audio: rename the context disposal to close, like the other unexported close methods
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@@ -74,12 +74,12 @@ type Context struct {
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m sync.Mutex
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m sync.Mutex
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// cond is signalled under m when a player is added to playingPlayers or when the context is
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// cond is signalled under m when a player is added to playingPlayers or when the context is
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// disposed. The goroutine updating the players waits on it while playingPlayers is empty.
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// closed. The goroutine updating the players waits on it while playingPlayers is empty.
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cond *sync.Cond
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cond *sync.Cond
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// disposed reports that the goroutine updating the players must exit. A context lives until the
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// closed reports that the goroutine updating the players must exit. A context lives until the
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// process exits, so this is set only when a test discards the context.
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// process exits, so this is set only when a test discards the context.
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disposed bool
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closed bool
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// updater tracks the goroutine updating the players, so that a test discarding the context can wait
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// updater tracks the goroutine updating the players, so that a test discarding the context can wait
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// for the goroutine to exit.
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// for the goroutine to exit.
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@@ -223,26 +223,26 @@ func (c *Context) setReady() {
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}
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}
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// waitForPlayingPlayers blocks until at least one player is registered as playing, and reports
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// waitForPlayingPlayers blocks until at least one player is registered as playing, and reports
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// whether the players should be updated. It returns false once the context is disposed.
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// whether the players should be updated. It returns false once the context is closed.
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func (c *Context) waitForPlayingPlayers() bool {
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func (c *Context) waitForPlayingPlayers() bool {
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c.m.Lock()
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c.m.Lock()
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defer c.m.Unlock()
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defer c.m.Unlock()
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for len(c.playingPlayers) == 0 && !c.disposed {
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for len(c.playingPlayers) == 0 && !c.closed {
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c.cond.Wait()
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c.cond.Wait()
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}
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}
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return !c.disposed
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return !c.closed
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}
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}
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// dispose makes the goroutine updating the players exit, and waits for it to exit.
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// close makes the goroutine updating the players exit, and waits for it to exit.
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func (c *Context) dispose() {
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func (c *Context) close() {
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c.markDisposed()
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c.markClosed()
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c.updater.Wait()
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c.updater.Wait()
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}
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}
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func (c *Context) markDisposed() {
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func (c *Context) markClosed() {
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c.m.Lock()
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c.m.Lock()
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defer c.m.Unlock()
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defer c.m.Unlock()
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c.disposed = true
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c.closed = true
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c.cond.Broadcast()
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c.cond.Broadcast()
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}
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}
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@@ -356,7 +356,7 @@ func ContextCreatedForTesting() bool {
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// players' sources, and waits for them to exit.
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// players' sources, and waits for them to exit.
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func ResetContextForTesting() {
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func ResetContextForTesting() {
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if c := takeContextForTesting(); c != nil {
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if c := takeContextForTesting(); c != nil {
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c.dispose()
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c.close()
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}
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}
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dummyContextForTesting.stopPlayers()
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dummyContextForTesting.stopPlayers()
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}
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}
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