//! Responsible for playing & queueing audio. //! This also has the code for the underlying //! audio server which adds new tracks. use std::{collections::VecDeque, sync::Arc, time::Duration}; use arc_swap::ArcSwapOption; use downloader::Downloader; use reqwest::Client; use rodio::{OutputStream, OutputStreamHandle, Sink}; use tokio::{ select, sync::{ mpsc::{Receiver, Sender}, RwLock, }, task, time::sleep, }; #[cfg(feature = "mpris")] use mpris_server::{PlaybackStatus, PlayerInterface, Property}; use crate::{ play::{PersistentVolume, SendableOutputStream}, tracks::{self, list::List}, Args, }; pub mod downloader; pub mod ui; #[cfg(feature = "mpris")] pub mod mpris; /// Handles communication between the frontend & audio player. #[derive(PartialEq, Debug, Clone, Copy)] pub enum Messages { /// Notifies the audio server that it should update the track. Next, /// Special in that this isn't sent in a "client to server" sort of way, /// but rather is sent by a child of the server when a song has not only /// been requested but also downloaded aswell. NewSong, /// This signal is only sent if a track timed out. In that case, /// lowfi will try again and again to retrieve the track. TryAgain, /// Similar to Next, but specific to the first track. Init, /// Unpause the [Sink]. #[allow(dead_code, reason = "this code may not be dead depending on features")] Play, /// Pauses the [Sink]. Pause, /// Pauses the [Sink]. This will also unpause it if it is paused. PlayPause, /// Change the volume of playback. ChangeVolume(f32), /// Quits gracefully. Quit, } /// The time to wait in between errors. const TIMEOUT: Duration = Duration::from_secs(5); /// The amount of songs to buffer up. const BUFFER_SIZE: usize = 5; /// Main struct responsible for queuing up & playing tracks. // TODO: Consider refactoring [Player] from being stored in an [Arc], into containing many smaller [Arc]s. // TODO: In other words, this would change the type from `Arc` to just `Player`. // TODO: // TODO: This is conflicting, since then it'd clone ~10 smaller [Arc]s // TODO: every single time, which could be even worse than having an // TODO: [Arc] of an [Arc] in some cases (Like with [Sink] & [Client]). pub struct Player { /// [rodio]'s [`Sink`] which can control playback. pub sink: Sink, /// The [`TrackInfo`] of the current track. /// This is [`None`] when lowfi is buffering/loading. current: ArcSwapOption, /// The tracks, which is a [`VecDeque`] that holds /// *undecoded* [Track]s. /// /// This is populated specifically by the [Downloader]. tracks: RwLock>, /// The actual list of tracks to be played. list: List, /// The initial volume level. volume: PersistentVolume, /// The web client, which can contain a `UserAgent` & some /// settings that help lowfi work more effectively. client: Client, /// The [`OutputStreamHandle`], which also can control some /// playback, is for now unused and is here just to keep it /// alive so the playback can function properly. _handle: OutputStreamHandle, } impl Player { /// This gets the output stream while also shutting up alsa with [libc]. /// Uses raw libc calls, and therefore is functional only on Linux. /// /// In other words, for the younger generation, we're telling alsa /// to simply just the audio in the bag, lil api. #[cfg(target_os = "linux")] fn silent_get_output_stream() -> eyre::Result<(OutputStream, OutputStreamHandle)> { use libc::freopen; use std::ffi::CString; // Get the file descriptor to stderr from libc. extern "C" { static stderr: *mut libc::FILE; } // This is a bit of an ugly hack that basically just uses `libc` to redirect alsa's // output to `/dev/null` so that it wont be shoved down our throats. // The mode which to redirect terminal output with. let mode = CString::new("w")?; // First redirect to /dev/null, which basically silences alsa. let null = CString::new("/dev/null")?; // SAFETY: Simple enough to be impossible to fail. Hopefully. unsafe { freopen(null.as_ptr(), mode.as_ptr(), stderr); } // Make the OutputStream while stderr is still redirected to /dev/null. let (stream, handle) = OutputStream::try_default()?; // Redirect back to the current terminal, so that other output isn't silenced. let tty = CString::new("/dev/tty")?; // SAFETY: See the first call to `freopen`. unsafe { freopen(tty.as_ptr(), mode.as_ptr(), stderr); } Ok((stream, handle)) } /// Just a shorthand for setting `current`. fn set_current(&self, info: tracks::Info) { self.current.store(Some(Arc::new(info))); } /// A shorthand for checking if `self.current` is [Some]. pub fn current_exists(&self) -> bool { self.current.load().is_some() } /// Sets the volume of the sink, and also clamps the value to avoid negative/over 100% values. pub fn set_volume(&self, volume: f32) { self.sink.set_volume(volume.clamp(0.0, 1.0)); } /// Initializes the entire player, including audio devices & sink. /// /// This also will load the track list & persistent volume. pub async fn new(args: &Args) -> eyre::Result<(Self, SendableOutputStream)> { // Load the volume file. let volume = PersistentVolume::load().await?; // Load the track list. let list = List::load(args.tracks.as_ref()).await?; // We should only shut up alsa forcefully on Linux if we really have to. #[cfg(target_os = "linux")] let (_stream, handle) = if !args.alternate && !args.debug { Self::silent_get_output_stream()? } else { OutputStream::try_default()? }; // If we're not on Linux, then there's no problem. #[cfg(not(target_os = "linux"))] let (stream, handle) = OutputStream::try_default()?; let sink = Sink::try_new(&handle)?; if args.paused { sink.pause(); } let client = Client::builder() .user_agent(concat!( env!("CARGO_PKG_NAME"), "/", env!("CARGO_PKG_VERSION") )) .timeout(TIMEOUT) .build()?; let player = Self { tracks: RwLock::new(VecDeque::with_capacity(5)), current: ArcSwapOption::new(None), client, sink, volume, list, _handle: handle, }; Ok((player, SendableOutputStream(stream))) } /// This will play the next track, as well as refilling the buffer in the background. /// /// This will also set `current` to the newly loaded song. pub async fn next(&self) -> eyre::Result { // TODO: Consider replacing this with `unwrap_or_else` when async closures are stablized. let track = self.tracks.write().await.pop_front(); let track = if let Some(track) = track { track } else { // If the queue is completely empty, then fallback to simply getting a new track. // This is relevant particularly at the first song. // Serves as an indicator that the queue is "loading". // We're doing it here so that we don't get the "loading" display // for only a frame in the other case that the buffer is not empty. self.current.store(None); self.list.random(&self.client).await? }; let decoded = track.decode()?; // Set the current track. self.set_current(decoded.info.clone()); Ok(decoded) } /// This basically just calls [`Player::next`], and then appends the new track to the player. /// /// This also notifies the background thread to get to work, and will send `TryAgain` /// if it fails. This functions purpose is to be called in the background, so that /// when the audio server recieves a `Next` signal it will still be able to respond to other /// signals while it's loading. /// /// This also sends the `NewSong` signal to `tx` apon successful completion. async fn handle_next( player: Arc, itx: Sender<()>, tx: Sender, ) -> eyre::Result<()> { // Stop the sink. player.sink.stop(); let track = player.next().await; match track { Ok(track) => { // Start playing the new track. player.sink.append(track.data); // Notify the background downloader that there's an empty spot // in the buffer. Downloader::notify(&itx).await?; // Notify the audio server that the next song has actually been downloaded. tx.send(Messages::NewSong).await?; } Err(error) => { if !error.downcast::()?.is_timeout() { sleep(TIMEOUT).await; } tx.send(Messages::TryAgain).await?; } }; Ok(()) } /// This is the main "audio server". /// /// `rx` & `tx` are used to communicate with it, for example when to /// skip tracks or pause. /// /// This will also initialize a [Downloader] as well as an MPRIS server if enabled. pub async fn play( player: Arc, tx: Sender, mut rx: Receiver, ) -> eyre::Result<()> { // Initialize the mpris player. // // We're initializing here, despite MPRIS being a "user interface", // since we need to be able to *actively* write new information to MPRIS // specifically when it occurs, unlike the UI which passively reads the // information each frame. Blame MPRIS, not me. #[cfg(feature = "mpris")] let mpris = mpris::Server::new(Arc::clone(&player), tx.clone()) .await .inspect_err(|x| { dbg!(x); })?; // `itx` is used to notify the `Downloader` when it needs to download new tracks. let downloader = Downloader::new(Arc::clone(&player)); let (itx, downloader) = downloader.start(); // Start buffering tracks immediately. Downloader::notify(&itx).await?; // Set the initial sink volume to the one specified. player.set_volume(player.volume.float()); // Whether the last signal was a `NewSong`. This is helpful, since we // only want to autoplay if there hasn't been any manual intervention. // // In other words, this will be `true` after a new track has been fully // loaded and it'll be `false` if a track is still currently loading. let mut new = false; loop { let clone = Arc::clone(&player); let msg = select! { biased; Some(x) = rx.recv() => x, // This future will finish only at the end of the current track. // The condition is a kind-of hack which gets around the quirks // of `sleep_until_end`. // // That's because `sleep_until_end` will return instantly if the sink // is uninitialized. That's why we put a check to make sure that the last // signal we got was `NewSong`, since we shouldn't start waiting for the // song to be over until it has actually started. // // It's also important to note that the condition is only checked at the // beginning of the loop, not throughout. Ok(()) = task::spawn_blocking(move || clone.sink.sleep_until_end()), if new => Messages::Next, }; match msg { Messages::Next | Messages::Init | Messages::TryAgain => { // We manually skipped, so we shouldn't actually wait for the song // to be over until we recieve the `NewSong` signal. new = false; // This basically just prevents `Next` while a song is still currently loading. if msg == Messages::Next && !player.current_exists() { continue; } // Handle the rest of the signal in the background, // as to not block the main audio server thread. task::spawn(Self::handle_next( Arc::clone(&player), itx.clone(), tx.clone(), )); } Messages::Play => { player.sink.play(); #[cfg(feature = "mpris")] mpris.playback(PlaybackStatus::Playing).await?; } Messages::Pause => { player.sink.pause(); #[cfg(feature = "mpris")] mpris.playback(PlaybackStatus::Paused).await?; } Messages::PlayPause => { if player.sink.is_paused() { player.sink.play(); } else { player.sink.pause(); } #[cfg(feature = "mpris")] mpris .playback(mpris.player().playback_status().await?) .await?; } Messages::ChangeVolume(change) => { player.set_volume(player.sink.volume() + change); #[cfg(feature = "mpris")] mpris .changed(vec![Property::Volume(player.sink.volume().into())]) .await?; } // This basically just continues, but more importantly, it'll re-evaluate // the select macro at the beginning of the loop. // See the top section to find out why this matters. Messages::NewSong => { // We've recieved `NewSong`, so on the next loop iteration we'll // begin waiting for the song to be over in order to autoplay. new = true; #[cfg(feature = "mpris")] mpris .changed(vec![ Property::Metadata(mpris.player().metadata().await?), Property::PlaybackStatus(mpris.player().playback_status().await?), ]) .await?; continue; } Messages::Quit => break, } } downloader.abort(); Ok(()) } }