diff options
Diffstat (limited to '')
-rw-r--r-- | NEWS | 1 | ||||
-rw-r--r-- | src/DecoderControl.cxx | 5 | ||||
-rw-r--r-- | src/DecoderControl.hxx | 17 | ||||
-rw-r--r-- | src/PlayerThread.cxx | 31 |
4 files changed, 30 insertions, 24 deletions
@@ -34,6 +34,7 @@ ver 0.18 (2012/??/??) - mvp: remove obsolete plugin * improved decoder/output error reporting * eliminate timer wakeup on idle MPD +* fix unresponsive MPD while waiting for stream ver 0.17.6 (2013/10/14) * mixer: diff --git a/src/DecoderControl.cxx b/src/DecoderControl.cxx index 299acac8c..d76580cbb 100644 --- a/src/DecoderControl.cxx +++ b/src/DecoderControl.cxx @@ -26,8 +26,9 @@ #include <assert.h> -DecoderControl::DecoderControl() - :state(DecoderState::STOP), +DecoderControl::DecoderControl(Mutex &_mutex, Cond &_client_cond) + :mutex(_mutex), client_cond(_client_cond), + state(DecoderState::STOP), command(DecoderCommand::NONE), song(nullptr), replay_gain_db(0), replay_gain_prev_db(0) {} diff --git a/src/DecoderControl.hxx b/src/DecoderControl.hxx index 4b3137108..23cb394ca 100644 --- a/src/DecoderControl.hxx +++ b/src/DecoderControl.hxx @@ -62,8 +62,13 @@ struct DecoderControl { /** * This lock protects #state and #command. + * + * This is usually a reference to PlayerControl::mutex, so + * that both player thread and decoder thread share a mutex. + * This simplifies synchronization with #cond and + * #client_cond. */ - mutable Mutex mutex; + Mutex &mutex; /** * Trigger this object after you have modified #command. This @@ -75,8 +80,10 @@ struct DecoderControl { /** * The trigger of this object's client. It is signalled * whenever an event occurs. + * + * This is usually a reference to PlayerControl::cond. */ - Cond client_cond; + Cond &client_cond; DecoderState state; DecoderCommand command; @@ -143,7 +150,11 @@ struct DecoderControl { MixRampInfo mix_ramp, previous_mix_ramp; - DecoderControl(); + /** + * @param _mutex see #mutex + * @param _client_cond see #client_cond + */ + DecoderControl(Mutex &_mutex, Cond &_client_cond); ~DecoderControl(); /** diff --git a/src/PlayerThread.cxx b/src/PlayerThread.cxx index 79bfc4018..7273a3300 100644 --- a/src/PlayerThread.cxx +++ b/src/PlayerThread.cxx @@ -322,9 +322,9 @@ Player::WaitForDecoder() queued = false; - Error error = dc.LockGetError(); + pc.Lock(); + Error error = dc.GetError(); if (error.IsDefined()) { - pc.Lock(); pc.SetError(PlayerError::DECODER, std::move(error)); pc.next_song->Free(); @@ -347,8 +347,6 @@ Player::WaitForDecoder() player_check_decoder_startup() */ decoder_starting = true; - pc.Lock(); - /* update PlayerControl's song information */ pc.total_time = pc.next_song->GetDuration(); pc.bit_rate = 0; @@ -429,14 +427,11 @@ Player::CheckDecoderStartup() { assert(decoder_starting); - dc.Lock(); + pc.Lock(); Error error = dc.GetError(); if (error.IsDefined()) { /* the decoder failed */ - dc.Unlock(); - - pc.Lock(); pc.SetError(PlayerError::DECODER, std::move(error)); pc.Unlock(); @@ -444,7 +439,7 @@ Player::CheckDecoderStartup() } else if (!dc.IsStarting()) { /* the decoder is ready and ok */ - dc.Unlock(); + pc.Unlock(); if (output_open && !audio_output_all_wait(pc, 1)) @@ -475,7 +470,7 @@ Player::CheckDecoderStartup() /* the decoder is not yet ready; wait some more */ dc.WaitForDecoder(); - dc.Unlock(); + pc.Unlock(); return true; } @@ -807,19 +802,19 @@ Player::PlayNextChunk() } else { /* there are not enough decoded chunks yet */ - dc.Lock(); + pc.Lock(); if (dc.IsIdle()) { /* the decoder isn't running, abort cross fading */ - dc.Unlock(); + pc.Unlock(); xfade_state = CrossFadeState::DISABLED; } else { /* wait for the decoder */ dc.Signal(); dc.WaitForDecoder(); - dc.Unlock(); + pc.Unlock(); return true; } @@ -865,12 +860,12 @@ Player::PlayNextChunk() /* 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(); + pc.Lock(); if (!dc.IsIdle() && dc.pipe->GetSize() <= (pc.buffered_before_play + buffer.GetSize() * 3) / 4) dc.Signal(); - dc.Unlock(); + pc.Unlock(); return true; } @@ -957,11 +952,9 @@ Player::Run() !SendSilence()) break; - dc.Lock(); + pc.Lock(); /* XXX race condition: check decoder again */ dc.WaitForDecoder(); - dc.Unlock(); - pc.Lock(); continue; } else { /* buffering is complete */ @@ -1107,7 +1100,7 @@ player_task(void *arg) { PlayerControl &pc = *(PlayerControl *)arg; - DecoderControl dc; + DecoderControl dc(pc.mutex, pc.cond); decoder_thread_start(dc); MusicBuffer buffer(pc.buffer_chunks); |