thread/Mutex: remove ScopeLock, use std::lock_guard directly

This commit is contained in:
Max Kellermann
2017-01-03 07:11:57 +01:00
parent a42021655c
commit 2e182e84c3
51 changed files with 158 additions and 160 deletions

View File

@@ -64,7 +64,7 @@ PlayerControl::Play(DetachedSong *song)
{
assert(song != nullptr);
const ScopeLock protect(mutex);
const std::lock_guard<Mutex> protect(mutex);
SeekLocked(song, SongTime::zero());
if (state == PlayerState::PAUSE)
@@ -118,14 +118,14 @@ PlayerControl::PauseLocked()
void
PlayerControl::LockPause()
{
const ScopeLock protect(mutex);
const std::lock_guard<Mutex> protect(mutex);
PauseLocked();
}
void
PlayerControl::LockSetPause(bool pause_flag)
{
const ScopeLock protect(mutex);
const std::lock_guard<Mutex> protect(mutex);
switch (state) {
case PlayerState::STOP:
@@ -146,7 +146,7 @@ PlayerControl::LockSetPause(bool pause_flag)
void
PlayerControl::LockSetBorderPause(bool _border_pause)
{
const ScopeLock protect(mutex);
const std::lock_guard<Mutex> protect(mutex);
border_pause = _border_pause;
}
@@ -155,7 +155,7 @@ PlayerControl::LockGetStatus()
{
player_status status;
const ScopeLock protect(mutex);
const std::lock_guard<Mutex> protect(mutex);
SynchronousCommand(PlayerCommand::REFRESH);
status.state = state;
@@ -183,14 +183,14 @@ PlayerControl::SetError(PlayerError type, std::exception_ptr &&_error)
void
PlayerControl::LockClearError()
{
const ScopeLock protect(mutex);
const std::lock_guard<Mutex> protect(mutex);
ClearError();
}
void
PlayerControl::LockSetTaggedSong(const DetachedSong &song)
{
const ScopeLock protect(mutex);
const std::lock_guard<Mutex> protect(mutex);
delete tagged_song;
tagged_song = new DetachedSong(song);
}
@@ -207,7 +207,7 @@ PlayerControl::LockEnqueueSong(DetachedSong *song)
{
assert(song != nullptr);
const ScopeLock protect(mutex);
const std::lock_guard<Mutex> protect(mutex);
EnqueueSongLocked(song);
}
@@ -246,7 +246,7 @@ PlayerControl::LockSeek(DetachedSong *song, SongTime t)
assert(song != nullptr);
{
const ScopeLock protect(mutex);
const std::lock_guard<Mutex> protect(mutex);
SeekLocked(song, t);
}

View File

@@ -224,7 +224,7 @@ struct PlayerControl final : AudioOutputClient {
* this function.
*/
void LockSignal() {
const ScopeLock protect(mutex);
const std::lock_guard<Mutex> protect(mutex);
Signal();
}
@@ -277,7 +277,7 @@ struct PlayerControl final : AudioOutputClient {
}
void LockCommandFinished() {
const ScopeLock protect(mutex);
const std::lock_guard<Mutex> protect(mutex);
CommandFinished();
}
@@ -294,7 +294,7 @@ struct PlayerControl final : AudioOutputClient {
bool WaitOutputConsumed(unsigned threshold);
bool LockWaitOutputConsumed(unsigned threshold) {
const ScopeLock protect(mutex);
const std::lock_guard<Mutex> protect(mutex);
return WaitOutputConsumed(threshold);
}
@@ -333,7 +333,7 @@ private:
* object.
*/
void LockSynchronousCommand(PlayerCommand cmd) {
const ScopeLock protect(mutex);
const std::lock_guard<Mutex> protect(mutex);
SynchronousCommand(cmd);
}
@@ -376,7 +376,7 @@ public:
}
bool LockApplyBorderPause() {
const ScopeLock lock(mutex);
const std::lock_guard<Mutex> lock(mutex);
return ApplyBorderPause();
}
@@ -410,7 +410,7 @@ public:
}
void LockSetOutputError(std::exception_ptr &&_error) {
const ScopeLock lock(mutex);
const std::lock_guard<Mutex> lock(mutex);
SetOutputError(std::move(_error));
}
@@ -429,7 +429,7 @@ public:
* Like CheckRethrowError(), but locks and unlocks the object.
*/
void LockCheckRethrowError() const {
const ScopeLock protect(mutex);
const std::lock_guard<Mutex> protect(mutex);
CheckRethrowError();
}
@@ -462,7 +462,7 @@ public:
* Like ReadTaggedSong(), but locks and unlocks the object.
*/
DetachedSong *LockReadTaggedSong() {
const ScopeLock protect(mutex);
const std::lock_guard<Mutex> protect(mutex);
return ReadTaggedSong();
}
@@ -521,7 +521,7 @@ public:
}
void LockSetReplayGainMode(ReplayGainMode _mode) {
const ScopeLock protect(mutex);
const std::lock_guard<Mutex> protect(mutex);
replay_gain_mode = _mode;
}

View File

@@ -213,7 +213,7 @@ private:
* allowed to be used while a command is being handled.
*/
bool WaitDecoderStartup() {
const ScopeLock lock(pc.mutex);
const std::lock_guard<Mutex> lock(pc.mutex);
while (decoder_starting) {
if (!CheckDecoderStartup()) {
@@ -351,7 +351,7 @@ Player::StartDecoder(MusicPipe &_pipe)
{
/* copy ReplayGain parameters to the decoder */
const ScopeLock protect(pc.mutex);
const std::lock_guard<Mutex> protect(pc.mutex);
dc.replay_gain_mode = pc.replay_gain_mode;
}
@@ -406,7 +406,7 @@ Player::ActivateDecoder()
queued = false;
{
const ScopeLock lock(pc.mutex);
const std::lock_guard<Mutex> lock(pc.mutex);
pc.ClearTaggedSong();
@@ -787,7 +787,7 @@ play_chunk(PlayerControl &pc,
}
{
const ScopeLock lock(pc.mutex);
const std::lock_guard<Mutex> lock(pc.mutex);
pc.bit_rate = chunk->bit_rate;
}
@@ -863,7 +863,7 @@ Player::PlayNextChunk()
} else {
/* there are not enough decoded chunks yet */
const ScopeLock lock(pc.mutex);
const std::lock_guard<Mutex> lock(pc.mutex);
if (dc.IsIdle()) {
/* the decoder isn't running, abort
@@ -911,7 +911,7 @@ Player::PlayNextChunk()
return false;
}
const ScopeLock lock(pc.mutex);
const std::lock_guard<Mutex> lock(pc.mutex);
/* this formula should prevent that the decoder gets woken up
with each chunk; it is more efficient to make it decode a