-
Notifications
You must be signed in to change notification settings - Fork 27
/
Clock.cs
464 lines (439 loc) · 20.2 KB
/
Clock.cs
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
// Copyright (c) 2009, Tom Lokovic
// All rights reserved.
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met:
//
// * Redistributions of source code must retain the above copyright notice,
// this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
// ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
// LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
// SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
// INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
// CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
// ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
// POSSIBILITY OF SUCH DAMAGE.
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Threading;
namespace Midi
{
/// <summary>
/// A clock for scheduling MIDI messages in a rate-adjustable, pausable timeline.
/// </summary>
/// <remarks>
/// <para>Clock is used for scheduling MIDI messages. Though you can always send messages
/// synchronously with the various <see cref="OutputDevice"/>.Send* methods, doing so
/// requires your code to be "ready" at the precise moment each message needs to
/// be sent. In most cases, and especially in interactive programs, it's more convenient
/// to describe messages that <i>will</i> be sent at specified points in the future, and then
/// rely on a scheduler to make it happen. Clock is such a scheduler.</para>
/// <h3>Basic usage</h3>
/// <para> In the simplest case, Clock can be used to schedule a sequence of messages which is
/// known in its entirety ahead of time. For example, this code snippet schedules two notes to
/// play one after the other:</para>
/// <code>
/// Clock clock(120); // beatsPerMinute=120
/// OutputDevice outputDevice = ...;
/// clock.Schedule(new NoteOnMessage(outputDevice, Channel.Channel1, Note.E4, 80, 0));
/// clock.Schedule(new NoteOffMessage(outputDevice, Channel.Channel1, Note.E4, 80, 1));
/// clock.Schedule(new NoteOnMessage(outputDevice, Channel.Channel1, Note.D4, 80, 1));
/// clock.Schedule(new NoteOffMessage(outputDevice, Channel.Channel1, Note.D4, 80, 2));
/// </code>
/// <para>At this point, four messages have been scheduled, but they haven't been sent because
/// the clock has not started. We can start the clock with <see cref="Start"/>, pause it with
/// <see cref="Stop"/>, and reset it with <see cref="Reset"/>. We can change the
/// beats-per-minute at any time, even as the sequence is playing. And the playing happens
/// in a background thread, so your client code can focus on arranging the notes and controlling
/// the clock.</para>
/// <para>You can even schedule new notes as the clock is playing. Generally you should
/// schedule messages for times in the future; scheduling a message with a time in the past
/// simply causes it to play immediately, which is probably not what you wanted.</para>
/// <h3>NoteOnOffMessage and Self-Propagating Messages</h3>
/// <para>In the above example, we wanted to play two notes but had to schedule four messages.
/// This case is so common that we provide a convenience class, <see cref="NoteOnOffMessage"/>,
/// which encapsulates a Note On message and its corresponding Note Off message in a single
/// unit. We could rewrite the above example as follows:</para>
/// <code>
/// Clock clock(120); // beatsPerMinute=120
/// OutputDevice outputDevice = ...;
/// clock.Schedule(new NoteOnOffMessage(outputDevice, Channel.Channel1, Note.E4, 80, 0, 1));
/// clock.Schedule(new NoteOnOffMessage(outputDevice, Channel.Channel1, Note.D4, 80, 1, 1));
/// </code>
/// <para>This works because each NoteOnOffMessage, when it is actually sent, does two things:
/// it sends the Note On message to the output device, and <i>also</i> schedules the
/// correponding Note Off message for the appropriate time in the future. This is an example
/// of a <i>self-propagating message</i>: a message which, when triggered, schedules additional
/// events for the future.</para>
/// <para>You can design your own self-propagating messages by subclassing from
/// <see cref="Message"/>. For example, you could make a self-propagating MetronomeMessage
/// which keeps a steady beat by always scheduling the <i>next</i> MetronomeMessage when it
/// plays the current beat. However, subclassing can be tedious, and it is usually preferable
/// to use <see cref="CallbackMessage"/> to call-out to your own code instead.</para>
/// </remarks>
/// <threadsafety static="true" instance="true" />
public class Clock
{
/// <summary>
/// Constructs a midi clock with a given beats-per-minute.
/// </summary>
/// <param name="beatsPerMinute">The initial beats-per-minute, which can be changed later.
/// </param>
/// <remarks>
/// <para>When constructed, the clock is not running, and so <see cref="Time"/> will
/// return zero. Call <see cref="Start"/> when you are ready for the clock to start
/// progressing (and scheduled messages to actually trigger).
/// </para>
/// </remarks>
/// <exception cref="ArgumentOutOfRangeException">beatsPerMinute is non-positive</exception>
public Clock(float beatsPerMinute)
{
if (beatsPerMinute <= 0)
{
throw new ArgumentOutOfRangeException("beatsPerMinute");
}
this.timingLock = new object();
this.beatsPerMinute = beatsPerMinute;
this.millisecondsPerBeat = 60000f / beatsPerMinute;
this.millisecondFudge = 0;
this.stopwatch = new Stopwatch();
this.runLock = new object();
this.isRunning = false;
this.thread = null;
this.threadLock = new object();
this.threadLock = new Object();
this.threadShouldExit = false;
this.threadProcessingTime = 0;
this.threadMessageQueue = new MessageQueue();
}
/// <summary>
/// This clock's current time in beats.
/// </summary>
/// <remarks>
/// <para>Normally, this method polls the clock's current time, and thus changes from
/// moment to moment as long as the clock is running. However, when called from the
/// scheduler thread (that is, from a <see cref="Message.SendNow">Message.SendNow</see>
/// method or a <see cref="CallbackMessage"/>), it returns the precise time at which the
/// message was scheduled.</para>
/// <para>For example, suppose a callback was scheduled for time T, and the scheduler
/// managed to call that callback at time T+delta. In the callback, Time will
/// return T for the duration of the callback. In any other thread, Time would
/// return approximately T+delta.</para>
/// </remarks>
public float Time
{
get
{
if (isSchedulerThread)
{
return threadProcessingTime;
}
lock (timingLock)
{
return (stopwatch.ElapsedMilliseconds + millisecondFudge) / millisecondsPerBeat;
}
}
}
/// <summary>
/// Beats per minute property.
/// </summary>
/// <remarks>
/// <para>Setting this property changes the rate at which the clock progresses. If the
/// clock is currently running, the new rate is effectively immediately.</para>
/// </remarks>
public float BeatsPerMinute
{
get
{
lock (timingLock)
{
return beatsPerMinute;
}
}
set
{
lock (timingLock)
{
float newBeatsPerMinute = value;
float newMillisecondsPerBeat = 60000f / newBeatsPerMinute;
long currentMillis = stopwatch.ElapsedMilliseconds;
long currentFudgedMillis = currentMillis + millisecondFudge;
float beatTime = currentFudgedMillis / millisecondsPerBeat;
long newFudgedMillis = (long)(beatTime * newMillisecondsPerBeat);
long newMillisecondFudge = newFudgedMillis - currentMillis;
beatsPerMinute = newBeatsPerMinute;
millisecondsPerBeat = newMillisecondsPerBeat;
millisecondFudge = newMillisecondFudge;
}
// Pulse the threadlock in case the scheduler thread needs to reassess its timing based on
// the new beatsPerMinute.
lock (threadLock)
{
Monitor.Pulse(threadLock);
}
}
}
/// <summary>
/// Returns true if this clock is currently running.
/// </summary>
public bool IsRunning
{
get
{
if (isSchedulerThread)
{
return true;
}
lock (runLock)
{
return this.isRunning;
}
}
}
/// <summary>
/// Starts or resumes the clock.
/// </summary>
/// <remarks>
/// <para>This method causes the clock to start progressing at the rate given in the
/// <see cref="BeatsPerMinute"/> property. It may only be called when the clock is
/// not yet rnuning.</para>
/// <para>If this is the first time Start is called,
/// the clock starts at time zero and progresses from there. If the clock was previously
/// started, stopped, and not reset, then Start effectively "unpauses" the clock, picking up
/// at the left-off time, and resuming scheduling of any as-yet-unsent messages.</para>
/// <para>This method creates a new thread which runs in the background and sends
/// messages at the appropriate times. All
/// <see cref="Message.SendNow">Message.SendNow</see> methods and
/// <see cref="CallbackMessage"/>s will be called in that thread.</para>
/// <para>The scheduler thread is joined (shut down) in <see cref="Stop"/>.</para>
/// </remarks>
/// <exception cref="InvalidOperationException">Clock is already running.</exception>
/// <seealso cref="Stop"/>
/// <seealso cref="Reset"/>
public void Start()
{
if (isSchedulerThread)
{
throw new InvalidOperationException("Clock already running.");
}
lock (runLock)
{
if (isRunning)
{
throw new InvalidOperationException("Clock already running.");
}
// Start the stopwatch.
stopwatch.Start();
// Start the scheduler thread. This will cause it to start invoking messages in its thread.
threadShouldExit = false;
thread = new Thread(new ThreadStart(this.ThreadRun));
thread.Start();
// We now consider the MidiClock to actually be running.
isRunning = true;
}
}
/// <summary>
/// Stops the clock (but does not reset its time or discard pending events).
/// </summary>
/// <remarks>
/// <para>This method stops the progression of the clock. It may only be called when
/// the clock is running.</para>
/// <para>Any scheduled but as-yet-unsent messages remain in the queue. A consecutive call
/// to <see cref="Start"/> can re-start the progress of the clock, or <see cref="Reset"/>
/// can discard pending messages and reset the clock to zero.</para>
/// <para>This method waits for any in-progress messages to be processed and joins
/// (shuts down) the scheduler thread before returning, so when it returns you can be sure
/// that no more messages will be sent or callbacks invoked.</para>
/// <para>It is illegal to call Stop from the scheduler thread (ie, from any
/// <see cref="Message.SendNow">Message.SendNow</see> method or
/// <see cref="CallbackMessage"/>. If a callback really needs to stop the clock,
/// consider using BeginInvoke to arrange for it to happen in another thread.</para>
/// </remarks>
/// <exception cref="InvalidOperationException">Clock is not running or Stop was invoked
/// from the scheduler thread.</exception>
/// <seealso cref="Start"/>
/// <seealso cref="Reset"/>
public void Stop()
{
if (isSchedulerThread)
{
throw new InvalidOperationException("Can't call Stop() from the scheduler thread.");
}
lock (runLock)
{
if (!isRunning)
{
throw new InvalidOperationException("Clock is not running.");
}
// Tell the thread to stop, wait for it to terminate, then discard it. By the time this is done, we know
// that the scheduler will not invoke any more messages.
lock (threadLock)
{
threadShouldExit = true;
Monitor.Pulse(threadLock);
}
thread.Join();
thread = null;
// Stop the stopwatch.
stopwatch.Stop();
// The MidiClock is no longer running.
isRunning = false;
}
}
/// <summary>
/// Resets the clock to zero and discards pending messages.
/// </summary>
/// <remarks>
/// <para>This method resets the clock to zero and discards any scheduled but
/// as-yet-unsent messages. It may only be called when the clock is not running.</para>
/// </remarks>
/// <exception cref="InvalidOperationException">Clock is running.</exception>
/// <seealso cref="Start"/>
/// <seealso cref="Stop"/>
public void Reset()
{
if (isSchedulerThread)
{
throw new InvalidOperationException("Clock is running.");
}
lock (runLock)
{
if (isRunning)
{
throw new InvalidOperationException("Clock is running.");
}
stopwatch.Reset();
millisecondFudge = 0;
lock (threadLock)
{
threadMessageQueue.Clear();
Monitor.Pulse(threadLock);
}
}
}
/// <summary>
/// Schedules a single message based on its beatTime.
/// </summary>
/// <param name="message">The message to schedule.</param>
/// <remarks>
/// <para>This method schedules a message to be sent at the time indicated in the message's
/// <see cref="Message.Time"/> property. It may be called at any time, whether
/// the clock is running or not. The message will not be sent until the clock progresses
/// to the specified time. (If the clock is never started, or is paused before that time
/// and not re-started, then the message will never be sent.)</para>
/// <para>If a message is scheduled for a time that has already passed, then the scheduler
/// will send the message at the first opportunity.</para>
/// </remarks>
public void Schedule(Message message)
{
lock (threadLock)
{
threadMessageQueue.AddMessage(message);
Monitor.Pulse(threadLock);
}
}
/// <summary>
/// Schedules a collection of messages, applying an optional time delta to the scheduled
/// beatTime.
/// </summary>
/// <param name="messages">The message to send</param>
/// <param name="beatTimeDelta">The delta to apply (or zero).</param>
public void Schedule(List<Message> messages, float beatTimeDelta)
{
lock (threadLock)
{
if (beatTimeDelta == 0)
{
foreach (Message message in messages)
{
threadMessageQueue.AddMessage(message);
}
}
else
{
foreach (Message message in messages)
{
threadMessageQueue.AddMessage(message.MakeTimeShiftedCopy(beatTimeDelta));
}
}
Monitor.Pulse(threadLock);
}
}
/// <summary>
/// Returns the number of milliseconds from now until the specified beat time.
/// </summary>
/// <param name="beatTime">The beat time.</param>
/// <returns>The positive number of milliseconds, or 0 if beatTime is in the past.</returns>
private long MillisecondsUntil(float beatTime)
{
float now = (stopwatch.ElapsedMilliseconds + millisecondFudge) / millisecondsPerBeat;
return Math.Max(0, (long)((beatTime - now) * millisecondsPerBeat));
}
/// <summary>
/// Worker thread function.
/// </summary>
private void ThreadRun()
{
isSchedulerThread = true;
lock (threadLock)
{
while (true)
{
if (threadShouldExit)
{
return;
}
else if (threadMessageQueue.IsEmpty)
{
Monitor.Wait(threadLock);
}
else {
long millisToWait = MillisecondsUntil(threadMessageQueue.EarliestTimestamp);
if (millisToWait > 0)
{
Monitor.Wait(threadLock, (int)millisToWait);
}
else
{
threadProcessingTime = threadMessageQueue.EarliestTimestamp;
List<Message> timeslice = threadMessageQueue.PopEarliest();
foreach (Message message in timeslice)
{
message.SendNow();
}
}
}
}
}
}
// The timing state is guarded by lock(timingLock).
private object timingLock;
private float beatsPerMinute;
private float millisecondsPerBeat;
private long millisecondFudge;
private Stopwatch stopwatch;
// Running state is guarded by lock(runLock).
private object runLock;
private bool isRunning;
private Thread thread;
// Thread state is guarded by lock(threadLock).
private Object threadLock;
private bool threadShouldExit;
private float threadProcessingTime;
private MessageQueue threadMessageQueue;
/// <summary>
/// Thread-local, set to true in the scheduler thread, false in all other threads.
/// </summary>
[ThreadStatic]
static bool isSchedulerThread = false;
}
}