pthread_cond_t activity_monitor_cv;
void going_active(int block) {
- // debug(1, "activity_monitor: state transitioning to \"active\" with%s blocking", block ? "" :
- // "out");
+ // debug(1, "activity_monitor: state transitioning to \"active\" with%s blocking", block ? "" : "out");
if (config.cmd_active_start)
command_execute(config.cmd_active_start, "", block);
#ifdef CONFIG_METADATA
void activity_monitor_signify_activity(int active) {
// this could be pthread_cancelled and there is likely to be cancellation points in the
// hooked-on procedures
- pthread_cleanup_debug_mutex_lock(&activity_monitor_mutex, 10000, 1);
+ pthread_mutex_lock(&activity_monitor_mutex);
player_state = active == 0 ? ps_inactive : ps_active;
// Now, although we could simply let the state machine in the activity monitor thread
- // look after eveything, we will change state here in two situations:
+ // look after everything, we will change state here in two situations:
// 1. If the state machine is am_inactive and the player is ps_active
// we will change the state to am_active and execute the going_active() function.
// 2. If the state machine is am_active and the player is ps_inactive and
// and wait for them to complete before continuing. If they were performed in the
// activity monitor thread, then we couldn't wait for them to complete.
- // Thus, the only time the thread will execute a going_... function is when a non-zero
- // timeout actually matures.
-
+ // So, if the active end procedure is on a timer, it will be executed when the
+ // timeout occurs and the "blocking" status is ignored.
+
if ((state == am_inactive) && (player_state == ps_active)) {
+ state = am_active;
+ pthread_mutex_unlock(&activity_monitor_mutex);
going_active(
- config.cmd_blocking); // note -- will be executed with the mutex locked, but that's okay
+ config.cmd_blocking);
} else if ((state == am_active) && (player_state == ps_inactive) &&
(config.active_state_timeout == 0.0)) {
+ state = am_inactive;
+ pthread_mutex_unlock(&activity_monitor_mutex);
going_inactive(
- config.cmd_blocking); // note -- will be executed with the mutex locked, but that's okay
+ config.cmd_blocking);
+ } else {
+ pthread_mutex_unlock(&activity_monitor_mutex);
}
-
+ // lock the mutex again to send a signal
+ pthread_cleanup_debug_mutex_lock(&activity_monitor_mutex, 10000, 1);
pthread_cond_signal(&activity_monitor_cv);
pthread_cleanup_pop(1); // release the mutex
}
debug(2, "am_state: am_inactive");
while (player_state != ps_active)
pthread_cond_wait(&activity_monitor_cv, &activity_monitor_mutex);
- state = am_active;
- debug(2, "am_state: going active");
+ // state = am_active; this is done by the activity_monitor_signify_activity(1) function
+ debug(2, "am_state: am_active");
break;
case am_active:
// debug(1,"am_state: am_active");
while (player_state != ps_inactive)
pthread_cond_wait(&activity_monitor_cv, &activity_monitor_mutex);
- if (config.active_state_timeout == 0.0) {
- state = am_inactive;
- } else {
+
+ // if it's not already am_inactive, the it should be beginning to time out...
+ if (state != am_inactive) {
state = am_timing_out;
uint64_t time_to_wait_for_wakeup_ns = (uint64_t)(config.active_state_timeout * 1000000000);