From 8f2ee917d410094c8718172e417d8d6f5f8f040f Mon Sep 17 00:00:00 2001 From: wm4 Date: Sat, 1 Mar 2014 21:27:37 +0100 Subject: 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). --- player/playloop.c | 8 ++++++-- 1 file changed, 6 insertions(+), 2 deletions(-) (limited to 'player/playloop.c') diff --git a/player/playloop.c b/player/playloop.c index 9a38b52663..0b926cae36 100644 --- a/player/playloop.c +++ b/player/playloop.c @@ -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 -- cgit v1.2.3