318 lines
12 KiB
C++
318 lines
12 KiB
C++
#ifndef foothreadmainloophfoo
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#define foothreadmainloophfoo
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/***
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This file is part of PulseAudio.
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Copyright 2006 Lennart Poettering
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Copyright 2006 Pierre Ossman <ossman@cendio.se> for Cendio AB
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PulseAudio is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published
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by the Free Software Foundation; either version 2.1 of the License,
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or (at your option) any later version.
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PulseAudio is distributed in the hope that it will be useful, but
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WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License
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along with PulseAudio; if not, see <http://www.gnu.org/licenses/>.
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***/
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#include <pulse/mainloop-api.h>
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#include <pulse/cdecl.h>
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#include <pulse/version.h>
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PA_C_DECL_BEGIN
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/** \page threaded_mainloop Threaded Main Loop
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*
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* \section overv_sec Overview
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*
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* The threaded main loop implementation is a special version of the primary
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* main loop implementation (see \ref mainloop). For the basic design, see
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* its documentation.
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*
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* The added feature in the threaded main loop is that it spawns a new thread
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* that runs the real main loop. This allows a synchronous application to use
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* the asynchronous API without risking to stall the PulseAudio library.
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*
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* \section creat_sec Creation
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*
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* A pa_threaded_mainloop object is created using pa_threaded_mainloop_new().
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* This will only allocate the required structures though, so to use it the
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* thread must also be started. This is done through
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* pa_threaded_mainloop_start(), after which you can start using the main loop.
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*
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* \section destr_sec Destruction
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*
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* When the PulseAudio connection has been terminated, the thread must be
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* stopped and the resources freed. Stopping the thread is done using
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* pa_threaded_mainloop_stop(), which must be called without the lock (see
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* below) held. When that function returns, the thread is stopped and the
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* pa_threaded_mainloop object can be freed using pa_threaded_mainloop_free().
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*
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* \section lock_sec Locking
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*
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* Since the PulseAudio API doesn't allow concurrent accesses to objects,
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* a locking scheme must be used to guarantee safe usage. The threaded main
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* loop API provides such a scheme through the functions
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* pa_threaded_mainloop_lock() and pa_threaded_mainloop_unlock().
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*
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* The lock is recursive, so it's safe to use it multiple times from the same
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* thread. Just make sure you call pa_threaded_mainloop_unlock() the same
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* number of times you called pa_threaded_mainloop_lock().
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*
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* The lock needs to be held whenever you call any PulseAudio function that
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* uses an object associated with this main loop. Make sure you do not hold
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* on to the lock more than necessary though, as the threaded main loop stops
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* while the lock is held.
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*
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* Example:
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*
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* \code
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* void my_check_stream_func(pa_threaded_mainloop *m, pa_stream *s) {
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* pa_stream_state_t state;
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*
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* pa_threaded_mainloop_lock(m);
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*
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* state = pa_stream_get_state(s);
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*
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* pa_threaded_mainloop_unlock(m);
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*
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* if (state == PA_STREAM_READY)
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* printf("Stream is ready!");
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* else
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* printf("Stream is not ready!");
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* }
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* \endcode
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*
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* \section cb_sec Callbacks
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*
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* Callbacks in PulseAudio are asynchronous, so they require extra care when
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* using them together with a threaded main loop.
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*
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* The easiest way to turn the callback based operations into synchronous
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* ones, is to simply wait for the callback to be called and continue from
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* there. This is the approach chosen in PulseAudio's threaded API.
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*
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* \subsection basic_subsec Basic callbacks
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*
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* For the basic case, where all that is required is to wait for the callback
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* to be invoked, the code should look something like this:
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*
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* Example:
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*
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* \code
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* static void my_drain_callback(pa_stream *s, int success, void *userdata) {
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* pa_threaded_mainloop *m;
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*
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* m = userdata;
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* assert(m);
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*
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* pa_threaded_mainloop_signal(m, 0);
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* }
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*
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* void my_drain_stream_func(pa_threaded_mainloop *m, pa_stream *s) {
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* pa_operation *o;
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*
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* pa_threaded_mainloop_lock(m);
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*
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* o = pa_stream_drain(s, my_drain_callback, m);
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* assert(o);
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*
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* while (pa_operation_get_state(o) == PA_OPERATION_RUNNING)
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* pa_threaded_mainloop_wait(m);
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*
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* pa_operation_unref(o);
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*
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* pa_threaded_mainloop_unlock(m);
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* }
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* \endcode
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*
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* The main function, my_drain_stream_func(), will wait for the callback to
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* be called using pa_threaded_mainloop_wait().
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*
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* If your application is multi-threaded, then this waiting must be
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* done inside a while loop. The reason for this is that multiple
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* threads might be using pa_threaded_mainloop_wait() at the same
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* time. Each thread must therefore verify that it was its callback
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* that was invoked. Also the underlying OS synchronization primitives
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* are usually not free of spurious wake-ups, so a
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* pa_threaded_mainloop_wait() must be called within a loop even if
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* you have only one thread waiting.
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*
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* The callback, my_drain_callback(), indicates to the main function that it
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* has been called using pa_threaded_mainloop_signal().
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*
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* As you can see, pa_threaded_mainloop_wait() may only be called with
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* the lock held. The same thing is true for pa_threaded_mainloop_signal(),
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* but as the lock is held before the callback is invoked, you do not have to
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* deal with that.
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*
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* The functions will not dead lock because the wait function will release
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* the lock before waiting and then regrab it once it has been signalled.
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* For those of you familiar with threads, the behaviour is that of a
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* condition variable.
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*
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* \subsection data_subsec Data callbacks
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*
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* For many callbacks, simply knowing that they have been called is
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* insufficient. The callback also receives some data that is desired. To
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* access this data safely, we must extend our example a bit:
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*
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* \code
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* static int * volatile drain_result = NULL;
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*
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* static void my_drain_callback(pa_stream*s, int success, void *userdata) {
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* pa_threaded_mainloop *m;
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*
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* m = userdata;
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* assert(m);
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*
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* drain_result = &success;
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*
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* pa_threaded_mainloop_signal(m, 1);
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* }
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*
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* void my_drain_stream_func(pa_threaded_mainloop *m, pa_stream *s) {
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* pa_operation *o;
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*
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* pa_threaded_mainloop_lock(m);
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*
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* o = pa_stream_drain(s, my_drain_callback, m);
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* assert(o);
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*
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* while (drain_result == NULL)
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* pa_threaded_mainloop_wait(m);
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*
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* pa_operation_unref(o);
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*
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* if (*drain_result)
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* printf("Success!");
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* else
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* printf("Bitter defeat...");
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*
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* pa_threaded_mainloop_accept(m);
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*
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* pa_threaded_mainloop_unlock(m);
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* }
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* \endcode
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*
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* The example is a bit silly as it would probably have been easier to just
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* copy the contents of success, but for larger data structures this can be
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* wasteful.
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*
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* The difference here compared to the basic callback is the value 1 passed
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* to pa_threaded_mainloop_signal() and the call to
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* pa_threaded_mainloop_accept(). What will happen is that
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* pa_threaded_mainloop_signal() will signal the main function and then wait.
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* The main function is then free to use the data in the callback until
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* pa_threaded_mainloop_accept() is called, which will allow the callback
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* to continue.
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*
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* Note that pa_threaded_mainloop_accept() must be called some time between
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* exiting the while loop and unlocking the main loop! Failure to do so will
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* result in a race condition. I.e. it is not ok to release the lock and
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* regrab it before calling pa_threaded_mainloop_accept().
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*
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* \subsection async_subsec Asynchronous callbacks
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*
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* PulseAudio also has callbacks that are completely asynchronous, meaning
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* that they can be called at any time. The threaded main loop API provides
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* the locking mechanism to handle concurrent accesses, but nothing else.
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* Applications will have to handle communication from the callback to the
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* main program through their own mechanisms.
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*
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* The callbacks that are completely asynchronous are:
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*
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* \li State callbacks for contexts, streams, etc.
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* \li Subscription notifications
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*/
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/** \file
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*
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* A thread based event loop implementation based on pa_mainloop. The
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* event loop is run in a helper thread in the background. A few
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* synchronization primitives are available to access the objects
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* attached to the event loop safely.
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*
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* See also \subpage threaded_mainloop
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*/
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/** An opaque threaded main loop object */
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typedef struct pa_threaded_mainloop pa_threaded_mainloop;
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/** Allocate a new threaded main loop object. You have to call
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* pa_threaded_mainloop_start() before the event loop thread starts
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* running. */
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pa_threaded_mainloop *pa_threaded_mainloop_new(void);
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/** Free a threaded main loop object. If the event loop thread is
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* still running, terminate it with pa_threaded_mainloop_stop()
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* first. */
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void pa_threaded_mainloop_free(pa_threaded_mainloop* m);
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/** Start the event loop thread. */
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int pa_threaded_mainloop_start(pa_threaded_mainloop *m);
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/** Terminate the event loop thread cleanly. Make sure to unlock the
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* mainloop object before calling this function. */
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void pa_threaded_mainloop_stop(pa_threaded_mainloop *m);
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/** Lock the event loop object, effectively blocking the event loop
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* thread from processing events. You can use this to enforce
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* exclusive access to all objects attached to the event loop. This
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* lock is recursive. This function may not be called inside the event
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* loop thread. Events that are dispatched from the event loop thread
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* are executed with this lock held. */
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void pa_threaded_mainloop_lock(pa_threaded_mainloop *m);
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/** Unlock the event loop object, inverse of pa_threaded_mainloop_lock(). */
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void pa_threaded_mainloop_unlock(pa_threaded_mainloop *m);
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/** Wait for an event to be signalled by the event loop thread. You
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* can use this to pass data from the event loop thread to the main
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* thread in a synchronized fashion. This function may not be called
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* inside the event loop thread. Prior to this call the event loop
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* object needs to be locked using pa_threaded_mainloop_lock(). While
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* waiting the lock will be released. Immediately before returning it
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* will be acquired again. This function may spuriously wake up even
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* without pa_threaded_mainloop_signal() being called. You need to
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* make sure to handle that! */
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void pa_threaded_mainloop_wait(pa_threaded_mainloop *m);
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/** Signal all threads waiting for a signalling event in
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* pa_threaded_mainloop_wait(). If wait_for_accept is non-zero, do
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* not return before the signal was accepted by a
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* pa_threaded_mainloop_accept() call. While waiting for that condition
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* the event loop object is unlocked. */
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void pa_threaded_mainloop_signal(pa_threaded_mainloop *m, int wait_for_accept);
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/** Accept a signal from the event thread issued with
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* pa_threaded_mainloop_signal(). This call should only be used in
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* conjunction with pa_threaded_mainloop_signal() with a non-zero
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* wait_for_accept value. */
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void pa_threaded_mainloop_accept(pa_threaded_mainloop *m);
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/** Return the return value as specified with the main loop's
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* pa_mainloop_quit() routine. */
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int pa_threaded_mainloop_get_retval(pa_threaded_mainloop *m);
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/** Return the main loop abstraction layer vtable for this main loop.
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* There is no need to free this object as it is owned by the loop
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* and is destroyed when the loop is freed. */
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pa_mainloop_api* pa_threaded_mainloop_get_api(pa_threaded_mainloop*m);
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/** Returns non-zero when called from within the event loop thread. \since 0.9.7 */
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int pa_threaded_mainloop_in_thread(pa_threaded_mainloop *m);
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/** Sets the name of the thread. \since 5.0 */
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void pa_threaded_mainloop_set_name(pa_threaded_mainloop *m, const char *name);
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PA_C_DECL_END
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#endif
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