player/Thread: move StartPlayerThread() into PlayerControl
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@ -142,7 +142,7 @@ libmpd_a_SOURCES = \
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src/Partition.cxx src/Partition.hxx \
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src/Permission.cxx src/Permission.hxx \
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src/player/CrossFade.cxx src/player/CrossFade.hxx \
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src/player/Thread.cxx src/player/Thread.hxx \
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src/player/Thread.cxx \
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src/player/Control.cxx src/player/Control.hxx \
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src/player/Listener.hxx \
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src/player/Outputs.hxx \
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@ -24,7 +24,6 @@
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#include "PlaylistFile.hxx"
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#include "MusicChunk.hxx"
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#include "StateFile.hxx"
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#include "player/Thread.hxx"
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#include "Mapper.hxx"
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#include "Permission.hxx"
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#include "Listen.hxx"
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@ -613,7 +612,7 @@ mpd_main_after_fork(const ConfigData &raw_config, const Config &config)
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ZeroconfInit(raw_config, instance->event_loop);
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for (auto &partition : instance->partitions)
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StartPlayerThread(partition.pc);
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partition.pc.StartThread();
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#ifdef ENABLE_DATABASE
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if (create_db) {
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@ -25,7 +25,6 @@
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#include "IdleFlags.hxx"
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#include "client/Client.hxx"
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#include "client/Response.hxx"
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#include "player/Thread.hxx"
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#include "util/CharUtil.hxx"
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CommandResult
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@ -111,7 +110,7 @@ handle_newpartition(Client &client, Request request, Response &response)
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ReplayGainConfig(),
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partition.pc);
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partition.UpdateEffectiveReplayGainMode();
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StartPlayerThread(partition.pc);
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partition.pc.StartThread();
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partition.pc.LockUpdateAudio();
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instance.EmitIdle(IDLE_PARTITION);
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@ -237,6 +237,13 @@ struct PlayerControl final : AudioOutputClient {
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const ReplayGainConfig &_replay_gain_config) noexcept;
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~PlayerControl() noexcept;
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/**
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* Throws on error.
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*/
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void StartThread() {
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thread.Start();
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}
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/**
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* Locks the object.
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*/
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@ -17,8 +17,25 @@
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* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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/* \file
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*
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* The player thread controls the playback. It acts as a bridge
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* between the decoder thread and the output thread(s): it receives
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* #MusicChunk objects from the decoder, optionally mixes them
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* (cross-fading), applies software volume, and sends them to the
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* audio outputs via audio_output_all_play().
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*
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* It is controlled by the main thread (the playlist code), see
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* Control.hxx. The playlist enqueues new songs into the player
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* thread and sends it commands.
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*
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* The player thread itself does not do any I/O. It synchronizes with
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* other threads via #GMutex and #GCond objects, and passes
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* #MusicChunk instances around in #MusicPipe objects.
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*/
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#include "config.h"
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#include "Thread.hxx"
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#include "Control.hxx"
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#include "Outputs.hxx"
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#include "Listener.hxx"
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#include "decoder/Control.hxx"
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@ -27,7 +44,6 @@
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#include "MusicChunk.hxx"
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#include "song/DetachedSong.hxx"
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#include "CrossFade.hxx"
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#include "Control.hxx"
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#include "tag/Tag.hxx"
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#include "Idle.hxx"
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#include "util/Domain.hxx"
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@ -1170,11 +1186,3 @@ PlayerControl::RunThread() noexcept
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}
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}
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}
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void
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StartPlayerThread(PlayerControl &pc)
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{
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assert(!pc.thread.IsDefined());
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pc.thread.Start();
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}
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@ -1,45 +0,0 @@
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/*
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* Copyright 2003-2017 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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/* \file
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*
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* The player thread controls the playback. It acts as a bridge
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* between the decoder thread and the output thread(s): it receives
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* #MusicChunk objects from the decoder, optionally mixes them
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* (cross-fading), applies software volume, and sends them to the
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* audio outputs via audio_output_all_play().
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*
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* It is controlled by the main thread (the playlist code), see
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* Control.hxx. The playlist enqueues new songs into the player
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* thread and sends it commands.
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*
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* The player thread itself does not do any I/O. It synchronizes with
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* other threads via #GMutex and #GCond objects, and passes
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* #MusicChunk instances around in #MusicPipe objects.
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*/
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#ifndef MPD_PLAYER_THREAD_HXX
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#define MPD_PLAYER_THREAD_HXX
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struct PlayerControl;
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void
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StartPlayerThread(PlayerControl &pc);
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#endif
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