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250 lines
12 KiB
C++
250 lines
12 KiB
C++
/*
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* timers.h: Timer handling
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*
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* See the main source file 'vdr.c' for copyright information and
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* how to reach the author.
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*
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* $Id: timers.h 5.4 2021/04/06 08:48:35 kls Exp $
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*/
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#ifndef __TIMERS_H
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#define __TIMERS_H
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#include "channels.h"
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#include "config.h"
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#include "epg.h"
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#include "tools.h"
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enum eTimerFlags { tfNone = 0x0000,
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tfActive = 0x0001,
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tfInstant = 0x0002,
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tfVps = 0x0004,
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tfRecording = 0x0008,
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tfSpawned = 0x0010,
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tfAvoid = 0x0020,
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tfAll = 0xFFFF,
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};
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enum eTimerMatch { tmNone, tmPartial, tmFull };
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class cTimers;
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class cTimer : public cListObject {
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friend class cMenuEditTimer;
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private:
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int id;
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mutable time_t startTime, stopTime;
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int scheduleStateSet;
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int scheduleStateSpawn;
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int scheduleStateAdjust;
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mutable time_t deferred; ///< Matches(time_t, ...) will return false if the current time is before this value
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bool pending, inVpsMargin;
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uint flags;
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const cChannel *channel;
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mutable time_t day; ///< midnight of the day this timer shall hit, or of the first day it shall hit in case of a repeating timer
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int weekdays; ///< bitmask, lowest bits: SSFTWTM (the 'M' is the LSB)
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int start;
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int stop;
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int priority;
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int lifetime;
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mutable char pattern[NAME_MAX * 2 + 1]; // same size as 'file', to be able to initially fill 'pattern' with 'file' in the 'Edit timer' menu
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mutable char file[NAME_MAX * 2 + 1]; // *2 to be able to hold 'title' and 'episode', which can each be up to 255 characters long
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char *aux;
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char *remote;
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const cEvent *event;
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public:
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cTimer(bool Instant = false, bool Pause = false, const cChannel *Channel = NULL);
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cTimer(const cEvent *Event, const char *FileName = NULL, const cTimer *PatternTimer = NULL);
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cTimer(const cTimer &Timer);
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virtual ~cTimer();
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cTimer& operator= (const cTimer &Timer);
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void CalcMargins(int &MarginStart, int &MarginStop, const cEvent *Event);
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virtual int Compare(const cListObject &ListObject) const;
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int Id(void) const { return id; }
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bool Recording(void) const { return HasFlags(tfRecording); }
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bool Pending(void) const { return pending; }
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bool InVpsMargin(void) const { return inVpsMargin; }
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uint Flags(void) const { return flags; }
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const cChannel *Channel(void) const { return channel; }
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time_t Day(void) const { return day; }
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int WeekDays(void) const { return weekdays; }
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int Start(void) const { return start; }
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int Stop(void) const { return stop; }
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int Priority(void) const { return priority; }
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int Lifetime(void) const { return lifetime; }
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const char *Pattern(void) const { return pattern; }
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const char *File(void) const { return file; }
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time_t FirstDay(void) const { return weekdays ? day : 0; }
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const char *Aux(void) const { return aux; }
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const char *Remote(void) const { return remote; }
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bool Local(void) const { return !remote; } // convenience
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time_t Deferred(void) const { return deferred; }
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cString PatternAndFile(void) const;
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cString ToText(bool UseChannelID = false) const;
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cString ToDescr(void) const;
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const cEvent *Event(void) const { return event; }
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bool Parse(const char *s);
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bool Save(FILE *f);
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bool IsSingleEvent(void) const;
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static int GetMDay(time_t t);
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static int GetWDay(time_t t);
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bool DayMatches(time_t t) const;
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static time_t IncDay(time_t t, int Days);
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static time_t SetTime(time_t t, int SecondsFromMidnight);
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void SetPattern(const char *Pattern);
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void SetFile(const char *File);
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bool IsPatternTimer(void) const { return *pattern; }
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bool Matches(time_t t = 0, bool Directly = false, int Margin = 0) const;
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eTimerMatch Matches(const cEvent *Event, int *Overlap = NULL) const;
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bool Expired(void) const;
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time_t StartTime(void) const;
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time_t StopTime(void) const;
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void SetId(int Id);
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void SpawnPatternTimer(const cEvent *Event, cTimers *Timers);
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bool SpawnPatternTimers(const cSchedules *Schedules, cTimers *Timers);
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bool AdjustSpawnedTimer(void);
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void TriggerRespawn(void);
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bool SetEventFromSchedule(const cSchedules *Schedules);
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bool SetEvent(const cEvent *Event);
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void SetRecording(bool Recording);
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void SetPending(bool Pending);
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void SetInVpsMargin(bool InVpsMargin);
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void SetDay(time_t Day);
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void SetWeekDays(int WeekDays);
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void SetStart(int Start);
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void SetStop(int Stop);
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void SetPriority(int Priority);
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void SetLifetime(int Lifetime);
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void SetAux(const char *Aux);
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void SetRemote(const char *Remote);
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void SetDeferred(int Seconds);
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void SetFlags(uint Flags);
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void ClrFlags(uint Flags);
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void InvFlags(uint Flags);
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bool HasFlags(uint Flags) const;
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void Skip(void);
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void OnOff(void);
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cString PrintFirstDay(void) const;
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static int TimeToInt(int t);
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static bool ParseDay(const char *s, time_t &Day, int &WeekDays);
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static cString PrintDay(time_t Day, int WeekDays, bool SingleByteChars);
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};
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class cTimers : public cConfig<cTimer> {
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private:
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static cTimers timers;
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static int lastTimerId;
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time_t lastDeleteExpired;
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public:
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cTimers(void);
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static const cTimers *GetTimersRead(cStateKey &StateKey, int TimeoutMs = 0);
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///< Gets the list of timers for read access. If TimeoutMs is given,
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///< it will wait that long to get a read lock before giving up.
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///< Otherwise it will wait indefinitely. If no read lock can be
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///< obtained within the given timeout, NULL will be returned.
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///< The list is locked and a pointer to it is returned if the state
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///< of the list is different than the state of the given StateKey.
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///< If both states are equal, the list of timers has not been modified
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///< since the last call with the same StateKey, and NULL will be
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///< returned (and the list is not locked). After the returned list of
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///< timers is no longer needed, the StateKey's Remove() function must
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///< be called to release the list. The time between calling
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///< cTimers::GetTimersRead() and StateKey.Remove() should be as short
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///< as possible. After calling StateKey.Remove() the list returned from
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///< this call must not be accessed any more. If you need to access the
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///< timers again later, a new call to GetTimersRead() must be made.
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///< A typical code sequence would look like this:
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///< cStateKey StateKey;
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///< if (const cTimers *Timers = cTimers::GetTimersRead(StateKey)) {
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///< // access the timers
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///< StateKey.Remove();
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///< }
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static cTimers *GetTimersWrite(cStateKey &StateKey, int TimeoutMs = 0);
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///< Gets the list of timers for write access. If TimeoutMs is given,
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///< it will wait that long to get a write lock before giving up.
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///< Otherwise it will wait indefinitely. If no write lock can be
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///< obtained within the given timeout, NULL will be returned.
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///< If a write lock can be obtained, the list of timers will be
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///< returned, regardless of the state values of the timers or the
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///< given StateKey. After the returned list of timers is no longer
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///< needed, the StateKey's Remove() function must be called to release
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///< the list. The time between calling cTimers::GetTimersWrite() and
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///< StateKey.Remove() should be as short as possible. After calling
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///< StateKey.Remove() the list returned from this call must not be
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///< accessed any more. If you need to access the timers again later,
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///< a new call to GetTimersWrite() must be made. The call
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///< to StateKey.Remove() will increment the state of the list of
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///< timers and will copy the new state value to the StateKey. You can
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///< suppress this by using 'false' as the parameter to the call, in
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///< which case the state values are left untouched.
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///< A typical code sequence would look like this:
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///< cStateKey StateKey;
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///< if (cTimers *Timers = cTimers::GetTimersWrite(StateKey)) {
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///< // access the timers
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///< StateKey.Remove();
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///< }
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static bool Load(const char *FileName);
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static int NewTimerId(void);
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const cTimer *GetById(int Id, const char *Remote = NULL) const;
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cTimer *GetById(int Id, const char *Remote = NULL) { return const_cast<cTimer *>(static_cast<const cTimers *>(this)->GetById(Id, Remote)); };
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const cTimer *GetTimer(const cTimer *Timer) const;
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cTimer *GetTimer(const cTimer *Timer) { return const_cast<cTimer *>(static_cast<const cTimers *>(this)->GetTimer(Timer)); };
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const cTimer *GetMatch(time_t t) const;
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cTimer *GetMatch(time_t t) { return const_cast<cTimer *>(static_cast<const cTimers *>(this)->GetMatch(t)); };
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const cTimer *GetMatch(const cEvent *Event, eTimerMatch *Match = NULL) const;
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cTimer *GetMatch(const cEvent *Event, eTimerMatch *Match = NULL) { return const_cast<cTimer *>(static_cast<const cTimers *>(this)->GetMatch(Event, Match)); }
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int GetMaxPriority(void) const;
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///< Returns the maximum priority of all local timers that are currently recording.
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///< If there is no local timer currently recording, -1 is returned.
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const cTimer *GetNextActiveTimer(void) const;
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const cTimer *UsesChannel(const cChannel *Channel) const;
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bool SetEvents(const cSchedules *Schedules);
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bool SpawnPatternTimers(const cSchedules *Schedules);
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bool AdjustSpawnedTimers(void);
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bool DeleteExpired(void);
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void Add(cTimer *Timer, cTimer *After = NULL);
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void Ins(cTimer *Timer, cTimer *Before = NULL);
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void Del(cTimer *Timer, bool DeleteObject = true);
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bool StoreRemoteTimers(const char *ServerName = NULL, const cStringList *RemoteTimers = NULL);
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///< Stores the given list of RemoteTimers, which come from the VDR ServerName, in
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///< this list. If no ServerName is given, all remote timers from all peer machines
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///< will be removed from this list. If no RemoteTimers are given, only the remote
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///< timers from ServerName will be removed from this list.
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///< The given list of RemoteTimers must be sorted numerically (by a call to its
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///< SortNumerically() function).
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///< Returns true if any remote timers have been added, deleted or modified.
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};
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bool HandleRemoteTimerModifications(cTimer *NewTimer, cTimer *OldTimer = NULL, cString *Msg = NULL);
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///< Performs any operations necessary to synchronize changes to a timer
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///< between peer VDR machines. OldTimer must point to the old version
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///< of the timer, while NewTimer points to the new version. If either
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///< of the two is a remote timer, the necessary SVDRP commands are executed
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///< to reflect the changes on the remote machine(s). If NewTimer is NULL,
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///< OldTimer will be removed from the remote machine (if applicable).
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///< If OldTimer is NULL, NewTimer will be added to the remote machine (if
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///< applicable). If anything goes wrong, an error message is generated in the
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///< optional Msg string, which should be presented to the user.
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///< Any necessary local operations (like adding/deleting the timer to the
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///< local list of timers etc.) must be done before and/or after the call to this
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///< function. Proper log messages will be generated by this function, even
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///< if no remote operations are required.
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///< Returns true if successful.
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// Provide lock controlled access to the list:
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DEF_LIST_LOCK(Timers);
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// These macros provide a convenient way of locking the global timers list
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// and making sure the lock is released as soon as the current scope is left
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// (note that these macros wait forever to obtain the lock!):
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#define LOCK_TIMERS_READ USE_LIST_LOCK_READ(Timers)
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#define LOCK_TIMERS_WRITE USE_LIST_LOCK_WRITE(Timers)
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class cSortedTimers : public cVector<const cTimer *> {
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public:
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cSortedTimers(const cTimers *Timers);
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};
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#endif //__TIMERS_H
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