PlayerThread: use pc.cond instead of main_cond
The main_cond variable was completely unnecessary. The pc.cond object can be used for both main->pc and pc->main.
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ad15ca7104
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@ -98,8 +98,6 @@ enum {
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GThread *main_task;
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GThread *main_task;
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GMainLoop *main_loop;
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GMainLoop *main_loop;
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GCond *main_cond;
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Partition *global_partition;
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Partition *global_partition;
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static bool
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static bool
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@ -404,7 +402,6 @@ int mpd_main(int argc, char *argv[])
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main_task = g_thread_self();
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main_task = g_thread_self();
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main_loop = g_main_loop_new(NULL, FALSE);
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main_loop = g_main_loop_new(NULL, FALSE);
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main_cond = g_cond_new();
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GlobalEvents::Initialize();
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GlobalEvents::Initialize();
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GlobalEvents::Register(GlobalEvents::IDLE, idle_event_emitted);
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GlobalEvents::Register(GlobalEvents::IDLE, idle_event_emitted);
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@ -536,7 +533,6 @@ int mpd_main(int argc, char *argv[])
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sticker_global_finish();
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sticker_global_finish();
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#endif
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#endif
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g_cond_free(main_cond);
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GlobalEvents::Deinitialize();
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GlobalEvents::Deinitialize();
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playlist_list_global_finish();
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playlist_list_global_finish();
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@ -26,8 +26,6 @@ extern GThread *main_task;
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extern GMainLoop *main_loop;
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extern GMainLoop *main_loop;
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extern GCond *main_cond;
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extern struct Partition *global_partition;
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extern struct Partition *global_partition;
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/**
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/**
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@ -76,7 +76,7 @@ static void
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player_command_wait_locked(struct player_control *pc)
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player_command_wait_locked(struct player_control *pc)
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{
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{
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while (pc->command != PLAYER_COMMAND_NONE)
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while (pc->command != PLAYER_COMMAND_NONE)
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g_cond_wait(main_cond, pc->mutex);
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g_cond_wait(pc->cond, pc->mutex);
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}
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}
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static void
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static void
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@ -147,7 +147,7 @@ player_command_finished_locked(struct player_control *pc)
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assert(pc->command != PLAYER_COMMAND_NONE);
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assert(pc->command != PLAYER_COMMAND_NONE);
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pc->command = PLAYER_COMMAND_NONE;
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pc->command = PLAYER_COMMAND_NONE;
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g_cond_signal(main_cond);
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g_cond_signal(pc->cond);
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}
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}
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static void
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static void
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