player/Thread: rename WaitForDecoder() to ActivateDecoder()
.. and fix its API documentation.
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@ -195,7 +195,7 @@ private:
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/**
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* The decoder has acknowledged the "START" command (see
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* player::WaitForDecoder()). This function checks if the decoder
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* ActivateDecoder()). This function checks if the decoder
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* initialization has completed yet.
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*
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* The player lock is not held.
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@ -248,14 +248,19 @@ private:
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bool ForwardDecoderError();
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/**
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* After the decoder has been started asynchronously, wait for
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* the "START" command to finish. The decoder may not be
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* initialized yet, i.e. there is no audio_format information
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* yet.
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* After the decoder has been started asynchronously, activate
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* it for playback. That is, make the currently decoded song
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* active (assign it to #song), clear PlayerControl::next_song
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* and #queued, initialize #elapsed_time, and set
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* #decoder_starting.
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*
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* When returning, the decoder may not have completed startup
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* yet, therefore we don't know the audio format yet. To
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* finish decoder startup, call CheckDecoderStartup().
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*
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* The player lock is not held.
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*/
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bool WaitForDecoder();
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bool ActivateDecoder();
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/**
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* Wrapper for MultipleOutputs::Open(). Upon failure, it
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@ -365,7 +370,7 @@ Player::ForwardDecoderError()
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}
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bool
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Player::WaitForDecoder()
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Player::ActivateDecoder()
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{
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assert(queued || pc.command == PlayerCommand::SEEK);
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assert(pc.next_song != nullptr);
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@ -574,7 +579,7 @@ Player::SeekDecoder()
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/* re-start the decoder */
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StartDecoder(*pipe);
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if (!WaitForDecoder()) {
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if (!ActivateDecoder()) {
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/* decoder failure */
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player_command_finished(pc);
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return false;
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@ -937,7 +942,7 @@ Player::SongBorder()
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pc.outputs.SongBorder();
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if (!WaitForDecoder())
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if (!ActivateDecoder())
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return false;
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pc.Lock();
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@ -962,7 +967,7 @@ Player::Run()
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pipe = new MusicPipe();
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StartDecoder(*pipe);
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if (!WaitForDecoder()) {
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if (!ActivateDecoder()) {
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assert(song == nullptr);
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StopDecoder();
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