/*
* Copyright (C) 2003-2015 The Music Player Daemon Project
* http://www.musicpd.org
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along
* with this program; if not, write to the Free Software Foundation, Inc.,
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#include "config.h"
#include "Playlist.hxx"
#include "PlaylistError.hxx"
#include "player/Control.hxx"
#include "DetachedSong.hxx"
#include "Idle.hxx"
#include "Log.hxx"
#include <assert.h>
void
playlist::TagModified(DetachedSong &&song)
{
if (!playing)
return;
assert(current >= 0);
DetachedSong ¤t_song = queue.GetOrder(current);
if (song.IsSame(current_song))
current_song.MoveTagFrom(std::move(song));
queue.ModifyAtOrder(current);
queue.IncrementVersion();
idle_add(IDLE_PLAYLIST);
}
inline void
playlist::QueueSongOrder(PlayerControl &pc, unsigned order)
{
assert(queue.IsValidOrder(order));
queued = order;
const DetachedSong &song = queue.GetOrder(order);
FormatDebug(playlist_domain, "queue song %i:\"%s\"",
queued, song.GetURI());
pc.EnqueueSong(new DetachedSong(song));
}
void
playlist::SongStarted()
{
assert(current >= 0);
/* reset a song's "priority" when playback starts */
if (queue.SetPriority(queue.OrderToPosition(current), 0, -1, false))
OnModified();
}
inline void
playlist::QueuedSongStarted(PlayerControl &pc)
{
assert(pc.next_song == nullptr);
assert(queued >= -1);
assert(current >= 0);
/* queued song has started: copy queued to current,
and notify the clients */
const int old_current = current;
current = queued;
queued = -1;
if (queue.consume)
DeleteOrder(pc, old_current);
idle_add(IDLE_PLAYER);
SongStarted();
}
const DetachedSong *
playlist::GetQueuedSong() const
{
return playing && queued >= 0
? &queue.GetOrder(queued)
: nullptr;
}
void
playlist::UpdateQueuedSong(PlayerControl &pc, const DetachedSong *prev)
{
if (!playing)
return;
if (prev == nullptr && bulk_edit)
/* postponed until CommitBulk() to avoid always
queueing the first song that is being added (in
random mode) */
return;
assert(!queue.IsEmpty());
assert((queued < 0) == (prev == nullptr));
const int next_order = current >= 0
? queue.GetNextOrder(current)
: 0;
if (next_order == 0 && queue.random && !queue.single) {
/* shuffle the song order again, so we get a different
order each time the playlist is played
completely */
const unsigned current_position =
queue.OrderToPosition(current);
queue.ShuffleOrder();
/* make sure that the current still points to
the current song, after the song order has been
shuffled */
current = queue.PositionToOrder(current_position);
}
const DetachedSong *const next_song = next_order >= 0
? &queue.GetOrder(next_order)
: nullptr;
if (prev != nullptr && next_song != prev) {
/* clear the currently queued song */
pc.Cancel();
queued = -1;
}
if (next_order >= 0) {
if (next_song != prev)
QueueSongOrder(pc, next_order);
else
queued = next_order;
}
}
void
playlist::PlayOrder(PlayerControl &pc, int order)
{
playing = true;
queued = -1;
const DetachedSong &song = queue.GetOrder(order);
FormatDebug(playlist_domain, "play %i:\"%s\"", order, song.GetURI());
pc.Play(new DetachedSong(song));
current = order;
SongStarted();
}
void
playlist::SyncWithPlayer(PlayerControl &pc)
{
if (!playing)
/* this event has reached us out of sync: we aren't
playing anymore; ignore the event */
return;
pc.Lock();
const PlayerState pc_state = pc.GetState();
const DetachedSong *pc_next_song = pc.next_song;
pc.Unlock();
if (pc_state == PlayerState::STOP)
/* the player thread has stopped: check if playback
should be restarted with the next song. That can
happen if the playlist isn't filling the queue fast
enough */
ResumePlayback(pc);
else {
/* check if the player thread has already started
playing the queued song */
if (pc_next_song == nullptr && queued != -1)
QueuedSongStarted(pc);
pc.Lock();
pc_next_song = pc.next_song;
pc.Unlock();
/* make sure the queued song is always set (if
possible) */
if (pc_next_song == nullptr && queued < 0)
UpdateQueuedSong(pc, nullptr);
}
}
inline void
playlist::ResumePlayback(PlayerControl &pc)
{
assert(playing);
assert(pc.GetState() == PlayerState::STOP);
const auto error = pc.GetErrorType();
if (error == PlayerError::NONE)
error_count = 0;
else
++error_count;
if ((stop_on_error && error != PlayerError::NONE) ||
error == PlayerError::OUTPUT ||
error_count >= queue.GetLength())
/* too many errors, or critical error: stop
playback */
Stop(pc);
else
/* continue playback at the next song */
PlayNext(pc);
}
void
playlist::SetRepeat(PlayerControl &pc, bool status)
{
if (status == queue.repeat)
return;
queue.repeat = status;
pc.SetBorderPause(queue.single && !queue.repeat);
/* if the last song is currently being played, the "next song"
might change when repeat mode is toggled */
UpdateQueuedSong(pc, GetQueuedSong());
idle_add(IDLE_OPTIONS);
}
static void
playlist_order(playlist &playlist)
{
if (playlist.current >= 0)
/* update playlist.current, order==position now */
playlist.current = playlist.queue.OrderToPosition(playlist.current);
playlist.queue.RestoreOrder();
}
void
playlist::SetSingle(PlayerControl &pc, bool status)
{
if (status == queue.single)
return;
queue.single = status;
pc.SetBorderPause(queue.single && !queue.repeat);
/* if the last song is currently being played, the "next song"
might change when single mode is toggled */
UpdateQueuedSong(pc, GetQueuedSong());
idle_add(IDLE_OPTIONS);
}
void
playlist::SetConsume(bool status)
{
if (status == queue.consume)
return;
queue.consume = status;
idle_add(IDLE_OPTIONS);
}
void
playlist::SetRandom(PlayerControl &pc, bool status)
{
if (status == queue.random)
return;
const DetachedSong *const queued_song = GetQueuedSong();
queue.random = status;
if (queue.random) {
/* shuffle the queue order, but preserve current */
const int current_position = playing
? GetCurrentPosition()
: -1;
queue.ShuffleOrder();
if (current_position >= 0) {
/* make sure the current song is the first in
the order list, so the whole rest of the
playlist is played after that */
unsigned current_order =
queue.PositionToOrder(current_position);
queue.SwapOrders(0, current_order);
current = 0;
} else
current = -1;
} else
playlist_order(*this);
UpdateQueuedSong(pc, queued_song);
idle_add(IDLE_OPTIONS);
}
int
playlist::GetCurrentPosition() const
{
return current >= 0
? queue.OrderToPosition(current)
: -1;
}
int
playlist::GetNextPosition() const
{
if (current < 0)
return -1;
if (queue.single && queue.repeat)
return queue.OrderToPosition(current);
else if (queue.IsValidOrder(current + 1))
return queue.OrderToPosition(current + 1);
else if (queue.repeat)
return queue.OrderToPosition(0);
return -1;
}