Commit 0e0bc797 authored by Max Kellermann's avatar Max Kellermann

player/Control: add LockGetSyncInfo()

parent 8c638c50
......@@ -434,6 +434,17 @@ public:
return state;
}
struct SyncInfo {
PlayerState state;
bool has_next_song;
};
gcc_pure
SyncInfo LockGetSyncInfo() const noexcept {
const std::lock_guard<Mutex> protect(mutex);
return {state, next_song != nullptr};
}
private:
/**
* Set the error. Discards any previous error condition.
......@@ -527,10 +538,6 @@ public:
*/
void LockEnqueueSong(std::unique_ptr<DetachedSong> song) noexcept;
bool HasNextSong() const noexcept {
return next_song != nullptr;
}
/**
* Makes the player thread seek the specified song to a position.
*
......
......@@ -91,7 +91,7 @@ playlist::SongStarted()
inline void
playlist::QueuedSongStarted(PlayerControl &pc)
{
assert(!pc.HasNextSong());
assert(!pc.LockGetSyncInfo().has_next_song);
assert(queued >= -1);
assert(current >= 0);
......@@ -195,12 +195,9 @@ playlist::SyncWithPlayer(PlayerControl &pc)
playing anymore; ignore the event */
return;
pc.Lock();
const PlayerState pc_state = pc.GetState();
bool pc_has_next_song = pc.HasNextSong();
pc.Unlock();
const auto i = pc.LockGetSyncInfo();
if (pc_state == PlayerState::STOP)
if (i.state == PlayerState::STOP)
/* the player thread has stopped: check if playback
should be restarted with the next song. That can
happen if the playlist isn't filling the queue fast
......@@ -209,16 +206,12 @@ playlist::SyncWithPlayer(PlayerControl &pc)
else {
/* check if the player thread has already started
playing the queued song */
if (!pc_has_next_song && queued != -1)
if (!i.has_next_song && queued != -1)
QueuedSongStarted(pc);
pc.Lock();
pc_has_next_song = pc.HasNextSong();
pc.Unlock();
/* make sure the queued song is always set (if
possible) */
if (!pc_has_next_song && queued < 0)
if (!pc.LockGetSyncInfo().has_next_song && queued < 0)
UpdateQueuedSong(pc, nullptr);
}
}
......
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