player/Thread: move StartPlayerThread() into PlayerControl

This commit is contained in:
Max Kellermann 2018-09-21 17:14:19 +02:00
parent 0e2c597884
commit 6db6d3c50c
6 changed files with 28 additions and 60 deletions

View File

@ -142,7 +142,7 @@ libmpd_a_SOURCES = \
src/Partition.cxx src/Partition.hxx \
src/Permission.cxx src/Permission.hxx \
src/player/CrossFade.cxx src/player/CrossFade.hxx \
src/player/Thread.cxx src/player/Thread.hxx \
src/player/Thread.cxx \
src/player/Control.cxx src/player/Control.hxx \
src/player/Listener.hxx \
src/player/Outputs.hxx \

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@ -24,7 +24,6 @@
#include "PlaylistFile.hxx"
#include "MusicChunk.hxx"
#include "StateFile.hxx"
#include "player/Thread.hxx"
#include "Mapper.hxx"
#include "Permission.hxx"
#include "Listen.hxx"
@ -613,7 +612,7 @@ mpd_main_after_fork(const ConfigData &raw_config, const Config &config)
ZeroconfInit(raw_config, instance->event_loop);
for (auto &partition : instance->partitions)
StartPlayerThread(partition.pc);
partition.pc.StartThread();
#ifdef ENABLE_DATABASE
if (create_db) {

View File

@ -25,7 +25,6 @@
#include "IdleFlags.hxx"
#include "client/Client.hxx"
#include "client/Response.hxx"
#include "player/Thread.hxx"
#include "util/CharUtil.hxx"
CommandResult
@ -111,7 +110,7 @@ handle_newpartition(Client &client, Request request, Response &response)
ReplayGainConfig(),
partition.pc);
partition.UpdateEffectiveReplayGainMode();
StartPlayerThread(partition.pc);
partition.pc.StartThread();
partition.pc.LockUpdateAudio();
instance.EmitIdle(IDLE_PARTITION);

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@ -237,6 +237,13 @@ struct PlayerControl final : AudioOutputClient {
const ReplayGainConfig &_replay_gain_config) noexcept;
~PlayerControl() noexcept;
/**
* Throws on error.
*/
void StartThread() {
thread.Start();
}
/**
* Locks the object.
*/

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@ -17,8 +17,25 @@
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
/* \file
*
* The player thread controls the playback. It acts as a bridge
* between the decoder thread and the output thread(s): it receives
* #MusicChunk objects from the decoder, optionally mixes them
* (cross-fading), applies software volume, and sends them to the
* audio outputs via audio_output_all_play().
*
* It is controlled by the main thread (the playlist code), see
* Control.hxx. The playlist enqueues new songs into the player
* thread and sends it commands.
*
* The player thread itself does not do any I/O. It synchronizes with
* other threads via #GMutex and #GCond objects, and passes
* #MusicChunk instances around in #MusicPipe objects.
*/
#include "config.h"
#include "Thread.hxx"
#include "Control.hxx"
#include "Outputs.hxx"
#include "Listener.hxx"
#include "decoder/Control.hxx"
@ -27,7 +44,6 @@
#include "MusicChunk.hxx"
#include "song/DetachedSong.hxx"
#include "CrossFade.hxx"
#include "Control.hxx"
#include "tag/Tag.hxx"
#include "Idle.hxx"
#include "util/Domain.hxx"
@ -1170,11 +1186,3 @@ PlayerControl::RunThread() noexcept
}
}
}
void
StartPlayerThread(PlayerControl &pc)
{
assert(!pc.thread.IsDefined());
pc.thread.Start();
}

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@ -1,45 +0,0 @@
/*
* Copyright 2003-2017 The Music Player Daemon Project
* http://www.musicpd.org
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along
* with this program; if not, write to the Free Software Foundation, Inc.,
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
/* \file
*
* The player thread controls the playback. It acts as a bridge
* between the decoder thread and the output thread(s): it receives
* #MusicChunk objects from the decoder, optionally mixes them
* (cross-fading), applies software volume, and sends them to the
* audio outputs via audio_output_all_play().
*
* It is controlled by the main thread (the playlist code), see
* Control.hxx. The playlist enqueues new songs into the player
* thread and sends it commands.
*
* The player thread itself does not do any I/O. It synchronizes with
* other threads via #GMutex and #GCond objects, and passes
* #MusicChunk instances around in #MusicPipe objects.
*/
#ifndef MPD_PLAYER_THREAD_HXX
#define MPD_PLAYER_THREAD_HXX
struct PlayerControl;
void
StartPlayerThread(PlayerControl &pc);
#endif