1. 12 Nov, 2021 1 commit
    • Rosen Penev's avatar
      treewide: replace lock_guard with scoped_lock · 4e0e4c00
      Rosen Penev authored
      SonarLint reports the latter to be better:
      
      std::scoped_lock basically provides the same feature as std::lock_guard,
      but is more generic: It can lock several mutexes at the same time, with a
      deadlock prevention mechanism (see {rule:cpp:S5524}). The equivalent code
      to perform simultaneous locking with std::lock_guard is significantly more
      complex. Therefore, it is simpler to use std::scoped_lock all the time,
      even when locking only one mutex (there will be no performance impact).
      Signed-off-by: 's avatarRosen Penev <rosenp@gmail.com>
      4e0e4c00
  2. 13 Oct, 2021 1 commit
  3. 01 Jan, 2021 1 commit
  4. 13 Mar, 2020 1 commit
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  6. 17 Jun, 2019 1 commit
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  14. 07 Jan, 2018 1 commit
  15. 03 Jan, 2018 1 commit
  16. 29 Dec, 2017 2 commits
    • Max Kellermann's avatar
      player/Thread: make SEEK (partially) non-blocking · dee378b7
      Max Kellermann authored
      When the decoder is still starting up while we handle a SEEK, finish
      the "player SEEK" immediately and re-enter the player loop, being able
      to handle commands (and even cancel the pending seek).
      
      This is the first part in a series of patches to solve the "blocking
      input blocks decoder, blocks player, blocks the main thread" problem.
      There are many other blocking code locations left, and the main thread
      isn't non-blocking either because it waits for "seeking" to become
      false.
      dee378b7
    • Max Kellermann's avatar
  17. 21 Dec, 2017 2 commits
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  23. 14 Dec, 2016 3 commits