/*
* Copyright (C) 2003-2013 The Music Player Daemon Project
* http://www.musicpd.org
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along
* with this program; if not, write to the Free Software Foundation, Inc.,
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#include "config.h"
#include "PlayerThread.hxx"
#include "DecoderThread.hxx"
#include "DecoderControl.hxx"
#include "MusicPipe.hxx"
#include "MusicBuffer.hxx"
#include "MusicChunk.hxx"
#include "Song.hxx"
#include "Main.hxx"
#include "system/FatalError.hxx"
#include "CrossFade.hxx"
#include "PlayerControl.hxx"
#include "OutputAll.hxx"
#include "tag/Tag.hxx"
#include "Idle.hxx"
#include "GlobalEvents.hxx"
#include <cmath>
#include <glib.h>
#include <string.h>
#undef G_LOG_DOMAIN
#define G_LOG_DOMAIN "player_thread"
enum xfade_state {
XFADE_DISABLED = -1,
XFADE_UNKNOWN = 0,
XFADE_ENABLED = 1
};
struct player {
struct player_control *pc;
struct decoder_control *dc;
struct music_pipe *pipe;
/**
* are we waiting for buffered_before_play?
*/
bool buffering;
/**
* true if the decoder is starting and did not provide data
* yet
*/
bool decoder_starting;
/**
* is the player paused?
*/
bool paused;
/**
* is there a new song in pc.next_song?
*/
bool queued;
/**
* Was any audio output opened successfully? It might have
* failed meanwhile, but was not explicitly closed by the
* player thread. When this flag is unset, some output
* methods must not be called.
*/
bool output_open;
/**
* the song currently being played
*/
Song *song;
/**
* is cross fading enabled?
*/
enum xfade_state xfade;
/**
* has cross-fading begun?
*/
bool cross_fading;
/**
* The number of chunks used for crossfading.
*/
unsigned cross_fade_chunks;
/**
* The tag of the "next" song during cross-fade. It is
* postponed, and sent to the output thread when the new song
* really begins.
*/
Tag *cross_fade_tag;
/**
* The current audio format for the audio outputs.
*/
AudioFormat play_audio_format;
/**
* The time stamp of the chunk most recently sent to the
* output thread. This attribute is only used if
* audio_output_all_get_elapsed_time() didn't return a usable
* value; the output thread can estimate the elapsed time more
* precisely.
*/
float elapsed_time;
player(player_control *_pc, decoder_control *_dc)
:pc(_pc), dc(_dc),
buffering(false),
decoder_starting(false),
paused(false),
queued(true),
output_open(false),
song(NULL),
xfade(XFADE_UNKNOWN),
cross_fading(false),
cross_fade_chunks(0),
cross_fade_tag(NULL),
elapsed_time(0.0) {}
};
static struct music_buffer *player_buffer;
static void
player_command_finished_locked(struct player_control *pc)
{
assert(pc->command != PLAYER_COMMAND_NONE);
pc->command = PLAYER_COMMAND_NONE;
pc->ClientSignal();
}
static void
player_command_finished(struct player_control *pc)
{
pc->Lock();
player_command_finished_locked(pc);
pc->Unlock();
}
/**
* Start the decoder.
*
* Player lock is not held.
*/
static void
player_dc_start(struct player *player, struct music_pipe *pipe)
{
struct player_control *pc = player->pc;
struct decoder_control *dc = player->dc;
assert(player->queued || pc->command == PLAYER_COMMAND_SEEK);
assert(pc->next_song != NULL);
unsigned start_ms = pc->next_song->start_ms;
if (pc->command == PLAYER_COMMAND_SEEK)
start_ms += (unsigned)(pc->seek_where * 1000);
dc->Start(pc->next_song->DupDetached(),
start_ms, pc->next_song->end_ms,
player_buffer, pipe);
}
/**
* Is the decoder still busy on the same song as the player?
*
* Note: this function does not check if the decoder is already
* finished.
*/
static bool
player_dc_at_current_song(const struct player *player)
{
assert(player != NULL);
assert(player->pipe != NULL);
return player->dc->pipe == player->pipe;
}
/**
* Returns true if the decoder is decoding the next song (or has begun
* decoding it, or has finished doing it), and the player hasn't
* switched to that song yet.
*/
static bool
player_dc_at_next_song(const struct player *player)
{
return player->dc->pipe != NULL && !player_dc_at_current_song(player);
}
/**
* Stop the decoder and clears (and frees) its music pipe.
*
* Player lock is not held.
*/
static void
player_dc_stop(struct player *player)
{
struct decoder_control *dc = player->dc;
dc->Stop();
if (dc->pipe != NULL) {
/* clear and free the decoder pipe */
music_pipe_clear(dc->pipe, player_buffer);
if (dc->pipe != player->pipe)
music_pipe_free(dc->pipe);
dc->pipe = NULL;
}
}
/**
* After the decoder has been started asynchronously, wait for the
* "START" command to finish. The decoder may not be initialized yet,
* i.e. there is no audio_format information yet.
*
* The player lock is not held.
*/
static bool
player_wait_for_decoder(struct player *player)
{
struct player_control *pc = player->pc;
struct decoder_control *dc = player->dc;
assert(player->queued || pc->command == PLAYER_COMMAND_SEEK);
assert(pc->next_song != NULL);
player->queued = false;
Error error = dc->LockGetError();
if (error.IsDefined()) {
pc->Lock();
pc->SetError(PLAYER_ERROR_DECODER, std::move(error));
pc->next_song->Free();
pc->next_song = NULL;
pc->Unlock();
return false;
}
if (player->song != NULL)
player->song->Free();
player->song = pc->next_song;
player->elapsed_time = 0.0;
/* set the "starting" flag, which will be cleared by
player_check_decoder_startup() */
player->decoder_starting = true;
pc->Lock();
/* update player_control's song information */
pc->total_time = pc->next_song->GetDuration();
pc->bit_rate = 0;
pc->audio_format.Clear();
/* clear the queued song */
pc->next_song = NULL;
pc->Unlock();
/* call syncPlaylistWithQueue() in the main thread */
GlobalEvents::Emit(GlobalEvents::PLAYLIST);
return true;
}
/**
* Returns the real duration of the song, comprising the duration
* indicated by the decoder plugin.
*/
static double
real_song_duration(const Song *song, double decoder_duration)
{
assert(song != NULL);
if (decoder_duration <= 0.0)
/* the decoder plugin didn't provide information; fall
back to Song::GetDuration() */
return song->GetDuration();
if (song->end_ms > 0 && song->end_ms / 1000.0 < decoder_duration)
return (song->end_ms - song->start_ms) / 1000.0;
return decoder_duration - song->start_ms / 1000.0;
}
/**
* Wrapper for audio_output_all_open(). Upon failure, it pauses the
* player.
*
* @return true on success
*/
static bool
player_open_output(struct player *player)
{
struct player_control *pc = player->pc;
assert(player->play_audio_format.IsDefined());
assert(pc->state == PLAYER_STATE_PLAY ||
pc->state == PLAYER_STATE_PAUSE);
Error error;
if (audio_output_all_open(player->play_audio_format, player_buffer,
error)) {
player->output_open = true;
player->paused = false;
pc->Lock();
pc->state = PLAYER_STATE_PLAY;
pc->Unlock();
idle_add(IDLE_PLAYER);
return true;
} else {
g_warning("%s", error.GetMessage());
player->output_open = false;
/* pause: the user may resume playback as soon as an
audio output becomes available */
player->paused = true;
pc->Lock();
pc->SetError(PLAYER_ERROR_OUTPUT, std::move(error));
pc->state = PLAYER_STATE_PAUSE;
pc->Unlock();
idle_add(IDLE_PLAYER);
return false;
}
}
/**
* The decoder has acknowledged the "START" command (see
* player_wait_for_decoder()). This function checks if the decoder
* initialization has completed yet.
*
* The player lock is not held.
*/
static bool
player_check_decoder_startup(struct player *player)
{
struct player_control *pc = player->pc;
struct decoder_control *dc = player->dc;
assert(player->decoder_starting);
dc->Lock();
Error error = dc->GetError();
if (error.IsDefined()) {
/* the decoder failed */
dc->Unlock();
pc->Lock();
pc->SetError(PLAYER_ERROR_DECODER, std::move(error));
pc->Unlock();
return false;
} else if (!dc->IsStarting()) {
/* the decoder is ready and ok */
dc->Unlock();
if (player->output_open &&
!audio_output_all_wait(pc, 1))
/* the output devices havn't finished playing
all chunks yet - wait for that */
return true;
pc->Lock();
pc->total_time = real_song_duration(dc->song, dc->total_time);
pc->audio_format = dc->in_audio_format;
pc->Unlock();
idle_add(IDLE_PLAYER);
player->play_audio_format = dc->out_audio_format;
player->decoder_starting = false;
if (!player->paused && !player_open_output(player)) {
char *uri = dc->song->GetURI();
g_warning("problems opening audio device "
"while playing \"%s\"", uri);
g_free(uri);
return true;
}
return true;
} else {
/* the decoder is not yet ready; wait
some more */
dc->WaitForDecoder();
dc->Unlock();
return true;
}
}
/**
* Sends a chunk of silence to the audio outputs. This is called when
* there is not enough decoded data in the pipe yet, to prevent
* underruns in the hardware buffers.
*
* The player lock is not held.
*/
static bool
player_send_silence(struct player *player)
{
assert(player->output_open);
assert(player->play_audio_format.IsDefined());
struct music_chunk *chunk = music_buffer_allocate(player_buffer);
if (chunk == NULL) {
g_warning("Failed to allocate silence buffer");
return false;
}
#ifndef NDEBUG
chunk->audio_format = player->play_audio_format;
#endif
const size_t frame_size = player->play_audio_format.GetFrameSize();
/* this formula ensures that we don't send
partial frames */
unsigned num_frames = sizeof(chunk->data) / frame_size;
chunk->times = -1.0; /* undefined time stamp */
chunk->length = num_frames * frame_size;
memset(chunk->data, 0, chunk->length);
Error error;
if (!audio_output_all_play(chunk, error)) {
g_warning("%s", error.GetMessage());
music_buffer_return(player_buffer, chunk);
return false;
}
return true;
}
/**
* This is the handler for the #PLAYER_COMMAND_SEEK command.
*
* The player lock is not held.
*/
static bool player_seek_decoder(struct player *player)
{
struct player_control *pc = player->pc;
Song *song = pc->next_song;
struct decoder_control *dc = player->dc;
assert(pc->next_song != NULL);
const unsigned start_ms = song->start_ms;
if (!dc->LockIsCurrentSong(song)) {
/* the decoder is already decoding the "next" song -
stop it and start the previous song again */
player_dc_stop(player);
/* clear music chunks which might still reside in the
pipe */
music_pipe_clear(player->pipe, player_buffer);
/* re-start the decoder */
player_dc_start(player, player->pipe);
if (!player_wait_for_decoder(player)) {
/* decoder failure */
player_command_finished(pc);
return false;
}
} else {
if (!player_dc_at_current_song(player)) {
/* the decoder is already decoding the "next" song,
but it is the same song file; exchange the pipe */
music_pipe_clear(player->pipe, player_buffer);
music_pipe_free(player->pipe);
player->pipe = dc->pipe;
}
pc->next_song->Free();
pc->next_song = NULL;
player->queued = false;
}
/* wait for the decoder to complete initialization */
while (player->decoder_starting) {
if (!player_check_decoder_startup(player)) {
/* decoder failure */
player_command_finished(pc);
return false;
}
}
/* send the SEEK command */
double where = pc->seek_where;
if (where > pc->total_time)
where = pc->total_time - 0.1;
if (where < 0.0)
where = 0.0;
if (!dc->Seek(where + start_ms / 1000.0)) {
/* decoder failure */
player_command_finished(pc);
return false;
}
player->elapsed_time = where;
player_command_finished(pc);
player->xfade = XFADE_UNKNOWN;
/* re-fill the buffer after seeking */
player->buffering = true;
audio_output_all_cancel();
return true;
}
/**
* Player lock must be held before calling.
*/
static void player_process_command(struct player *player)
{
struct player_control *pc = player->pc;
gcc_unused struct decoder_control *dc = player->dc;
switch (pc->command) {
case PLAYER_COMMAND_NONE:
case PLAYER_COMMAND_STOP:
case PLAYER_COMMAND_EXIT:
case PLAYER_COMMAND_CLOSE_AUDIO:
break;
case PLAYER_COMMAND_UPDATE_AUDIO:
pc->Unlock();
audio_output_all_enable_disable();
pc->Lock();
player_command_finished_locked(pc);
break;
case PLAYER_COMMAND_QUEUE:
assert(pc->next_song != NULL);
assert(!player->queued);
assert(!player_dc_at_next_song(player));
player->queued = true;
player_command_finished_locked(pc);
break;
case PLAYER_COMMAND_PAUSE:
pc->Unlock();
player->paused = !player->paused;
if (player->paused) {
audio_output_all_pause();
pc->Lock();
pc->state = PLAYER_STATE_PAUSE;
} else if (!player->play_audio_format.IsDefined()) {
/* the decoder hasn't provided an audio format
yet - don't open the audio device yet */
pc->Lock();
pc->state = PLAYER_STATE_PLAY;
} else {
player_open_output(player);
pc->Lock();
}
player_command_finished_locked(pc);
break;
case PLAYER_COMMAND_SEEK:
pc->Unlock();
player_seek_decoder(player);
pc->Lock();
break;
case PLAYER_COMMAND_CANCEL:
if (pc->next_song == NULL) {
/* the cancel request arrived too late, we're
already playing the queued song... stop
everything now */
pc->command = PLAYER_COMMAND_STOP;
return;
}
if (player_dc_at_next_song(player)) {
/* the decoder is already decoding the song -
stop it and reset the position */
pc->Unlock();
player_dc_stop(player);
pc->Lock();
}
pc->next_song->Free();
pc->next_song = NULL;
player->queued = false;
player_command_finished_locked(pc);
break;
case PLAYER_COMMAND_REFRESH:
if (player->output_open && !player->paused) {
pc->Unlock();
audio_output_all_check();
pc->Lock();
}
pc->elapsed_time = audio_output_all_get_elapsed_time();
if (pc->elapsed_time < 0.0)
pc->elapsed_time = player->elapsed_time;
player_command_finished_locked(pc);
break;
}
}
static void
update_song_tag(Song *song, const Tag &new_tag)
{
if (song->IsFile())
/* don't update tags of local files, only remote
streams may change tags dynamically */
return;
Tag *old_tag = song->tag;
song->tag = new Tag(new_tag);
delete old_tag;
/* the main thread will update the playlist version when he
receives this event */
GlobalEvents::Emit(GlobalEvents::TAG);
/* notify all clients that the tag of the current song has
changed */
idle_add(IDLE_PLAYER);
}
/**
* Plays a #music_chunk object (after applying software volume). If
* it contains a (stream) tag, copy it to the current song, so MPD's
* playlist reflects the new stream tag.
*
* Player lock is not held.
*/
static bool
play_chunk(struct player_control *pc,
Song *song, struct music_chunk *chunk,
const AudioFormat format,
Error &error)
{
assert(chunk->CheckFormat(format));
if (chunk->tag != NULL)
update_song_tag(song, *chunk->tag);
if (chunk->length == 0) {
music_buffer_return(player_buffer, chunk);
return true;
}
pc->Lock();
pc->bit_rate = chunk->bit_rate;
pc->Unlock();
/* send the chunk to the audio outputs */
if (!audio_output_all_play(chunk, error))
return false;
pc->total_play_time += (double)chunk->length /
format.GetTimeToSize();
return true;
}
/**
* Obtains the next chunk from the music pipe, optionally applies
* cross-fading, and sends it to all audio outputs.
*
* @return true on success, false on error (playback will be stopped)
*/
static bool
play_next_chunk(struct player *player)
{
struct player_control *pc = player->pc;
struct decoder_control *dc = player->dc;
if (!audio_output_all_wait(pc, 64))
/* the output pipe is still large enough, don't send
another chunk */
return true;
unsigned cross_fade_position;
struct music_chunk *chunk = NULL;
if (player->xfade == XFADE_ENABLED &&
player_dc_at_next_song(player) &&
(cross_fade_position = music_pipe_size(player->pipe))
<= player->cross_fade_chunks) {
/* perform cross fade */
struct music_chunk *other_chunk =
music_pipe_shift(dc->pipe);
if (!player->cross_fading) {
/* beginning of the cross fade - adjust
crossFadeChunks which might be bigger than
the remaining number of chunks in the old
song */
player->cross_fade_chunks = cross_fade_position;
player->cross_fading = true;
}
if (other_chunk != NULL) {
chunk = music_pipe_shift(player->pipe);
assert(chunk != NULL);
assert(chunk->other == NULL);
/* don't send the tags of the new song (which
is being faded in) yet; postpone it until
the current song is faded out */
player->cross_fade_tag =
Tag::MergeReplace(player->cross_fade_tag,
other_chunk->tag);
other_chunk->tag = NULL;
if (std::isnan(pc->mixramp_delay_seconds)) {
chunk->mix_ratio = ((float)cross_fade_position)
/ player->cross_fade_chunks;
} else {
chunk->mix_ratio = nan("");
}
if (other_chunk->IsEmpty()) {
/* the "other" chunk was a music_chunk
which had only a tag, but no music
data - we cannot cross-fade that;
but since this happens only at the
beginning of the new song, we can
easily recover by throwing it away
now */
music_buffer_return(player_buffer,
other_chunk);
other_chunk = NULL;
}
chunk->other = other_chunk;
} else {
/* there are not enough decoded chunks yet */
dc->Lock();
if (dc->IsIdle()) {
/* the decoder isn't running, abort
cross fading */
dc->Unlock();
player->xfade = XFADE_DISABLED;
} else {
/* wait for the decoder */
dc->Signal();
dc->WaitForDecoder();
dc->Unlock();
return true;
}
}
}
if (chunk == NULL)
chunk = music_pipe_shift(player->pipe);
assert(chunk != NULL);
/* insert the postponed tag if cross-fading is finished */
if (player->xfade != XFADE_ENABLED && player->cross_fade_tag != NULL) {
chunk->tag = Tag::MergeReplace(chunk->tag,
player->cross_fade_tag);
player->cross_fade_tag = NULL;
}
/* play the current chunk */
Error error;
if (!play_chunk(player->pc, player->song, chunk,
player->play_audio_format, error)) {
g_warning("%s", error.GetMessage());
music_buffer_return(player_buffer, chunk);
pc->Lock();
pc->SetError(PLAYER_ERROR_OUTPUT, std::move(error));
/* pause: the user may resume playback as soon as an
audio output becomes available */
pc->state = PLAYER_STATE_PAUSE;
player->paused = true;
pc->Unlock();
idle_add(IDLE_PLAYER);
return false;
}
/* this formula should prevent that the decoder gets woken up
with each chunk; it is more efficient to make it decode a
larger block at a time */
dc->Lock();
if (!dc->IsIdle() &&
music_pipe_size(dc->pipe) <= (pc->buffered_before_play +
music_buffer_size(player_buffer) * 3) / 4)
dc->Signal();
dc->Unlock();
return true;
}
/**
* This is called at the border between two songs: the audio output
* has consumed all chunks of the current song, and we should start
* sending chunks from the next one.
*
* The player lock is not held.
*
* @return true on success, false on error (playback will be stopped)
*/
static bool
player_song_border(struct player *player)
{
player->xfade = XFADE_UNKNOWN;
char *uri = player->song->GetURI();
g_message("played \"%s\"", uri);
g_free(uri);
music_pipe_free(player->pipe);
player->pipe = player->dc->pipe;
audio_output_all_song_border();
if (!player_wait_for_decoder(player))
return false;
struct player_control *const pc = player->pc;
pc->Lock();
const bool border_pause = pc->border_pause;
if (border_pause) {
player->paused = true;
pc->state = PLAYER_STATE_PAUSE;
}
pc->Unlock();
if (border_pause)
idle_add(IDLE_PLAYER);
return true;
}
/*
* The main loop of the player thread, during playback. This is
* basically a state machine, which multiplexes data between the
* decoder thread and the output threads.
*/
static void do_play(struct player_control *pc, struct decoder_control *dc)
{
player player(pc, dc);
pc->Unlock();
player.pipe = music_pipe_new();
player_dc_start(&player, player.pipe);
if (!player_wait_for_decoder(&player)) {
assert(player.song == NULL);
player_dc_stop(&player);
player_command_finished(pc);
music_pipe_free(player.pipe);
GlobalEvents::Emit(GlobalEvents::PLAYLIST);
pc->Lock();
return;
}
pc->Lock();
pc->state = PLAYER_STATE_PLAY;
if (pc->command == PLAYER_COMMAND_SEEK)
player.elapsed_time = pc->seek_where;
player_command_finished_locked(pc);
while (true) {
player_process_command(&player);
if (pc->command == PLAYER_COMMAND_STOP ||
pc->command == PLAYER_COMMAND_EXIT ||
pc->command == PLAYER_COMMAND_CLOSE_AUDIO) {
pc->Unlock();
audio_output_all_cancel();
break;
}
pc->Unlock();
if (player.buffering) {
/* buffering at the start of the song - wait
until the buffer is large enough, to
prevent stuttering on slow machines */
if (music_pipe_size(player.pipe) < pc->buffered_before_play &&
!dc->LockIsIdle()) {
/* not enough decoded buffer space yet */
if (!player.paused &&
player.output_open &&
audio_output_all_check() < 4 &&
!player_send_silence(&player))
break;
dc->Lock();
/* XXX race condition: check decoder again */
dc->WaitForDecoder();
dc->Unlock();
pc->Lock();
continue;
} else {
/* buffering is complete */
player.buffering = false;
}
}
if (player.decoder_starting) {
/* wait until the decoder is initialized completely */
if (!player_check_decoder_startup(&player))
break;
pc->Lock();
continue;
}
#ifndef NDEBUG
/*
music_pipe_check_format(&play_audio_format,
player.next_song_chunk,
&dc->out_audio_format);
*/
#endif
if (dc->LockIsIdle() && player.queued &&
dc->pipe == player.pipe) {
/* the decoder has finished the current song;
make it decode the next song */
assert(dc->pipe == NULL || dc->pipe == player.pipe);
player_dc_start(&player, music_pipe_new());
}
if (/* no cross-fading if MPD is going to pause at the
end of the current song */
!pc->border_pause &&
player_dc_at_next_song(&player) &&
player.xfade == XFADE_UNKNOWN &&
!dc->LockIsStarting()) {
/* enable cross fading in this song? if yes,
calculate how many chunks will be required
for it */
player.cross_fade_chunks =
cross_fade_calc(pc->cross_fade_seconds, dc->total_time,
pc->mixramp_db,
pc->mixramp_delay_seconds,
dc->replay_gain_db,
dc->replay_gain_prev_db,
dc->mixramp_start,
dc->mixramp_prev_end,
dc->out_audio_format,
player.play_audio_format,
music_buffer_size(player_buffer) -
pc->buffered_before_play);
if (player.cross_fade_chunks > 0) {
player.xfade = XFADE_ENABLED;
player.cross_fading = false;
} else
/* cross fading is disabled or the
next song is too short */
player.xfade = XFADE_DISABLED;
}
if (player.paused) {
pc->Lock();
if (pc->command == PLAYER_COMMAND_NONE)
pc->Wait();
continue;
} else if (!music_pipe_empty(player.pipe)) {
/* at least one music chunk is ready - send it
to the audio output */
play_next_chunk(&player);
} else if (audio_output_all_check() > 0) {
/* not enough data from decoder, but the
output thread is still busy, so it's
okay */
/* XXX synchronize in a better way */
g_usleep(10000);
} else if (player_dc_at_next_song(&player)) {
/* at the beginning of a new song */
if (!player_song_border(&player))
break;
} else if (dc->LockIsIdle()) {
/* check the size of the pipe again, because
the decoder thread may have added something
since we last checked */
if (music_pipe_empty(player.pipe)) {
/* wait for the hardware to finish
playback */
audio_output_all_drain();
break;
}
} else if (player.output_open) {
/* the decoder is too busy and hasn't provided
new PCM data in time: send silence (if the
output pipe is empty) */
if (!player_send_silence(&player))
break;
}
pc->Lock();
}
player_dc_stop(&player);
music_pipe_clear(player.pipe, player_buffer);
music_pipe_free(player.pipe);
delete player.cross_fade_tag;
if (player.song != NULL)
player.song->Free();
pc->Lock();
if (player.queued) {
assert(pc->next_song != NULL);
pc->next_song->Free();
pc->next_song = NULL;
}
pc->state = PLAYER_STATE_STOP;
pc->Unlock();
GlobalEvents::Emit(GlobalEvents::PLAYLIST);
pc->Lock();
}
static gpointer
player_task(gpointer arg)
{
struct player_control *pc = (struct player_control *)arg;
struct decoder_control *dc = new decoder_control();
decoder_thread_start(dc);
player_buffer = music_buffer_new(pc->buffer_chunks);
pc->Lock();
while (1) {
switch (pc->command) {
case PLAYER_COMMAND_SEEK:
case PLAYER_COMMAND_QUEUE:
assert(pc->next_song != NULL);
do_play(pc, dc);
break;
case PLAYER_COMMAND_STOP:
pc->Unlock();
audio_output_all_cancel();
pc->Lock();
/* fall through */
case PLAYER_COMMAND_PAUSE:
if (pc->next_song != NULL) {
pc->next_song->Free();
pc->next_song = NULL;
}
player_command_finished_locked(pc);
break;
case PLAYER_COMMAND_CLOSE_AUDIO:
pc->Unlock();
audio_output_all_release();
pc->Lock();
player_command_finished_locked(pc);
#ifndef NDEBUG
/* in the DEBUG build, check for leaked
music_chunk objects by freeing the
music_buffer */
music_buffer_free(player_buffer);
player_buffer = music_buffer_new(pc->buffer_chunks);
#endif
break;
case PLAYER_COMMAND_UPDATE_AUDIO:
pc->Unlock();
audio_output_all_enable_disable();
pc->Lock();
player_command_finished_locked(pc);
break;
case PLAYER_COMMAND_EXIT:
pc->Unlock();
dc->Quit();
delete dc;
audio_output_all_close();
music_buffer_free(player_buffer);
player_command_finished(pc);
return NULL;
case PLAYER_COMMAND_CANCEL:
if (pc->next_song != NULL) {
pc->next_song->Free();
pc->next_song = NULL;
}
player_command_finished_locked(pc);
break;
case PLAYER_COMMAND_REFRESH:
/* no-op when not playing */
player_command_finished_locked(pc);
break;
case PLAYER_COMMAND_NONE:
pc->Wait();
break;
}
}
}
void
player_create(struct player_control *pc)
{
assert(pc->thread == NULL);
#if GLIB_CHECK_VERSION(2,32,0)
pc->thread = g_thread_new("player", player_task, pc);
#else
GError *e = NULL;
pc->thread = g_thread_create(player_task, pc, true, &e);
if (pc->thread == NULL)
FatalError("Failed to spawn player task", e);
#endif
}