diff --git a/player.py b/player.py index 0020937..384ac75 100644 --- a/player.py +++ b/player.py @@ -13,11 +13,11 @@ October, November 2020 """ -# This is the player. Reliability is critical here, so we're catching -# literally every exception possible and handling it. +# 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. -# It is key that whenever the parent server tells us to do something -# that we respond with something, FAIL or OKAY. The server doesn't like to be kept waiting. +# 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. # Stop the Pygame Hello message. import os @@ -70,6 +70,7 @@ class Player: tracklist_start_timer: Optional[Timer] = None tracklist_end_timer: Optional[Timer] = None + # The default state that should be set if there is no previous state info. __default_state = { "initialised": False, "loaded_item": None, @@ -92,8 +93,12 @@ class Player: "tracklist_id": None, } + # 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. __rate_limited_params = ["pos", "pos_offset", "pos_true", "remaining"] + # Checks if the mixer is init'd. It will throw an exception if not. @property def isInit(self): try: @@ -106,7 +111,7 @@ class Player: @property def isPlaying(self) -> bool: if self.isInit: - return (not self.isPaused) and bool(mixer.music.get_busy()) + return not self.isPaused and mixer.music.get_busy() return False @property @@ -117,6 +122,9 @@ class Player: def isLoaded(self): return self.state.get()["loaded"] + # 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): loaded = True @@ -124,12 +132,10 @@ class Player: if not self.state.get()["loaded_item"] or not self.isInit: loaded = False elif not self.isPlaying: - # If we don't want to do any testing if it's really loaded, fine. + # 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: - - # Because Pygame/SDL is annoying # We're not playing now, so we can quickly test run - # If that works, we're loaded. + # If that works, we're truely loaded. try: mixer.music.set_volume(0) mixer.music.play(0) @@ -150,9 +156,9 @@ class Player: self.state.update("loaded", loaded) return loaded + # Is the player at a cue marker point? @property def isCued(self): - # Don't mess with playback, we only care about if it's supposed to be loaded. if not self.isLoaded: return False return ( @@ -160,11 +166,14 @@ class Player: and not self.isPlaying ) + # Returns the state of the player as a nice friendly JSON dump. @property def status(self): + # Get a copy of the server state. state = self.state.state # Not the biggest fan of this, but maybe I'll get a better solution for this later + # Convert objects to a nice JSON friendly dicts. state["loaded_item"] = ( state["loaded_item"].__dict__ if state["loaded_item"] else None ) @@ -175,242 +184,9 @@ class Player: # Audio Playout Related Methods - 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 - try: - 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 - - def pause(self): - 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 - - 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 - - self.state.update("paused", False) - - # 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 - - def stop(self, user_initiated: bool = False): - try: - mixer.music.stop() - except Exception: - self.logger.log.exception("Failed to stop playing.") - return False - self.state.update("paused", False) - - 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) - - return True - - def seek(self, pos: float) -> bool: - self.logger.log.info("Seeking to pos:" + str(pos)) - if self.isPlaying: - try: - self.play(pos) - except Exception: - self.logger.log.exception("Failed to seek to pos: " + str(pos)) - return False - return True - else: - 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 - - def set_auto_advance(self, message: bool) -> bool: - self.state.update("auto_advance", message) - return True - - def set_repeat(self, message: str) -> bool: - if message in ["all", "one", "none"]: - self.state.update("repeat", message) - return True - else: - return False - - def set_play_on_load(self, message: bool) -> bool: - self.state.update("play_on_load", message) - return True - - # Show Plan Related Methods - def get_plan(self, message: int): - plan = sync(self.api.get_showplan(message)) - self.clear_channel_plan() - channel = self.state.get()["channel"] - self.logger.log.debug(plan) - if not isinstance(plan, dict): - return False - if str(channel) in plan.keys(): - for plan_item in plan[str(channel)]: - try: - self.add_to_plan(plan_item) - except Exception as e: - self.logger.log.critical( - "Failed to add item to show plan: {}".format(e) - ) - continue - - return True - - def _check_ghosts(self, item: PlanItem): - 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 - - # TODO Allow just moving an item inside the channel instead of removing and adding. - def add_to_plan(self, new_item: Dict[str, Any]) -> bool: - new_item_obj = PlanItem(new_item) - new_item_obj = self._check_ghosts(new_item_obj) - plan_copy: List[PlanItem] = copy.copy(self.state.get()["show_plan"]) - # 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. - - self._fix_and_update_weights(plan_copy) - - 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) - - return True - - def remove_from_plan(self, weight: int) -> bool: - plan_copy: List[PlanItem] = copy.copy(self.state.get()["show_plan"]) - found: Optional[PlanItem] = None - - before = [] - for item in plan_copy: - before += (item.weight, item.name) - - self.logger.log.debug( - "Weights before removing weight {}:\n{}".format(weight, before) - ) - - 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 - - def clear_channel_plan(self) -> bool: - self.state.update("show_plan", []) - return True + # 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): if not self.isPlaying: # If we have something loaded already, unload it first. @@ -424,7 +200,7 @@ class Player: "Resetting output (in case of sound output gone silent somehow) to " + str(loaded_state["output"]) ) - self.output(loaded_state["output"]) + self.set_output(loaded_state["output"]) showplan = loaded_state["show_plan"] @@ -516,12 +292,6 @@ class Player: ) continue # Try loading again. - if not self.isLoaded: - self.logger.log.error( - "Pygame loaded file without error, but never actually loaded." - ) - continue # Try loading again. - try: if loaded_item.filename.endswith(".mp3"): song = MP3(loaded_item.filename) @@ -541,8 +311,16 @@ class Player: # 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) - self._checkIsLoaded() + # Now just double check that pygame could actually play it (silently) + self._checkIsLoaded() + if not self.isLoaded: + self.logger.log.error( + "Pygame loaded file without error, but never actually loaded." + ) + continue # Try loading again. + + # If the track has a cue point, let's jump to that, ready. if loaded_item.cue > 0: self.seek(loaded_item.cue) else: @@ -560,6 +338,8 @@ class Player: return False + # Remove the currently loaded item from the player. + # Not much reason to do this, but if it makes you happy. def unload(self): if not self.isPlaying: try: @@ -570,22 +350,122 @@ class Player: self.logger.log.exception("Failed to unload channel.") return False - self._potentially_end_tracklist() + #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) + # If we successfully unloaded, this will return true, for success! return not self.isLoaded - 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.") - def output(self, name: Optional[str] = None): + # 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 + try: + 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 + + self.state.update("paused", False) + + # 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() + except Exception: + 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) + + 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() @@ -593,12 +473,19 @@ class Player: name = None if (not name or name.lower() == "none") else name + # Stop the mixer if it's already init'd. self.quit() self.state.update("output", name) try: + # 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 if name: mixer.init(44100, -16, 2, 1024, devicename=name) else: + # Use the default system output mixer.init(44100, -16, 2, 1024) except Exception: self.logger.log.exception( @@ -606,6 +493,7 @@ class Player: ) return False + # If we had something loaded before, load it back in and play it. loadedItem = state["loaded_item"] if loadedItem: self.logger.log.info("Reloading after output change.") @@ -616,11 +504,193 @@ class Player: return True - # Timeslotitemid can be a ghost (un-submitted item), so may be "IXXX" + # 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. def set_marker(self, timeslotitemid: str, marker_str: str): set_loaded = False success = True try: + # Take a string representation of the marker (from clients) marker = Marker(marker_str) except Exception as e: self.logger.log.error( @@ -630,6 +700,7 @@ class Player: ) return False + # Allow setting a marker for the currently loaded item. if timeslotitemid == "-1": set_loaded = True if not self.isLoaded: @@ -641,6 +712,9 @@ class Player: ): set_loaded = True + # 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"])): @@ -659,6 +733,7 @@ class Player: ) success = False + # If the item to update was the loaded item, update it. if set_loaded: try: self.state.update( @@ -675,6 +750,8 @@ class Player: return success + # 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): plan: List[PlanItem] = self.state.get()["show_plan"] if weight == -1: @@ -698,17 +775,20 @@ class Player: # If we're going to live (potentially from not live/PFL), potentially tracklist if it's playing. if live: self._potentially_tracklist() + # If the fader is now not live, don't bother stopping the tracklist, incase it's faded up again during the same playback. return True # Helper functions - # This essentially allows the tracklist end API call to happen in a separate thread, to avoid hanging playout/loading. + # 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 - if mode in ["on", "fader-live"]: - time = 1 # Let's do it pretty quickly. + 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 @@ -735,7 +815,7 @@ class Player: self.tracklist_start_timer.cancel() self.tracklist_start_timer = None - # Decrement Played count on track we didn't play much of. + # Decrement Played count on track we didn't play enough of to tracklist. state = self.state.get() loaded_item = state["loaded_item"] if loaded_item and loaded_item.type == "central": @@ -748,9 +828,6 @@ class Player: self.logger.log.info("No tracklist to end.") return - self.logger.log.info( - "Setting timer for ending tracklist_id '{}'".format(tracklist_id) - ) if tracklist_id: self.logger.log.info( "Attempting to end tracklist_id '{}'".format(tracklist_id) @@ -770,6 +847,7 @@ class Player: "Failed to potentially end tracklist, no tracklist started." ) + # The actual function that will register with the API an item being played. def _tracklist_start(self): state = self.state.get() loaded_item = state["loaded_item"] @@ -811,6 +889,7 @@ class Player: # No matter what we end up doing, we need to kill this timer so future ones can run. self.tracklist_start_timer = None + # The actual function that will register with the API an item being finished playing. def _tracklist_end(self, tracklist_id): if tracklist_id: @@ -823,8 +902,10 @@ class Player: "Tracklist_id to _tracklist_end() missing. Failed to end tracklist." ) + # No matter what we end up doing, we need to kill this timer so future ones can run. self.tracklist_end_timer = None + # When an item has ended (the pygame mixer has told us that it has stopped playing) def _ended(self): self._potentially_end_tracklist() @@ -844,7 +925,7 @@ class Player: # Just make sure that if we stop and do nothing, we end up at 0. self.state.update("pos", 0) - # Repeat 1 + # Repeat 1? Spin that record again! # TODO ENUM if state["repeat"] == "one": self.play() @@ -882,10 +963,12 @@ class Player: self.stop() self._retAll("STOPPED") # Tell clients that we've stopped playing. + # This runs every main loop, to update anything that changes often / automatically. def _updateState(self, pos: Optional[float] = None): - - self.state.update("initialised", self.isInit) - if self.isInit: + # Is pygame still happy? + isInit = self.isInit + self.state.update("initialised", isInit) + if isInit: if pos is not None: # Seeking sets the position like this when not playing. self.state.update("pos", pos) # Reset back to 0 if stopped. @@ -919,6 +1002,8 @@ class Player: self.state.get()["pos_true"])), ) + # 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 @@ -929,10 +1014,12 @@ class Player: self.last_time_update = time.time() self._retAll("POS:" + str(self.state.get()["pos_true"])) + # Broadcast a message to all other modules of the BAPSicle server. def _retAll(self, msg): if self.out_q: self.out_q.put("ALL:" + msg) + # Send a response back to an incoming command, with the original content and a success or failure. def _retMsg( self, msg: Any, okay_str: bool = False, custom_prefix: Optional[str] = None ): @@ -961,12 +1048,13 @@ class Player: "Message return Queue is missing!!!! Can't send message." ) + # 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): - # TODO This is hacky self._retMsg(str(self.status), okay_str=True, custom_prefix="ALL:STATUS:") - def _fix_and_update_weights(self, plan): + # 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 @@ -994,6 +1082,7 @@ class Player: self.logger.log.debug("Weights after sorting:\n{}".format(fixed)) self.state.update("show_plan", plan) + # Player start up. This is called from the BAPSicle server.py. def __init__( self, channel: int, @@ -1023,28 +1112,30 @@ class Player: self.state.update("start_time", datetime.now().timestamp()) + # When the state changes, use _send_status() to tell all clients. self.state.add_callback(self._send_status) self.state.update("channel", channel) + # tracklist mode is shared between all players, so grab that from the server config. self.state.update("tracklist_mode", server_state.get()[ "tracklist_mode"]) self.state.update( "live", True - ) # Channel is live until controller says it isn't. + ) # Channel Fader is live until controller says it isn't. # 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) - loaded_state = copy.copy(self.state.state) + loaded_state = self.state.state if loaded_state["output"]: self.logger.log.info("Setting output to: " + str(loaded_state["output"])) - self.output(loaded_state["output"]) + self.set_output(loaded_state["output"]) else: self.logger.log.info("Using default output device.") - self.output() + self.set_output() loaded_item = loaded_state["loaded_item"] if loaded_item: @@ -1072,11 +1163,15 @@ class Player: else: self.logger.log.info("No file was previously loaded to resume.") + # The main loop. This keeps running till something tells it to stop. try: while self.running: + # Update the state for playback position changes etc self._updateState() + # If we need to, tell clients of the position updates self._ping_times() try: + # 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: @@ -1115,8 +1210,9 @@ class Player: # Output re-inits the mixer, so we can do this any time. if self.last_msg.startswith("OUTPUT"): split = self.last_msg.split(":") - self._retMsg(self.output(split[1])) + self._retMsg(self.set_output(split[1])) + # Only process these commands if we're properly initialised. elif self.isInit: message_types: Dict[ str, Callable[..., Any] @@ -1194,6 +1290,7 @@ class Player: message_type: str = self.last_msg.split(":")[0] + # 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]() @@ -1205,7 +1302,7 @@ class Player: else: self._retMsg("Unknown Command") else: - + # We're not initialised, return a failed status if they asked for one, or just say the command failed if self.last_msg == "STATUS": self._retMsg(self.status) else: