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* audio_output: added method pause()Max Kellermann2008-09-291-1/+1
| | | | | | | | | | | | pause() puts the audio output into pause mode: if supported, it may perform a special action, which keeps the device open, but does not play anything. Output plugins like "shout" might want to play silence during pause, so their clients won't be disconnected. Plugins which do not support pausing will simply be closed, and have to be reopened when unpaused. This pach includes an implementation for the shout plugin, which sends silence chunks.
* notify: protect notify->pending with the mutexMax Kellermann2008-09-261-2/+0
| | | | | | | | | | There was a known deadlocking bug in the notify library: when the other thread set notify->pending after the according check in notify_wait(), the latter thread was deadlocked. Resolve this by synchronizing all accesses to notify->pending with the notify object's mutex. Since notify_signal_sync() was never used, we can remove it. As a consequence, we don't need notify_enter() and notify_leave() anymore; eliminate them, too.
* audio_format: converted typedef AudioFormat to struct audio_formatMax Kellermann2008-09-071-1/+1
| | | | | Get rid of CamelCase, and don't use a typedef, so we can forward-declare it, and unclutter the include dependencies.
* moved player_command_finished() to player_thread.cMax Kellermann2008-08-261-0/+8
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* moved code to pc_init(), dc_init()Max Kellermann2008-08-261-3/+2
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* renamed player.c to player_control.cMax Kellermann2008-08-261-1/+1
| | | | | Give player.c a better name, meaning that the code is used to control the player thread.
* renamed decode.h to decoder_control.hMax Kellermann2008-08-261-1/+1
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* moved global variable "pc" to player.hMax Kellermann2008-08-261-0/+1
| | | | | This is the last of the three variables. Now we don't need playerData.h anymore in most sources.
* moved variable "dc" to decode.hMax Kellermann2008-08-261-6/+7
| | | | | Now that "dc" is available here, we don't have to pass it to decoder_is_idle() and decoder_is_starting() anymore.
* player_thread: removed decode(), renamed decodeParent()Max Kellermann2008-08-261-15/+4
| | | | | decode() is a trivial wrapper for decodeParent(). Merge both and rename them to do_play().
* hide DecoderControl accesses in inline functionsMax Kellermann2008-08-261-10/+6
| | | | | | Unfortunately, we have to pass the DecoderControl pointer to these inline functions, because the global variable "dc" may not be available here. This will be fixed later.
* check for decoder error before state!=STARTMax Kellermann2008-08-261-9/+8
| | | | | When dc->error!=NOERROR, we do not need to check state!=START. Simplify the checks by moving the error check to the top.
* don't reset dc->command in quitDecode()Max Kellermann2008-08-261-1/+0
| | | | | | The decoder thread is responsible for resetting dc->command after a command was executed. As a consequence, we can assume that dc->command is already NONE after decoder_stop().
* added decoder_control.cMax Kellermann2008-08-261-50/+17
| | | | | | The source "decoder_control.c" provides an API for controlling the decoder. This replaces various direct accesses to the DecoderControl struct.
* fix a comment regarding the player queueMax Kellermann2008-08-261-1/+1
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* rewrote playerKill()Max Kellermann2008-08-261-0/+8
| | | | | | | playerKill() was marked as deprecated, but it seems like a good idea to do proper cleanup in all threads (e.g. for usable valgrind results). Introduce the command "EXIT" which makes the player thread exit cleanly.
* player: don't call STOP before CLOSE_AUDIOMax Kellermann2008-08-261-1/+2
| | | | | | | | | playerWait() stops the player thread (twice!) and closes the output device. It should be well enough to just send CLOSE_AUDIO, without STOP. This requires a tiny change to the player thread code: make it break when CLOSE_AUDIO is sent.
* assert song->url != NULLMax Kellermann2008-08-261-0/+4
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* don't call quitDecode() in waitOnDecode()Max Kellermann2008-08-261-2/+3
| | | | | To make the code more consistent, call quitDecode() only at the end of decodeParent().
* moved code to player_thread.cMax Kellermann2008-08-261-0/+466
Move code which runs in the player thread to player_thread.c. Having a lot of player thread code in decode.c isn't easy to understand.