From e4fb23ed7de874bb2d05824d7edb84cfd1b21101 Mon Sep 17 00:00:00 2001 From: wm4 Date: Sat, 12 May 2018 18:46:37 +0200 Subject: command: add a way to abort asynchronous commands Many asynchronous commands are potentially long running operations, such as loading something from network or running a foreign process. Obviously it shouldn't just be possible for them to freeze the player if they don't terminate as expected. Also, there will be situations where you want to explicitly stop some of those operations explicitly. So add an infrastructure for this. Commands have to support this explicitly. The next commit uses this to actually add support to a command. --- input/cmd.h | 4 ++++ 1 file changed, 4 insertions(+) (limited to 'input') diff --git a/input/cmd.h b/input/cmd.h index 0e65565252..f6408988ab 100644 --- a/input/cmd.h +++ b/input/cmd.h @@ -54,6 +54,10 @@ struct mp_cmd_def { // unlocked, you have no synchronized access to mpctx, but you can do long // running operations without blocking playback or input handling). bool spawn_thread; + // If this is set, mp_cmd_ctx.abort is set. Set this if handler() can do + // asynchronous abort of the command, and explicitly uses mp_cmd_ctx.abort. + // (Not setting it when it's not needed can save resources.) + bool can_abort; }; enum mp_cmd_flags { -- cgit v1.2.3