream info");
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break; // TODO.
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}
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auto info_res = element->ProcessStreamInfo(parse_res.value());
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if (info_res.has_error()) {
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ESP_LOGE(kTag, "failed to process stream info");
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break; // TODO.
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}
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}
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}
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// Chunk reading must have timed out, or we don't have an input stream.
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ElementState state = element->ElementState();
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if (state == STATE_PAUSE) {
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element->PrepareForPause();
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vTaskSuspend(NULL);
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// Zzzzzz...
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// When we wake up, skip straight to the start of the loop again.
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continue;
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} else if (state == STATE_QUIT) {
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break;
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}
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// Signal the element to do any of its idle tasks.
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auto process_error = element->ProcessIdle();
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if (process_error.has_error()) {
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auto err = process_error.error();
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if (err == OUT_OF_DATA) {
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// If we ran out of data, then place ourselves into the pause state.
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// We will be woken up when there's something to do.
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element->ElementState(STATE_PAUSE);
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continue;
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} else {
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ESP_LOGE(kTag, "failed to process idle");
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break; // TODO.
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}
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}
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}
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}
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vTaskDelete(NULL);
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}
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} // namespace audio
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