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decoder_control.thread contains the handle of the decoder thread, or
NULL if the decoder thread isn't running.
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When MPD exits, it should manually free all resources in use, to allow
easy memory leak debugging. Make the decoder thread terminate during
that.
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The player did not care about the exact error value, it only checked
whether an error has occured. This could fit well into
decoder_control.state - introduce a new state "DECODE_STATE_ERROR".
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Renamed variables and functions.
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Don't return 0/-1 on success/error, but true/false. Instead of int,
use bool for storing flags.
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When there are standardized headers, use these instead of the bloated
os_compat.h.
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Typedefs shouldn't be used, use the bare struct names instead.
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Again, a data type which can be forward-declared.
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Destroy the mutex when it is not used anymore.
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Now that "dc" is available here, we don't have to pass it to
decoder_is_idle() and decoder_is_starting() anymore.
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The source "decoder_control.c" provides an API for controlling the
decoder. This replaces various direct accesses to the DecoderControl
struct.
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