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- using System;
- using System.Threading;
- using MediaBrowser.Controller.Session;
- using MediaBrowser.Model.SyncPlay;
- using Microsoft.Extensions.Logging;
- namespace MediaBrowser.Controller.SyncPlay
- {
- /// <summary>
- /// Class WaitingGroupState.
- /// </summary>
- /// <remarks>
- /// Class is not thread-safe, external locking is required when accessing methods.
- /// </remarks>
- public class WaitingGroupState : AbstractGroupState
- {
- /// <summary>
- /// Tells the state to switch to after buffering is done.
- /// </summary>
- public bool ResumePlaying { get; set; } = false;
- /// <summary>
- /// Whether the initial state has been set.
- /// </summary>
- private bool InitialStateSet { get; set; } = false;
- /// <summary>
- /// The group state before the first ever event.
- /// </summary>
- private GroupState InitialState { get; set; }
- /// <summary>
- /// Default constructor.
- /// </summary>
- public WaitingGroupState(ILogger logger)
- : base(logger)
- {
- // Do nothing.
- }
- /// <inheritdoc />
- public override GroupState GetGroupState()
- {
- return GroupState.Waiting;
- }
- /// <inheritdoc />
- public override void SessionJoined(ISyncPlayStateContext context, GroupState prevState, SessionInfo session, CancellationToken cancellationToken)
- {
- // Save state if first event.
- if (!InitialStateSet)
- {
- InitialState = prevState;
- InitialStateSet = true;
- }
- if (prevState.Equals(GroupState.Playing)) {
- ResumePlaying = true;
- // Pause group and compute the media playback position.
- var currentTime = DateTime.UtcNow;
- var elapsedTime = currentTime - context.LastActivity;
- context.LastActivity = currentTime;
- // Elapsed time is negative if event happens
- // during the delay added to account for latency.
- // In this phase clients haven't started the playback yet.
- // In other words, LastActivity is in the future,
- // when playback unpause is supposed to happen.
- // Seek only if playback actually started.
- context.PositionTicks += Math.Max(elapsedTime.Ticks, 0);
- }
- // Prepare new session.
- var playQueueUpdate = context.GetPlayQueueUpdate(PlayQueueUpdateReason.NewPlaylist);
- var update = context.NewSyncPlayGroupUpdate(GroupUpdateType.PlayQueue, playQueueUpdate);
- context.SendGroupUpdate(session, SyncPlayBroadcastType.CurrentSession, update, cancellationToken);
- context.SetBuffering(session, true);
- // Send pause command to all non-buffering sessions.
- var command = context.NewSyncPlayCommand(SendCommandType.Pause);
- context.SendCommand(session, SyncPlayBroadcastType.AllReady, command, cancellationToken);
- }
- /// <inheritdoc />
- public override void SessionLeaving(ISyncPlayStateContext context, GroupState prevState, SessionInfo session, CancellationToken cancellationToken)
- {
- // Save state if first event.
- if (!InitialStateSet)
- {
- InitialState = prevState;
- InitialStateSet = true;
- }
- context.SetBuffering(session, false);
- if (!context.IsBuffering())
- {
- if (ResumePlaying)
- {
- // Client, that was buffering, left the group.
- var playingState = new PlayingGroupState(_logger);
- context.SetState(playingState);
- var unpauseRequest = new UnpauseGroupRequest();
- playingState.HandleRequest(context, GetGroupState(), unpauseRequest, session, cancellationToken);
- _logger.LogDebug("SessionLeaving: {0} left the group {1}, notifying others to resume.", session.Id.ToString(), context.GroupId.ToString());
- }
- else
- {
- // Group is ready, returning to previous state.
- var pausedState = new PausedGroupState(_logger);
- context.SetState(pausedState);
- _logger.LogDebug("SessionLeaving: {0} left the group {1}, returning to previous state.", session.Id.ToString(), context.GroupId.ToString());
- }
- }
- }
- /// <inheritdoc />
- public override void HandleRequest(ISyncPlayStateContext context, GroupState prevState, PlayGroupRequest request, SessionInfo session, CancellationToken cancellationToken)
- {
- // Save state if first event.
- if (!InitialStateSet)
- {
- InitialState = prevState;
- InitialStateSet = true;
- }
- ResumePlaying = true;
- var setQueueStatus = context.SetPlayQueue(request.PlayingQueue, request.PlayingItemPosition, request.StartPositionTicks);
- if (!setQueueStatus)
- {
- _logger.LogError("HandleRequest: {0} in group {1}, unable to set playing queue.", request.GetRequestType(), context.GroupId.ToString());
- // Ignore request and return to previous state.
- ISyncPlayState newState;
- switch (prevState)
- {
- case GroupState.Playing:
- newState = new PlayingGroupState(_logger);
- break;
- case GroupState.Paused:
- newState = new PausedGroupState(_logger);
- break;
- default:
- newState = new IdleGroupState(_logger);
- break;
- }
- context.SetState(newState);
- return;
- }
- var playQueueUpdate = context.GetPlayQueueUpdate(PlayQueueUpdateReason.NewPlaylist);
- 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);
- _logger.LogDebug("HandleRequest: {0} in group {1}, {2} set a new play queue.", request.GetRequestType(), context.GroupId.ToString(), session.Id.ToString());
- }
- /// <inheritdoc />
- public override void HandleRequest(ISyncPlayStateContext context, GroupState prevState, SetPlaylistItemGroupRequest request, SessionInfo session, CancellationToken cancellationToken)
- {
- // Save state if first event.
- if (!InitialStateSet)
- {
- InitialState = prevState;
- InitialStateSet = true;
- }
- ResumePlaying = true;
- var result = context.SetPlayingItem(request.PlaylistItemId);
- if (result)
- {
- var playQueueUpdate = context.GetPlayQueueUpdate(PlayQueueUpdateReason.SetCurrentItem);
- 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.
- ISyncPlayState newState;
- switch (prevState)
- {
- case GroupState.Playing:
- newState = new PlayingGroupState(_logger);
- break;
- case GroupState.Paused:
- newState = new PausedGroupState(_logger);
- break;
- default:
- newState = new IdleGroupState(_logger);
- break;
- }
- context.SetState(newState);
- _logger.LogDebug("HandleRequest: {0} in group {1}, unable to change current playing item.", request.GetRequestType(), context.GroupId.ToString());
- }
- }
- /// <inheritdoc />
- public override void HandleRequest(ISyncPlayStateContext context, GroupState prevState, UnpauseGroupRequest request, SessionInfo session, CancellationToken cancellationToken)
- {
- // Save state if first event.
- if (!InitialStateSet)
- {
- InitialState = prevState;
- InitialStateSet = true;
- }
- if (prevState.Equals(GroupState.Idle))
- {
- ResumePlaying = true;
- context.RestartCurrentItem();
- var playQueueUpdate = context.GetPlayQueueUpdate(PlayQueueUpdateReason.NewPlaylist);
- 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);
- _logger.LogDebug("HandleRequest: {0} in group {1}, waiting for all ready events.", request.GetRequestType(), context.GroupId.ToString());
- }
- else
- {
- if (ResumePlaying)
- {
- _logger.LogDebug("HandleRequest: {0} in group {1}, ignoring sessions that are not ready and forcing the playback to start.", request.GetRequestType(), context.GroupId.ToString());
- // An Unpause request is forcing the playback to start, ignoring sessions that are not ready.
- context.SetAllBuffering(false);
- // Change state.
- var playingState = new PlayingGroupState(_logger);
- playingState.IgnoreBuffering = true;
- context.SetState(playingState);
- playingState.HandleRequest(context, GetGroupState(), request, session, cancellationToken);
- }
- else
- {
- // Group would have gone to paused state, now will go to playing state when ready.
- ResumePlaying = true;
- // Notify relevant state change event.
- SendGroupStateUpdate(context, request, session, cancellationToken);
- }
- }
- }
- /// <inheritdoc />
- public override void HandleRequest(ISyncPlayStateContext context, GroupState prevState, PauseGroupRequest request, SessionInfo session, CancellationToken cancellationToken)
- {
- // Save state if first event.
- if (!InitialStateSet)
- {
- InitialState = prevState;
- InitialStateSet = true;
- }
- // Wait for sessions to be ready, then switch to paused state.
- ResumePlaying = false;
- // Notify relevant state change event.
- SendGroupStateUpdate(context, request, session, cancellationToken);
- }
- /// <inheritdoc />
- public override void HandleRequest(ISyncPlayStateContext context, GroupState prevState, StopGroupRequest request, SessionInfo session, CancellationToken cancellationToken)
- {
- // Save state if first event.
- if (!InitialStateSet)
- {
- InitialState = prevState;
- InitialStateSet = true;
- }
- // Change state.
- var idleState = new IdleGroupState(_logger);
- context.SetState(idleState);
- idleState.HandleRequest(context, GetGroupState(), request, session, cancellationToken);
- }
- /// <inheritdoc />
- public override void HandleRequest(ISyncPlayStateContext context, GroupState prevState, SeekGroupRequest request, SessionInfo session, CancellationToken cancellationToken)
- {
- // Save state if first event.
- if (!InitialStateSet)
- {
- InitialState = prevState;
- InitialStateSet = true;
- }
- if (prevState.Equals(GroupState.Playing))
- {
- ResumePlaying = true;
- }
- else if(prevState.Equals(GroupState.Paused))
- {
- ResumePlaying = false;
- }
- // Sanitize PositionTicks.
- var ticks = context.SanitizePositionTicks(request.PositionTicks);
- // Seek.
- context.PositionTicks = ticks;
- context.LastActivity = DateTime.UtcNow;
- var command = context.NewSyncPlayCommand(SendCommandType.Seek);
- context.SendCommand(session, SyncPlayBroadcastType.AllGroup, command, cancellationToken);
- // Reset status of sessions and await for all Ready events.
- context.SetAllBuffering(true);
- // Notify relevant state change event.
- SendGroupStateUpdate(context, request, session, cancellationToken);
- }
- /// <inheritdoc />
- public override void HandleRequest(ISyncPlayStateContext context, GroupState prevState, BufferGroupRequest request, SessionInfo session, CancellationToken cancellationToken)
- {
- // Save state if first event.
- if (!InitialStateSet)
- {
- InitialState = prevState;
- InitialStateSet = true;
- }
- // Make sure the client is playing the correct item.
- if (!request.PlaylistItemId.Equals(context.PlayQueue.GetPlayingItemPlaylistId()))
- {
- _logger.LogDebug("HandleRequest: {0} in group {1}, {2} has wrong playlist item.", request.GetRequestType(), context.GroupId.ToString(), session.Id.ToString());
- var playQueueUpdate = context.GetPlayQueueUpdate(PlayQueueUpdateReason.SetCurrentItem);
- var updateSession = context.NewSyncPlayGroupUpdate(GroupUpdateType.PlayQueue, playQueueUpdate);
- context.SendGroupUpdate(session, SyncPlayBroadcastType.CurrentSession, updateSession, cancellationToken);
- context.SetBuffering(session, true);
- return;
- }
- if (prevState.Equals(GroupState.Playing))
- {
- // Resume playback when all ready.
- ResumePlaying = true;
- context.SetBuffering(session, true);
- // Pause group and compute the media playback position.
- var currentTime = DateTime.UtcNow;
- var elapsedTime = currentTime - context.LastActivity;
- context.LastActivity = currentTime;
- // Elapsed time is negative if event happens
- // during the delay added to account for latency.
- // In this phase clients haven't started the playback yet.
- // In other words, LastActivity is in the future,
- // when playback unpause is supposed to happen.
- // Seek only if playback actually started.
- context.PositionTicks += Math.Max(elapsedTime.Ticks, 0);
- // Send pause command to all non-buffering sessions.
- var command = context.NewSyncPlayCommand(SendCommandType.Pause);
- context.SendCommand(session, SyncPlayBroadcastType.AllReady, command, cancellationToken);
- }
- else if (prevState.Equals(GroupState.Paused))
- {
- // Don't resume playback when all ready.
- ResumePlaying = false;
- context.SetBuffering(session, true);
- // Send pause command to buffering session.
- var command = context.NewSyncPlayCommand(SendCommandType.Pause);
- context.SendCommand(session, SyncPlayBroadcastType.CurrentSession, command, cancellationToken);
- }
- else if (prevState.Equals(GroupState.Waiting))
- {
- // Another session is now buffering.
- context.SetBuffering(session, true);
- if (!ResumePlaying)
- {
- // Force update for this session that should be paused.
- var command = context.NewSyncPlayCommand(SendCommandType.Pause);
- context.SendCommand(session, SyncPlayBroadcastType.CurrentSession, command, cancellationToken);
- }
- }
- // Notify relevant state change event.
- SendGroupStateUpdate(context, request, session, cancellationToken);
- }
- /// <inheritdoc />
- public override void HandleRequest(ISyncPlayStateContext context, GroupState prevState, ReadyGroupRequest request, SessionInfo session, CancellationToken cancellationToken)
- {
- // Save state if first event.
- if (!InitialStateSet)
- {
- InitialState = prevState;
- InitialStateSet = true;
- }
- // Make sure the client is playing the correct item.
- if (!request.PlaylistItemId.Equals(context.PlayQueue.GetPlayingItemPlaylistId()))
- {
- _logger.LogDebug("HandleRequest: {0} in group {1}, {2} has wrong playlist item.", request.GetRequestType(), context.GroupId.ToString(), session.Id.ToString());
- var playQueueUpdate = context.GetPlayQueueUpdate(PlayQueueUpdateReason.SetCurrentItem);
- var update = context.NewSyncPlayGroupUpdate(GroupUpdateType.PlayQueue, playQueueUpdate);
- context.SendGroupUpdate(session, SyncPlayBroadcastType.CurrentSession, update, cancellationToken);
- context.SetBuffering(session, true);
- return;
- }
- var requestTicks = context.SanitizePositionTicks(request.PositionTicks);
- var currentTime = DateTime.UtcNow;
- var elapsedTime = currentTime - request.When;
- if (!request.IsPlaying)
- {
- elapsedTime = TimeSpan.Zero;
- }
- var clientPosition = TimeSpan.FromTicks(requestTicks) + elapsedTime;
- var delayTicks = context.PositionTicks - clientPosition.Ticks;
- if (delayTicks > TimeSpan.FromSeconds(5).Ticks)
- {
- // The client is really behind, other participants will have to wait a lot of time...
- _logger.LogWarning("HandleRequest: {0} in group {1}, {2} got lost in time.", request.GetRequestType(), context.GroupId.ToString(), session.Id.ToString());
- }
- if (ResumePlaying)
- {
- // Handle case where session reported as ready but in reality
- // it has no clue of the real position nor the playback state.
- if (!request.IsPlaying && Math.Abs(context.PositionTicks - requestTicks) > TimeSpan.FromSeconds(0.5).Ticks) {
- // Session not ready at all.
- context.SetBuffering(session, true);
- // Correcting session's position.
- var command = context.NewSyncPlayCommand(SendCommandType.Seek);
- context.SendCommand(session, SyncPlayBroadcastType.CurrentSession, command, cancellationToken);
- // Notify relevant state change event.
- SendGroupStateUpdate(context, request, session, cancellationToken);
- _logger.LogDebug("HandleRequest: {0} in group {1}, {2} got lost in time, correcting.", request.GetRequestType(), context.GroupId.ToString(), session.Id.ToString());
- return;
- }
- // Session is ready.
- context.SetBuffering(session, false);
- if (context.IsBuffering())
- {
- // Others are still buffering, tell this client to pause when ready.
- var command = context.NewSyncPlayCommand(SendCommandType.Pause);
- var pauseAtTime = currentTime.AddTicks(delayTicks);
- command.When = context.DateToUTCString(pauseAtTime);
- context.SendCommand(session, SyncPlayBroadcastType.CurrentSession, command, cancellationToken);
- _logger.LogDebug("HandleRequest: {0} in group {1}, others still buffering, {2} will pause when ready.", request.GetRequestType(), context.GroupId.ToString(), session.Id.ToString());
- }
- else
- {
- // If all ready, then start playback.
- // Let other clients resume as soon as the buffering client catches up.
- if (delayTicks > context.GetHighestPing() * 2 * TimeSpan.TicksPerMillisecond)
- {
- // Client that was buffering is recovering, notifying others to resume.
- context.LastActivity = currentTime.AddTicks(delayTicks);
- var command = context.NewSyncPlayCommand(SendCommandType.Unpause);
- var filter = SyncPlayBroadcastType.AllExceptCurrentSession;
- if (!request.IsPlaying)
- {
- filter = SyncPlayBroadcastType.AllGroup;
- }
- context.SendCommand(session, filter, command, cancellationToken);
- _logger.LogDebug("HandleRequest: {0} in group {1}, {2} is recovering, notifying others to resume.", request.GetRequestType(), context.GroupId.ToString(), session.Id.ToString());
- }
- else
- {
- // Client, that was buffering, resumed playback but did not update others in time.
- delayTicks = context.GetHighestPing() * 2 * TimeSpan.TicksPerMillisecond;
- delayTicks = Math.Max(delayTicks, context.DefaultPing);
- context.LastActivity = currentTime.AddTicks(delayTicks);
- var command = context.NewSyncPlayCommand(SendCommandType.Unpause);
- context.SendCommand(session, SyncPlayBroadcastType.AllGroup, command, cancellationToken);
- _logger.LogDebug("HandleRequest: {0} in group {1}, {2} resumed playback but did not update others in time.", request.GetRequestType(), context.GroupId.ToString(), session.Id.ToString());
- }
- // Change state.
- var playingState = new PlayingGroupState(_logger);
- context.SetState(playingState);
- playingState.HandleRequest(context, GetGroupState(), request, session, cancellationToken);
- }
- }
- else
- {
- // Check that session is really ready, tollerate half second difference to account for player imperfections.
- if (Math.Abs(context.PositionTicks - requestTicks) > TimeSpan.FromSeconds(0.5).Ticks)
- {
- // 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.LogDebug("HandleRequest: {0} in group {1}, {2} was seeking to wrong position, correcting.", request.GetRequestType(), context.GroupId.ToString(), session.Id.ToString());
- 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(GroupState.Playing))
- {
- // Group went from playing to waiting state and a pause request occured while waiting.
- var pauserequest = new PauseGroupRequest();
- pausedState.HandleRequest(context, GetGroupState(), pauserequest, session, cancellationToken);
- }
- else if (InitialState.Equals(GroupState.Paused))
- {
- pausedState.HandleRequest(context, GetGroupState(), request, session, cancellationToken);
- }
- _logger.LogDebug("HandleRequest: {0} in group {1}, {2} is ready, returning to previous state.", request.GetRequestType(), context.GroupId.ToString(), session.Id.ToString());
- }
- }
- }
- /// <inheritdoc />
- public override void HandleRequest(ISyncPlayStateContext context, GroupState 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()))
- {
- _logger.LogDebug("HandleRequest: {0} in group {1}, client provided the wrong playlist identifier.", request.GetRequestType(), 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.
- ISyncPlayState newState;
- switch (prevState)
- {
- case GroupState.Playing:
- newState = new PlayingGroupState(_logger);
- break;
- case GroupState.Paused:
- newState = new PausedGroupState(_logger);
- break;
- default:
- newState = new IdleGroupState(_logger);
- break;
- }
- context.SetState(newState);
- _logger.LogDebug("HandleRequest: {0} in group {1}, no next track available.", request.GetRequestType(), context.GroupId.ToString());
- }
- }
- /// <inheritdoc />
- public override void HandleRequest(ISyncPlayStateContext context, GroupState 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()))
- {
- _logger.LogDebug("HandleRequest: {0} in group {1}, client provided the wrong playlist identifier.", request.GetRequestType(), 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.
- ISyncPlayState newState;
- switch (prevState)
- {
- case GroupState.Playing:
- newState = new PlayingGroupState(_logger);
- break;
- case GroupState.Paused:
- newState = new PausedGroupState(_logger);
- break;
- default:
- newState = new IdleGroupState(_logger);
- break;
- }
- context.SetState(newState);
- _logger.LogDebug("HandleRequest: {0} in group {1}, no previous track available.", request.GetRequestType(), context.GroupId.ToString());
- }
- }
- }
- }
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