-module(media). -export([init/0,insert/3, ask/2, all/0, play/2, vote/2, devote/2, lock_process/2]). -define(TESTPATTERN, "../ac/*.mp3"). -define(TIMEOUT, 100000000). %% This module is responsible for the management of the music database. %% It keeps track of playlist items with their current voting and locked/unlocked status %% and automatically selects the next song with the highest vote count to play back. %% Since we are not willing to calculate and deliver all the id3 tags everytime they are requested, %% we try to get something persistent with mnesia. %% Concerning the parsing of id3tags we use the library id3v2 by Brendon Hogger. For detailed information take a %% look at the header of the library. %% What is an entry in our database made of? By the way the filepath includes the filename. -record(track, {title, artist, votes, locked, filepath }). %% Before this module becomes usable, we must initialize it with the following steps: %% 1. Initialize the mnesia database and create the table within it. %% 2. Parse the mp3s in the working directory and add them to the database %% 3. Get into a loop so the database can be queried and files can be played. init() -> mnesia:create_schema([node()]), mnesia:start(), mnesia:create_table(track, [{attributes, record_info(fields, track)}]), read_files(filelib:wildcard(?TESTPATTERN),0,0), io:format("Initialisation of mnesia successful.~n"), io:format("Starting to play music~n"), start_playing(). %% uses the Brendon Hogger's algorithm to split the id3 tags and %% inserts the songs into the Database read_files([FN|Rest],Total,Fail) -> case id3v2:read_file(FN) of {ok, Props} -> % insert entry into mnesia DB Artist = proplists:get_value(tpe1, Props), Title = proplists:get_value(tit2, Props), insert(bitstring_to_list(Artist), bitstring_to_list(Title), FN), read_files(Rest, Total+1, Fail); not_found -> read_files(Rest, Total+1, Fail+1) end; read_files([],Total,Fail) -> io:format("Total: ~w, Failed: ~w~n", [Total, Fail]). %% Our loop to continuously play music, play waits on exit_status start_playing() -> {Artist, Title} = search_best(media:all(), 0,0), play(Artist, Title). %% Basic insertion of entries into the database, including vote count and lock status. Some entries are left out because they are 0 or false. insert(Artist, Title, Filepath) -> F = fun() -> mnesia:write(#track{artist = Artist, title = Title, votes = 0, locked = false, filepath = Filepath}) end, mnesia:transaction(F). %% Of course we need a query to find out what the most requested track is. %% We accomplish this by requesting all the records from the database and then iterating over them just taking a look at the vote %% count, so it is like list of integers. In case several tracks share the highest vote count we just take the first track with the highest vote count %% we found and play it. Of course the song is locked afterwards, so in case no one ever votes the playlist just cycles like a normal playlist. search_best([Head|Rest], Max_Votes, Track) -> if ((Max_Votes =< Head#track.votes) and (Head#track.locked == false)) -> search_best(Rest, Head#track.votes, Head); true -> search_best(Rest, Max_Votes, Track) end; search_best([], 0, 0) -> reset_all(all()); search_best([], _, Track) -> {Track#track.artist, Track#track.title}. %% if nothing is playable anymore (because all songs are locked) just reset all songs and start from the beginning ... reset_all([Head|Rest]) -> unlock(Head#track.artist, Head#track.title), reset_all(Rest); reset_all([]) -> ok. %% We want to query in order to simplify the next calls. ask(Artist, Title) -> F = fun() -> mnesia:match_object({track, Title, Artist, '_', '_', '_'}) end, {atomic, Results} = mnesia:transaction(F), Results. %% Just in case the client is interested in everything we have. all() -> F = fun() -> mnesia:match_object({track, '_','_','_','_','_'}) end, {atomic, Results} = mnesia:transaction(F), Results. %% We want to play mp3s from our database. After we have played them they will be locked. %% In practice we are going to set their locked variable to TRUE and spawn a process which will unlock them after a certain time. play(Artist, Title) -> [Head|_] = ask(Artist, Title), {_, Title, Artist, _, _, Fp} = Head, Port = erlang:open_port({spawn_executable, "/usr/bin/mplayer"}, [{args, [Fp]}, exit_status]), reset_votes(Artist, Title), spawn(media, lock_process, [Artist, Title]), io:format("playing: ~s, Artist: ~s~n", [Title, Artist]), receive {Port, {exit_status, 0}} -> cldb:update_votes(), start_playing(); {Port, {exit_status, S}} -> throw({commandfailed, S}) end. %% votes for a track, i.e. increases its vote count by one. vote(Artist, Title) -> F = fun() -> [Head|_] = ask(Artist, Title), Votes = Head#track.votes + 1, New = Head#track{votes = Votes}, mnesia:write(New) end, mnesia:transaction(F). %% votes against a track, i.e. decreases its vote count by one. devote(Artist, Title) -> F = fun() -> [Head|_] = ask(Artist, Title), Votes = Head#track.votes - 1, New = Head#track{votes = Votes}, mnesia:write(New) end, mnesia:transaction(F). %% resets the vote count of selected track to 0 (this is called when the song is played). reset_votes(Artist, Title) -> F = fun() -> [Head|_] = ask(Artist, Title), New = Head#track{votes = 0}, mnesia:write(New) end, mnesia:transaction(F). %% locks a song so it can't be played again for a certain time. lock(Artist, Title) -> F = fun() -> [Head|_] = ask(Artist, Title), New = Head#track{locked = true}, mnesia:write(New) end, mnesia:transaction(F). %% unlocks a song so it can be played again. unlock(Artist, Title) -> F = fun() -> [Head|_] = ask(Artist, Title), New = Head#track{locked = false}, mnesia:write(New) end, mnesia:transaction(F). %% Lock a song if it was just played, after a timeout it will be unlocked automatically %% If all songs are locked, they will all be unlocked. lock_process(Artist, Title) -> lock(Artist, Title), receive after ?TIMEOUT -> unlock(Artist, Title) end.