player/Control: pass std::unique_lock<> to Cond::wait()
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cf348f9fae
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dedc4b4b10
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@ -45,11 +45,12 @@ PlayerControl::~PlayerControl() noexcept
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}
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bool
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PlayerControl::WaitOutputConsumed(unsigned threshold) noexcept
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PlayerControl::WaitOutputConsumed(std::unique_lock<Mutex> &lock,
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unsigned threshold) noexcept
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{
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bool result = outputs.CheckPipe() < threshold;
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if (!result && command == PlayerCommand::NONE) {
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Wait();
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Wait(lock);
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result = outputs.CheckPipe() < threshold;
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}
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@ -64,13 +65,13 @@ PlayerControl::Play(std::unique_ptr<DetachedSong> song)
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assert(song != nullptr);
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const std::lock_guard<Mutex> protect(mutex);
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SeekLocked(std::move(song), SongTime::zero());
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std::unique_lock<Mutex> lock(mutex);
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SeekLocked(lock, std::move(song), SongTime::zero());
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if (state == PlayerState::PAUSE)
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/* if the player was paused previously, we need to
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unpause it */
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PauseLocked();
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PauseLocked(lock);
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}
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void
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@ -116,10 +117,10 @@ PlayerControl::Kill() noexcept
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}
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void
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PlayerControl::PauseLocked() noexcept
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PlayerControl::PauseLocked(std::unique_lock<Mutex> &lock) noexcept
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{
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if (state != PlayerState::STOP) {
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SynchronousCommand(PlayerCommand::PAUSE);
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SynchronousCommand(lock, PlayerCommand::PAUSE);
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idle_add(IDLE_PLAYER);
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}
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}
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@ -127,8 +128,8 @@ PlayerControl::PauseLocked() noexcept
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void
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PlayerControl::LockPause() noexcept
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{
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const std::lock_guard<Mutex> protect(mutex);
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PauseLocked();
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std::unique_lock<Mutex> lock(mutex);
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PauseLocked(lock);
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}
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void
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@ -137,7 +138,7 @@ PlayerControl::LockSetPause(bool pause_flag) noexcept
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if (!thread.IsDefined())
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return;
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const std::lock_guard<Mutex> protect(mutex);
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std::unique_lock<Mutex> lock(mutex);
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switch (state) {
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case PlayerState::STOP:
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@ -145,12 +146,12 @@ PlayerControl::LockSetPause(bool pause_flag) noexcept
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case PlayerState::PLAY:
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if (pause_flag)
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PauseLocked();
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PauseLocked(lock);
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break;
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case PlayerState::PAUSE:
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if (!pause_flag)
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PauseLocked();
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PauseLocked(lock);
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break;
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}
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}
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@ -167,9 +168,9 @@ PlayerControl::LockGetStatus() noexcept
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{
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PlayerStatus status;
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const std::lock_guard<Mutex> protect(mutex);
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std::unique_lock<Mutex> lock(mutex);
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if (!occupied && thread.IsDefined())
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SynchronousCommand(PlayerCommand::REFRESH);
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SynchronousCommand(lock, PlayerCommand::REFRESH);
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status.state = state;
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@ -233,23 +234,25 @@ PlayerControl::LockEnqueueSong(std::unique_ptr<DetachedSong> song) noexcept
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assert(thread.IsDefined());
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assert(song != nullptr);
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const std::lock_guard<Mutex> protect(mutex);
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EnqueueSongLocked(std::move(song));
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std::unique_lock<Mutex> lock(mutex);
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EnqueueSongLocked(lock, std::move(song));
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}
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void
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PlayerControl::EnqueueSongLocked(std::unique_ptr<DetachedSong> song) noexcept
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PlayerControl::EnqueueSongLocked(std::unique_lock<Mutex> &lock,
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std::unique_ptr<DetachedSong> song) noexcept
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{
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assert(song != nullptr);
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assert(next_song == nullptr);
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next_song = std::move(song);
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seek_time = SongTime::zero();
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SynchronousCommand(PlayerCommand::QUEUE);
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SynchronousCommand(lock, PlayerCommand::QUEUE);
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}
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void
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PlayerControl::SeekLocked(std::unique_ptr<DetachedSong> song, SongTime t)
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PlayerControl::SeekLocked(std::unique_lock<Mutex> &lock,
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std::unique_ptr<DetachedSong> song, SongTime t)
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{
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assert(song != nullptr);
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@ -258,21 +261,21 @@ PlayerControl::SeekLocked(std::unique_ptr<DetachedSong> song, SongTime t)
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/* optimization TODO: if the decoder happens to decode that
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song already, don't cancel that */
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if (next_song != nullptr)
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SynchronousCommand(PlayerCommand::CANCEL);
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SynchronousCommand(lock, PlayerCommand::CANCEL);
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assert(next_song == nullptr);
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ClearError();
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next_song = std::move(song);
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seek_time = t;
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SynchronousCommand(PlayerCommand::SEEK);
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SynchronousCommand(lock, PlayerCommand::SEEK);
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assert(next_song == nullptr);
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/* the SEEK command is asynchronous; until completion, the
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"seeking" flag is set */
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while (seeking)
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ClientWait();
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ClientWait(lock);
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if (error_type != PlayerError::NONE) {
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assert(error);
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@ -290,8 +293,8 @@ PlayerControl::LockSeek(std::unique_ptr<DetachedSong> song, SongTime t)
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assert(song != nullptr);
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const std::lock_guard<Mutex> protect(mutex);
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SeekLocked(std::move(song), t);
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std::unique_lock<Mutex> lock(mutex);
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SeekLocked(lock, std::move(song), t);
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}
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void
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@ -368,10 +368,10 @@ private:
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* valid in the player thread. The object must be locked
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* prior to calling this function.
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*/
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void Wait() noexcept {
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void Wait(std::unique_lock<Mutex> &lock) noexcept {
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assert(thread.IsInside());
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cond.wait(mutex);
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cond.wait(lock);
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}
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/**
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@ -391,10 +391,10 @@ private:
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*
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* Caller must lock the object.
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*/
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void ClientWait() noexcept {
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void ClientWait(std::unique_lock<Mutex> &lock) noexcept {
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assert(!thread.IsInside());
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client_cond.wait(mutex);
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client_cond.wait(lock);
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}
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/**
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@ -426,11 +426,12 @@ private:
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* @param threshold the maximum number of chunks in the pipe
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* @return true if there are less than #threshold chunks in the pipe
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*/
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bool WaitOutputConsumed(unsigned threshold) noexcept;
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bool WaitOutputConsumed(std::unique_lock<Mutex> &lock,
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unsigned threshold) noexcept;
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bool LockWaitOutputConsumed(unsigned threshold) noexcept {
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const std::lock_guard<Mutex> protect(mutex);
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return WaitOutputConsumed(threshold);
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std::unique_lock<Mutex> lock(mutex);
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return WaitOutputConsumed(lock, threshold);
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}
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/**
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@ -439,9 +440,9 @@ private:
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* To be called from the main thread. Caller must lock the
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* object.
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*/
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void WaitCommandLocked() noexcept {
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void WaitCommandLocked(std::unique_lock<Mutex> &lock) noexcept {
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while (command != PlayerCommand::NONE)
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ClientWait();
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ClientWait(lock);
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}
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/**
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@ -451,12 +452,13 @@ private:
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* To be called from the main thread. Caller must lock the
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* object.
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*/
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void SynchronousCommand(PlayerCommand cmd) noexcept {
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void SynchronousCommand(std::unique_lock<Mutex> &lock,
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PlayerCommand cmd) noexcept {
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assert(command == PlayerCommand::NONE);
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command = cmd;
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Signal();
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WaitCommandLocked();
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WaitCommandLocked(lock);
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}
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/**
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@ -467,11 +469,11 @@ private:
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* object.
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*/
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void LockSynchronousCommand(PlayerCommand cmd) noexcept {
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const std::lock_guard<Mutex> protect(mutex);
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SynchronousCommand(cmd);
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std::unique_lock<Mutex> lock(mutex);
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SynchronousCommand(lock, cmd);
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}
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void PauseLocked() noexcept;
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void PauseLocked(std::unique_lock<Mutex> &lock) noexcept;
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void ClearError() noexcept {
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error_type = PlayerError::NONE;
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@ -535,12 +537,14 @@ private:
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*/
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std::unique_ptr<DetachedSong> ReadTaggedSong() noexcept;
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void EnqueueSongLocked(std::unique_ptr<DetachedSong> song) noexcept;
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void EnqueueSongLocked(std::unique_lock<Mutex> &lock,
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std::unique_ptr<DetachedSong> song) noexcept;
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/**
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* Throws on error.
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*/
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void SeekLocked(std::unique_ptr<DetachedSong> song, SongTime t);
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void SeekLocked(std::unique_lock<Mutex> &lock,
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std::unique_ptr<DetachedSong> song, SongTime t);
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/**
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* Caller must lock the object.
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@ -515,7 +515,7 @@ Player::CheckDecoderStartup(std::unique_lock<Mutex> &lock) noexcept
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/* the decoder is ready and ok */
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if (output_open &&
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!pc.WaitOutputConsumed(1))
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!pc.WaitOutputConsumed(lock, 1))
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/* the output devices havn't finished playing
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all chunks yet - wait for that */
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return true;
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@ -1037,7 +1037,7 @@ Player::Run() noexcept
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if (paused) {
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if (pc.command == PlayerCommand::NONE)
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pc.Wait();
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pc.Wait(lock);
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} else if (!pipe->IsEmpty()) {
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/* at least one music chunk is ready - send it
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to the audio output */
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@ -1128,7 +1128,7 @@ try {
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MusicBuffer buffer(buffer_chunks);
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const std::lock_guard<Mutex> lock(mutex);
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std::unique_lock<Mutex> lock(mutex);
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while (1) {
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switch (command) {
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@ -1201,7 +1201,7 @@ try {
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break;
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case PlayerCommand::NONE:
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Wait();
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Wait(lock);
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break;
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}
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}
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