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-rw-r--r--NEWS1
-rw-r--r--src/DecoderControl.cxx5
-rw-r--r--src/DecoderControl.hxx17
-rw-r--r--src/PlayerThread.cxx31
4 files changed, 30 insertions, 24 deletions
diff --git a/NEWS b/NEWS
index 6cccb5953..6e4bb5439 100644
--- a/NEWS
+++ b/NEWS
@@ -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);