214 lines
8.2 KiB
C#
214 lines
8.2 KiB
C#
using System;
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using System.Threading;
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using System.Threading.Tasks;
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using MediaBrowser.Model.SyncPlay;
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using MediaBrowser.Controller.Session;
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namespace MediaBrowser.Controller.SyncPlay
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{
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/// <summary>
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/// Interface ISyncPlayStateContext.
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/// </summary>
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public interface ISyncPlayStateContext
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{
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/// <summary>
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/// Gets the default ping value used for sessions, in milliseconds.
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/// </summary>
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/// <value>The default ping value used for sessions, in milliseconds.</value>
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long DefaultPing { get; }
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/// <summary>
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/// Gets the group identifier.
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/// </summary>
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/// <value>The group identifier.</value>
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Guid GroupId { get; }
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/// <summary>
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/// Gets or sets the position ticks.
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/// </summary>
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/// <value>The position ticks.</value>
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long PositionTicks { get; set; }
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/// <summary>
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/// Gets or sets the last activity.
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/// </summary>
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/// <value>The last activity.</value>
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DateTime LastActivity { get; set; }
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/// <summary>
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/// Gets the play queue.
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/// </summary>
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/// <value>The play queue.</value>
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PlayQueueManager PlayQueue { get; }
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/// <summary>
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/// Sets a new state.
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/// </summary>
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/// <param name="state">The new state.</param>
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void SetState(ISyncPlayState state);
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/// <summary>
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/// Sends a GroupUpdate message to the interested sessions.
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/// </summary>
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/// <param name="from">The current session.</param>
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/// <param name="type">The filtering type.</param>
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/// <param name="message">The message to send.</param>
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/// <param name="cancellationToken">The cancellation token.</param>
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/// <returns>The task.</returns>
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Task SendGroupUpdate<T>(SessionInfo from, SyncPlayBroadcastType type, GroupUpdate<T> message, CancellationToken cancellationToken);
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/// <summary>
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/// Sends a playback command to the interested sessions.
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/// </summary>
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/// <param name="from">The current session.</param>
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/// <param name="type">The filtering type.</param>
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/// <param name="message">The message to send.</param>
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/// <param name="cancellationToken">The cancellation token.</param>
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/// <returns>The task.</returns>
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Task SendCommand(SessionInfo from, SyncPlayBroadcastType type, SendCommand message, CancellationToken cancellationToken);
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/// <summary>
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/// Builds a new playback command with some default values.
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/// </summary>
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/// <param name="type">The command type.</param>
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/// <returns>The command.</returns>
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SendCommand NewSyncPlayCommand(SendCommandType type);
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/// <summary>
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/// Builds a new group update message.
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/// </summary>
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/// <param name="type">The update type.</param>
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/// <param name="data">The data to send.</param>
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/// <returns>The group update.</returns>
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GroupUpdate<T> NewSyncPlayGroupUpdate<T>(GroupUpdateType type, T data);
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/// <summary>
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/// Converts DateTime to UTC string.
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/// </summary>
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/// <param name="dateTime">The date to convert.</param>
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/// <returns>The UTC string.</returns>
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string DateToUTCString(DateTime dateTime);
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/// <summary>
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/// Sanitizes the PositionTicks, considers the current playing item when available.
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/// </summary>
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/// <param name="positionTicks">The PositionTicks.</param>
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/// <returns>The sanitized position ticks.</returns>
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long SanitizePositionTicks(long? positionTicks);
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/// <summary>
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/// Updates the ping of a session, in milliseconds.
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/// </summary>
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/// <param name="session">The session.</param>
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/// <param name="ping">The ping, in milliseconds.</param>
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void UpdatePing(SessionInfo session, long ping);
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/// <summary>
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/// Gets the highest ping in the group, in milliseconds.
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/// </summary>
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/// <returns>The highest ping in the group.</returns>
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long GetHighestPing();
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/// <summary>
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/// Sets the session's buffering state.
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/// </summary>
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/// <param name="session">The session.</param>
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/// <param name="isBuffering">The state.</param>
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void SetBuffering(SessionInfo session, bool isBuffering);
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/// <summary>
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/// Sets the buffering state of all the sessions.
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/// </summary>
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/// <param name="isBuffering">The state.</param>
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void SetAllBuffering(bool isBuffering);
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/// <summary>
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/// Gets the group buffering state.
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/// </summary>
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/// <returns><c>true</c> if there is a session buffering in the group; <c>false</c> otherwise.</returns>
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bool IsBuffering();
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/// <summary>
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/// Sets the session's group wait state.
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/// </summary>
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/// <param name="session">The session.</param>
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/// <param name="ignoreGroupWait">The state.</param>
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void SetIgnoreGroupWait(SessionInfo session, bool ignoreGroupWait);
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/// <summary>
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/// Sets a new play queue.
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/// </summary>
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/// <param name="playQueue">The new play queue.</param>
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/// <param name="playingItemPosition">The playing item position in the play queue.</param>
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/// <param name="startPositionTicks">The start position ticks.</param>
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/// <returns><c>true</c> if the play queue has been changed; <c>false</c> if something went wrong.</returns>
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bool SetPlayQueue(Guid[] playQueue, int playingItemPosition, long startPositionTicks);
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/// <summary>
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/// Sets the playing item.
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/// </summary>
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/// <param name="playlistItemId">The new playing item identifier.</param>
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/// <returns><c>true</c> if the play queue has been changed; <c>false</c> if something went wrong.</returns>
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bool SetPlayingItem(string playlistItemId);
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/// <summary>
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/// Removes items from the play queue.
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/// </summary>
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/// <param name="playlistItemIds">The items to remove.</param>
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/// <returns><c>true</c> if playing item got removed; <c>false</c> otherwise.</returns>
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bool RemoveFromPlayQueue(string[] playlistItemIds);
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/// <summary>
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/// Moves an item in the play queue.
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/// </summary>
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/// <param name="playlistItemId">The playlist identifier of the item to move.</param>
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/// <param name="newIndex">The new position.</param>
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/// <returns><c>true</c> if item has been moved; <c>false</c> if something went wrong.</returns>
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bool MoveItemInPlayQueue(string playlistItemId, int newIndex);
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/// <summary>
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/// Updates the play queue.
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/// </summary>
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/// <param name="newItems">The new items to add to the play queue.</param>
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/// <param name="mode">The mode with which the items will be added.</param>
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/// <returns><c>true</c> if the play queue has been changed; <c>false</c> if something went wrong.</returns>
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bool AddToPlayQueue(Guid[] newItems, string mode);
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/// <summary>
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/// Restarts current item in play queue.
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/// </summary>
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void RestartCurrentItem();
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/// <summary>
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/// Picks next item in play queue.
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/// </summary>
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/// <returns><c>true</c> if the item changed; <c>false</c> otherwise.</returns>
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bool NextItemInQueue();
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/// <summary>
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/// Picks previous item in play queue.
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/// </summary>
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/// <returns><c>true</c> if the item changed; <c>false</c> otherwise.</returns>
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bool PreviousItemInQueue();
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/// <summary>
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/// Sets the repeat mode.
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/// </summary>
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/// <param name="mode">The new mode.</param>
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void SetRepeatMode(string mode);
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/// <summary>
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/// Sets the shuffle mode.
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/// </summary>
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/// <param name="mode">The new mode.</param>
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void SetShuffleMode(string mode);
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/// <summary>
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/// Creates a play queue update.
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/// </summary>
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/// <param name="reason">The reason for the update.</param>
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/// <returns>The play queue update.</returns>
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PlayQueueUpdate GetPlayQueueUpdate(PlayQueueUpdateReason reason);
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}
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}
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