/* * 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 #include #include #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; MusicBuffer &buffer; MusicPipe *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, MusicBuffer &_buffer) :pc(_pc), dc(_dc), buffer(_buffer), 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 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, MusicPipe &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 */ dc->pipe->Clear(player->buffer); if (dc->pipe != player->pipe) delete 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 = player->buffer.Allocate(); 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()); player->buffer.Return(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 */ player->pipe->Clear(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 */ player->pipe->Clear(player->buffer); delete 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, MusicBuffer &buffer, const AudioFormat format, Error &error) { assert(chunk->CheckFormat(format)); if (chunk->tag != NULL) update_song_tag(song, *chunk->tag); if (chunk->length == 0) { buffer.Return(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 = player->pipe->GetSize()) <= player->cross_fade_chunks) { /* perform cross fade */ music_chunk *other_chunk = dc->pipe->Shift(); 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 = player->pipe->Shift(); 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 */ player->buffer.Return(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 = player->pipe->Shift(); 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->buffer, player->play_audio_format, error)) { g_warning("%s", error.GetMessage()); player->buffer.Return(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() && dc->pipe->GetSize() <= (pc->buffered_before_play + player->buffer.GetSize() * 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); delete 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, MusicBuffer &buffer) { player player(pc, dc, buffer); pc->Unlock(); player.pipe = new MusicPipe(); player_dc_start(&player, *player.pipe); if (!player_wait_for_decoder(&player)) { assert(player.song == NULL); player_dc_stop(&player); player_command_finished(pc); delete 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 (player.pipe->GetSize() < 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, *new MusicPipe()); } 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, player.buffer.GetSize() - 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 (!player.pipe->IsEmpty()) { /* 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 (player.pipe->IsEmpty()) { /* 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); player.pipe->Clear(player.buffer); delete 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); MusicBuffer buffer(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, buffer); 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); assert(buffer.IsEmptyUnsafe()); 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(); 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 }