Avoid jumping around in polling mode
While still avoiding busy loops. It works well enough to enable this by default. Closes #1
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25
nncmpp.c
25
nncmpp.c
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@ -612,7 +612,7 @@ static struct app_context
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struct str_map playback_info; ///< Current song info
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struct poller_timer elapsed_event; ///< Seconds elapsed event
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int64_t elapsed_since; ///< Time of the last tick
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int64_t elapsed_since; ///< Last tick ts or last elapsed time
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bool elapsed_poll; ///< Poll MPD for the elapsed time?
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// TODO: initialize these to -1
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@ -719,7 +719,7 @@ static struct config_schema g_config_settings[] =
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.comment = "Whether to actively poll MPD for the elapsed time",
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.type = CONFIG_ITEM_BOOLEAN,
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.on_change = on_poll_elapsed_time_changed,
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.default_ = "off" },
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.default_ = "on" },
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{}
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};
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@ -3424,20 +3424,31 @@ mpd_update_playback_state (void)
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strv_free (&fields);
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poller_timer_reset (&g.elapsed_event);
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if (g.state == PLAYER_PLAYING)
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if (g.state != PLAYER_PLAYING)
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g.elapsed_since = -1;
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else
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{
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int until_next = 1000 - msec_past_second;
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// We could make use of "until_next", however this might create
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// an intensive busy loop when playback stalls (typically because of
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// some network issues). Half a second will work reasonably well.
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int elapsed_msec = g.song_elapsed * 1000 + msec_past_second;
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if (g.elapsed_poll)
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until_next = 500;
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{
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// We may receive an earlier time, this seems to compensate it well;
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// in any case MPD polling can't achieve any significant stability
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until_next += 100;
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// When playback stalls, avoid busy looping with the server
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if (elapsed_msec == g.elapsed_since)
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until_next = MAX (until_next, 500);
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}
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// Set a timer for when the next round second of playback happens
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poller_timer_set (&g.elapsed_event, until_next);
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// Remember when the last round second was, relative to monotonic time
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g.elapsed_since = clock_msec (CLOCK_BEST) - msec_past_second;
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// In polling mode, we're interested in progress rather than stability
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if (g.elapsed_poll)
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g.elapsed_since = elapsed_msec;
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}
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// The server sends -1 when nothing is being played right now
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