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authorMax Kellermann <max@duempel.org>2009-10-31 17:02:12 +0100
committerMax Kellermann <max@duempel.org>2009-10-31 17:02:12 +0100
commit25a806a347ce420126eb75d82c5fb875eb0a5e0d (patch)
tree0d39bed8c073a720acd42f17b04dbee91b0a8c01 /src/player_control.h
parent73cff374fd94a1c16e0201fcda020396c0f41962 (diff)
player_control: protect command, state, error with a mutex
Use GMutex/GCond instead of the notify library. Manually lock the player_control object before accessing the protected attributes. Use the GCond object to notify the player thread and the main thread.
Diffstat (limited to 'src/player_control.h')
-rw-r--r--src/player_control.h78
1 files changed, 74 insertions, 4 deletions
diff --git a/src/player_control.h b/src/player_control.h
index c0f1d4f0..449e98aa 100644
--- a/src/player_control.h
+++ b/src/player_control.h
@@ -88,10 +88,19 @@ struct player_control {
thread isn't running */
GThread *thread;
- struct notify notify;
- volatile enum player_command command;
- volatile enum player_state state;
- volatile enum player_error error;
+ /**
+ * This lock protects #command, #state, #error.
+ */
+ GMutex *mutex;
+
+ /**
+ * Trigger this object after you have modified #command.
+ */
+ GCond *cond;
+
+ enum player_command command;
+ enum player_state state;
+ enum player_error error;
uint16_t bit_rate;
struct audio_format audio_format;
float total_time;
@@ -110,6 +119,67 @@ void pc_init(unsigned buffer_chunks, unsigned buffered_before_play);
void pc_deinit(void);
/**
+ * Locks the #player_control object.
+ */
+static inline void
+player_lock(void)
+{
+ g_mutex_lock(pc.mutex);
+}
+
+/**
+ * Unlocks the #player_control object.
+ */
+static inline void
+player_unlock(void)
+{
+ g_mutex_unlock(pc.mutex);
+}
+
+/**
+ * Waits for a signal on the #player_control object. This function is
+ * only valid in the player thread. The object must be locked prior
+ * to calling this function.
+ */
+static inline void
+player_wait(void)
+{
+ g_cond_wait(pc.cond, pc.mutex);
+}
+
+/**
+ * Waits for a signal on the #player_control object. This function is
+ * only valid in the player thread. The #decoder_control object must
+ * be locked prior to calling this function.
+ *
+ * Note the small difference to the player_wait() function!
+ */
+void
+player_wait_decoder(void);
+
+/**
+ * Signals the #player_control object. The object should be locked
+ * prior to calling this function.
+ */
+static inline void
+player_signal(void)
+{
+ g_cond_signal(pc.cond);
+}
+
+/**
+ * Signals the #player_control object. The object is temporarily
+ * locked by this function.
+ */
+static inline void
+player_lock_signal(void)
+{
+ player_lock();
+ player_signal();
+ player_unlock();
+}
+
+/**
* Call this function when the specified song pointer is about to be
* invalidated. This makes sure that player_control.errored_song does
* not point to an invalid pointer.