Commit b652ad95 authored by Max Kellermann's avatar Max Kellermann

queue/Playlist: cast next_song to bool, because that is all we need in SyncWithPlayer()

parent 624e679e
...@@ -178,7 +178,7 @@ playlist::SyncWithPlayer(PlayerControl &pc) ...@@ -178,7 +178,7 @@ playlist::SyncWithPlayer(PlayerControl &pc)
pc.Lock(); pc.Lock();
const PlayerState pc_state = pc.GetState(); const PlayerState pc_state = pc.GetState();
const DetachedSong *pc_next_song = pc.next_song; bool pc_has_next_song = pc.next_song != nullptr;
pc.Unlock(); pc.Unlock();
if (pc_state == PlayerState::STOP) if (pc_state == PlayerState::STOP)
...@@ -190,16 +190,16 @@ playlist::SyncWithPlayer(PlayerControl &pc) ...@@ -190,16 +190,16 @@ playlist::SyncWithPlayer(PlayerControl &pc)
else { else {
/* check if the player thread has already started /* check if the player thread has already started
playing the queued song */ playing the queued song */
if (pc_next_song == nullptr && queued != -1) if (!pc_has_next_song && queued != -1)
QueuedSongStarted(pc); QueuedSongStarted(pc);
pc.Lock(); pc.Lock();
pc_next_song = pc.next_song; pc_has_next_song = pc.next_song != nullptr;
pc.Unlock(); pc.Unlock();
/* make sure the queued song is always set (if /* make sure the queued song is always set (if
possible) */ possible) */
if (pc_next_song == nullptr && queued < 0) if (!pc_has_next_song && queued < 0)
UpdateQueuedSong(pc, nullptr); UpdateQueuedSong(pc, nullptr);
} }
} }
......
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