player/Thread: remove decoder error check from ActivateDecoder()
It is futile to check for decoder errors before the decoder has finished startup. At this time, it's unlikely that the decoder has already failed.
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@ -260,7 +260,7 @@ private:
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*
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* The player lock is not held.
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*/
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bool ActivateDecoder();
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void ActivateDecoder();
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/**
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* Wrapper for MultipleOutputs::Open(). Upon failure, it
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@ -298,10 +298,8 @@ private:
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* sending chunks from the next one.
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*
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* The player lock is not held.
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*
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* @return true on success, false on error (playback will be stopped)
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*/
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bool SongBorder();
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void SongBorder();
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public:
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/*
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@ -369,7 +367,7 @@ Player::ForwardDecoderError()
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return true;
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}
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bool
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void
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Player::ActivateDecoder()
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{
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assert(queued || pc.command == PlayerCommand::SEEK);
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@ -378,16 +376,6 @@ Player::ActivateDecoder()
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queued = false;
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pc.Lock();
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if (!ForwardDecoderError()) {
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delete pc.next_song;
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pc.next_song = nullptr;
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pc.Unlock();
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return false;
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}
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pc.ClearTaggedSong();
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delete song;
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@ -409,8 +397,6 @@ Player::ActivateDecoder()
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/* call syncPlaylistWithQueue() in the main thread */
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pc.listener.OnPlayerSync();
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return true;
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}
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/**
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@ -579,11 +565,7 @@ Player::SeekDecoder()
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/* re-start the decoder */
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StartDecoder(*pipe);
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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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}
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ActivateDecoder();
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} else {
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if (!IsDecoderAtCurrentSong()) {
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/* the decoder is already decoding the "next" song,
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@ -933,7 +915,7 @@ Player::PlayNextChunk()
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return true;
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}
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inline bool
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inline void
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Player::SongBorder()
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{
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FormatDefault(player_domain, "played \"%s\"", song->GetURI());
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@ -942,8 +924,7 @@ Player::SongBorder()
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pc.outputs.SongBorder();
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if (!ActivateDecoder())
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return false;
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ActivateDecoder();
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pc.Lock();
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@ -957,8 +938,6 @@ Player::SongBorder()
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if (border_pause)
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idle_add(IDLE_PLAYER);
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return true;
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}
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inline void
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@ -967,14 +946,7 @@ Player::Run()
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pipe = new MusicPipe();
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StartDecoder(*pipe);
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if (!ActivateDecoder()) {
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assert(song == nullptr);
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StopDecoder();
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player_command_finished(pc);
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delete pipe;
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return;
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}
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ActivateDecoder();
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pc.Lock();
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pc.state = PlayerState::PLAY;
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@ -1101,8 +1073,7 @@ Player::Run()
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} else if (IsDecoderAtNextSong()) {
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/* at the beginning of a new song */
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if (!SongBorder())
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break;
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SongBorder();
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} else if (dc.LockIsIdle()) {
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/* check the size of the pipe again, because
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the decoder thread may have added something
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