public override void HandleRequest(PauseGroupRequest request, IGroupStateContext context, GroupStateType prevState, SessionInfo session, CancellationToken cancellationToken) { // Change state. var pausedState = new PausedGroupState(LoggerFactory); context.SetState(pausedState); pausedState.HandleRequest(request, context, Type, session, cancellationToken); }
public override void HandleRequest(ReadyGroupRequest 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 update = context.NewSyncPlayGroupUpdate(GroupUpdateType.PlayQueue, playQueueUpdate); context.SendGroupUpdate(session, SyncPlayBroadcastType.CurrentSession, update, cancellationToken); context.SetBuffering(session, true); return; } // Compute elapsed time between the client reported time and now. // Elapsed time is used to estimate the client position when playback is unpaused. // Ideally, the request is received and handled without major delays. // However, to avoid waiting indefinitely when a client is not reporting a correct time, // the elapsed time is ignored after a certain threshold. var currentTime = DateTime.UtcNow; var elapsedTime = currentTime.Subtract(request.When); var timeSyncThresholdTicks = TimeSpan.FromMilliseconds(context.TimeSyncOffset).Ticks; if (Math.Abs(elapsedTime.Ticks) > timeSyncThresholdTicks) { _logger.LogWarning("Session {SessionId} is not time syncing properly. Ignoring elapsed time.", session.Id); elapsedTime = TimeSpan.Zero; } // Ignore elapsed time if client is paused. if (!request.IsPlaying) { elapsedTime = TimeSpan.Zero; } var requestTicks = context.SanitizePositionTicks(request.PositionTicks); var clientPosition = TimeSpan.FromTicks(requestTicks) + elapsedTime; var delayTicks = context.PositionTicks - clientPosition.Ticks; var maxPlaybackOffsetTicks = TimeSpan.FromMilliseconds(context.MaxPlaybackOffset).Ticks; _logger.LogDebug("Session {SessionId} is at {PositionTicks} (delay of {Delay} seconds) in group {GroupId}.", session.Id, clientPosition, TimeSpan.FromTicks(delayTicks).TotalSeconds, context.GroupId.ToString()); if (ResumePlaying) { // Handle case where session reported as ready but in reality // it has no clue of the real position nor the playback state. if (!request.IsPlaying && Math.Abs(delayTicks) > maxPlaybackOffsetTicks) { // Session not ready at all. context.SetBuffering(session, true); // Correcting session's position. var command = context.NewSyncPlayCommand(SendCommandType.Seek); context.SendCommand(session, SyncPlayBroadcastType.CurrentSession, command, cancellationToken); // Notify relevant state change event. SendGroupStateUpdate(context, request, session, cancellationToken); _logger.LogWarning("Session {SessionId} got lost in time, correcting.", session.Id); return; } // Session is ready. context.SetBuffering(session, false); if (context.IsBuffering()) { // Others are still buffering, tell this client to pause when ready. var command = context.NewSyncPlayCommand(SendCommandType.Pause); command.When = currentTime.AddTicks(delayTicks); context.SendCommand(session, SyncPlayBroadcastType.CurrentSession, command, cancellationToken); _logger.LogInformation("Session {SessionId} will pause when ready in {Delay} seconds. Group {GroupId} is waiting for all ready events.", session.Id, TimeSpan.FromTicks(delayTicks).TotalSeconds, context.GroupId.ToString()); } else { // If all ready, then start playback. // Let other clients resume as soon as the buffering client catches up. if (delayTicks > context.GetHighestPing() * 2 * TimeSpan.TicksPerMillisecond) { // Client that was buffering is recovering, notifying others to resume. context.LastActivity = currentTime.AddTicks(delayTicks); var command = context.NewSyncPlayCommand(SendCommandType.Unpause); var filter = SyncPlayBroadcastType.AllExceptCurrentSession; if (!request.IsPlaying) { filter = SyncPlayBroadcastType.AllGroup; } context.SendCommand(session, filter, command, cancellationToken); _logger.LogInformation("Session {SessionId} is recovering, group {GroupId} will resume in {Delay} seconds.", session.Id, context.GroupId.ToString(), TimeSpan.FromTicks(delayTicks).TotalSeconds); } else { // Client, that was buffering, resumed playback but did not update others in time. delayTicks = context.GetHighestPing() * 2 * TimeSpan.TicksPerMillisecond; delayTicks = Math.Max(delayTicks, context.DefaultPing); context.LastActivity = currentTime.AddTicks(delayTicks); var command = context.NewSyncPlayCommand(SendCommandType.Unpause); context.SendCommand(session, SyncPlayBroadcastType.AllGroup, command, cancellationToken); _logger.LogWarning("Session {SessionId} resumed playback, group {GroupId} has {Delay} seconds to recover.", session.Id, context.GroupId.ToString(), TimeSpan.FromTicks(delayTicks).TotalSeconds); } // Change state. var playingState = new PlayingGroupState(LoggerFactory); context.SetState(playingState); playingState.HandleRequest(request, context, Type, session, cancellationToken); } } else { // Check that session is really ready, tolerate player imperfections under a certain threshold. if (Math.Abs(context.PositionTicks - requestTicks) > maxPlaybackOffsetTicks) { // Session still not ready. context.SetBuffering(session, true); // Session is seeking to wrong position, correcting. var command = context.NewSyncPlayCommand(SendCommandType.Seek); context.SendCommand(session, SyncPlayBroadcastType.CurrentSession, command, cancellationToken); // Notify relevant state change event. SendGroupStateUpdate(context, request, session, cancellationToken); _logger.LogWarning("Session {SessionId} is seeking to wrong position, correcting.", session.Id); return; } else { // Session is ready. context.SetBuffering(session, false); } if (!context.IsBuffering()) { _logger.LogDebug("Session {SessionId} is ready, group {GroupId} is ready.", session.Id, context.GroupId.ToString()); // Group is ready, returning to previous state. var pausedState = new PausedGroupState(LoggerFactory); context.SetState(pausedState); if (InitialState.Equals(GroupStateType.Playing)) { // Group went from playing to waiting state and a pause request occured while waiting. var pauseRequest = new PauseGroupRequest(); pausedState.HandleRequest(pauseRequest, context, Type, session, cancellationToken); } else if (InitialState.Equals(GroupStateType.Paused)) { pausedState.HandleRequest(request, context, Type, session, cancellationToken); } } } }