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mirror of https://github.com/VDR4Arch/vdr.git synced 2023-10-10 13:36:52 +02:00

Fixed locking the Channels list in cDisplayChannel, where the lock was still held when Flush() was called

This commit is contained in:
Klaus Schmidinger 2018-05-06 09:41:03 +02:00
parent 820a0ddb8a
commit d380b57d28
3 changed files with 43 additions and 34 deletions

View File

@ -3316,6 +3316,8 @@ Matthias Senzel <matthias.senzel@t-online.de>
after starting the editing process
for reporting a problem with setting the initial offset of the cursor in a list menu
for reporting a high CPU load during replay with active progress display
for reporting that the lock on the Channels list in cDisplayChannel was still held
when Flush() was called
Marek Nazarko <mnazarko@gmail.com>
for translating OSD texts to the Polish language

View File

@ -9348,7 +9348,7 @@ Video Disk Recorder Revision History
Senzel).
- Official release.
2018-04-28: Version 2.4.1
2018-05-06: Version 2.4.1
- Fixed handling the tfRecording flag in the SVDRP commands MODT and UPDT (reported
by Johann Friedrichs).
@ -9359,3 +9359,5 @@ Video Disk Recorder Revision History
been changed to Skins.QueueMessage(), and cSkins::ProcessQueuedMessages() is now called
unconditionally in the main loop, and checks whether the current cSkinDisplay object
(if any) implements SetMessage().
- Fixed locking the Channels list in cDisplayChannel, where the lock was still held
when Flush() was called (reported by Matthias Senzel).

71
menu.c
View File

@ -4,7 +4,7 @@
* See the main source file 'vdr.c' for copyright information and
* how to reach the author.
*
* $Id: menu.c 4.75 2018/04/28 12:09:45 kls Exp $
* $Id: menu.c 4.76 2018/05/06 09:30:11 kls Exp $
*/
#include "menu.h"
@ -4626,14 +4626,17 @@ cDisplayChannel::cDisplayChannel(int Number, bool Switched)
cOsdProvider::OsdSizeChanged(osdState); // just to get the current state
positioner = NULL;
channel = NULL;
LOCK_CHANNELS_READ;
channel = Channels->GetByNumber(Number);
lastPresent = lastFollowing = NULL;
if (channel) {
DisplayChannel();
DisplayInfo();
{
LOCK_CHANNELS_READ;
channel = Channels->GetByNumber(Number);
lastPresent = lastFollowing = NULL;
if (channel) {
DisplayChannel();
DisplayInfo();
}
}
if (channel)
displayChannel->Flush();
}
lastTime.Set();
}
@ -4868,31 +4871,33 @@ eOSState cDisplayChannel::ProcessKey(eKeys Key)
}
};
if (positioner || !timeout || lastTime.Elapsed() < (uint64_t)(Setup.ChannelInfoTime * 1000)) {
LOCK_CHANNELS_READ;
if (Key == kNone && !number && group < 0 && !NewChannel && channel && channel->Number() != cDevice::CurrentChannel()) {
// makes sure a channel switch through the SVDRP CHAN command is displayed
channel = Channels->GetByNumber(cDevice::CurrentChannel());
Refresh();
lastTime.Set();
}
DisplayInfo();
if (NewChannel) {
SetTrackDescriptions(NewChannel->Number()); // to make them immediately visible in the channel display
Channels->SwitchTo(NewChannel->Number());
SetTrackDescriptions(NewChannel->Number()); // switching the channel has cleared them
channel = NewChannel;
}
const cPositioner *Positioner = cDevice::ActualDevice()->Positioner();
bool PositionerMoving = Positioner && Positioner->IsMoving();
SetNeedsFastResponse(PositionerMoving);
if (!PositionerMoving) {
if (positioner)
lastTime.Set(); // to keep the channel display up a few seconds after the target position has been reached
Positioner = NULL;
}
if (Positioner || positioner) // making sure we call SetPositioner(NULL) if there is a switch from "with" to "without" positioner
displayChannel->SetPositioner(Positioner);
positioner = Positioner;
{
LOCK_CHANNELS_READ;
if (Key == kNone && !number && group < 0 && !NewChannel && channel && channel->Number() != cDevice::CurrentChannel()) {
// makes sure a channel switch through the SVDRP CHAN command is displayed
channel = Channels->GetByNumber(cDevice::CurrentChannel());
Refresh();
lastTime.Set();
}
DisplayInfo();
if (NewChannel) {
SetTrackDescriptions(NewChannel->Number()); // to make them immediately visible in the channel display
Channels->SwitchTo(NewChannel->Number());
SetTrackDescriptions(NewChannel->Number()); // switching the channel has cleared them
channel = NewChannel;
}
const cPositioner *Positioner = cDevice::ActualDevice()->Positioner();
bool PositionerMoving = Positioner && Positioner->IsMoving();
SetNeedsFastResponse(PositionerMoving);
if (!PositionerMoving) {
if (positioner)
lastTime.Set(); // to keep the channel display up a few seconds after the target position has been reached
Positioner = NULL;
}
if (Positioner || positioner) // making sure we call SetPositioner(NULL) if there is a switch from "with" to "without" positioner
displayChannel->SetPositioner(Positioner);
positioner = Positioner;
}
displayChannel->Flush();
return osContinue;
}