public override void HandleRequest(UnpauseGroupRequest request, IGroupStateContext context, GroupStateType prevState, SessionInfo session, CancellationToken cancellationToken) { // Save state if first event. if (!InitialStateSet) { InitialState = prevState; InitialStateSet = true; } if (prevState.Equals(GroupStateType.Idle)) { ResumePlaying = true; context.RestartCurrentItem(); var playQueueUpdate = context.GetPlayQueueUpdate(PlayQueueUpdateReason.NewPlaylist); var update = context.NewSyncPlayGroupUpdate(GroupUpdateType.PlayQueue, playQueueUpdate); context.SendGroupUpdate(session, SyncPlayBroadcastType.AllGroup, update, cancellationToken); // Reset status of sessions and await for all Ready events. context.SetAllBuffering(true); _logger.LogDebug("Group {GroupId} is waiting for all ready events.", context.GroupId.ToString()); } else { if (ResumePlaying) { _logger.LogDebug("Forcing the playback to start in group {GroupId}. Group-wait is disabled until next state change.", context.GroupId.ToString()); // An Unpause request is forcing the playback to start, ignoring sessions that are not ready. context.SetAllBuffering(false); // Change state. var playingState = new PlayingGroupState(LoggerFactory) { IgnoreBuffering = true }; context.SetState(playingState); playingState.HandleRequest(request, context, Type, session, cancellationToken); } else { // Group would have gone to paused state, now will go to playing state when ready. ResumePlaying = true; // Notify relevant state change event. SendGroupStateUpdate(context, request, session, cancellationToken); } } }