676 lines
31 KiB
C#
676 lines
31 KiB
C#
using System;
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using System.Threading;
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using MediaBrowser.Controller.Session;
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using MediaBrowser.Model.SyncPlay;
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using Microsoft.Extensions.Logging;
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namespace MediaBrowser.Controller.SyncPlay
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{
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/// <summary>
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/// Class WaitingGroupState.
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/// </summary>
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/// <remarks>
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/// Class is not thread-safe, external locking is required when accessing methods.
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/// </remarks>
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public class WaitingGroupState : AbstractGroupState
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{
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/// <summary>
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/// Initializes a new instance of the <see cref="WaitingGroupState"/> class.
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/// </summary>
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/// <param name="logger">Instance of the <see cref="ILogger"/> interface.</param>
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public WaitingGroupState(ILogger logger)
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: base(logger)
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{
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// Do nothing.
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}
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/// <inheritdoc />
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public override GroupStateType Type { get; } = GroupStateType.Waiting;
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/// <summary>
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/// Gets or sets a value indicating whether playback should resume when group is ready.
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/// </summary>
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public bool ResumePlaying { get; set; } = false;
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/// <summary>
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/// Gets or sets a value indicating whether the initial state has been set.
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/// </summary>
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private bool InitialStateSet { get; set; } = false;
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/// <summary>
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/// Gets or sets the group state before the first ever event.
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/// </summary>
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private GroupStateType InitialState { get; set; }
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/// <inheritdoc />
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public override void SessionJoined(IGroupStateContext context, GroupStateType prevState, SessionInfo session, CancellationToken cancellationToken)
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{
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// Save state if first event.
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if (!InitialStateSet)
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{
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InitialState = prevState;
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InitialStateSet = true;
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}
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if (prevState.Equals(GroupStateType.Playing))
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{
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ResumePlaying = true;
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// Pause group and compute the media playback position.
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var currentTime = DateTime.UtcNow;
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var elapsedTime = currentTime - context.LastActivity;
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context.LastActivity = currentTime;
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// Elapsed time is negative if event happens
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// during the delay added to account for latency.
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// In this phase clients haven't started the playback yet.
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// In other words, LastActivity is in the future,
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// when playback unpause is supposed to happen.
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// Seek only if playback actually started.
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context.PositionTicks += Math.Max(elapsedTime.Ticks, 0);
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}
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// Prepare new session.
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var playQueueUpdate = context.GetPlayQueueUpdate(PlayQueueUpdateReason.NewPlaylist);
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var update = context.NewSyncPlayGroupUpdate(GroupUpdateType.PlayQueue, playQueueUpdate);
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context.SendGroupUpdate(session, SyncPlayBroadcastType.CurrentSession, update, cancellationToken);
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context.SetBuffering(session, true);
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// Send pause command to all non-buffering sessions.
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var command = context.NewSyncPlayCommand(SendCommandType.Pause);
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context.SendCommand(session, SyncPlayBroadcastType.AllReady, command, cancellationToken);
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}
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/// <inheritdoc />
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public override void SessionLeaving(IGroupStateContext context, GroupStateType prevState, SessionInfo session, CancellationToken cancellationToken)
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{
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// Save state if first event.
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if (!InitialStateSet)
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{
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InitialState = prevState;
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InitialStateSet = true;
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}
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context.SetBuffering(session, false);
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if (!context.IsBuffering())
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{
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if (ResumePlaying)
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{
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// Client, that was buffering, left the group.
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var playingState = new PlayingGroupState(Logger);
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context.SetState(playingState);
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var unpauseRequest = new UnpauseGroupRequest();
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playingState.HandleRequest(context, Type, unpauseRequest, session, cancellationToken);
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Logger.LogDebug("SessionLeaving: {0} left the group {1}, notifying others to resume.", session.Id, context.GroupId.ToString());
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}
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else
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{
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// Group is ready, returning to previous state.
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var pausedState = new PausedGroupState(Logger);
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context.SetState(pausedState);
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Logger.LogDebug("SessionLeaving: {0} left the group {1}, returning to previous state.", session.Id, context.GroupId.ToString());
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}
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}
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}
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/// <inheritdoc />
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public override void HandleRequest(IGroupStateContext context, GroupStateType prevState, PlayGroupRequest request, SessionInfo session, CancellationToken cancellationToken)
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{
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// Save state if first event.
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if (!InitialStateSet)
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{
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InitialState = prevState;
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InitialStateSet = true;
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}
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ResumePlaying = true;
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var setQueueStatus = context.SetPlayQueue(request.PlayingQueue, request.PlayingItemPosition, request.StartPositionTicks);
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if (!setQueueStatus)
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{
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Logger.LogError("HandleRequest: {0} in group {1}, unable to set playing queue.", request.Type, context.GroupId.ToString());
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// Ignore request and return to previous state.
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IGroupState newState = prevState switch {
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GroupStateType.Playing => new PlayingGroupState(Logger),
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GroupStateType.Paused => new PausedGroupState(Logger),
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_ => new IdleGroupState(Logger)
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};
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context.SetState(newState);
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return;
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}
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var playQueueUpdate = context.GetPlayQueueUpdate(PlayQueueUpdateReason.NewPlaylist);
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var update = context.NewSyncPlayGroupUpdate(GroupUpdateType.PlayQueue, playQueueUpdate);
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context.SendGroupUpdate(session, SyncPlayBroadcastType.AllGroup, update, cancellationToken);
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// Reset status of sessions and await for all Ready events.
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context.SetAllBuffering(true);
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Logger.LogDebug("HandleRequest: {0} in group {1}, {2} set a new play queue.", request.Type, context.GroupId.ToString(), session.Id);
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}
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/// <inheritdoc />
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public override void HandleRequest(IGroupStateContext context, GroupStateType prevState, SetPlaylistItemGroupRequest request, SessionInfo session, CancellationToken cancellationToken)
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{
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// Save state if first event.
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if (!InitialStateSet)
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{
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InitialState = prevState;
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InitialStateSet = true;
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}
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ResumePlaying = true;
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var result = context.SetPlayingItem(request.PlaylistItemId);
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if (result)
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{
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var playQueueUpdate = context.GetPlayQueueUpdate(PlayQueueUpdateReason.SetCurrentItem);
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var update = context.NewSyncPlayGroupUpdate(GroupUpdateType.PlayQueue, playQueueUpdate);
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context.SendGroupUpdate(session, SyncPlayBroadcastType.AllGroup, update, cancellationToken);
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// Reset status of sessions and await for all Ready events.
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context.SetAllBuffering(true);
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}
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else
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{
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// Return to old state.
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IGroupState newState = prevState switch
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{
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GroupStateType.Playing => new PlayingGroupState(Logger),
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GroupStateType.Paused => new PausedGroupState(Logger),
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_ => new IdleGroupState(Logger)
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};
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context.SetState(newState);
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Logger.LogDebug("HandleRequest: {0} in group {1}, unable to change current playing item.", request.Type, context.GroupId.ToString());
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}
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}
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/// <inheritdoc />
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public override void HandleRequest(IGroupStateContext context, GroupStateType prevState, UnpauseGroupRequest request, SessionInfo session, CancellationToken cancellationToken)
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{
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// Save state if first event.
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if (!InitialStateSet)
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{
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InitialState = prevState;
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InitialStateSet = true;
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}
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if (prevState.Equals(GroupStateType.Idle))
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{
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ResumePlaying = true;
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context.RestartCurrentItem();
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var playQueueUpdate = context.GetPlayQueueUpdate(PlayQueueUpdateReason.NewPlaylist);
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var update = context.NewSyncPlayGroupUpdate(GroupUpdateType.PlayQueue, playQueueUpdate);
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context.SendGroupUpdate(session, SyncPlayBroadcastType.AllGroup, update, cancellationToken);
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// Reset status of sessions and await for all Ready events.
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context.SetAllBuffering(true);
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Logger.LogDebug("HandleRequest: {0} in group {1}, waiting for all ready events.", request.Type, context.GroupId.ToString());
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}
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else
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{
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if (ResumePlaying)
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{
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Logger.LogDebug("HandleRequest: {0} in group {1}, ignoring sessions that are not ready and forcing the playback to start.", request.Type, context.GroupId.ToString());
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// An Unpause request is forcing the playback to start, ignoring sessions that are not ready.
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context.SetAllBuffering(false);
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// Change state.
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var playingState = new PlayingGroupState(Logger)
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{
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IgnoreBuffering = true
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};
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context.SetState(playingState);
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playingState.HandleRequest(context, Type, request, session, cancellationToken);
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}
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else
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{
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// Group would have gone to paused state, now will go to playing state when ready.
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ResumePlaying = true;
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// Notify relevant state change event.
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SendGroupStateUpdate(context, request, session, cancellationToken);
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}
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}
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}
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/// <inheritdoc />
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public override void HandleRequest(IGroupStateContext context, GroupStateType prevState, PauseGroupRequest request, SessionInfo session, CancellationToken cancellationToken)
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{
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// Save state if first event.
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if (!InitialStateSet)
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{
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InitialState = prevState;
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InitialStateSet = true;
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}
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// Wait for sessions to be ready, then switch to paused state.
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ResumePlaying = false;
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// Notify relevant state change event.
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SendGroupStateUpdate(context, request, session, cancellationToken);
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}
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/// <inheritdoc />
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public override void HandleRequest(IGroupStateContext context, GroupStateType prevState, StopGroupRequest request, SessionInfo session, CancellationToken cancellationToken)
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{
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// Save state if first event.
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if (!InitialStateSet)
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{
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InitialState = prevState;
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InitialStateSet = true;
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}
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// Change state.
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var idleState = new IdleGroupState(Logger);
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context.SetState(idleState);
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idleState.HandleRequest(context, Type, request, session, cancellationToken);
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}
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/// <inheritdoc />
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public override void HandleRequest(IGroupStateContext context, GroupStateType prevState, SeekGroupRequest request, SessionInfo session, CancellationToken cancellationToken)
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{
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// Save state if first event.
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if (!InitialStateSet)
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{
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InitialState = prevState;
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InitialStateSet = true;
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}
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if (prevState.Equals(GroupStateType.Playing))
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{
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ResumePlaying = true;
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}
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else if (prevState.Equals(GroupStateType.Paused))
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{
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ResumePlaying = false;
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}
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// Sanitize PositionTicks.
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var ticks = context.SanitizePositionTicks(request.PositionTicks);
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// Seek.
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context.PositionTicks = ticks;
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context.LastActivity = DateTime.UtcNow;
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var command = context.NewSyncPlayCommand(SendCommandType.Seek);
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context.SendCommand(session, SyncPlayBroadcastType.AllGroup, command, cancellationToken);
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// Reset status of sessions and await for all Ready events.
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context.SetAllBuffering(true);
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// Notify relevant state change event.
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SendGroupStateUpdate(context, request, session, cancellationToken);
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}
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/// <inheritdoc />
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public override void HandleRequest(IGroupStateContext context, GroupStateType prevState, BufferGroupRequest request, SessionInfo session, CancellationToken cancellationToken)
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{
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// Save state if first event.
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if (!InitialStateSet)
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{
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InitialState = prevState;
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InitialStateSet = true;
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}
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// Make sure the client is playing the correct item.
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if (!request.PlaylistItemId.Equals(context.PlayQueue.GetPlayingItemPlaylistId(), StringComparison.OrdinalIgnoreCase))
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{
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Logger.LogDebug("HandleRequest: {0} in group {1}, {2} has wrong playlist item.", request.Type, context.GroupId.ToString(), session.Id);
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var playQueueUpdate = context.GetPlayQueueUpdate(PlayQueueUpdateReason.SetCurrentItem);
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var updateSession = context.NewSyncPlayGroupUpdate(GroupUpdateType.PlayQueue, playQueueUpdate);
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context.SendGroupUpdate(session, SyncPlayBroadcastType.CurrentSession, updateSession, cancellationToken);
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context.SetBuffering(session, true);
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return;
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}
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if (prevState.Equals(GroupStateType.Playing))
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{
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// Resume playback when all ready.
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ResumePlaying = true;
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context.SetBuffering(session, true);
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// Pause group and compute the media playback position.
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var currentTime = DateTime.UtcNow;
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var elapsedTime = currentTime - context.LastActivity;
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context.LastActivity = currentTime;
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// Elapsed time is negative if event happens
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// during the delay added to account for latency.
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// In this phase clients haven't started the playback yet.
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// In other words, LastActivity is in the future,
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// when playback unpause is supposed to happen.
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// Seek only if playback actually started.
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context.PositionTicks += Math.Max(elapsedTime.Ticks, 0);
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// Send pause command to all non-buffering sessions.
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var command = context.NewSyncPlayCommand(SendCommandType.Pause);
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context.SendCommand(session, SyncPlayBroadcastType.AllReady, command, cancellationToken);
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}
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else if (prevState.Equals(GroupStateType.Paused))
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{
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// Don't resume playback when all ready.
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ResumePlaying = false;
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context.SetBuffering(session, true);
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// Send pause command to buffering session.
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var command = context.NewSyncPlayCommand(SendCommandType.Pause);
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context.SendCommand(session, SyncPlayBroadcastType.CurrentSession, command, cancellationToken);
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}
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else if (prevState.Equals(GroupStateType.Waiting))
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{
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// Another session is now buffering.
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context.SetBuffering(session, true);
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if (!ResumePlaying)
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{
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// Force update for this session that should be paused.
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var command = context.NewSyncPlayCommand(SendCommandType.Pause);
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context.SendCommand(session, SyncPlayBroadcastType.CurrentSession, command, cancellationToken);
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}
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}
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// Notify relevant state change event.
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SendGroupStateUpdate(context, request, session, cancellationToken);
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}
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/// <inheritdoc />
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public override void HandleRequest(IGroupStateContext context, GroupStateType prevState, ReadyGroupRequest request, SessionInfo session, CancellationToken cancellationToken)
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{
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// Save state if first event.
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if (!InitialStateSet)
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{
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InitialState = prevState;
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InitialStateSet = true;
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}
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// Make sure the client is playing the correct item.
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if (!request.PlaylistItemId.Equals(context.PlayQueue.GetPlayingItemPlaylistId(), StringComparison.OrdinalIgnoreCase))
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{
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Logger.LogDebug("HandleRequest: {0} in group {1}, {2} has wrong playlist item.", request.Type, context.GroupId.ToString(), session.Id);
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var playQueueUpdate = context.GetPlayQueueUpdate(PlayQueueUpdateReason.SetCurrentItem);
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var update = context.NewSyncPlayGroupUpdate(GroupUpdateType.PlayQueue, playQueueUpdate);
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context.SendGroupUpdate(session, SyncPlayBroadcastType.CurrentSession, update, cancellationToken);
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context.SetBuffering(session, true);
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return;
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}
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// Compute elapsed time between the client reported time and now.
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// Elapsed time is used to estimate the client position when playback is unpaused.
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// Ideally, the request is received and handled without major delays.
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// However, to avoid waiting indefinitely when a client is not reporting a correct time,
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// the elapsed time is ignored after a certain threshold.
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var currentTime = DateTime.UtcNow;
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var elapsedTime = currentTime.Subtract(request.When);
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var timeSyncThresholdTicks = TimeSpan.FromMilliseconds(context.TimeSyncOffset).Ticks;
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if (Math.Abs(elapsedTime.Ticks) > timeSyncThresholdTicks)
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{
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Logger.LogWarning("HandleRequest: {0} in group {1}, {2} is not time syncing properly. Ignoring elapsed time.", request.Type, context.GroupId.ToString(), session.Id);
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elapsedTime = TimeSpan.Zero;
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}
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// Ignore elapsed time if client is paused.
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if (!request.IsPlaying)
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{
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elapsedTime = TimeSpan.Zero;
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}
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var requestTicks = context.SanitizePositionTicks(request.PositionTicks);
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var clientPosition = TimeSpan.FromTicks(requestTicks) + elapsedTime;
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var delayTicks = context.PositionTicks - clientPosition.Ticks;
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var maxPlaybackOffsetTicks = TimeSpan.FromMilliseconds(context.MaxPlaybackOffset).Ticks;
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Logger.LogDebug("HandleRequest: {0} in group {1}, {2} at {3} (delay of {4} seconds).", request.Type, context.GroupId.ToString(), session.Id, clientPosition, TimeSpan.FromTicks(delayTicks).TotalSeconds);
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if (ResumePlaying)
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{
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// Handle case where session reported as ready but in reality
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// it has no clue of the real position nor the playback state.
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if (!request.IsPlaying && Math.Abs(delayTicks) > maxPlaybackOffsetTicks)
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{
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// Session not ready at all.
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context.SetBuffering(session, true);
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// Correcting session's position.
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var command = context.NewSyncPlayCommand(SendCommandType.Seek);
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context.SendCommand(session, SyncPlayBroadcastType.CurrentSession, command, cancellationToken);
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// Notify relevant state change event.
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SendGroupStateUpdate(context, request, session, cancellationToken);
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Logger.LogWarning("HandleRequest: {0} in group {1}, {2} got lost in time, correcting.", request.Type, context.GroupId.ToString(), session.Id);
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return;
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}
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// Session is ready.
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context.SetBuffering(session, false);
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if (context.IsBuffering())
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{
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// Others are still buffering, tell this client to pause when ready.
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var command = context.NewSyncPlayCommand(SendCommandType.Pause);
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var pauseAtTime = currentTime.AddTicks(delayTicks);
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command.When = context.DateToUTCString(pauseAtTime);
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context.SendCommand(session, SyncPlayBroadcastType.CurrentSession, command, cancellationToken);
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Logger.LogInformation("HandleRequest: {0} in group {1}, others still buffering, {2} will pause when ready in {3} seconds.", request.Type, context.GroupId.ToString(), session.Id, TimeSpan.FromTicks(delayTicks).TotalSeconds);
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}
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else
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{
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// If all ready, then start playback.
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// Let other clients resume as soon as the buffering client catches up.
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if (delayTicks > context.GetHighestPing() * 2 * TimeSpan.TicksPerMillisecond)
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{
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// Client that was buffering is recovering, notifying others to resume.
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context.LastActivity = currentTime.AddTicks(delayTicks);
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var command = context.NewSyncPlayCommand(SendCommandType.Unpause);
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var filter = SyncPlayBroadcastType.AllExceptCurrentSession;
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if (!request.IsPlaying)
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{
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filter = SyncPlayBroadcastType.AllGroup;
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}
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context.SendCommand(session, filter, command, cancellationToken);
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Logger.LogInformation("HandleRequest: {0} in group {1}, {2} is recovering, notifying others to resume in {3} seconds.", request.Type, context.GroupId.ToString(), session.Id, TimeSpan.FromTicks(delayTicks).TotalSeconds);
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}
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else
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{
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// Client, that was buffering, resumed playback but did not update others in time.
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delayTicks = context.GetHighestPing() * 2 * TimeSpan.TicksPerMillisecond;
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delayTicks = Math.Max(delayTicks, context.DefaultPing);
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context.LastActivity = currentTime.AddTicks(delayTicks);
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var command = context.NewSyncPlayCommand(SendCommandType.Unpause);
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context.SendCommand(session, SyncPlayBroadcastType.AllGroup, command, cancellationToken);
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Logger.LogWarning("HandleRequest: {0} in group {1}, {2} resumed playback but did not update others in time. {3} seconds to recover.", request.Type, context.GroupId.ToString(), session.Id, TimeSpan.FromTicks(delayTicks).TotalSeconds);
|
|
}
|
|
|
|
// Change state.
|
|
var playingState = new PlayingGroupState(Logger);
|
|
context.SetState(playingState);
|
|
playingState.HandleRequest(context, Type, request, session, cancellationToken);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Check that session is really ready, tollerate player imperfections under a certain threshold.
|
|
if (Math.Abs(context.PositionTicks - requestTicks) > maxPlaybackOffsetTicks)
|
|
{
|
|
// Session still not ready.
|
|
context.SetBuffering(session, true);
|
|
// Session is seeking to wrong position, correcting.
|
|
var command = context.NewSyncPlayCommand(SendCommandType.Seek);
|
|
context.SendCommand(session, SyncPlayBroadcastType.CurrentSession, command, cancellationToken);
|
|
|
|
// Notify relevant state change event.
|
|
SendGroupStateUpdate(context, request, session, cancellationToken);
|
|
|
|
Logger.LogWarning("HandleRequest: {0} in group {1}, {2} was seeking to wrong position, correcting.", request.Type, context.GroupId.ToString(), session.Id);
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
// Session is ready.
|
|
context.SetBuffering(session, false);
|
|
}
|
|
|
|
if (!context.IsBuffering())
|
|
{
|
|
// Group is ready, returning to previous state.
|
|
var pausedState = new PausedGroupState(Logger);
|
|
context.SetState(pausedState);
|
|
|
|
if (InitialState.Equals(GroupStateType.Playing))
|
|
{
|
|
// Group went from playing to waiting state and a pause request occured while waiting.
|
|
var pauserequest = new PauseGroupRequest();
|
|
pausedState.HandleRequest(context, Type, pauserequest, session, cancellationToken);
|
|
}
|
|
else if (InitialState.Equals(GroupStateType.Paused))
|
|
{
|
|
pausedState.HandleRequest(context, Type, request, session, cancellationToken);
|
|
}
|
|
|
|
Logger.LogDebug("HandleRequest: {0} in group {1}, {2} is ready, returning to previous state.", request.Type, context.GroupId.ToString(), session.Id);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <inheritdoc />
|
|
public override void HandleRequest(IGroupStateContext context, GroupStateType prevState, NextTrackGroupRequest request, SessionInfo session, CancellationToken cancellationToken)
|
|
{
|
|
// Save state if first event.
|
|
if (!InitialStateSet)
|
|
{
|
|
InitialState = prevState;
|
|
InitialStateSet = true;
|
|
}
|
|
|
|
ResumePlaying = true;
|
|
|
|
// Make sure the client knows the playing item, to avoid duplicate requests.
|
|
if (!request.PlaylistItemId.Equals(context.PlayQueue.GetPlayingItemPlaylistId(), StringComparison.OrdinalIgnoreCase))
|
|
{
|
|
Logger.LogDebug("HandleRequest: {0} in group {1}, client provided the wrong playlist identifier.", request.Type, context.GroupId.ToString());
|
|
return;
|
|
}
|
|
|
|
var newItem = context.NextItemInQueue();
|
|
if (newItem)
|
|
{
|
|
// Send playing-queue update.
|
|
var playQueueUpdate = context.GetPlayQueueUpdate(PlayQueueUpdateReason.NextTrack);
|
|
var update = context.NewSyncPlayGroupUpdate(GroupUpdateType.PlayQueue, playQueueUpdate);
|
|
context.SendGroupUpdate(session, SyncPlayBroadcastType.AllGroup, update, cancellationToken);
|
|
|
|
// Reset status of sessions and await for all Ready events.
|
|
context.SetAllBuffering(true);
|
|
}
|
|
else
|
|
{
|
|
// Return to old state.
|
|
IGroupState newState = prevState switch
|
|
{
|
|
GroupStateType.Playing => new PlayingGroupState(Logger),
|
|
GroupStateType.Paused => new PausedGroupState(Logger),
|
|
_ => new IdleGroupState(Logger)
|
|
};
|
|
|
|
context.SetState(newState);
|
|
|
|
Logger.LogDebug("HandleRequest: {0} in group {1}, no next track available.", request.Type, context.GroupId.ToString());
|
|
}
|
|
}
|
|
|
|
/// <inheritdoc />
|
|
public override void HandleRequest(IGroupStateContext context, GroupStateType prevState, PreviousTrackGroupRequest request, SessionInfo session, CancellationToken cancellationToken)
|
|
{
|
|
// Save state if first event.
|
|
if (!InitialStateSet)
|
|
{
|
|
InitialState = prevState;
|
|
InitialStateSet = true;
|
|
}
|
|
|
|
ResumePlaying = true;
|
|
|
|
// Make sure the client knows the playing item, to avoid duplicate requests.
|
|
if (!request.PlaylistItemId.Equals(context.PlayQueue.GetPlayingItemPlaylistId(), StringComparison.OrdinalIgnoreCase))
|
|
{
|
|
Logger.LogDebug("HandleRequest: {0} in group {1}, client provided the wrong playlist identifier.", request.Type, context.GroupId.ToString());
|
|
return;
|
|
}
|
|
|
|
var newItem = context.PreviousItemInQueue();
|
|
if (newItem)
|
|
{
|
|
// Send playing-queue update.
|
|
var playQueueUpdate = context.GetPlayQueueUpdate(PlayQueueUpdateReason.PreviousTrack);
|
|
var update = context.NewSyncPlayGroupUpdate(GroupUpdateType.PlayQueue, playQueueUpdate);
|
|
context.SendGroupUpdate(session, SyncPlayBroadcastType.AllGroup, update, cancellationToken);
|
|
|
|
// Reset status of sessions and await for all Ready events.
|
|
context.SetAllBuffering(true);
|
|
}
|
|
else
|
|
{
|
|
// Return to old state.
|
|
IGroupState newState = prevState switch
|
|
{
|
|
GroupStateType.Playing => new PlayingGroupState(Logger),
|
|
GroupStateType.Paused => new PausedGroupState(Logger),
|
|
_ => new IdleGroupState(Logger)
|
|
};
|
|
|
|
context.SetState(newState);
|
|
|
|
Logger.LogDebug("HandleRequest: {0} in group {1}, no previous track available.", request.Type, context.GroupId.ToString());
|
|
}
|
|
}
|
|
|
|
/// <inheritdoc />
|
|
public override void HandleRequest(IGroupStateContext context, GroupStateType prevState, IgnoreWaitGroupRequest request, SessionInfo session, CancellationToken cancellationToken)
|
|
{
|
|
context.SetIgnoreGroupWait(session, request.IgnoreWait);
|
|
|
|
if (!context.IsBuffering())
|
|
{
|
|
Logger.LogDebug("HandleRequest: {0} in group {1}, returning to previous state.", request.Type, context.GroupId.ToString());
|
|
|
|
if (ResumePlaying)
|
|
{
|
|
// Client, that was buffering, stopped following playback.
|
|
var playingState = new PlayingGroupState(Logger);
|
|
context.SetState(playingState);
|
|
var unpauseRequest = new UnpauseGroupRequest();
|
|
playingState.HandleRequest(context, Type, unpauseRequest, session, cancellationToken);
|
|
}
|
|
else
|
|
{
|
|
// Group is ready, returning to previous state.
|
|
var pausedState = new PausedGroupState(Logger);
|
|
context.SetState(pausedState);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|