From 832d47dfd4a9156e80fb35ac50f805ba47a1cf29 Mon Sep 17 00:00:00 2001 From: Glenn Maynard Date: Sat, 25 Sep 2004 06:33:46 +0000 Subject: [PATCH] don't time out on movie frame semaphores --- stepmania/src/arch/MovieTexture/MovieTexture_FFMpeg.cpp | 6 ++++-- 1 file changed, 4 insertions(+), 2 deletions(-) diff --git a/stepmania/src/arch/MovieTexture/MovieTexture_FFMpeg.cpp b/stepmania/src/arch/MovieTexture/MovieTexture_FFMpeg.cpp index 13c46c6e8c..99387ecb4f 100644 --- a/stepmania/src/arch/MovieTexture/MovieTexture_FFMpeg.cpp +++ b/stepmania/src/arch/MovieTexture/MovieTexture_FFMpeg.cpp @@ -882,8 +882,10 @@ void MovieTexture_FFMpeg::DecoderThread() ConvertFrame(); /* We just went into FRAME_WAITING. Don't actually check; the main thread - * will change us back to FRAME_NONE without locking, and poke m_BufferFinished. */ - m_BufferFinished.Wait(); + * will change us back to FRAME_NONE without locking, and poke m_BufferFinished. + * Don't time out on this; if a new screen has started loading, this might not + * return for a while. */ + m_BufferFinished.Wait( false ); /* If the frame wasn't used, then we must be shutting down. */ ASSERT_M( m_ImageWaiting == FRAME_NONE || m_State == DECODER_QUIT, ssprintf("%i, %i", m_ImageWaiting, m_State) );