PlayerThread, ...: move to src/player/
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463
src/player/Control.hxx
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463
src/player/Control.hxx
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/*
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* Copyright (C) 2003-2015 The Music Player Daemon Project
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* http://www.musicpd.org
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program; if not, write to the Free Software Foundation, Inc.,
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* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#ifndef MPD_PLAYER_CONTROL_HXX
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#define MPD_PLAYER_CONTROL_HXX
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#include "AudioFormat.hxx"
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#include "thread/Mutex.hxx"
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#include "thread/Cond.hxx"
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#include "thread/Thread.hxx"
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#include "util/Error.hxx"
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#include "CrossFade.hxx"
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#include "Chrono.hxx"
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#include <stdint.h>
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class PlayerListener;
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class MultipleOutputs;
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class DetachedSong;
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enum class PlayerState : uint8_t {
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STOP,
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PAUSE,
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PLAY
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};
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enum class PlayerCommand : uint8_t {
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NONE,
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EXIT,
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STOP,
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PAUSE,
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SEEK,
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CLOSE_AUDIO,
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/**
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* At least one AudioOutput.enabled flag has been modified;
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* commit those changes to the output threads.
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*/
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UPDATE_AUDIO,
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/** PlayerControl.next_song has been updated */
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QUEUE,
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/**
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* cancel pre-decoding PlayerControl.next_song; if the player
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* has already started playing this song, it will completely
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* stop
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*/
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CANCEL,
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/**
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* Refresh status information in the #PlayerControl struct,
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* e.g. elapsed_time.
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*/
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REFRESH,
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};
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enum class PlayerError : uint8_t {
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NONE,
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/**
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* The decoder has failed to decode the song.
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*/
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DECODER,
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/**
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* The audio output has failed.
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*/
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OUTPUT,
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};
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struct player_status {
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PlayerState state;
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uint16_t bit_rate;
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AudioFormat audio_format;
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SignedSongTime total_time;
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SongTime elapsed_time;
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};
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struct PlayerControl {
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PlayerListener &listener;
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MultipleOutputs &outputs;
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const unsigned buffer_chunks;
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const unsigned buffered_before_play;
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/**
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* The handle of the player thread.
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*/
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Thread thread;
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/**
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* This lock protects #command, #state, #error, #tagged_song.
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*/
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mutable Mutex mutex;
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/**
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* Trigger this object after you have modified #command.
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*/
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Cond cond;
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/**
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* This object gets signalled when the player thread has
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* finished the #command. It wakes up the client that waits
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* (i.e. the main thread).
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*/
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Cond client_cond;
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PlayerCommand command;
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PlayerState state;
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PlayerError error_type;
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/**
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* The error that occurred in the player thread. This
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* attribute is only valid if #error is not
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* #PlayerError::NONE. The object must be freed when this
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* object transitions back to #PlayerError::NONE.
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*/
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Error error;
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/**
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* A copy of the current #DetachedSong after its tags have
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* been updated by the decoder (for example, a radio stream
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* that has sent a new tag after switching to the next song).
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* This shall be used by PlayerListener::OnPlayerTagModified()
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* to update the current #DetachedSong in the queue.
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*
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* Protected by #mutex. Set by the PlayerThread and consumed
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* by the main thread.
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*/
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DetachedSong *tagged_song;
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uint16_t bit_rate;
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AudioFormat audio_format;
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SignedSongTime total_time;
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SongTime elapsed_time;
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/**
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* The next queued song.
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*
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* This is a duplicate, and must be freed when this attribute
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* is cleared.
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*/
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DetachedSong *next_song;
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SongTime seek_time;
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CrossFadeSettings cross_fade;
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double total_play_time;
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/**
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* If this flag is set, then the player will be auto-paused at
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* the end of the song, before the next song starts to play.
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*
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* This is a copy of the queue's "single" flag most of the
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* time.
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*/
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bool border_pause;
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PlayerControl(PlayerListener &_listener,
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MultipleOutputs &_outputs,
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unsigned buffer_chunks,
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unsigned buffered_before_play);
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~PlayerControl();
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/**
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* Locks the object.
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*/
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void Lock() const {
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mutex.lock();
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}
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/**
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* Unlocks the object.
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*/
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void Unlock() const {
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mutex.unlock();
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}
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/**
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* Signals the object. The object should be locked prior to
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* calling this function.
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*/
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void Signal() {
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cond.signal();
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}
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/**
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* Signals the object. The object is temporarily locked by
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* this function.
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*/
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void LockSignal() {
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Lock();
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Signal();
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Unlock();
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}
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/**
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* Waits for a signal on the object. This function is only
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* valid in the player thread. The object must be locked
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* prior to calling this function.
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*/
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void Wait() {
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assert(thread.IsInside());
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cond.wait(mutex);
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}
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/**
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* Wake up the client waiting for command completion.
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*
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* Caller must lock the object.
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*/
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void ClientSignal() {
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assert(thread.IsInside());
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client_cond.signal();
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}
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/**
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* The client calls this method to wait for command
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* completion.
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*
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* Caller must lock the object.
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*/
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void ClientWait() {
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assert(!thread.IsInside());
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client_cond.wait(mutex);
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}
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/**
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* A command has been finished. This method clears the
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* command and signals the client.
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*
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* To be called from the player thread. Caller must lock the
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* object.
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*/
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void CommandFinished() {
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assert(command != PlayerCommand::NONE);
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command = PlayerCommand::NONE;
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ClientSignal();
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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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*
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* To be called from the main thread. Caller must lock the
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* object.
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*/
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void WaitCommandLocked() {
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while (command != PlayerCommand::NONE)
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ClientWait();
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}
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/**
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* Send a command to the player thread and synchronously wait
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* for it to finish.
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*
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* To be called from the main thread. Caller must lock the
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* object.
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*/
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void SynchronousCommand(PlayerCommand cmd) {
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assert(command == PlayerCommand::NONE);
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command = cmd;
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Signal();
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WaitCommandLocked();
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}
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/**
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* Send a command to the player thread and synchronously wait
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* for it to finish.
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*
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* To be called from the main thread. This method locks the
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* object.
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*/
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void LockSynchronousCommand(PlayerCommand cmd) {
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Lock();
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SynchronousCommand(cmd);
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Unlock();
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}
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public:
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/**
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* @param song the song to be queued; the given instance will
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* be owned and freed by the player
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*/
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void Play(DetachedSong *song);
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/**
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* see PlayerCommand::CANCEL
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*/
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void Cancel();
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void SetPause(bool pause_flag);
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private:
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void PauseLocked();
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public:
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void Pause();
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/**
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* Set the player's #border_pause flag.
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*/
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void SetBorderPause(bool border_pause);
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void Kill();
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gcc_pure
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player_status GetStatus();
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PlayerState GetState() const {
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return state;
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}
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/**
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* Set the error. Discards any previous error condition.
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*
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* Caller must lock the object.
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*
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* @param type the error type; must not be #PlayerError::NONE
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* @param error detailed error information; must be defined.
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*/
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void SetError(PlayerError type, Error &&error);
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/**
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* Checks whether an error has occurred, and if so, returns a
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* copy of the #Error object.
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*
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* Caller must lock the object.
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*/
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gcc_pure
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Error GetError() const {
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Error result;
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if (error_type != PlayerError::NONE)
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result.Set(error);
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return result;
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}
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/**
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* Like GetError(), but locks and unlocks the object.
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*/
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gcc_pure
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Error LockGetError() const {
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Lock();
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Error result = GetError();
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Unlock();
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return result;
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}
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void ClearError();
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PlayerError GetErrorType() const {
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return error_type;
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}
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/**
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* Set the #tagged_song attribute to a newly allocated copy of
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* the given #DetachedSong. Locks and unlocks the object.
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*/
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void LockSetTaggedSong(const DetachedSong &song);
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void ClearTaggedSong();
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/**
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* Read and clear the #tagged_song attribute.
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*
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* Caller must lock the object.
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*/
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DetachedSong *ReadTaggedSong() {
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DetachedSong *result = tagged_song;
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tagged_song = nullptr;
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return result;
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}
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/**
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* Like ReadTaggedSong(), but locks and unlocks the object.
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*/
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DetachedSong *LockReadTaggedSong() {
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Lock();
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DetachedSong *result = ReadTaggedSong();
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Unlock();
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return result;
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}
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void Stop();
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void UpdateAudio();
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private:
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void EnqueueSongLocked(DetachedSong *song) {
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assert(song != nullptr);
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assert(next_song == nullptr);
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next_song = song;
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SynchronousCommand(PlayerCommand::QUEUE);
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}
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public:
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/**
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* @param song the song to be queued; the given instance will be owned
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* and freed by the player
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*/
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void EnqueueSong(DetachedSong *song);
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/**
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* Makes the player thread seek the specified song to a position.
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*
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* @param song the song to be queued; the given instance will be owned
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* and freed by the player
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* @return true on success, false on failure (e.g. if MPD isn't
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* playing currently)
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*/
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bool Seek(DetachedSong *song, SongTime t);
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void SetCrossFade(float cross_fade_seconds);
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float GetCrossFade() const {
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return cross_fade.duration;
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}
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void SetMixRampDb(float mixramp_db);
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float GetMixRampDb() const {
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return cross_fade.mixramp_db;
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}
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void SetMixRampDelay(float mixramp_delay_seconds);
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float GetMixRampDelay() const {
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return cross_fade.mixramp_delay;
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}
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double GetTotalPlayTime() const {
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return total_play_time;
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}
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};
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#endif
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