BAPSicle/player.py

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Python
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2020-11-01 02:35:14 +00:00
"""
BAPSicle Server
Next-gen audio playout server for University Radio York playout,
based on WebStudio interface.
Audio Player
Authors:
Matthew Stratford
Michael Grace
Date:
October, November 2020
"""
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# This is the player. It does everything regarding playing sound.
# Reliability is critical here, so we're catching literally every exception possible and handling it.
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# It is key that whenever the clients tells us to do something
# that we respond with something, FAIL or OKAY. They don't like to be kept waiting/ignored.
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# Stop the Pygame Hello message.
import os
os.environ["PYGAME_HIDE_SUPPORT_PROMPT"] = "hide"
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from helpers.os_environment import isLinux
# It's the only one we could get to work.
if isLinux():
os.putenv('SDL_AUDIODRIVER', 'pulseaudio')
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from queue import Empty
import multiprocessing
import setproctitle
import copy
import json
import time
from typing import Any, Callable, Dict, List, Optional
from pygame import mixer, error
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from mutagen.mp3 import MP3
from syncer import sync
from threading import Timer
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from datetime import datetime
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from helpers.normalisation import get_normalised_filename_if_available, get_original_filename_from_normalised
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from helpers.myradio_api import MyRadioAPI
from helpers.state_manager import StateManager
from helpers.logging_manager import LoggingManager
from baps_types.plan import PlanItem
from baps_types.marker import Marker
import package
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# TODO ENUM
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VALID_MESSAGE_SOURCES = ["WEBSOCKET", "UI", "CONTROLLER", "TEST", "ALL"]
TRACKLISTING_DELAYED_S = 20
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class Player:
out_q: multiprocessing.Queue
last_msg: str
last_msg_source: str
last_time_update = None
state: StateManager
logger: LoggingManager
api: MyRadioAPI
running: bool = False
stopped_manually: bool = False
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tracklist_start_timer: Optional[Timer] = None
tracklist_end_timer: Optional[Timer] = None
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# The default state that should be set if there is no previous state info.
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__default_state = {
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"initialised": False,
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"loaded_item": None,
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"channel": -1,
"playing": False,
"paused": False,
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"loaded": False,
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"pos": 0,
"pos_offset": 0,
"pos_true": 0,
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"remaining": 0,
"length": 0,
"auto_advance": True,
"repeat": "none", # none, one or all
"play_on_load": False,
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"output": None,
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"show_plan": [],
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"live": True,
"tracklist_mode": "off",
"tracklist_id": None,
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}
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# These tell the StateManager which variables we don't care about really accurate history for.
# This means that the internal running state of the player will have quickly updating info (multiple times a sec)
# But we will rate limit (a few secs) saving updates to these variables to the state JSON file.
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__rate_limited_params = ["pos", "pos_offset", "pos_true", "remaining"]
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# Checks if the mixer is init'd. It will throw an exception if not.
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@property
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def isInit(self):
try:
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mixer.music.get_busy()
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except Exception:
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return False
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return True
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@property
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def isPlaying(self) -> bool:
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if self.isInit:
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return not self.isPaused and mixer.music.get_busy()
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return False
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@property
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def isPaused(self) -> bool:
return self.state.get()["paused"]
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@property
def isLoaded(self):
return self.state.get()["loaded"]
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# Checks if a file has been loaded
# This should be run with a long test before client requests for status etc.
# Short tests are used in other logic in the player, without fussing over full playback tests.
def _checkIsLoaded(self, short_test: bool = False):
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loaded = True
if not self.state.get()["loaded_item"] or not self.isInit:
loaded = False
elif not self.isPlaying:
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# Because this function can be called very often, only some (less frequent) checks will initiate a full trial of loading success, for efficiency.
if not short_test:
# We're not playing now, so we can quickly test run
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# If that works, we're truely loaded.
try:
mixer.music.set_volume(0)
mixer.music.play(0)
except Exception:
try:
mixer.music.set_volume(1)
except Exception:
self.logger.log.exception(
"Failed to reset volume after attempting loaded test."
)
pass
loaded = False
finally:
mixer.music.stop()
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mixer.music.set_volume(1)
self.state.update("loaded", loaded)
return loaded
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# Is the player at a cue marker point?
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@property
def isCued(self):
if not self.isLoaded:
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return False
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return (
self.state.get()["pos_true"] == self.state.get()["loaded_item"].cue
and not self.isPlaying
)
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# Returns the state of the player as a nice friendly JSON dump.
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@property
def status(self):
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# Get a copy of the server state.
state = self.state.state
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# Not the biggest fan of this, but maybe I'll get a better solution for this later
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# Convert objects to a nice JSON friendly dicts.
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state["loaded_item"] = (
state["loaded_item"].__dict__ if state["loaded_item"] else None
)
state["show_plan"] = [repr.__dict__ for repr in state["show_plan"]]
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res = json.dumps(state)
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return res
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# Audio Playout Related Methods
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# Loads a plan item into the player, ready for playing.
# This includes some retry logic to try and double-down on ensuring it plays successfully.
def load(self, weight: int):
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if not self.isPlaying:
# If we have something loaded already, unload it first.
self.unload()
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loaded_state = self.state.get()
# Sometimes (at least on windows), the pygame player will lose output to the sound output after a while.
# It's odd, but essentially, to stop / recover from this, we de-init the pygame mixer and init it again.
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self.logger.log.info(
"Resetting output (in case of sound output gone silent somehow) to "
+ str(loaded_state["output"])
)
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self.set_output(loaded_state["output"])
showplan = loaded_state["show_plan"]
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loaded_item: Optional[PlanItem] = None
# Go find the show plan item of the weight we've been asked to load.
for i in range(len(showplan)):
if showplan[i].weight == weight:
loaded_item = showplan[i]
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break
# If we didn't find it, exit.
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if loaded_item is None:
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self.logger.log.error(
"Failed to find weight: {}".format(weight))
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return False
# This item exists, so we're comitting to load this item.
self.state.update("loaded_item", loaded_item)
# The file_manager helper may have pre-downloaded the file already, or we've played it before.
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reload = False
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if loaded_item.filename == "" or loaded_item.filename is None:
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self.logger.log.info(
"Filename is not specified, loading from API.")
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reload = True
elif not os.path.exists(loaded_item.filename):
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self.logger.log.warn(
"Filename given doesn't exist. Re-loading from API."
)
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reload = True
# Ask the API for the file if we need it.
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if reload:
file = sync(self.api.get_filename(item=loaded_item))
loaded_item.filename = str(file) if file else None
# If the API still couldn't get the file, RIP.
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if not loaded_item.filename:
return False
# Swap with a normalised version if it's ready, else returns original.
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loaded_item.filename = get_normalised_filename_if_available(
loaded_item.filename
)
# Given we've just messed around with filenames etc, update the item again.
self.state.update("loaded_item", loaded_item)
for i in range(len(showplan)):
if showplan[i].weight == weight:
self.state.update("show_plan", index=i, value=loaded_item)
break
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load_attempt = 0
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# Let's have 5 attempts at loading the item audio
while load_attempt < 5:
load_attempt += 1
original_file = None
if load_attempt == 3:
# Ok, we tried twice already to load the file.
# Let's see if we can recover from this.
# Try swapping the normalised version out for the original.
original_file = get_original_filename_from_normalised(
loaded_item.filename
)
self.logger.log.warning("3rd attempt. Trying the non-normalised file: {}".format(original_file))
if load_attempt == 4:
# well, we've got so far that the normalised and original files didn't load.
# Take a last ditch effort to download the original file again.
file = sync(self.api.get_filename(item=loaded_item, redownload=True))
if file:
original_file = str(file)
self.logger.log.warning("4rd attempt. Trying to redownload the file, got: {}".format(original_file))
if original_file:
loaded_item.filename = original_file
try:
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self.logger.log.info(
"Attempt {} Loading file: {}".format(load_attempt, loaded_item.filename))
mixer.music.load(loaded_item.filename)
except Exception:
# We couldn't load that file.
self.logger.log.exception(
"Couldn't load file: " + str(loaded_item.filename)
)
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continue # Try loading again.
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try:
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if loaded_item.filename.endswith(".mp3"):
song = MP3(loaded_item.filename)
self.state.update("length", song.info.length)
else:
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# WARNING! Pygame / SDL can't seek .wav files :/
self.state.update(
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"length",
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mixer.Sound(
loaded_item.filename).get_length() / 1000,
)
except Exception:
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self.logger.log.exception(
"Failed to update the length of item.")
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continue # Try loading again.
# Everything worked, we made it!
# Write the loaded item again once more, to confirm the filename if we've reattempted.
self.state.update("loaded_item", loaded_item)
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# Now just double check that pygame could actually play it (silently)
self._checkIsLoaded()
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if not self.isLoaded:
self.logger.log.error(
"Pygame loaded file without error, but never actually loaded."
)
continue # Try loading again.
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# If the track has a cue point, let's jump to that, ready.
if loaded_item.cue > 0:
self.seek(loaded_item.cue)
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else:
self.seek(0)
if loaded_state["play_on_load"]:
self.unpause()
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return True
# Even though we failed, make sure state is up to date with latest failure.
# We're comitting to load this item.
self.state.update("loaded_item", loaded_item)
self._checkIsLoaded()
return False
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# Remove the currently loaded item from the player.
# Not much reason to do this, but if it makes you happy.
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def unload(self):
if not self.isPlaying:
try:
mixer.music.unload()
self.state.update("paused", False)
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self.state.update("loaded_item", None)
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except Exception:
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self.logger.log.exception("Failed to unload channel.")
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return False
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#self._potentially_end_tracklist()
# If we unloaded successfully, reset the tracklist_id, ready for the next item.
if not self.isLoaded:
self.state.update("tracklist_id", None)
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# If we successfully unloaded, this will return true, for success!
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return not self.isLoaded
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# Starts playing the loaded item, from a given position (secs)
def play(self, pos: float = 0):
self.logger.log.info("Playing from pos: " + str(pos))
if not self.isLoaded:
self.logger.log.warning("Player is not loaded.")
return False
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try:
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mixer.music.play(0, pos)
self.state.update("pos_offset", pos)
except Exception:
self.logger.log.exception("Failed to play at pos: " + str(pos))
return False
self.state.update("paused", False)
self._potentially_tracklist()
self.stopped_manually = False
return True
# Pauses the player
def pause(self):
# Because the player's position is stored by a event from pygame while playing only,
# the current playback position state will remain, in case we unpause later.
try:
mixer.music.stop()
except Exception:
self.logger.log.exception("Failed to pause.")
return False
self.stopped_manually = True
self.state.update("paused", True)
return True
# Plays the player, from the playback position it was already at.
def unpause(self):
if not self.isPlaying:
state = self.state.get()
position: float = state["pos_true"]
if not self.play(position):
self.logger.log.exception(
"Failed to unpause from pos: " + str(position)
)
return False
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self.state.update("paused", False)
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# Increment Played count
loaded_item = state["loaded_item"]
if loaded_item:
loaded_item.play_count_increment()
self.state.update("loaded_item", loaded_item)
return True
return False
# Stop the player.
def stop(self, user_initiated: bool = False):
try:
mixer.music.stop()
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except Exception:
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self.logger.log.exception("Failed to stop playing.")
return False
self.state.update("paused", False)
# When it wasn't _ended() calling this, end the tracklist.
# _ended() already calls this, but user stops won't have.
if user_initiated:
self._potentially_end_tracklist()
self.stopped_manually = True
if not self.state.get()["loaded_item"]:
self.logger.log.warning("Tried to stop without a loaded item.")
return True
# This lets users toggle (using the stop button) between cue point and 0.
if user_initiated and not self.isCued:
# if there's a cue point ant we're not at it, go there.
self.seek(self.state.get()["loaded_item"].cue)
else:
# Otherwise, let's go to 0.
self.seek(0)
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return True
# Move the audio position (secs) of the player
def seek(self, pos: float) -> bool:
self.logger.log.info("Seeking to pos:" + str(pos))
if self.isPlaying:
# If we're playing, just start playing directly from that position
try:
self.play(pos)
except Exception:
self.logger.log.exception("Failed to seek to pos: " + str(pos))
return False
return True
else:
# If we're not actually playing at the moment, set the player to be paused at the new position
self.logger.log.debug(
"Not playing during seek, setting pos state for next play."
)
self.stopped_manually = True # Don't trigger _ended() on seeking.
if pos > 0:
self.state.update("paused", True)
self._updateState(pos=pos)
return True
# Set the output device name and initialise the pygame audio mixer.
def set_output(self, name: Optional[str] = None):
wasPlaying = self.isPlaying
state = self.state.get()
oldPos = state["pos_true"]
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name = None if (not name or name.lower() == "none") else name
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# Stop the mixer if it's already init'd.
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self.quit()
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self.state.update("output", name)
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try:
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# Setup the mixer.
# Sample rate of 44100Hz (44.1KHz) (matching the MP3's and typical CD/online source material)
# 16 bits per sample
# 2 channels (stereo)
# sample buffer of 1024 samples
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if name:
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mixer.init(44100, -16, 2, 1024, devicename=name)
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else:
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# Use the default system output
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mixer.init(44100, -16, 2, 1024)
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except Exception:
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self.logger.log.exception(
"Failed to init mixer with device name: " + str(name)
)
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return False
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# If we had something loaded before, load it back in and play it.
loadedItem = state["loaded_item"]
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if loadedItem:
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self.logger.log.info("Reloading after output change.")
self.load(loadedItem.weight)
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if wasPlaying:
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self.logger.log.info("Resuming playback after output change.")
self.play(oldPos)
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return True
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# De-initialises the pygame mixer.
def quit(self):
try:
mixer.quit()
self.state.update("paused", False)
self.logger.log.info("Quit mixer.")
except Exception:
self.logger.log.exception("Failed to quit mixer.")
# Sets whether auto advance is on or off
# Auto advance is where the next item in the list is selected after the current item is finished playing.
def set_auto_advance(self, message: bool) -> bool:
self.state.update("auto_advance", message)
return True
# As you'd expect, all rotates around all of the items in the channel plan, and loops to the first from the last.
# One plays the same item over and over again
def set_repeat(self, message: str) -> bool:
if message in ["all", "one", "none"]:
self.state.update("repeat", message)
return True
else:
return False
# Set whether the player should play the item as soon as it's been selected.
def set_play_on_load(self, message: bool) -> bool:
self.state.update("play_on_load", message)
return True
# Show Plan Related Methods
def _check_ghosts(self, item: PlanItem):
# Webstudio returns intermediate "I" objects when dragging in from the media sidebar.
if isinstance(item.timeslotitemid, str) and item.timeslotitemid.startswith("I"):
# Kinda a bodge for the moment, each "Ghost" (item which is not saved in the database showplan yet)
# needs to have a unique temporary item.
# To do this, we'll start with the channel number the item was originally added to
# (to stop items somehow simultaneously added to different channels from having the same id)
# And chuck in the unix epoch in ns for good measure.
item.timeslotitemid = "GHOST-{}-{}".format(
self.state.get()["channel"], time.time_ns()
)
return item
# Pull in from the API the show plan items for this player channel.
def get_plan(self, show_plan_id: int):
# Call the API
# sync turns the asyncronous API into syncronous.
plan = sync(self.api.get_showplan(show_plan_id))
# Empty the channel plan so we can put the updated items in.
self.clear_channel_plan()
channel = self.state.get()["channel"]
self.logger.log.debug(plan)
# If there isn't a show plan for the required show, return failure without filling in the plan.
if not isinstance(plan, dict):
return False
# Add the items, if this channel has any.
if str(channel) in plan.keys():
plan_items = plan[str(channel)]
try:
self.add_to_plan(plan_items)
except Exception as e:
self.logger.log.error(
"Failed to add items to show plan: {}".format(e)
)
return False
return True
# Add a list of new show plan items to the channel.
# These will be in dict format, we'll validate them and turn them into proper plan objects.
# TODO Allow just moving an item inside the channel instead of removing and adding.
def add_to_plan(self, new_items: List[Dict[str, Any]]) -> bool:
plan_copy: List[PlanItem] = copy.copy(self.state.get()["show_plan"])
for new_item in new_items:
new_item_obj = PlanItem(new_item)
new_item_obj = self._check_ghosts(new_item_obj)
# Shift any plan items after the new position down one to make space.
for item in plan_copy:
if item.weight >= new_item_obj.weight:
item.weight += 1
plan_copy += [new_item_obj] # Add the new item.
loaded_item = self.state.get()["loaded_item"]
if loaded_item:
# Right. So this may be confusing.
# So... If the user has just moved the loaded item in the channel (by removing above and readding)
# Then we want to re-associate the loaded_item object reference with the new one.
# The loaded item object before this change is now an orphan, which was
# kept around while the loaded item was potentially moved to another
# channel.
if loaded_item.timeslotitemid == new_item_obj.timeslotitemid:
self.state.update("loaded_item", new_item_obj)
# NOPE NOPE NOPE
# THIS IS AN EXAMPLE OF WHAT NOT TO DO!
# ONCE AGAIN, THE LOADED ITEM IS THE SAME OBJECT INSTANCE AS THE ONE IN
# THE SHOW PLAN (AS LONG AS IT HASN'T BEEN RE/MOVED)
# loaded_item.weight = new_item_obj.weight
# Bump the loaded_item's weight if we just added a new item above it.
# elif loaded_item.weight >= new_item_obj.weight:
# loaded_item.weight += 1
# Else, new weight stays the same.
# else:
# return True
# self.state.update("loaded_item", loaded_item)
# Just in case somehow we've ended up with items with the same weights (or gaps)
# We'll correct them.
# This function also orders and saves the updated plan copy we've given it.
self._fix_and_update_weights(plan_copy)
return True
# Removes an item from the show plan with the given weight (index)
def remove_from_plan(self, weight: int) -> bool:
plan_copy: List[PlanItem] = copy.copy(self.state.get()["show_plan"])
found: Optional[PlanItem] = None
# Give some helpful debug
before = []
for item in plan_copy:
before += (item.weight, item.name)
self.logger.log.debug(
"Weights before removing weight {}:\n{}".format(weight, before)
)
# Look for the item with the correct weight
for i in plan_copy:
if i.weight == weight:
found = i
plan_copy.remove(i)
if found:
self._fix_and_update_weights(plan_copy)
# If we removed the loaded item from this channel, update it's weight
# So we know how/not to autoadvance.
loaded_item = self.state.get()["loaded_item"]
if loaded_item == found:
# Loaded_item is actually the same PlanItem instance as in the show_plan.
# So if it's still in the show plan, we'll have corrected it's weight already.
# If it was removed above, fix_weights won't have done anything
# So we'll want to update the weight.
# We're removing the loaded item from the channel.
# if loaded_item.weight == weight:
loaded_item.weight = -1
# If loaded_item wasn't the same instance, we'd want to do the below.
# We removed an item above it. Shift it up.
# elif loaded_item.weight > weight:
# loaded_item.weight -= 1
# Else, new weight stays the same.
# else:
# return True
self.state.update("loaded_item", loaded_item)
return True
return False
# Empties the channel's plan.
def clear_channel_plan(self) -> bool:
self.state.update("show_plan", [])
return True
# PlanItems can have markers. These are essentially bookmarked positions in the audio.
# Timeslotitemid can be a ghost (un-submitted item), so may be "IXXX", hence str.
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def set_marker(self, timeslotitemid: str, marker_str: str):
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set_loaded = False
success = True
try:
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# Take a string representation of the marker (from clients)
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marker = Marker(marker_str)
except Exception as e:
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self.logger.log.error(
"Failed to create Marker instance with {} {}: {}".format(
timeslotitemid, marker_str, e
)
)
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return False
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# Allow setting a marker for the currently loaded item.
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if timeslotitemid == "-1":
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set_loaded = True
if not self.isLoaded:
return False
timeslotitemid = self.state.get()["loaded_item"].timeslotitemid
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elif (
self.isLoaded
and self.state.get()["loaded_item"].timeslotitemid == timeslotitemid
):
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set_loaded = True
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# Loop over the show plan items. When you find the timeslotitemid the marker is for, update it.
# This is instead of weight, since the client asking doesn't know the weight of the item (or which channel it is)
# So all channels will look and update if necessary.
plan_copy: List[PlanItem] = copy.copy(self.state.get()["show_plan"])
for i in range(len(self.state.get()["show_plan"])):
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item = plan_copy[i]
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if str(item.timeslotitemid) == str(timeslotitemid):
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try:
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new_item = item.set_marker(marker)
self.state.update("show_plan", new_item, index=i)
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except Exception as e:
self.logger.log.error(
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"Failed to set marker on item {}: {} with marker \n{}".format(
timeslotitemid, e, marker
)
)
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success = False
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# If the item to update was the loaded item, update it.
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if set_loaded:
try:
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self.state.update(
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"loaded_item", self.state.get(
)["loaded_item"].set_marker(marker)
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)
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except Exception as e:
self.logger.log.error(
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"Failed to set marker on loaded_item {}: {} with marker \n{}".format(
timeslotitemid, e, marker
)
)
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success = False
return success
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# This marks an item as played, or not.
# A weight of -1 will affect all items in the channel
def set_played(self, weight: int, played: bool):
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plan: List[PlanItem] = self.state.get()["show_plan"]
if weight == -1:
for item in plan:
item.play_count_increment() if played else item.play_count_reset()
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self.state.update("show_plan", plan)
elif len(plan) > weight:
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plan[weight].play_count_increment() if played else plan[
weight
].play_count_reset()
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self.state.update("show_plan", plan[weight], weight)
else:
return False
return True
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# Tells the player that the fader is live on-air, so it can tell tracklisting from PFL
def set_live(self, live: bool):
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self.state.update("live", live)
# If we're going to live (potentially from not live/PFL), potentially tracklist if it's playing.
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if live:
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self._potentially_tracklist()
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# If the fader is now not live, don't bother stopping the tracklist, incase it's faded up again during the same playback.
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return True
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# Helper functions
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# This essentially allows the tracklist start API call to happen in a separate thread, to avoid hanging playout/loading.
def _potentially_tracklist(self):
mode = self.state.get()["tracklist_mode"]
time: int = -1
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if mode == "on":
time = 0 # Let's do it pretty quickly.
if mode == "fader-live":
time = 4 # Give presenter a bit of a grace period in case they accidentally fade up the wrong one.
elif mode == "delayed":
# Let's do it in a bit, once we're sure it's been playing. (Useful if we've got no idea if it's live or cueing.)
time = TRACKLISTING_DELAYED_S
if time >= 0 and not self.tracklist_start_timer:
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self.logger.log.info(
"Setting timer for tracklisting in {} secs due to Mode: {}".format(
time, mode
)
)
self.tracklist_start_timer = Timer(time, self._tracklist_start)
self.tracklist_start_timer.start()
elif self.tracklist_start_timer:
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self.logger.log.error(
"Failed to potentially tracklist, timer already busy."
)
# This essentially allows the tracklist end API call to happen in a separate thread, to avoid hanging playout/loading.
def _potentially_end_tracklist(self):
if self.tracklist_start_timer:
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self.logger.log.info(
"A tracklist start timer was running, cancelling.")
self.tracklist_start_timer.cancel()
self.tracklist_start_timer = None
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# Decrement Played count on track we didn't play enough of to tracklist.
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state = self.state.get()
loaded_item = state["loaded_item"]
if loaded_item and loaded_item.type == "central":
loaded_item.play_count_decrement()
self.state.update("loaded_item", loaded_item)
# Make a copy of the tracklist_id, it will get reset as we load the next item.
tracklist_id = self.state.get()["tracklist_id"]
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if not tracklist_id:
self.logger.log.info("No tracklist to end.")
return
if tracklist_id:
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self.logger.log.info(
"Attempting to end tracklist_id '{}'".format(tracklist_id)
)
if self.tracklist_end_timer:
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self.logger.log.error(
"Failed to potentially end tracklist, timer already busy."
)
return
self.state.update("tracklist_id", None)
# This threads it, so it won't hang track loading if it fails.
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self.tracklist_end_timer = Timer(
1, self._tracklist_end, [tracklist_id])
self.tracklist_end_timer.start()
else:
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self.logger.log.warning(
"Failed to potentially end tracklist, no tracklist started."
)
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# The actual function that will register with the API an item being played.
def _tracklist_start(self):
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state = self.state.get()
loaded_item = state["loaded_item"]
if not loaded_item:
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self.logger.log.error(
"Tried to call _tracklist_start() with no loaded item!"
)
elif not self.isPlaying:
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self.logger.log.info("Not tracklisting since not playing.")
else:
tracklist_id = state["tracklist_id"]
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if not tracklist_id:
if state["tracklist_mode"] == "fader-live" and not state["live"]:
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self.logger.log.info(
"Not tracklisting since fader is not live.")
else:
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self.logger.log.info(
"Tracklisting item: '{}'".format(loaded_item.name)
)
tracklist_id = self.api.post_tracklist_start(loaded_item)
if not tracklist_id:
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self.logger.log.warning(
"Failed to tracklist '{}'".format(loaded_item.name)
)
else:
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self.logger.log.info(
"Tracklist id: '{}'".format(tracklist_id))
self.state.update("tracklist_id", tracklist_id)
else:
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self.logger.log.info(
"Not tracklisting item '{}', already got tracklistid: '{}'".format(
loaded_item.name, tracklist_id
)
)
# No matter what we end up doing, we need to kill this timer so future ones can run.
self.tracklist_start_timer = None
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# The actual function that will register with the API an item being finished playing.
def _tracklist_end(self, tracklist_id):
if tracklist_id:
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self.logger.log.info(
"Attempting to end tracklist_id '{}'".format(tracklist_id)
)
self.api.post_tracklist_end(tracklist_id)
else:
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self.logger.log.error(
"Tracklist_id to _tracklist_end() missing. Failed to end tracklist."
)
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# No matter what we end up doing, we need to kill this timer so future ones can run.
self.tracklist_end_timer = None
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# When an item has ended (the pygame mixer has told us that it has stopped playing)
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def _ended(self):
self._potentially_end_tracklist()
state = self.state.get()
loaded_item = state["loaded_item"]
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if not loaded_item:
return
# Track has ended
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self.logger.log.info(
"Playback ended of {}, weight {}:".format(
loaded_item.name, loaded_item.weight
)
)
# Just make sure that if we stop and do nothing, we end up at 0.
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self.state.update("pos", 0)
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# Repeat 1? Spin that record again!
# TODO ENUM
if state["repeat"] == "one":
self.play()
return
# Auto Advance
if state["auto_advance"]:
# Check for loaded item in show plan.
# If it's been removed, weight will be -1.
# Just stop in this case.
if loaded_item.weight < 0:
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self.logger.log.debug(
"Loaded item is no longer in channel (weight {}), not auto advancing.".format(
loaded_item.weight
)
)
else:
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self.logger.log.debug(
"Found current loaded item in this channel show plan. Auto Advancing."
)
# If there's another item after this one, load that.
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if len(state["show_plan"]) > loaded_item.weight + 1:
self.load(loaded_item.weight + 1)
return
# Repeat All (Jump to top again)
# TODO ENUM
elif state["repeat"] == "all":
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self.load(0) # Jump to the top.
return
# No automations, just stop playing.
self.stop()
self._retAll("STOPPED") # Tell clients that we've stopped playing.
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# This runs every main loop, to update anything that changes often / automatically.
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def _updateState(self, pos: Optional[float] = None):
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# Is pygame still happy?
isInit = self.isInit
self.state.update("initialised", isInit)
if isInit:
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if pos is not None:
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# Seeking sets the position like this when not playing.
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self.state.update("pos", pos) # Reset back to 0 if stopped.
self.state.update("pos_offset", 0)
elif self.isPlaying:
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# This is the bit that makes the time actually progress during playback.
# Get one last update in, incase we're about to pause/stop it.
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self.state.update("pos", max(0, mixer.music.get_pos() / 1000))
# If the state is changing from playing to not playing, and the user didn't stop it, the item must have ended.
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if (
self.state.get()["playing"]
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and not self.isPlaying
and not self.stopped_manually
):
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self._ended()
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self.state.update("playing", self.isPlaying)
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self.state.update(
"pos_true",
min(
self.state.get()["length"],
self.state.get()["pos"] + self.state.get()["pos_offset"],
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),
)
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self.state.update(
"remaining",
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max(0, (self.state.get()["length"] -
self.state.get()["pos_true"])),
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)
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# Sends the current playback position to clients, so they can update their UI frequently.
# Run on every main loop, but rate limited.
def _ping_times(self):
UPDATES_FREQ_SECS = 0.2
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if (
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self.last_time_update is None
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or self.last_time_update + UPDATES_FREQ_SECS < time.time()
):
self.last_time_update = time.time()
self._retAll("POS:" + str(self.state.get()["pos_true"]))
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# Broadcast a message to all other modules of the BAPSicle server.
def _retAll(self, msg):
if self.out_q:
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self.out_q.put("{}:ALL:{}".format(self.state.get()["channel"], msg))
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# Send a response back to an incoming command, with the original content and a success or failure.
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def _retMsg(
self, msg: Any, okay_str: bool = False, custom_prefix: Optional[str] = None
):
response = "{}:".format(self.state.get()["channel"])
# Make sure to add the message source back, so that it can be sent to the correct destination in the main server.
if custom_prefix:
response += custom_prefix
else:
response += "{}:{}:".format(self.last_msg_source, self.last_msg)
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if msg is True:
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response += "OKAY"
elif isinstance(msg, str):
if okay_str:
response += "OKAY:" + msg
else:
response += "FAIL:" + msg
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else:
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response += "FAIL"
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if self.out_q:
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if "STATUS:" not in response:
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# Don't fill logs with status pushes, it's a mess.
self.logger.log.debug(("Sending: {}".format(response)))
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self.out_q.put(response)
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else:
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self.logger.log.exception(
"Message return Queue is missing!!!! Can't send message."
)
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# Send the current status to all other modules/clients. Used for updating all client UIs when one of them causes a change etc.
def _send_status(self):
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self._retMsg(str(self.status), okay_str=True,
custom_prefix="ALL:STATUS:")
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# Takes an input show plan, checks and corrects duplicate / gaps in weights, and stores it.
def _fix_and_update_weights(self, plan: List[PlanItem]):
def _sort_weight(e: PlanItem):
return e.weight
before = []
for item in plan:
before += (item.weight, item.name)
self.logger.log.debug("Weights before fixing:\n{}".format(before))
plan.sort(key=_sort_weight) # Sort into weighted order.
sorted = []
for item in plan:
sorted += (item.weight, item.name)
self.logger.log.debug("Weights after sorting:\n{}".format(sorted))
for i in range(len(plan)):
plan[i].weight = i # Recorrect the weights on the channel.
fixed = []
for item in plan:
fixed += (item.weight, item.name)
self.logger.log.debug("Weights after sorting:\n{}".format(fixed))
self.state.update("show_plan", plan)
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# Player start up. This is called from the BAPSicle server.py.
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def __init__(
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self,
channel: int,
in_q: multiprocessing.Queue,
out_q: multiprocessing.Queue,
server_state: StateManager,
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):
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process_title = "BAPSicle - Player: Channel " + str(channel)
setproctitle.setproctitle(process_title)
multiprocessing.current_process().name = process_title
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self.running = True
self.out_q = out_q
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self.logger = LoggingManager(
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"Player" + str(channel), debug=package.BETA)
self.api = MyRadioAPI(self.logger, server_state)
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self.state = StateManager(
"Player" + str(channel),
self.logger,
self.__default_state,
self.__rate_limited_params,
)
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self.state.update("start_time", datetime.now().timestamp())
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# When the state changes, use _send_status() to tell all clients.
self.state.add_callback(self._send_status)
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self.state.update("channel", channel)
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# tracklist mode is shared between all players, so grab that from the server config.
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self.state.update("tracklist_mode", server_state.get()[
"tracklist_mode"])
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self.state.update(
"live", True
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) # Channel Fader is live until controller says it isn't.
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# Just in case there's any weights somehow messed up, let's fix them.
plan_copy: List[PlanItem] = copy.copy(self.state.get()["show_plan"])
self._fix_and_update_weights(plan_copy)
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loaded_state = self.state.state
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if loaded_state["output"]:
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self.logger.log.info("Setting output to: " +
str(loaded_state["output"]))
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self.set_output(loaded_state["output"])
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else:
self.logger.log.info("Using default output device.")
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self.set_output()
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loaded_item = loaded_state["loaded_item"]
if loaded_item:
# No need to load on init, the output switch does this, as it would for regular output switching.
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# self.load(loaded_item.weight)
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# Load may jump to the cue point, as it would do on a regular load.
# If we were at a different state before, we have to override it now.
if loaded_state["pos_true"] != 0:
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self.logger.log.info(
"Seeking to pos_true: " + str(loaded_state["pos_true"])
)
try:
self.seek(loaded_state["pos_true"])
except error:
self.logger.log.error("Failed to seek on player start. Continuing anyway.")
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if loaded_state["playing"] is True:
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self.logger.log.info("Resuming playback on init.")
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# Use un-pause as we don't want to jump to a new position.
try:
self.unpause()
except error:
self.logger.log.error("Failed to unpause on player start. Continuing anyway.")
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else:
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self.logger.log.info("No file was previously loaded to resume.")
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# The main loop. This keeps running till something tells it to stop.
try:
while self.running:
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# Update the state for playback position changes etc
self._updateState()
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# If we need to, tell clients of the position updates
self._ping_times()
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try:
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# Try and get a new command message from clients
message = in_q.get_nowait()
source = message.split(":")[0]
if source not in VALID_MESSAGE_SOURCES:
self.last_msg_source = ""
self.last_msg = ""
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self.logger.log.warn(
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"Message from unknown sender source: {}".format(
source)
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)
continue
self.last_msg_source = source
self.last_msg = message.split(":", 1)[1]
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self.logger.log.debug(
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"Recieved message from source {}: {}".format(
self.last_msg_source, self.last_msg
)
)
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except Empty:
# The incomming message queue was empty,
# skip message processing
# If we're getting no messages, sleep.
# But if we do have messages, once we've done with one, we'll check for the next one more quickly.
time.sleep(0.05)
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else:
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# We got a message.
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# Check if we're successfully loaded
# This is here so that we can check often, but not every single loop
# Only when user gives input.
self._checkIsLoaded()
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# Output re-inits the mixer, so we can do this any time.
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if self.last_msg.startswith("OUTPUT"):
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split = self.last_msg.split(":")
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self._retMsg(self.set_output(split[1]))
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# Only process these commands if we're properly initialised.
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elif self.isInit:
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message_types: Dict[
str, Callable[..., Any]
] = { # TODO Check Types
"STATUS": lambda: self._retMsg(self.status, True),
# Audio Playout
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# Unpause, so we don't jump to 0, we play from the current pos.
"PLAY": lambda: self._retMsg(self.unpause()),
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"PAUSE": lambda: self._retMsg(self.pause()),
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"PLAYPAUSE": lambda: self._retMsg(
self.unpause() if not self.isPlaying else self.pause()
), # For the hardware controller.
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"UNPAUSE": lambda: self._retMsg(self.unpause()),
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"STOP": lambda: self._retMsg(
self.stop(user_initiated=True)
),
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"SEEK": lambda: self._retMsg(
self.seek(float(self.last_msg.split(":")[1]))
),
"AUTOADVANCE": lambda: self._retMsg(
self.set_auto_advance(
(self.last_msg.split(":")[1] == "True")
)
),
"REPEAT": lambda: self._retMsg(
self.set_repeat(self.last_msg.split(":")[1])
),
"PLAYONLOAD": lambda: self._retMsg(
self.set_play_on_load(
(self.last_msg.split(":")[1] == "True")
)
),
# Show Plan Items
"GETPLAN": lambda: self._retMsg(
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self.get_plan(int(self.last_msg.split(":")[1]))
),
"LOAD": lambda: self._retMsg(
self.load(int(self.last_msg.split(":")[1]))
),
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"LOADED?": lambda: self._retMsg(self.isLoaded),
"UNLOAD": lambda: self._retMsg(self.unload()),
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"ADD": lambda: self._retMsg(
self.add_to_plan([
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json.loads(
":".join(self.last_msg.split(":")[1:]))
])
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),
"REMOVE": lambda: self._retMsg(
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self.remove_from_plan(
int(self.last_msg.split(":")[1]))
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),
"CLEAR": lambda: self._retMsg(self.clear_channel_plan()),
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"SETMARKER": lambda: self._retMsg(
self.set_marker(
self.last_msg.split(":")[1],
self.last_msg.split(":", 2)[2],
)
),
"RESETPLAYED": lambda: self._retMsg(
self.set_played(
weight=int(self.last_msg.split(":")[1]),
played=False,
)
),
"SETPLAYED": lambda: self._retMsg(
self.set_played(
weight=int(self.last_msg.split(":")[1]), played=True
)
),
"SETLIVE": lambda: self._retMsg(
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self.set_live(
self.last_msg.split(":")[1] == "True")
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),
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}
message_type: str = self.last_msg.split(":")[0]
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# From the list above, work out which command type we have, and run it's handling function.
if message_type in message_types.keys():
message_types[message_type]()
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elif self.last_msg == "QUIT":
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self._retMsg(True)
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self.running = False
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continue
else:
self._retMsg("Unknown Command")
else:
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# We're not initialised, return a failed status if they asked for one, or just say the command failed
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if self.last_msg == "STATUS":
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self._retMsg(self.status)
else:
self._retMsg(False)
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# Catch the player being killed externally.
except KeyboardInterrupt:
self.logger.log.info("Received KeyboardInterupt")
except SystemExit:
self.logger.log.info("Received SystemExit")
except Exception as e:
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self.logger.log.exception(
"Received unexpected Exception: {}".format(e))
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self.logger.log.info("Quiting player " + str(channel))
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self.quit()
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self._retAll("QUIT")
del self.logger
os._exit(0)
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if __name__ == "__main__":
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raise Exception(
"This BAPSicle Player is a subcomponenet, it will not run individually."
)