player/Thread: move player_command_finished() to PlayerControl
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e6b37703da
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@ -263,6 +263,12 @@ struct PlayerControl {
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ClientSignal();
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}
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void LockCommandFinished() {
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Lock();
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CommandFinished();
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Unlock();
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}
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private:
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/**
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* Wait for the command to be finished by the player thread.
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@ -310,14 +310,6 @@ public:
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void Run();
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};
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static void
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player_command_finished(PlayerControl &pc)
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{
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pc.Lock();
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pc.CommandFinished();
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pc.Unlock();
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}
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void
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Player::StartDecoder(MusicPipe &_pipe)
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{
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@ -581,7 +573,7 @@ Player::SeekDecoder()
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while (decoder_starting) {
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if (!CheckDecoderStartup()) {
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/* decoder failure */
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player_command_finished(pc);
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pc.LockCommandFinished();
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return false;
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}
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}
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@ -597,13 +589,13 @@ Player::SeekDecoder()
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if (!dc.Seek(where + start_time)) {
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/* decoder failure */
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player_command_finished(pc);
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pc.LockCommandFinished();
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return false;
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}
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elapsed_time = where;
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player_command_finished(pc);
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pc.LockCommandFinished();
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assert(xfade_state == CrossFadeState::UNKNOWN);
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@ -1190,7 +1182,7 @@ player_task(void *arg)
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pc.outputs.Close();
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player_command_finished(pc);
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pc.LockCommandFinished();
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return;
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case PlayerCommand::CANCEL:
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