Fix synchronization between shutdown and player threads
shutdwn() sets the EOF indicator, aborts the running command, if any,
forbids sleeping on I/O and wakes up the player thread, for all player
threads in state PS_PLAYING. It takes play_lock to prevent new
commands from running. It then waits up to 3s for player threads to
terminate, by polling player_next(), to let output buffers drain.
Issues:
1. Polling is lame.
2. New player threads can still enter state PS_PLAYING. They'll block
as soon as they try to run a command. Somehwat unclean.
3. We can exit before all player threads left state PS_PLAYING, losing
a treasury update, play time update, and log entries. Could happen
when player threads blocked on output until commit
90b3abc5 fixed
that; its commit message describes the bug's impact in more detail.
Since then, the bug shouldn't bite in practice, because player
threads should leave state PS_PLAYING quickly.
Fix by introducing shutdown_lock: player threads in state PS_PLAYING
hold it shared, shutdwn() takes it exclusive, instead of play_lock.
Takes care of the issues as follows:
3. shutdwn() waits until all player threads left state PS_PLAYING, no
matter how long it takes them.
2. New player threads block before entering state PS_PLAYING.
1. shutdwn() still polls up to 3s for player threads to terminate.
Still lame. Left for another day.