Remove unused functions in VCMTiming.

Remove VCMTiming::EnoughTimeToDecode, VCMTiming::ResetDecodeTime.

Make VCMTiming::StopDecodeTimer void (always returning zero).

Update ReceiverTiming.WrapAround test to insert timestamp that wraps.

Bug: none
Change-Id: I85a8bfd6be18371810b638284b4af73a46894be7
Reviewed-on: https://webrtc-review.googlesource.com/36060
Reviewed-by: Rasmus Brandt <brandtr@webrtc.org>
Commit-Queue: Åsa Persson <asapersson@webrtc.org>
Cr-Commit-Position: refs/heads/master@{#21660}
diff --git a/modules/video_coding/timing_unittest.cc b/modules/video_coding/timing_unittest.cc
index 40c9f1f..b9397ea 100644
--- a/modules/video_coding/timing_unittest.cc
+++ b/modules/video_coding/timing_unittest.cc
@@ -8,138 +8,123 @@
  *  be found in the AUTHORS file in the root of the source tree.
  */
 
-#include <math.h>
-#include <stdio.h>
-#include <stdlib.h>
-
-#include "modules/video_coding/include/video_coding.h"
-#include "modules/video_coding/internal_defines.h"
 #include "modules/video_coding/timing.h"
 #include "system_wrappers/include/clock.h"
 #include "test/gtest.h"
-#include "test/testsupport/fileutils.h"
 
 namespace webrtc {
+namespace {
+const int kFps = 25;
+}  // namespace
 
 TEST(ReceiverTiming, Tests) {
   SimulatedClock clock(0);
   VCMTiming timing(&clock);
-  uint32_t waitTime = 0;
-  uint32_t jitterDelayMs = 0;
-  uint32_t requiredDecodeTimeMs = 0;
-  uint32_t timeStamp = 0;
+  timing.Reset();
+
+  uint32_t timestamp = 0;
+  timing.UpdateCurrentDelay(timestamp);
 
   timing.Reset();
 
-  timing.UpdateCurrentDelay(timeStamp);
-
-  timing.Reset();
-
-  timing.IncomingTimestamp(timeStamp, clock.TimeInMilliseconds());
-  jitterDelayMs = 20;
-  timing.SetJitterDelay(jitterDelayMs);
-  timing.UpdateCurrentDelay(timeStamp);
+  timing.IncomingTimestamp(timestamp, clock.TimeInMilliseconds());
+  uint32_t jitter_delay_ms = 20;
+  timing.SetJitterDelay(jitter_delay_ms);
+  timing.UpdateCurrentDelay(timestamp);
   timing.set_render_delay(0);
-  waitTime = timing.MaxWaitingTime(
-      timing.RenderTimeMs(timeStamp, clock.TimeInMilliseconds()),
+  uint32_t wait_time_ms = timing.MaxWaitingTime(
+      timing.RenderTimeMs(timestamp, clock.TimeInMilliseconds()),
       clock.TimeInMilliseconds());
   // First update initializes the render time. Since we have no decode delay
-  // we get waitTime = renderTime - now - renderDelay = jitter.
-  EXPECT_EQ(jitterDelayMs, waitTime);
+  // we get wait_time_ms = renderTime - now - renderDelay = jitter.
+  EXPECT_EQ(jitter_delay_ms, wait_time_ms);
 
-  jitterDelayMs += VCMTiming::kDelayMaxChangeMsPerS + 10;
-  timeStamp += 90000;
+  jitter_delay_ms += VCMTiming::kDelayMaxChangeMsPerS + 10;
+  timestamp += 90000;
   clock.AdvanceTimeMilliseconds(1000);
-  timing.SetJitterDelay(jitterDelayMs);
-  timing.UpdateCurrentDelay(timeStamp);
-  waitTime = timing.MaxWaitingTime(
-      timing.RenderTimeMs(timeStamp, clock.TimeInMilliseconds()),
+  timing.SetJitterDelay(jitter_delay_ms);
+  timing.UpdateCurrentDelay(timestamp);
+  wait_time_ms = timing.MaxWaitingTime(
+      timing.RenderTimeMs(timestamp, clock.TimeInMilliseconds()),
       clock.TimeInMilliseconds());
   // Since we gradually increase the delay we only get 100 ms every second.
-  EXPECT_EQ(jitterDelayMs - 10, waitTime);
+  EXPECT_EQ(jitter_delay_ms - 10, wait_time_ms);
 
-  timeStamp += 90000;
+  timestamp += 90000;
   clock.AdvanceTimeMilliseconds(1000);
-  timing.UpdateCurrentDelay(timeStamp);
-  waitTime = timing.MaxWaitingTime(
-      timing.RenderTimeMs(timeStamp, clock.TimeInMilliseconds()),
+  timing.UpdateCurrentDelay(timestamp);
+  wait_time_ms = timing.MaxWaitingTime(
+      timing.RenderTimeMs(timestamp, clock.TimeInMilliseconds()),
       clock.TimeInMilliseconds());
-  EXPECT_EQ(waitTime, jitterDelayMs);
+  EXPECT_EQ(jitter_delay_ms, wait_time_ms);
 
-  // 300 incoming frames without jitter, verify that this gives the exact wait
-  // time.
-  for (int i = 0; i < 300; i++) {
-    clock.AdvanceTimeMilliseconds(1000 / 25);
-    timeStamp += 90000 / 25;
-    timing.IncomingTimestamp(timeStamp, clock.TimeInMilliseconds());
+  // Insert frames without jitter, verify that this gives the exact wait time.
+  const int kNumFrames = 300;
+  for (int i = 0; i < kNumFrames; i++) {
+    clock.AdvanceTimeMilliseconds(1000 / kFps);
+    timestamp += 90000 / kFps;
+    timing.IncomingTimestamp(timestamp, clock.TimeInMilliseconds());
   }
-  timing.UpdateCurrentDelay(timeStamp);
-  waitTime = timing.MaxWaitingTime(
-      timing.RenderTimeMs(timeStamp, clock.TimeInMilliseconds()),
+  timing.UpdateCurrentDelay(timestamp);
+  wait_time_ms = timing.MaxWaitingTime(
+      timing.RenderTimeMs(timestamp, clock.TimeInMilliseconds()),
       clock.TimeInMilliseconds());
-  EXPECT_EQ(waitTime, jitterDelayMs);
+  EXPECT_EQ(jitter_delay_ms, wait_time_ms);
 
-  // Add decode time estimates.
-  for (int i = 0; i < 10; i++) {
-    int64_t startTimeMs = clock.TimeInMilliseconds();
-    clock.AdvanceTimeMilliseconds(10);
+  // Add decode time estimates for 1 second.
+  const uint32_t kDecodeTimeMs = 10;
+  for (int i = 0; i < kFps; i++) {
+    clock.AdvanceTimeMilliseconds(kDecodeTimeMs);
     timing.StopDecodeTimer(
-        timeStamp, clock.TimeInMilliseconds() - startTimeMs,
-        clock.TimeInMilliseconds(),
-        timing.RenderTimeMs(timeStamp, clock.TimeInMilliseconds()));
-    timeStamp += 90000 / 25;
-    clock.AdvanceTimeMilliseconds(1000 / 25 - 10);
-    timing.IncomingTimestamp(timeStamp, clock.TimeInMilliseconds());
+        timestamp, kDecodeTimeMs, clock.TimeInMilliseconds(),
+        timing.RenderTimeMs(timestamp, clock.TimeInMilliseconds()));
+    timestamp += 90000 / kFps;
+    clock.AdvanceTimeMilliseconds(1000 / kFps - kDecodeTimeMs);
+    timing.IncomingTimestamp(timestamp, clock.TimeInMilliseconds());
   }
-  requiredDecodeTimeMs = 10;
-  timing.SetJitterDelay(jitterDelayMs);
-  clock.AdvanceTimeMilliseconds(1000);
-  timeStamp += 90000;
-  timing.UpdateCurrentDelay(timeStamp);
-  waitTime = timing.MaxWaitingTime(
-      timing.RenderTimeMs(timeStamp, clock.TimeInMilliseconds()),
+  timing.UpdateCurrentDelay(timestamp);
+  wait_time_ms = timing.MaxWaitingTime(
+      timing.RenderTimeMs(timestamp, clock.TimeInMilliseconds()),
       clock.TimeInMilliseconds());
-  EXPECT_EQ(waitTime, jitterDelayMs);
+  EXPECT_EQ(jitter_delay_ms, wait_time_ms);
 
-  int minTotalDelayMs = 200;
-  timing.set_min_playout_delay(minTotalDelayMs);
+  const int kMinTotalDelayMs = 200;
+  timing.set_min_playout_delay(kMinTotalDelayMs);
   clock.AdvanceTimeMilliseconds(5000);
-  timeStamp += 5 * 90000;
-  timing.UpdateCurrentDelay(timeStamp);
+  timestamp += 5 * 90000;
+  timing.UpdateCurrentDelay(timestamp);
   const int kRenderDelayMs = 10;
   timing.set_render_delay(kRenderDelayMs);
-  waitTime = timing.MaxWaitingTime(
-      timing.RenderTimeMs(timeStamp, clock.TimeInMilliseconds()),
+  wait_time_ms = timing.MaxWaitingTime(
+      timing.RenderTimeMs(timestamp, clock.TimeInMilliseconds()),
       clock.TimeInMilliseconds());
-  // We should at least have minTotalDelayMs - decodeTime (10) - renderTime
+  // We should at least have kMinTotalDelayMs - decodeTime (10) - renderTime
   // (10) to wait.
-  EXPECT_EQ(waitTime, minTotalDelayMs - requiredDecodeTimeMs - kRenderDelayMs);
+  EXPECT_EQ(kMinTotalDelayMs - kDecodeTimeMs - kRenderDelayMs, wait_time_ms);
   // The total video delay should be equal to the min total delay.
-  EXPECT_EQ(minTotalDelayMs, timing.TargetVideoDelay());
+  EXPECT_EQ(kMinTotalDelayMs, timing.TargetVideoDelay());
 
   // Reset playout delay.
   timing.set_min_playout_delay(0);
   clock.AdvanceTimeMilliseconds(5000);
-  timeStamp += 5 * 90000;
-  timing.UpdateCurrentDelay(timeStamp);
+  timestamp += 5 * 90000;
+  timing.UpdateCurrentDelay(timestamp);
 }
 
 TEST(ReceiverTiming, WrapAround) {
-  const int kFramerate = 25;
   SimulatedClock clock(0);
   VCMTiming timing(&clock);
-  // Provoke a wrap-around. The forth frame will have wrapped at 25 fps.
-  uint32_t timestamp = 0xFFFFFFFFu - 3 * 90000 / kFramerate;
-  for (int i = 0; i < 4; ++i) {
+  // Provoke a wrap-around. The fifth frame will have wrapped at 25 fps.
+  uint32_t timestamp = 0xFFFFFFFFu - 3 * 90000 / kFps;
+  for (int i = 0; i < 5; ++i) {
     timing.IncomingTimestamp(timestamp, clock.TimeInMilliseconds());
-    clock.AdvanceTimeMilliseconds(1000 / kFramerate);
-    timestamp += 90000 / kFramerate;
-    int64_t render_time =
-        timing.RenderTimeMs(0xFFFFFFFFu, clock.TimeInMilliseconds());
-    EXPECT_EQ(3 * 1000 / kFramerate, render_time);
-    render_time = timing.RenderTimeMs(89u,  // One second later in 90 kHz.
-                                      clock.TimeInMilliseconds());
-    EXPECT_EQ(3 * 1000 / kFramerate + 1, render_time);
+    clock.AdvanceTimeMilliseconds(1000 / kFps);
+    timestamp += 90000 / kFps;
+    EXPECT_EQ(3 * 1000 / kFps,
+              timing.RenderTimeMs(0xFFFFFFFFu, clock.TimeInMilliseconds()));
+    EXPECT_EQ(3 * 1000 / kFps + 1,
+              timing.RenderTimeMs(89u,  // One ms later in 90 kHz.
+                                  clock.TimeInMilliseconds()));
   }
 }