//! 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 libc::freopen; use reqwest::Client; use rodio::{OutputStream, OutputStreamHandle, Sink}; use tokio::{ select, sync::{ mpsc::{Receiver, Sender}, RwLock, }, task, }; use crate::{ play::InitialProperties, tracks::{DecodedTrack, Track, TrackInfo}, 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]. 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, } const TIMEOUT: Duration = Duration::from_secs(8); /// The amount of songs to buffer up. const BUFFER_SIZE: usize = 5; /// Main struct responsible for queuing up & playing tracks. 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. pub current: ArcSwapOption<TrackInfo>, /// This is the MPRIS server, which is initialized later on in the /// user interface. #[cfg(feature = "mpris")] pub mpris: tokio::sync::OnceCell<mpris_server::Server<mpris::Player>>, /// The tracks, which is a [VecDeque] that holds /// *undecoded* [Track]s. tracks: RwLock<VecDeque<Track>>, /// 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, /// The [OutputStream], which is just here to keep the playback /// alive and functioning. _stream: OutputStream, } /// SAFETY: This is necessary because [OutputStream] does not implement [Send], /// SAFETY: even though it is perfectly possible. unsafe impl Send for Player {} /// SAFETY: See implementation for [Send]. unsafe impl Sync for Player {} impl Player { /// This gets the output stream while also shutting up alsa with [libc]. fn silent_get_output_stream() -> eyre::Result<(OutputStream, OutputStreamHandle)> { extern "C" { static stderr: *mut libc::FILE; } let mode = c"w".as_ptr(); // 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. // SAFETY: Simple enough to be impossible to fail. Hopefully. unsafe { freopen(c"/dev/null".as_ptr(), mode, stderr) }; let (stream, handle) = OutputStream::try_default()?; // SAFETY: See the first call to `freopen`. unsafe { freopen(c"/dev/tty".as_ptr(), mode, stderr) }; Ok((stream, handle)) } /// Just a shorthand for setting `current`. async fn set_current(&self, info: TrackInfo) -> eyre::Result<()> { self.current.store(Some(Arc::new(info))); Ok(()) } /// 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. /// /// `silent` can control whether alsa's output should be redirected, /// but this option is only applicable on Linux, as on MacOS & Windows /// it will never be silent. pub async fn new(silent: bool, args: &Args) -> eyre::Result<Self> { let (_stream, handle) = if silent && cfg!(target_os = "linux") && !args.debug { Self::silent_get_output_stream()? } else { OutputStream::try_default()? }; let sink = Sink::try_new(&handle)?; if args.paused { sink.pause(); } let player = Self { tracks: RwLock::new(VecDeque::with_capacity(5)), current: ArcSwapOption::new(None), client: Client::builder() .user_agent(concat!( env!("CARGO_PKG_NAME"), "/", env!("CARGO_PKG_VERSION") )) .timeout(TIMEOUT) .build()?, sink, _handle: handle, _stream, #[cfg(feature = "mpris")] mpris: tokio::sync::OnceCell::new(), }; Ok(player) } /// This will play the next track, as well as refilling the buffer in the background. pub async fn next(&self) -> eyre::Result<DecodedTrack> { let track = match self.tracks.write().await.pop_front() { Some(x) => x, // If the queue is completely empty, then fallback to simply getting a new track. // This is relevant particularly at the first song. None => Track::random(&self.client).await?, }; let decoded = track.decode()?; 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. async fn handle_next( player: Arc<Self>, itx: Sender<()>, tx: Sender<Messages>, ) -> eyre::Result<()> { // Serves as an indicator that the queue is "loading". player.current.store(None); // Stop the sink. player.sink.stop(); let track = player.next().await; match track { Ok(track) => { // Set the current track. player.set_current(track.info.clone()).await?; // Actually start playing it, this is done later so that the amount // or times where "loading" appears briefly even though the track is // from the buffer is minimized. 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::<reqwest::Error>()?.is_timeout() { tokio::time::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. pub async fn play( player: Arc<Self>, properties: InitialProperties, tx: Sender<Messages>, mut rx: Receiver<Messages>, ) -> eyre::Result<()> { // `itx` is used to notify the `Downloader` when it needs to download new tracks. let downloader = Downloader::new(player.clone()); let (itx, downloader) = downloader.start().await; // Start buffering tracks immediately. Downloader::notify(&itx).await?; // Set the initial sink volume to the one specified. player.set_volume(properties.volume as f32 / 100.0); // Whether the last signal was a `NewSong`. // This is helpful, since we only want to autoplay // if there hasn't been any manual intervention. 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 thread. task::spawn(Self::handle_next(player.clone(), itx.clone(), tx.clone())); } Messages::Play => { player.sink.play(); } Messages::Pause => { player.sink.pause(); } Messages::PlayPause => { if player.sink.is_paused() { player.sink.play(); } else { player.sink.pause(); } } Messages::ChangeVolume(change) => { player.set_volume(player.sink.volume() + change); } // 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; continue; } Messages::Quit => break, } } downloader.abort(); Ok(()) } }