The call switched the connection with the player to blocking I/O for
draining of output before closing the connection. Looks scary,
because blocking on I/O blocks the complete server process, not just
the player thread. But we don't do input, and we do output only with
IO_WAIT, which can't block. So this has no effect.
player->state = PS_SHUTDOWN;
if (!io_eof(player->iop)) {
pr_id(player, C_EXIT, "so long...\n");
- io_noblocking(player->iop, 0);
while (io_output(player->iop, IO_WAIT) > 0) ;
}
player_delete(player);