DecoderInternal: wake up the player thread in _flush_chunk()
Merge duplicate code.
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@ -312,7 +312,6 @@ do_send_tag(Decoder &decoder, const Tag &tag)
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/* there is a partial chunk - flush it, we want the
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tag in a new chunk */
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decoder_flush_chunk(decoder);
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decoder.dc.client_cond.signal();
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}
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assert(decoder.chunk == nullptr);
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@ -422,7 +421,6 @@ decoder_data(Decoder &decoder,
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if (dest.IsNull()) {
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/* the chunk is full, flush it */
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decoder_flush_chunk(decoder);
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dc.client_cond.signal();
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continue;
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}
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@ -442,7 +440,6 @@ decoder_data(Decoder &decoder,
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if (full) {
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/* the chunk is full, flush it */
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decoder_flush_chunk(decoder);
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dc.client_cond.signal();
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}
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data = (const uint8_t *)data + nbytes;
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@ -535,7 +532,6 @@ decoder_replay_gain(Decoder &decoder,
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replay gain values affect the following
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samples */
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decoder_flush_chunk(decoder);
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decoder.dc.client_cond.signal();
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}
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} else
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decoder.replay_gain_serial = 0;
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@ -100,4 +100,6 @@ decoder_flush_chunk(Decoder &decoder)
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dc.pipe->Push(decoder.chunk);
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decoder.chunk = nullptr;
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dc.client_cond.signal();
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}
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