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