/* * 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 "PlayerControl.hxx" #include "song.h" #include "Idle.hxx" #include #include #undef G_LOG_DOMAIN #define G_LOG_DOMAIN "playlist" 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; struct song *song = song_dup_detached(playlist->queue.GetOrder(order)); uri = song_get_uri(song); g_debug("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 == NULL); 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 struct 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 == NULL)); 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 struct song *const next_song = next_order >= 0 ? queue.GetOrder(next_order) : nullptr; if (prev != NULL && 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; struct song *song = song_dup_detached(queue.GetOrder(order)); char *uri = song_get_uri(song); g_debug("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 player_state pc_state = pc.GetState(); const song *pc_next_song = pc.next_song; pc.Unlock(); if (pc_state == PLAYER_STATE_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() == PLAYER_STATE_STOP); const auto error = pc->GetErrorType(); if (error == PLAYER_ERROR_NONE) playlist->error_count = 0; else ++playlist->error_count; if ((playlist->stop_on_error && error != PLAYER_ERROR_NONE) || error == PLAYER_ERROR_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 struct 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; }