player/Thread: even more fine-grained unlocking
Use one single std::lock_guard in Run(), and replace the manual Lock()/Unlock() calls.
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parent
15a54230f1
commit
27b0a581a6
@ -332,6 +332,11 @@ private:
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*/
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bool SendSilence() noexcept;
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unsigned UnlockCheckOutputs() noexcept {
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const ScopeUnlock unlock(pc.mutex);
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return pc.outputs.Check();
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}
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/**
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* Player lock must be held before calling.
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*/
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@ -970,7 +975,7 @@ Player::Run() noexcept
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{
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pipe = new MusicPipe();
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pc.Lock();
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const std::lock_guard<Mutex> lock(pc.mutex);
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StartDecoder(*pipe);
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ActivateDecoder();
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@ -984,7 +989,7 @@ Player::Run() noexcept
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if (pc.command == PlayerCommand::STOP ||
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pc.command == PlayerCommand::EXIT ||
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pc.command == PlayerCommand::CLOSE_AUDIO) {
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pc.Unlock();
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const ScopeUnlock unlock(pc.mutex);
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pc.outputs.Cancel();
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break;
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}
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@ -1018,10 +1023,8 @@ Player::Run() noexcept
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if (decoder_starting) {
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/* wait until the decoder is initialized completely */
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if (!CheckDecoderStartup()) {
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pc.Unlock();
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if (!CheckDecoderStartup())
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break;
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}
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continue;
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}
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@ -1062,11 +1065,7 @@ Player::Run() noexcept
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xfade_state = CrossFadeState::DISABLED;
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}
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pc.Unlock();
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if (paused) {
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pc.Lock();
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if (pc.command == PlayerCommand::NONE)
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pc.Wait();
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continue;
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@ -1074,14 +1073,13 @@ Player::Run() noexcept
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/* at least one music chunk is ready - send it
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to the audio output */
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const ScopeUnlock unlock(pc.mutex);
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PlayNextChunk();
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} else if (pc.outputs.Check() > 0) {
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} else if (UnlockCheckOutputs() > 0) {
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/* not enough data from decoder, but the
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output thread is still busy, so it's
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okay */
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pc.Lock();
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/* wake up the decoder (just in case it's
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waiting for space in the MusicBuffer) and
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wait for it */
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@ -1091,14 +1089,16 @@ Player::Run() noexcept
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} else if (IsDecoderAtNextSong()) {
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/* at the beginning of a new song */
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const ScopeUnlock unlock(pc.mutex);
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SongBorder();
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} else if (dc.LockIsIdle()) {
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} else if (dc.IsIdle()) {
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/* check the size of the pipe again, because
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the decoder thread may have added something
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since we last checked */
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if (pipe->IsEmpty()) {
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/* wait for the hardware to finish
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playback */
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const ScopeUnlock unlock(pc.mutex);
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pc.outputs.Drain();
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break;
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}
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@ -1106,6 +1106,7 @@ Player::Run() noexcept
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/* the decoder is too busy and hasn't provided
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new PCM data in time: send silence (if the
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output pipe is empty) */
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const ScopeUnlock unlock(pc.mutex);
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if (throttle_silence_log.CheckUpdate(std::chrono::seconds(5)))
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FormatWarning(player_domain, "Decoder is too slow; playing silence to avoid xrun");
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@ -1113,12 +1114,8 @@ Player::Run() noexcept
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if (!SendSilence())
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break;
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}
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pc.Lock();
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}
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const std::lock_guard<Mutex> lock(pc.mutex);
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StopDecoder();
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ClearAndDeletePipe();
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