371 lines
8.1 KiB
C++
371 lines
8.1 KiB
C++
/*
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* Copyright 2003-2022 The Music Player Daemon Project
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* http://www.musicpd.org
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program; if not, write to the Free Software Foundation, Inc.,
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* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#include "Playlist.hxx"
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#include "Listener.hxx"
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#include "PlaylistError.hxx"
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#include "player/Control.hxx"
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#include "song/DetachedSong.hxx"
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#include "SingleMode.hxx"
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#include "Log.hxx"
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#include <cassert>
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void
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playlist::TagModified(DetachedSong &&song) noexcept
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{
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if (!playing)
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return;
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assert(current >= 0);
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DetachedSong ¤t_song = queue.GetOrder(current);
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if (song.IsSame(current_song))
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current_song.MoveTagItemsFrom(std::move(song));
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queue.ModifyAtOrder(current);
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OnModified();
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}
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void
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playlist::TagModified(const char *real_uri, const Tag &tag) noexcept
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{
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bool modified = false;
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for (unsigned i = 0; i < queue.length; ++i) {
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auto &song = *queue.items[i].song;
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if (song.IsRealURI(real_uri)) {
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song.SetTag(tag);
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queue.ModifyAtPosition(i);
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modified = true;
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}
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}
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if (modified)
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OnModified();
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}
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inline void
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playlist::QueueSongOrder(PlayerControl &pc, unsigned order) noexcept
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{
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assert(queue.IsValidOrder(order));
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queued = order;
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const DetachedSong &song = queue.GetOrder(order);
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FmtDebug(playlist_domain, "queue song {}:\"{}\"",
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queued, song.GetURI());
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pc.LockEnqueueSong(std::make_unique<DetachedSong>(song));
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}
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void
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playlist::SongStarted() noexcept
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{
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assert(current >= 0);
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/* reset a song's "priority" when playback starts */
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if (queue.SetPriority(queue.OrderToPosition(current), 0, -1, false))
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OnModified();
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}
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inline void
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playlist::QueuedSongStarted(PlayerControl &pc) noexcept
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{
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assert(!pc.LockGetSyncInfo().has_next_song);
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assert(queued >= -1);
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assert(current >= 0);
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/* queued song has started: copy queued to current,
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and notify the clients */
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const int old_current = current;
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current = queued;
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queued = -1;
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if (queue.consume)
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DeleteOrder(pc, old_current);
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listener.OnQueueSongStarted();
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SongStarted();
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}
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const DetachedSong *
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playlist::GetQueuedSong() const noexcept
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{
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return playing && queued >= 0
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? &queue.GetOrder(queued)
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: nullptr;
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}
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void
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playlist::UpdateQueuedSong(PlayerControl &pc,
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const DetachedSong *prev) noexcept
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{
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if (!playing)
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return;
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if (prev == nullptr && bulk_edit)
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/* postponed until CommitBulk() to avoid always
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queueing the first song that is being added (in
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random mode) */
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return;
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assert(!queue.IsEmpty());
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assert((queued < 0) == (prev == nullptr));
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const int next_order = current >= 0
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? queue.GetNextOrder(current)
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: 0;
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if (next_order == 0 && queue.random && queue.single == SingleMode::OFF) {
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/* shuffle the song order again, so we get a different
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order each time the playlist is played
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completely */
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const unsigned current_position =
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queue.OrderToPosition(current);
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queue.ShuffleOrder();
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/* make sure that the current still points to
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the current song, after the song order has been
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shuffled */
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current = queue.PositionToOrder(current_position);
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}
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const DetachedSong *const next_song = next_order >= 0
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? &queue.GetOrder(next_order)
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: nullptr;
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if (prev != nullptr && next_song != prev) {
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/* clear the currently queued song */
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pc.LockCancel();
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queued = -1;
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}
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if (next_order >= 0) {
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if (next_song != prev)
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QueueSongOrder(pc, next_order);
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else
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queued = next_order;
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}
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}
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void
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playlist::PlayOrder(PlayerControl &pc, unsigned order)
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{
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playing = true;
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queued = -1;
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const DetachedSong &song = queue.GetOrder(order);
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FmtDebug(playlist_domain, "play {}:\"{}\"", order, song.GetURI());
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current = order;
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pc.Play(std::make_unique<DetachedSong>(song));
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SongStarted();
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}
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void
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playlist::SyncWithPlayer(PlayerControl &pc) noexcept
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{
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if (!playing)
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/* this event has reached us out of sync: we aren't
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playing anymore; ignore the event */
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return;
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const auto i = pc.LockGetSyncInfo();
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if (i.state == PlayerState::STOP)
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/* the player thread has stopped: check if playback
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should be restarted with the next song. That can
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happen if the playlist isn't filling the queue fast
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enough */
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ResumePlayback(pc);
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else {
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/* check if the player thread has already started
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playing the queued song */
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if (!i.has_next_song && queued != -1)
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QueuedSongStarted(pc);
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/* make sure the queued song is always set (if
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possible) */
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if (!pc.LockGetSyncInfo().has_next_song && queued < 0)
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UpdateQueuedSong(pc, nullptr);
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}
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}
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inline void
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playlist::ResumePlayback(PlayerControl &pc) noexcept
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{
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assert(playing);
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assert(pc.GetState() == PlayerState::STOP);
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const auto error = pc.GetErrorType();
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if (error == PlayerError::NONE)
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error_count = 0;
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else
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++error_count;
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if ((stop_on_error && error != PlayerError::NONE) ||
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error == PlayerError::OUTPUT ||
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error_count >= queue.GetLength())
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/* too many errors, or critical error: stop
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playback */
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Stop(pc);
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else
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/* continue playback at the next song */
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try {
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PlayNext(pc);
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} catch (...) {
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/* TODO: log error? */
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}
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}
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void
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playlist::SetRepeat(PlayerControl &pc, bool status) noexcept
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{
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if (status == queue.repeat)
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return;
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queue.repeat = status;
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pc.LockSetBorderPause(queue.single != SingleMode::OFF && !queue.repeat);
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/* if the last song is currently being played, the "next song"
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might change when repeat mode is toggled */
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UpdateQueuedSong(pc, GetQueuedSong());
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listener.OnQueueOptionsChanged();
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}
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static void
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playlist_order(playlist &playlist) noexcept
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{
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if (playlist.current >= 0)
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/* update playlist.current, order==position now */
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playlist.current = playlist.queue.OrderToPosition(playlist.current);
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playlist.queue.RestoreOrder();
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}
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void
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playlist::SetSingle(PlayerControl &pc, SingleMode status) noexcept
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{
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if (status == queue.single)
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return;
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queue.single = status;
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pc.LockSetBorderPause(queue.single != SingleMode::OFF && !queue.repeat);
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/* if the last song is currently being played, the "next song"
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might change when single mode is toggled */
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UpdateQueuedSong(pc, GetQueuedSong());
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listener.OnQueueOptionsChanged();
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}
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void
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playlist::SetConsume(bool status) noexcept
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{
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if (status == queue.consume)
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return;
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queue.consume = status;
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listener.OnQueueOptionsChanged();
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}
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void
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playlist::SetRandom(PlayerControl &pc, bool status) noexcept
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{
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if (status == queue.random)
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return;
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const DetachedSong *const queued_song = GetQueuedSong();
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queue.random = status;
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if (queue.random) {
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/* shuffle the queue order, but preserve current */
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const int current_position = playing
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? GetCurrentPosition()
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: -1;
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queue.ShuffleOrder();
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if (current_position >= 0) {
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/* make sure the current song is the first in
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the order list, so the whole rest of the
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playlist is played after that */
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unsigned current_order =
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queue.PositionToOrder(current_position);
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current = queue.MoveOrder(current_order, 0);
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} else
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current = -1;
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} else
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playlist_order(*this);
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UpdateQueuedSong(pc, queued_song);
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listener.OnQueueOptionsChanged();
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}
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int
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playlist::GetCurrentPosition() const noexcept
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{
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return current >= 0
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? queue.OrderToPosition(current)
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: -1;
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}
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int
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playlist::GetNextPosition() const noexcept
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{
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if (current < 0)
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return -1;
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if (queue.single != SingleMode::OFF && queue.repeat)
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return queue.OrderToPosition(current);
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else if (queue.IsValidOrder(current + 1))
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return queue.OrderToPosition(current + 1);
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else if (queue.repeat)
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return queue.OrderToPosition(0);
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return -1;
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}
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void
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playlist::BorderPause(PlayerControl &pc) noexcept
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{
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if (queue.single == SingleMode::ONE_SHOT) {
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queue.single = SingleMode::OFF;
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pc.LockSetBorderPause(false);
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listener.OnQueueOptionsChanged();
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}
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}
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