/*
* 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.
*/
/*
* Saving and loading the playlist to/from the state file.
*
*/
#include "config.h"
#include "PlaylistState.hxx"
#include "PlaylistError.hxx"
#include "Playlist.hxx"
#include "queue/QueueSave.hxx"
#include "fs/io/TextFile.hxx"
#include "fs/io/BufferedOutputStream.hxx"
#include "player/Control.hxx"
#include "config/ConfigGlobal.hxx"
#include "config/ConfigOption.hxx"
#include "util/CharUtil.hxx"
#include "util/StringAPI.hxx"
#include "util/StringCompare.hxx"
#include "Log.hxx"
#include <string.h>
#include <stdlib.h>
#define PLAYLIST_STATE_FILE_STATE "state: "
#define PLAYLIST_STATE_FILE_RANDOM "random: "
#define PLAYLIST_STATE_FILE_REPEAT "repeat: "
#define PLAYLIST_STATE_FILE_SINGLE "single: "
#define PLAYLIST_STATE_FILE_CONSUME "consume: "
#define PLAYLIST_STATE_FILE_CURRENT "current: "
#define PLAYLIST_STATE_FILE_TIME "time: "
#define PLAYLIST_STATE_FILE_CROSSFADE "crossfade: "
#define PLAYLIST_STATE_FILE_MIXRAMPDB "mixrampdb: "
#define PLAYLIST_STATE_FILE_MIXRAMPDELAY "mixrampdelay: "
#define PLAYLIST_STATE_FILE_PLAYLIST_BEGIN "playlist_begin"
#define PLAYLIST_STATE_FILE_PLAYLIST_END "playlist_end"
#define PLAYLIST_STATE_FILE_STATE_PLAY "play"
#define PLAYLIST_STATE_FILE_STATE_PAUSE "pause"
#define PLAYLIST_STATE_FILE_STATE_STOP "stop"
void
playlist_state_save(BufferedOutputStream &os, const struct playlist &playlist,
PlayerControl &pc)
{
const auto player_status = pc.LockGetStatus();
os.Write(PLAYLIST_STATE_FILE_STATE);
if (playlist.playing) {
switch (player_status.state) {
case PlayerState::PAUSE:
os.Write(PLAYLIST_STATE_FILE_STATE_PAUSE "\n");
break;
default:
os.Write(PLAYLIST_STATE_FILE_STATE_PLAY "\n");
}
os.Format(PLAYLIST_STATE_FILE_CURRENT "%i\n",
playlist.queue.OrderToPosition(playlist.current));
os.Format(PLAYLIST_STATE_FILE_TIME "%f\n",
player_status.elapsed_time.ToDoubleS());
} else {
os.Write(PLAYLIST_STATE_FILE_STATE_STOP "\n");
if (playlist.current >= 0)
os.Format(PLAYLIST_STATE_FILE_CURRENT "%i\n",
playlist.queue.OrderToPosition(playlist.current));
}
os.Format(PLAYLIST_STATE_FILE_RANDOM "%i\n", playlist.queue.random);
os.Format(PLAYLIST_STATE_FILE_REPEAT "%i\n", playlist.queue.repeat);
os.Format(PLAYLIST_STATE_FILE_SINGLE "%i\n", playlist.queue.single);
os.Format(PLAYLIST_STATE_FILE_CONSUME "%i\n", playlist.queue.consume);
os.Format(PLAYLIST_STATE_FILE_CROSSFADE "%i\n",
(int)pc.GetCrossFade());
os.Format(PLAYLIST_STATE_FILE_MIXRAMPDB "%f\n", pc.GetMixRampDb());
os.Format(PLAYLIST_STATE_FILE_MIXRAMPDELAY "%f\n",
pc.GetMixRampDelay());
os.Write(PLAYLIST_STATE_FILE_PLAYLIST_BEGIN "\n");
queue_save(os, playlist.queue);
os.Write(PLAYLIST_STATE_FILE_PLAYLIST_END "\n");
}
static void
playlist_state_load(TextFile &file, const SongLoader &song_loader,
struct playlist &playlist)
{
const char *line = file.ReadLine();
if (line == nullptr) {
LogWarning(playlist_domain, "No playlist in state file");
return;
}
while (!StringStartsWith(line, PLAYLIST_STATE_FILE_PLAYLIST_END)) {
queue_load_song(file, song_loader, line, playlist.queue);
line = file.ReadLine();
if (line == nullptr) {
LogWarning(playlist_domain,
"'" PLAYLIST_STATE_FILE_PLAYLIST_END
"' not found in state file");
break;
}
}
playlist.queue.IncrementVersion();
}
bool
playlist_state_restore(const char *line, TextFile &file,
const SongLoader &song_loader,
struct playlist &playlist, PlayerControl &pc)
{
int current = -1;
SongTime seek_time = SongTime::zero();
bool random_mode = false;
line = StringAfterPrefix(line, PLAYLIST_STATE_FILE_STATE);
if (line == nullptr)
return false;
PlayerState state;
if (strcmp(line, PLAYLIST_STATE_FILE_STATE_PLAY) == 0)
state = PlayerState::PLAY;
else if (strcmp(line, PLAYLIST_STATE_FILE_STATE_PAUSE) == 0)
state = PlayerState::PAUSE;
else
state = PlayerState::STOP;
while ((line = file.ReadLine()) != nullptr) {
const char *p;
if ((p = StringAfterPrefix(line, PLAYLIST_STATE_FILE_TIME))) {
seek_time = SongTime::FromS(atof(p));
} else if ((p = StringAfterPrefix(line, PLAYLIST_STATE_FILE_REPEAT))) {
playlist.SetRepeat(pc, StringIsEqual(p, "1"));
} else if ((p = StringAfterPrefix(line, PLAYLIST_STATE_FILE_SINGLE))) {
playlist.SetSingle(pc, StringIsEqual(p, "1"));
} else if ((p = StringAfterPrefix(line, PLAYLIST_STATE_FILE_CONSUME))) {
playlist.SetConsume(StringIsEqual(p, "1"));
} else if ((p = StringAfterPrefix(line, PLAYLIST_STATE_FILE_CROSSFADE))) {
pc.SetCrossFade(atoi(p));
} else if ((p = StringAfterPrefix(line, PLAYLIST_STATE_FILE_MIXRAMPDB))) {
pc.SetMixRampDb(atof(p));
} else if ((p = StringAfterPrefix(line, PLAYLIST_STATE_FILE_MIXRAMPDELAY))) {
/* this check discards "nan" which was used
prior to MPD 0.18 */
if (IsDigitASCII(*p))
pc.SetMixRampDelay(atof(p));
} else if ((p = StringAfterPrefix(line, PLAYLIST_STATE_FILE_RANDOM))) {
random_mode = StringIsEqual(p, "1");
} else if ((p = StringAfterPrefix(line, PLAYLIST_STATE_FILE_CURRENT))) {
current = atoi(p);
} else if (StringStartsWith(line,
PLAYLIST_STATE_FILE_PLAYLIST_BEGIN)) {
playlist_state_load(file, song_loader, playlist);
}
}
playlist.SetRandom(pc, random_mode);
if (!playlist.queue.IsEmpty()) {
if (!playlist.queue.IsValidPosition(current))
current = 0;
if (state == PlayerState::PLAY &&
config_get_bool(ConfigOption::RESTORE_PAUSED, false))
/* the user doesn't want MPD to auto-start
playback after startup; fall back to
"pause" */
state = PlayerState::PAUSE;
/* enable all devices for the first time; this must be
called here, after the audio output states were
restored, before playback begins */
if (state != PlayerState::STOP)
pc.LockUpdateAudio();
if (state == PlayerState::STOP /* && config_option */)
playlist.current = current;
else if (seek_time.count() == 0)
playlist.PlayPosition(pc, current);
else
playlist.SeekSongPosition(pc, current, seek_time);
if (state == PlayerState::PAUSE)
pc.LockPause();
}
return true;
}
unsigned
playlist_state_get_hash(const playlist &playlist,
PlayerControl &pc)
{
const auto player_status = pc.LockGetStatus();
return playlist.queue.version ^
(player_status.state != PlayerState::STOP
? (player_status.elapsed_time.ToS() << 8)
: 0) ^
(playlist.current >= 0
? (playlist.queue.OrderToPosition(playlist.current) << 16)
: 0) ^
((int)pc.GetCrossFade() << 20) ^
(unsigned(player_status.state) << 24) ^
(playlist.queue.random << 27) ^
(playlist.queue.repeat << 28) ^
(playlist.queue.single << 29) ^
(playlist.queue.consume << 30) ^
(playlist.queue.random << 31);
}