aboutsummaryrefslogtreecommitdiffstats
path: root/src/Playlist.cxx
blob: 9f3758c5222e3b6977d091d74f14cc5ac7082851 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
/*
 * Copyright (C) 2003-2013 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 "PlayerControl.hxx"
#include "Song.hxx"
#include "Idle.hxx"
#include "Log.hxx"

#include <glib.h>

#include <assert.h>

void
playlist::FullIncrementVersions()
{
	queue.ModifyAll();
	idle_add(IDLE_PLAYLIST);
}

void
playlist::TagChanged()
{
	if (!playing)
		return;

	assert(current >= 0);

	queue.ModifyAtOrder(current);
	idle_add(IDLE_PLAYLIST);
}

/**
 * Queue a song, addressed by its order number.
 */
static void
playlist_queue_song_order(struct playlist *playlist, struct player_control *pc,
			  unsigned order)
{
	char *uri;

	assert(playlist->queue.IsValidOrder(order));

	playlist->queued = order;

	Song *song = playlist->queue.GetOrder(order)->DupDetached();

	uri = song->GetURI();
	FormatDebug(playlist_domain, "queue song %i:\"%s\"",
		    playlist->queued, uri);
	g_free(uri);

	pc->EnqueueSong(song);
}

/**
 * Called if the player thread has started playing the "queued" song.
 */
static void
playlist_song_started(struct playlist *playlist, struct player_control *pc)
{
	assert(pc->next_song == nullptr);
	assert(playlist->queued >= -1);

	/* queued song has started: copy queued to current,
	   and notify the clients */

	int current = playlist->current;
	playlist->current = playlist->queued;
	playlist->queued = -1;

	if(playlist->queue.consume)
		playlist->DeleteOrder(*pc, current);

	idle_add(IDLE_PLAYER);
}

const Song *
playlist::GetQueuedSong() const
{
	return playing && queued >= 0
		? queue.GetOrder(queued)
		: nullptr;
}

void
playlist::UpdateQueuedSong(player_control &pc, const Song *prev)
{
	if (!playing)
		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 Song *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)
			playlist_queue_song_order(this, &pc, next_order);
		else
			queued = next_order;
	}
}

void
playlist::PlayOrder(player_control &pc, int order)
{
	playing = true;
	queued = -1;

	Song *song = queue.GetOrder(order)->DupDetached();

	char *uri = song->GetURI();
	FormatDebug(playlist_domain, "play %i:\"%s\"", order, uri);
	g_free(uri);

	pc.Play(song);
	current = order;
}

static void
playlist_resume_playback(struct playlist *playlist, struct player_control *pc);

void
playlist::SyncWithPlayer(player_control &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 Song *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 */
		playlist_resume_playback(this, &pc);
	else {
		/* check if the player thread has already started
		   playing the queued song */
		if (pc_next_song == nullptr && queued != -1)
			playlist_song_started(this, &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);
	}
}

/**
 * The player has stopped for some reason.  Check the error, and
 * decide whether to re-start playback
 */
static void
playlist_resume_playback(struct playlist *playlist, struct player_control *pc)
{
	assert(playlist->playing);
	assert(pc->GetState() == PlayerState::STOP);

	const auto error = pc->GetErrorType();
	if (error == PlayerError::NONE)
		playlist->error_count = 0;
	else
		++playlist->error_count;

	if ((playlist->stop_on_error && error != PlayerError::NONE) ||
	    error == PlayerError::OUTPUT ||
	    playlist->error_count >= playlist->queue.GetLength())
		/* too many errors, or critical error: stop
		   playback */
		playlist->Stop(*pc);
	else
		/* continue playback at the next song */
		playlist->PlayNext(*pc);
}

void
playlist::SetRepeat(player_control &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(struct 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(player_control &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(player_control &pc, bool status)
{
	if (status == queue.random)
		return;

	const Song *const queued_song = GetQueuedSong();

	queue.random = status;

	if (queue.random) {
		/* shuffle the queue order, but preserve current */

		const int current_position = GetCurrentPosition();

		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;
}