lowfi/src/player.rs

433 lines
15 KiB
Rust

//! 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<Player>` 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<tracks::Info>,
/// The tracks, which is a [`VecDeque`] that holds
/// *undecoded* [Track]s.
///
/// This is populated specifically by the [Downloader].
tracks: RwLock<VecDeque<tracks::Track>>,
/// 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<tracks::Decoded> {
// 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<Self>,
itx: Sender<()>,
tx: Sender<Messages>,
) -> 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::<reqwest::Error>()?.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<Self>,
tx: Sender<Messages>,
mut rx: Receiver<Messages>,
) -> 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(())
}
}