player: cheap hack against idle event feedback loop

The OSC used significant CPU time while the player was paused. It turned
out that the "tick" event sent during pause is the problem. The OSC
accesses the player core when receiving a tick event, which in turn will
cause the core to send another tick event, leading to infinite feedback.

Fix this by sending an idle tick only every 500ms. This is not very
proper, but the idea behind the tick event isn't very clean to begin
with (and the OSC should use timers instead).
This commit is contained in:
wm4 2014-03-01 21:27:37 +01:00
parent 4de22d1cbc
commit 8f2ee917d4
2 changed files with 7 additions and 2 deletions

View File

@ -293,6 +293,7 @@ typedef struct MPContext {
double last_heartbeat;
double last_metadata_update;
double last_idle_tick;
double mouse_timer;
unsigned int mouse_event_ts;

View File

@ -1183,8 +1183,12 @@ void run_playloop(struct MPContext *mpctx)
break;
} // video
if (!video_left || mpctx->paused)
mp_notify(mpctx, MPV_EVENT_TICK, NULL);
if (!video_left || mpctx->paused) {
if (mp_time_sec() - mpctx->last_idle_tick > 0.5) {
mpctx->last_idle_tick = mp_time_sec();
mp_notify(mpctx, MPV_EVENT_TICK, NULL);
}
}
video_left &= mpctx->sync_audio_to_video; // force no-video semantics