playbin2: clear the target

Clear the target of our ghostpads before we remove the pad from the element.
This to make sure that the internal pad is not left linked to whatever pad we
were ghosted to. This should only be a problem when we leak the ghostpads.

Also release our subpicture pads.

Fixes #577288.
This commit is contained in:
Wim Taymans 2009-04-14 13:51:41 +02:00
parent 77050a72f8
commit 5eed96dc06

View file

@ -2229,6 +2229,7 @@ void
gst_play_sink_release_pad (GstPlaySink * playsink, GstPad * pad)
{
GstPad **res = NULL;
gboolean untarget = TRUE;
GST_DEBUG_OBJECT (playsink, "release pad %" GST_PTR_FORMAT, pad);
@ -2239,15 +2240,22 @@ gst_play_sink_release_pad (GstPlaySink * playsink, GstPad * pad)
res = &playsink->audio_pad;
} else if (pad == playsink->text_pad) {
res = &playsink->text_pad;
} else if (pad == playsink->subp_pad) {
res = &playsink->subp_pad;
} else {
/* try to release the given pad anyway, these could be the FLUSHING pads. */
res = &pad;
untarget = FALSE;
}
GST_PLAY_SINK_UNLOCK (playsink);
if (*res) {
GST_DEBUG_OBJECT (playsink, "deactivate pad %" GST_PTR_FORMAT, *res);
gst_pad_set_active (*res, FALSE);
if (untarget) {
GST_DEBUG_OBJECT (playsink, "untargeting pad %" GST_PTR_FORMAT, *res);
gst_ghost_pad_set_target (GST_GHOST_PAD_CAST (*res), NULL);
}
GST_DEBUG_OBJECT (playsink, "remove pad %" GST_PTR_FORMAT, *res);
gst_element_remove_pad (GST_ELEMENT_CAST (playsink), *res);
*res = NULL;