player_control: removed the global variable "pc"
Allocate a player_control object where needed, and pass it around. Each "client" object is associated with a "player_control" instance. This prepares multi-player support.
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@@ -65,7 +65,7 @@ decoder_initialized(struct decoder *decoder,
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dc->state = DECODE_STATE_DECODE;
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decoder_unlock(dc);
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player_lock_signal();
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player_lock_signal(dc->player_control);
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g_debug("audio_format=%s, seekable=%s",
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audio_format_to_string(&dc->in_audio_format, &af_string),
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@@ -117,7 +117,7 @@ decoder_command_finished(struct decoder *decoder)
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dc->command = DECODE_COMMAND_NONE;
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decoder_unlock(dc);
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player_lock_signal();
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player_lock_signal(dc->player_control);
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}
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double decoder_seek_where(G_GNUC_UNUSED struct decoder * decoder)
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@@ -214,7 +214,7 @@ do_send_tag(struct decoder *decoder, struct input_stream *is,
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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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player_lock_signal();
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player_lock_signal(decoder->dc->player_control);
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}
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assert(decoder->chunk == NULL);
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@@ -329,7 +329,7 @@ decoder_data(struct decoder *decoder,
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if (dest == NULL) {
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/* the chunk is full, flush it */
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decoder_flush_chunk(decoder);
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player_lock_signal();
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player_lock_signal(dc->player_control);
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continue;
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}
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@@ -348,7 +348,7 @@ decoder_data(struct 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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player_lock_signal();
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player_lock_signal(dc->player_control);
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}
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data += nbytes;
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@@ -432,7 +432,7 @@ decoder_replay_gain(struct 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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player_lock_signal();
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player_lock_signal(decoder->dc->player_control);
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}
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} else
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decoder->replay_gain_serial = 0;
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