static void * update_task(void *_path) { const char *path = _path; if (path != NULL && *path != 0) g_debug("starting: %s", path); else g_debug("starting"); modified = update_walk(path, discard); if (modified || !db_exists()) { GError *error = NULL; if (!db_save(&error)) { g_warning("Failed to save database: %s", error->message); g_error_free(error); } } if (path != NULL && *path != 0) g_debug("finished: %s", path); else g_debug("finished"); g_free(_path); progress = UPDATE_PROGRESS_DONE; event_pipe_emit(PIPE_EVENT_UPDATE); return NULL; }
static DWORD WINAPI service_dispatcher(G_GNUC_UNUSED DWORD control, G_GNUC_UNUSED DWORD event_type, G_GNUC_UNUSED void *event_data, G_GNUC_UNUSED void *context) { switch (control) { case SERVICE_CONTROL_SHUTDOWN: case SERVICE_CONTROL_STOP: event_pipe_emit(PIPE_EVENT_SHUTDOWN); return NO_ERROR; default: return NO_ERROR; } }
static BOOL WINAPI console_handler(DWORD event) { switch (event) { case CTRL_C_EVENT: case CTRL_CLOSE_EVENT: if (!ignore_console_events) event_pipe_emit(PIPE_EVENT_SHUTDOWN); return TRUE; default: return FALSE; } }
/** * After the decoder has been started asynchronously, wait for the * "START" command to finish. The decoder may not be initialized yet, * i.e. there is no audio_format information yet. * * The player lock is not held. */ static bool player_wait_for_decoder(struct player *player) { struct player_control *pc = player->pc; struct decoder_control *dc = player->dc; assert(player->queued || pc->command == PLAYER_COMMAND_SEEK); assert(pc->next_song != NULL); player->queued = false; GError *error = dc_lock_get_error(dc); if (error != NULL) { player_lock(pc); pc_set_error(pc, PLAYER_ERROR_DECODER, error); song_free(pc->next_song); pc->next_song = NULL; player_unlock(pc); return false; } if (player->song != NULL) song_free(player->song); player->song = pc->next_song; player->elapsed_time = 0.0; /* set the "starting" flag, which will be cleared by player_check_decoder_startup() */ player->decoder_starting = true; player_lock(pc); /* update player_control's song information */ pc->total_time = song_get_duration(pc->next_song); pc->bit_rate = 0; audio_format_clear(&pc->audio_format); /* clear the queued song */ pc->next_song = NULL; player_unlock(pc); /* call syncPlaylistWithQueue() in the main thread */ event_pipe_emit(PIPE_EVENT_PLAYLIST); return true; }
/** * After the decoder has been started asynchronously, wait for the * "START" command to finish. The decoder may not be initialized yet, * i.e. there is no audio_format information yet. * * The player lock is not held. */ static bool player_wait_for_decoder(struct player *player) { struct decoder_control *dc = player->dc; assert(player->queued || pc.command == PLAYER_COMMAND_SEEK); assert(pc.next_song != NULL); player->queued = false; if (decoder_lock_has_failed(dc)) { player_lock(); pc.errored_song = dc->song; pc.error = PLAYER_ERROR_FILE; pc.next_song = NULL; player_unlock(); return false; } player->song = pc.next_song; player->elapsed_time = 0.0; /* set the "starting" flag, which will be cleared by player_check_decoder_startup() */ player->decoder_starting = true; player_lock(); /* update player_control's song information */ pc.total_time = song_get_duration(pc.next_song); pc.bit_rate = 0; audio_format_clear(&pc.audio_format); /* clear the queued song */ pc.next_song = NULL; player_unlock(); /* call syncPlaylistWithQueue() in the main thread */ event_pipe_emit(PIPE_EVENT_PLAYLIST); return true; }
static void update_song_tag(struct song *song, const struct tag *new_tag) { if (song_is_file(song)) /* don't update tags of local files, only remote streams may change tags dynamically */ return; struct tag *old_tag = song->tag; song->tag = tag_dup(new_tag); if (old_tag != NULL) tag_free(old_tag); /* the main thread will update the playlist version when he receives this event */ event_pipe_emit(PIPE_EVENT_TAG); /* notify all clients that the tag of the current song has changed */ idle_add(IDLE_PLAYER); }
static void * update_task(void *_path) { const char *path = _path; if (path != NULL && *path != 0) g_debug("starting: %s", path); else g_debug("starting"); modified = update_walk(path, discard); if (modified || !db_exists()) db_save(); if (path != NULL && *path != 0) g_debug("finished: %s", path); else g_debug("finished"); g_free(_path); progress = UPDATE_PROGRESS_DONE; event_pipe_emit(PIPE_EVENT_UPDATE); return NULL; }
/* * The main loop of the player thread, during playback. This is * basically a state machine, which multiplexes data between the * decoder thread and the output threads. */ static void do_play(struct player_control *pc, struct decoder_control *dc) { struct player player = { .pc = pc, .dc = dc, .buffering = true, .decoder_starting = false, .paused = false, .queued = true, .song = NULL, .xfade = XFADE_UNKNOWN, .cross_fading = false, .cross_fade_chunks = 0, .cross_fade_tag = NULL, .elapsed_time = 0.0, }; player_unlock(pc); player.pipe = music_pipe_new(); player_dc_start(&player, player.pipe); if (!player_wait_for_decoder(&player)) { player_dc_stop(&player); player_command_finished(pc); music_pipe_free(player.pipe); event_pipe_emit(PIPE_EVENT_PLAYLIST); player_lock(pc); return; } player_lock(pc); pc->state = PLAYER_STATE_PLAY; player_command_finished_locked(pc); while (true) { player_process_command(&player); if (pc->command == PLAYER_COMMAND_STOP || pc->command == PLAYER_COMMAND_EXIT || pc->command == PLAYER_COMMAND_CLOSE_AUDIO) { player_unlock(pc); audio_output_all_cancel(); break; } player_unlock(pc); if (player.buffering) { /* buffering at the start of the song - wait until the buffer is large enough, to prevent stuttering on slow machines */ if (music_pipe_size(player.pipe) < pc->buffered_before_play && !decoder_lock_is_idle(dc)) { /* not enough decoded buffer space yet */ if (!player.paused && audio_format_defined(&player.play_audio_format) && audio_output_all_check() < 4 && !player_send_silence(&player)) break; decoder_lock(dc); /* XXX race condition: check decoder again */ player_wait_decoder(pc, dc); decoder_unlock(dc); player_lock(pc); continue; } else { /* buffering is complete */ player.buffering = false; } } if (player.decoder_starting) { /* wait until the decoder is initialized completely */ if (!player_check_decoder_startup(&player)) break; player_lock(pc); continue; } #ifndef NDEBUG /* music_pipe_check_format(&play_audio_format, player.next_song_chunk, &dc->out_audio_format); */ #endif if (decoder_lock_is_idle(dc) && player.queued && dc->pipe == player.pipe) { /* the decoder has finished the current song; make it decode the next song */ assert(dc->pipe == NULL || dc->pipe == player.pipe); player_dc_start(&player, music_pipe_new()); } if (player_dc_at_next_song(&player) && player.xfade == XFADE_UNKNOWN && !decoder_lock_is_starting(dc)) { /* enable cross fading in this song? if yes, calculate how many chunks will be required for it */ player.cross_fade_chunks = cross_fade_calc(pc->cross_fade_seconds, dc->total_time, pc->mixramp_db, pc->mixramp_delay_seconds, dc->replay_gain_db, dc->replay_gain_prev_db, dc->mixramp_start, dc->mixramp_prev_end, &dc->out_audio_format, &player.play_audio_format, music_buffer_size(player_buffer) - pc->buffered_before_play); if (player.cross_fade_chunks > 0) { player.xfade = XFADE_ENABLED; player.cross_fading = false; } else /* cross fading is disabled or the next song is too short */ player.xfade = XFADE_DISABLED; } if (player.paused) { player_lock(pc); if (pc->command == PLAYER_COMMAND_NONE) player_wait(pc); continue; } else if (!music_pipe_empty(player.pipe)) { /* at least one music chunk is ready - send it to the audio output */ play_next_chunk(&player); } else if (audio_output_all_check() > 0) { /* not enough data from decoder, but the output thread is still busy, so it's okay */ /* XXX synchronize in a better way */ g_usleep(10000); } else if (player_dc_at_next_song(&player)) { /* at the beginning of a new song */ if (!player_song_border(&player)) break; } else if (decoder_lock_is_idle(dc)) { /* check the size of the pipe again, because the decoder thread may have added something since we last checked */ if (music_pipe_empty(player.pipe)) { /* wait for the hardware to finish playback */ audio_output_all_drain(); break; } } else { /* the decoder is too busy and hasn't provided new PCM data in time: send silence (if the output pipe is empty) */ if (!player_send_silence(&player)) break; } player_lock(pc); } player_dc_stop(&player); music_pipe_clear(player.pipe, player_buffer); music_pipe_free(player.pipe); if (player.cross_fade_tag != NULL) tag_free(player.cross_fade_tag); player_lock(pc); if (player.queued) { assert(pc->next_song != NULL); pc->next_song = NULL; } pc->state = PLAYER_STATE_STOP; player_unlock(pc); event_pipe_emit(PIPE_EVENT_PLAYLIST); player_lock(pc); } static gpointer player_task(gpointer arg) { struct player_control *pc = arg; struct decoder_control *dc = dc_new(pc->cond); decoder_thread_start(dc); player_buffer = music_buffer_new(pc->buffer_chunks); player_lock(pc); while (1) { switch (pc->command) { case PLAYER_COMMAND_QUEUE: assert(pc->next_song != NULL); do_play(pc, dc); break; case PLAYER_COMMAND_STOP: player_unlock(pc); audio_output_all_cancel(); player_lock(pc); /* fall through */ case PLAYER_COMMAND_SEEK: case PLAYER_COMMAND_PAUSE: pc->next_song = NULL; player_command_finished_locked(pc); break; case PLAYER_COMMAND_CLOSE_AUDIO: player_unlock(pc); audio_output_all_release(); player_lock(pc); player_command_finished_locked(pc); #ifndef NDEBUG /* in the DEBUG build, check for leaked music_chunk objects by freeing the music_buffer */ music_buffer_free(player_buffer); player_buffer = music_buffer_new(pc->buffer_chunks); #endif break; case PLAYER_COMMAND_UPDATE_AUDIO: player_unlock(pc); audio_output_all_enable_disable(); player_lock(pc); player_command_finished_locked(pc); break; case PLAYER_COMMAND_EXIT: player_unlock(pc); dc_quit(dc); dc_free(dc); audio_output_all_close(); music_buffer_free(player_buffer); player_command_finished(pc); return NULL; case PLAYER_COMMAND_CANCEL: pc->next_song = NULL; player_command_finished_locked(pc); break; case PLAYER_COMMAND_REFRESH: /* no-op when not playing */ player_command_finished_locked(pc); break; case PLAYER_COMMAND_NONE: player_wait(pc); break; } } } void player_create(struct player_control *pc) { assert(pc->thread == NULL); GError *e = NULL; pc->thread = g_thread_create(player_task, pc, true, &e); if (pc->thread == NULL) MPD_ERROR("Failed to spawn player task: %s", e->message); }