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authorMax Kellermann <max@duempel.org>2008-04-15 05:57:22 +0000
committerEric Wong <normalperson@yhbt.net>2008-04-15 05:57:22 +0000
commit7c952c4f4bb4272cd4082f85960eb65976286aa4 (patch)
tree0670febd814893b67812084f04fb332f75e01757
parent071c8f4ac760eca2e47a33764dcbe4bf004e87f3 (diff)
downloadmpd-7c952c4f4bb4272cd4082f85960eb65976286aa4.tar.gz
mpd-7c952c4f4bb4272cd4082f85960eb65976286aa4.tar.xz
mpd-7c952c4f4bb4272cd4082f85960eb65976286aa4.zip
added ob_set_lazy()
In lazy mode (previously the default), outputBuffer.c only wakes up the player when it was previously empty. That caused a deadlock when the player was waiting for buffered_before_play, since the decoder wouldn't wake up the player when buffered_before_play was reached. In non-lazy mode, always wake up the player when a new chunk was decoded. git-svn-id: https://svn.musicpd.org/mpd/trunk@7364 09075e82-0dd4-0310-85a5-a0d7c8717e4f
-rw-r--r--src/decode.c8
-rw-r--r--src/outputBuffer.c8
-rw-r--r--src/outputBuffer.h12
3 files changed, 26 insertions, 2 deletions
diff --git a/src/decode.c b/src/decode.c
index c188cd286..297f6110d 100644
--- a/src/decode.c
+++ b/src/decode.c
@@ -400,6 +400,8 @@ static void decodeParent(void)
/** the position of the first chunk in the next song */
int next = -1;
+ ob_set_lazy(0);
+
if (waitOnDecode(&decodeWaitedOn) < 0)
return;
@@ -421,9 +423,11 @@ static void decodeParent(void)
/* not enough decoded buffer space yet */
player_sleep();
continue;
- } else
+ } else {
/* buffering is complete */
buffering = 0;
+ ob_set_lazy(1);
+ }
}
if (decodeWaitedOn) {
@@ -513,6 +517,7 @@ static void decodeParent(void)
}
nextChunk = ob_absolute(crossFadeChunks);
if (nextChunk >= 0) {
+ ob_set_lazy(1);
crossFade(beginChunk,
ob_get_chunk(nextChunk),
&(ob.audioFormat),
@@ -529,6 +534,7 @@ static void decodeParent(void)
} else {
/* wait for the
decoder */
+ ob_set_lazy(0);
player_sleep();
continue;
}
diff --git a/src/outputBuffer.c b/src/outputBuffer.c
index 6732d0e7a..b0cfc00df 100644
--- a/src/outputBuffer.c
+++ b/src/outputBuffer.c
@@ -31,6 +31,7 @@ void ob_init(unsigned int size)
ob.size = size;
ob.begin = 0;
ob.end = 0;
+ ob.lazy = 0;
ob.chunks[0].chunkSize = 0;
}
@@ -61,7 +62,7 @@ static inline unsigned successor(unsigned i)
*/
static void output_buffer_expand(unsigned i)
{
- int was_empty = ob_is_empty();
+ int was_empty = !ob.lazy || ob_is_empty();
assert(i == (ob.end + 1) % ob.size);
assert(i != ob.end);
@@ -91,6 +92,11 @@ void ob_flush(void)
}
}
+void ob_set_lazy(int lazy)
+{
+ ob.lazy = lazy;
+}
+
int ob_is_empty(void)
{
return ob.begin == ob.end;
diff --git a/src/outputBuffer.h b/src/outputBuffer.h
index 6e9d7c49f..4aea59120 100644
--- a/src/outputBuffer.h
+++ b/src/outputBuffer.h
@@ -53,6 +53,10 @@ typedef struct _OutputBuffer {
/** the index after the last decoded chunk */
unsigned int volatile end;
+ /** non-zero if the player thread should only we woken up if
+ the buffer becomes non-empty */
+ int lazy;
+
AudioFormat audioFormat;
ConvState convState;
} OutputBuffer;
@@ -65,6 +69,14 @@ void ob_clear(void);
void ob_flush(void);
+/**
+ * When a chunk is decoded, we wake up the player thread to tell him
+ * about it. In "lazy" mode, we only wake him up when the buffer was
+ * previously empty, i.e. when the player thread has really been
+ * waiting for us.
+ */
+void ob_set_lazy(int lazy);
+
/** is the buffer empty? */
int ob_is_empty(void);