public override void HandleRequest(SeekGroupRequest request, IGroupStateContext context, GroupStateType prevState, SessionInfo session, CancellationToken cancellationToken) { // Save state if first event. if (!InitialStateSet) { InitialState = prevState; InitialStateSet = true; } if (prevState.Equals(GroupStateType.Playing)) { ResumePlaying = true; } else if (prevState.Equals(GroupStateType.Paused)) { ResumePlaying = false; } // Sanitize PositionTicks. var ticks = context.SanitizePositionTicks(request.PositionTicks); // Seek. context.PositionTicks = ticks; context.LastActivity = DateTime.UtcNow; var command = context.NewSyncPlayCommand(SendCommandType.Seek); context.SendCommand(session, SyncPlayBroadcastType.AllGroup, command, cancellationToken); // Reset status of sessions and await for all Ready events. context.SetAllBuffering(true); // Notify relevant state change event. SendGroupStateUpdate(context, request, session, cancellationToken); }
public override void HandleRequest(ReadyGroupRequest request, IGroupStateContext context, GroupStateType prevState, SessionInfo session, CancellationToken cancellationToken) { if (prevState.Equals(Type)) { // Group was not waiting, make sure client has latest state. var command = context.NewSyncPlayCommand(SendCommandType.Unpause); context.SendCommand(session, SyncPlayBroadcastType.CurrentSession, command, cancellationToken); } else if (prevState.Equals(GroupStateType.Waiting)) { // Notify relevant state change event. SendGroupStateUpdate(context, request, session, cancellationToken); } }
public override void HandleRequest(PauseGroupRequest request, IGroupStateContext context, GroupStateType prevState, SessionInfo session, CancellationToken cancellationToken) { if (!prevState.Equals(Type)) { // Pause group and compute the media playback position. var currentTime = DateTime.UtcNow; var elapsedTime = currentTime - context.LastActivity; context.LastActivity = currentTime; // Elapsed time is negative if event happens // during the delay added to account for latency. // In this phase clients haven't started the playback yet. // In other words, LastActivity is in the future, // when playback unpause is supposed to happen. // Seek only if playback actually started. context.PositionTicks += Math.Max(elapsedTime.Ticks, 0); var command = context.NewSyncPlayCommand(SendCommandType.Pause); context.SendCommand(session, SyncPlayBroadcastType.AllGroup, command, cancellationToken); // Notify relevant state change event. SendGroupStateUpdate(context, request, session, cancellationToken); } else { // Client got lost, sending current state. var command = context.NewSyncPlayCommand(SendCommandType.Pause); context.SendCommand(session, SyncPlayBroadcastType.CurrentSession, command, cancellationToken); } }
public override void HandleRequest(UnpauseGroupRequest request, IGroupStateContext context, GroupStateType prevState, SessionInfo session, CancellationToken cancellationToken) { if (!prevState.Equals(Type)) { // Pick a suitable time that accounts for latency. var delayMillis = Math.Max(context.GetHighestPing() * 2, context.DefaultPing); // Unpause group and set starting point in future. // Clients will start playback at LastActivity (datetime) from PositionTicks (playback position). // The added delay does not guarantee, of course, that the command will be received in time. // Playback synchronization will mainly happen client side. context.LastActivity = DateTime.UtcNow.AddMilliseconds(delayMillis); var command = context.NewSyncPlayCommand(SendCommandType.Unpause); context.SendCommand(session, SyncPlayBroadcastType.AllGroup, command, cancellationToken); // Notify relevant state change event. SendGroupStateUpdate(context, request, session, cancellationToken); } else { // Client got lost, sending current state. var command = context.NewSyncPlayCommand(SendCommandType.Unpause); context.SendCommand(session, SyncPlayBroadcastType.CurrentSession, command, cancellationToken); } }
public override void HandleRequest(ReadyGroupRequest request, IGroupStateContext context, GroupStateType prevState, SessionInfo session, CancellationToken cancellationToken) { if (prevState.Equals(Type)) { // Client got lost, sending current state. var command = context.NewSyncPlayCommand(SendCommandType.Pause); context.SendCommand(session, SyncPlayBroadcastType.CurrentSession, command, cancellationToken); } else if (prevState.Equals(GroupStateType.Waiting)) { // Sending current state to all clients. var command = context.NewSyncPlayCommand(SendCommandType.Pause); context.SendCommand(session, SyncPlayBroadcastType.AllGroup, command, cancellationToken); // Notify relevant state change event. SendGroupStateUpdate(context, request, session, cancellationToken); } }
private void SendStopCommand(IGroupStateContext context, GroupStateType prevState, SessionInfo session, CancellationToken cancellationToken) { var command = context.NewSyncPlayCommand(SendCommandType.Stop); if (!prevState.Equals(Type)) { context.SendCommand(session, SyncPlayBroadcastType.AllGroup, command, cancellationToken); } else { context.SendCommand(session, SyncPlayBroadcastType.CurrentSession, command, cancellationToken); } }
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); } } }
public override void SessionJoined(IGroupStateContext context, GroupStateType prevState, SessionInfo session, CancellationToken cancellationToken) { // Save state if first event. if (!InitialStateSet) { InitialState = prevState; InitialStateSet = true; } if (prevState.Equals(GroupStateType.Playing)) { ResumePlaying = true; // Pause group and compute the media playback position. var currentTime = DateTime.UtcNow; var elapsedTime = currentTime - context.LastActivity; context.LastActivity = currentTime; // Elapsed time is negative if event happens // during the delay added to account for latency. // In this phase clients haven't started the playback yet. // In other words, LastActivity is in the future, // when playback unpause is supposed to happen. // Seek only if playback actually started. context.PositionTicks += Math.Max(elapsedTime.Ticks, 0); } // Prepare new session. var playQueueUpdate = context.GetPlayQueueUpdate(PlayQueueUpdateReason.NewPlaylist); var update = context.NewSyncPlayGroupUpdate(GroupUpdateType.PlayQueue, playQueueUpdate); context.SendGroupUpdate(session, SyncPlayBroadcastType.CurrentSession, update, cancellationToken); context.SetBuffering(session, true); // Send pause command to all non-buffering sessions. var command = context.NewSyncPlayCommand(SendCommandType.Pause); context.SendCommand(session, SyncPlayBroadcastType.AllReady, command, cancellationToken); }
public override void HandleRequest(BufferGroupRequest request, IGroupStateContext context, GroupStateType prevState, SessionInfo session, CancellationToken cancellationToken) { // Save state if first event. if (!InitialStateSet) { InitialState = prevState; InitialStateSet = true; } // Make sure the client is playing the correct item. if (!request.PlaylistItemId.Equals(context.PlayQueue.GetPlayingItemPlaylistId())) { _logger.LogDebug("Session {SessionId} reported wrong playlist item in group {GroupId}.", session.Id, context.GroupId.ToString()); var playQueueUpdate = context.GetPlayQueueUpdate(PlayQueueUpdateReason.SetCurrentItem); var updateSession = context.NewSyncPlayGroupUpdate(GroupUpdateType.PlayQueue, playQueueUpdate); context.SendGroupUpdate(session, SyncPlayBroadcastType.CurrentSession, updateSession, cancellationToken); context.SetBuffering(session, true); return; } if (prevState.Equals(GroupStateType.Playing)) { // Resume playback when all ready. ResumePlaying = true; context.SetBuffering(session, true); // Pause group and compute the media playback position. var currentTime = DateTime.UtcNow; var elapsedTime = currentTime - context.LastActivity; context.LastActivity = currentTime; // Elapsed time is negative if event happens // during the delay added to account for latency. // In this phase clients haven't started the playback yet. // In other words, LastActivity is in the future, // when playback unpause is supposed to happen. // Seek only if playback actually started. context.PositionTicks += Math.Max(elapsedTime.Ticks, 0); // Send pause command to all non-buffering sessions. var command = context.NewSyncPlayCommand(SendCommandType.Pause); context.SendCommand(session, SyncPlayBroadcastType.AllReady, command, cancellationToken); } else if (prevState.Equals(GroupStateType.Paused)) { // Don't resume playback when all ready. ResumePlaying = false; context.SetBuffering(session, true); // Send pause command to buffering session. var command = context.NewSyncPlayCommand(SendCommandType.Pause); context.SendCommand(session, SyncPlayBroadcastType.CurrentSession, command, cancellationToken); } else if (prevState.Equals(GroupStateType.Waiting)) { // Another session is now buffering. context.SetBuffering(session, true); if (!ResumePlaying) { // Force update for this session that should be paused. var command = context.NewSyncPlayCommand(SendCommandType.Pause); context.SendCommand(session, SyncPlayBroadcastType.CurrentSession, command, cancellationToken); } } // Notify relevant state change event. SendGroupStateUpdate(context, request, session, cancellationToken); }