""" 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 """ # This is the player. 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. from helpers.types import PlayerState, RepeatMode from queue import Empty import multiprocessing import setproctitle import copy import json import time from typing import Any, Callable, Dict, List, Optional from plan import PlanItem # Stop the Pygame Hello message. import os os.environ['PYGAME_HIDE_SUPPORT_PROMPT'] = "hide" from pygame import mixer, NOEVENT, USEREVENT, event, init from mutagen.mp3 import MP3 from helpers.myradio_api import MyRadioAPI from helpers.os_environment import isMacOS from helpers.state_manager import StateManager from helpers.logging_manager import LoggingManager PLAYBACK_END = USEREVENT + 1 # TODO ENUM VALID_MESSAGE_SOURCES = ["WEBSOCKET", "UI", "CONTROLLER", "ALL"] 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 already_stopped: bool = False starting: bool = False __default_state = { "initialised": False, "loaded_item": None, "channel": -1, "playing": False, "paused": False, "loaded": False, "pos": 0, "pos_offset": 0, "pos_true": 0, "remaining": 0, "length": 0, "auto_advance": True, "repeat": "none", # none, one or all "play_on_load": False, "output": None, "show_plan": [] } __rate_limited_params = [ "pos", "pos_offset", "pos_true", "remaining" ] @property def isInit(self): try: mixer.music.get_busy() except: return False return True @property def isPlaying(self): if self.isInit: return (not self.isPaused) and bool(mixer.music.get_busy()) return False @property def isPaused(self) -> bool: return self.state.state["paused"] @property def isLoaded(self): if not self.state.state["loaded_item"]: return False if self.isPlaying: return True # Because Pygame/SDL is annoying # We're not playing now, so we can quickly test run # If that works, we're loaded. try: position: float = self.state.state["pos"] mixer.music.set_volume(0) mixer.music.play(0) except: try: mixer.music.set_volume(1) except: self.logger.log.exception("Failed to reset volume after attempting loaded test.") pass return False if position > 0: self.pause() else: self.stop() mixer.music.set_volume(1) return True @property def status(self): state = copy.copy(self.state.state) # Not the biggest fan of this, but maybe I'll get a better solution for this later state["loaded_item"] = state["loaded_item"].__dict__ if state["loaded_item"] else None state["show_plan"] = [repr.__dict__ for repr in state["show_plan"]] res = json.dumps(state) return res # Audio Playout Related Methods def play(self, pos: float = 0): if not self.isLoaded: return global starting global already_stopped starting = True try: mixer.music.play(0, pos) mixer.music.set_endevent(PLAYBACK_END) self.state.update("pos_offset", pos) except: self.logger.log.exception("Failed to play at pos: " + str(pos)) return False self.state.update("paused", False) already_stopped = False return True def pause(self): try: mixer.music.pause() except: self.logger.log.exception("Failed to pause.") return False self.state.update("paused", True) return True def unpause(self): if not self.isPlaying: position: float = self.state.state["pos_true"] try: self.play(position) except: self.logger.log.exception("Failed to unpause from pos: " + str(position)) return False self.state.update("paused", False) return True return False def stop(self): # if self.isPlaying or self.isPaused: try: mixer.music.stop() except: self.logger.log.exception("Failed to stop playing.") return False self.state.update("pos", 0) self.state.update("pos_offset", 0) self.state.update("pos_true", 0) self.state.update("paused", False) global already_stopped already_stopped = True return True # return False def seek(self, pos: float) -> bool: if self.isPlaying: try: self.play(pos) except: self.logger.log.exception("Failed to seek to pos: " + str(pos)) return False return True else: 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 = self.api.get_showplan(message) self.clear_channel_plan() channel = self.state.state["channel"] self.logger.log.info(plan) if len(plan) > channel: 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 add_to_plan(self, new_item: Dict[str, Any]) -> bool: new_item_obj = PlanItem(new_item) plan_copy: List[PlanItem] = copy.copy(self.state.state["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. def sort_weight(e: PlanItem): return e.weight plan_copy.sort(key=sort_weight) # Sort into weighted order. self.state.update("show_plan", plan_copy) return True def remove_from_plan(self, weight: int) -> bool: plan_copy: List[PlanItem] = copy.copy(self.state.state["show_plan"]) found = False for i in plan_copy: if i.weight == weight: plan_copy.remove(i) found = True elif i.weight > weight: # Shuffle up the weights of the items following the deleted one. i.weight -= 1 if found: self.state.update("show_plan", plan_copy) return True return False def clear_channel_plan(self) -> bool: self.state.update("show_plan", []) return True def load(self, weight: int): if not self.isPlaying: self.unload() showplan = self.state.state["show_plan"] loaded_item: Optional[PlanItem] = None for i in range(len(showplan)): if showplan[i].weight == weight: loaded_item = showplan[i] break if loaded_item == None: self.logger.log.error("Failed to find weight: {}".format(weight)) return False if (loaded_item.filename == "" or loaded_item.filename == None): loaded_item.filename = self.api.get_filename(item = loaded_item) if not loaded_item.filename: return False 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 # TODO: Update the show plan filenames try: self.logger.log.info("Loading file: " + str(loaded_item.filename)) mixer.music.load(loaded_item.filename) except: # We couldn't load that file. self.logger.log.exception("Couldn't load file: " + str(loaded_item.filename)) return False try: if ".mp3" in loaded_item.filename: song = MP3(loaded_item.filename) self.state.update("length", song.info.length) else: self.state.update("length", mixer.Sound(loaded_item.filename).get_length()/1000) except: self.logger.log.exception("Failed to update the length of item.") return False if self.state.state["play_on_load"]: self.play() return True def unload(self): if not self.isPlaying: try: mixer.music.unload() self.state.update("paused", False) self.state.update("loaded_item", None) except: self.logger.log.exception("Failed to unload channel.") return False return not self.isLoaded def quit(self): try: mixer.quit() self.state.update("paused", False) self.logger.log.info("Quit mixer.") except: self.logger.log.exception("Failed to quit mixer.") def output(self, name: Optional[str] = None): wasPlaying = self.state.state["playing"] name = None if name == "none" else name self.quit() self.state.update("output", name) try: if name: mixer.init(44100, -16, 2, 1024, devicename=name) else: mixer.init(44100, -16, 2, 1024) except: self.logger.log.exception("Failed to init mixer with device name: " + str(name)) return False loadedItem = self.state.state["loaded_item"] if (loadedItem): self.load(loadedItem.weight) if wasPlaying: self.unpause() return True def ended(self): loaded_item = self.state.state["loaded_item"] # check the existing state (not self.isPlaying) # Since this is called multiple times when pygame isn't playing. global starting if starting: print("Starting") starting = False return global already_stopped #print(already_stopped, self.state.state["remaining"], self.isPlaying) if loaded_item == None or already_stopped or (self.state.state["remaining"] > 1): return mixer.music.set_endevent(NOEVENT) already_stopped = True stopping = True # Track has ended print("Finished", loaded_item.name) # Repeat 1 if self.state.state["repeat"] == "ONE": self.play() stopping = False # Auto Advance elif self.state.state["auto_advance"]: for i in range(len(self.state.state["show_plan"])): if self.state.state["show_plan"][i].weight == loaded_item.weight: if len(self.state.state["show_plan"]) > i+1: self.load(self.state.state["show_plan"][i+1].weight) break # Repeat All elif self.state.state["repeat"] == "ALL": self.load(self.state.state["show_plan"][0].weight) # Play on Load if self.state.state["play_on_load"]: self.play() stopping = False if stopping: self.stop() if self.out_q: self._retAll("STOPPED") # Tell clients that we've stopped playing. def _updateState(self, pos: Optional[float] = None): self.state.update("initialised", self.isInit) if self.isInit: if (pos): self.state.update("pos", max(0, pos)) elif self.isPlaying: # Get one last update in, incase we're about to pause/stop it. self.state.update("pos", max(0, mixer.music.get_pos()/1000)) elif not self.isPaused: self.state.update("pos", 0) # Reset back to 0 if stopped. self.state.update("pos_offset", 0) self.state.update("playing", self.isPlaying) self.state.update("loaded", self.isLoaded) self.state.update("pos_true", self.state.state["pos"] + self.state.state["pos_offset"]) self.state.update("remaining", self.state.state["length"] - self.state.state["pos_true"]) def _ping_times(self): UPDATES_FREQ_SECS = 0.2 if self.last_time_update == None or self.last_time_update + UPDATES_FREQ_SECS < time.time(): self.last_time_update = time.time() self._retAll("POS:" + str(int(self.state.state["pos_true"]))) def _retAll(self, msg): self.out_q.put("ALL:" + msg) def _retMsg(self, msg: Any, okay_str: bool = False, custom_prefix: Optional[str] = None): # 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) if msg == True: response += "OKAY" elif isinstance(msg, str): if okay_str: response += "OKAY:" + msg else: response += "FAIL:" + msg else: response += "FAIL" self.logger.log.debug(("Preparing to send: {}".format(response))) if self.out_q: self.logger.log.info(("Sending: {}".format(response))) self.out_q.put(response) def _send_status(self): # TODO This is hacky self._retMsg(str(self.status),okay_str=True,custom_prefix="ALL:STATUS:") def __init__(self, channel: int, in_q: multiprocessing.Queue, out_q: multiprocessing.Queue): process_title = "Player: Channel " + str(channel) setproctitle.setproctitle(process_title) multiprocessing.current_process().name = process_title # Init pygame, only used really for the end of playback trigger. #init() self.running = True self.out_q = out_q self.logger = LoggingManager("channel" + str(channel)) self.api = MyRadioAPI(self.logger) self.state = StateManager("channel" + str(channel), self.logger, self.__default_state, self.__rate_limited_params) self.state.add_callback(self._send_status) self.state.update("channel", channel) loaded_state = copy.copy(self.state.state) if loaded_state["output"]: self.logger.log.info("Setting output to: " + str(loaded_state["output"])) self.output(loaded_state["output"]) else: self.logger.log.info("Using default output device.") self.output() loaded_item = loaded_state["loaded_item"] if loaded_item: self.logger.log.info("Loading filename: " + str(loaded_item.filename)) self.load(loaded_item.weight) if loaded_state["pos_true"] != 0: self.logger.log.info("Seeking to pos_true: " + str(loaded_state["pos_true"])) self.seek(loaded_state["pos_true"]) if loaded_state["playing"] == True: self.logger.log.info("Resuming.") self.unpause() else: self.logger.log.info("No file was previously loaded.") try: while self.running: time.sleep(0.01) self._updateState() self._ping_times() try: message = in_q.get_nowait() source = message.split(":")[0] if source not in VALID_MESSAGE_SOURCES: self.last_msg_source = "" self.last_msg = "" self.logger.log.warn("Message from unknown sender source: {}".format(source)) continue self.last_msg_source = source self.last_msg = message.split(":", 1)[1] self.logger.log.info("Recieved message from source {}: {}".format(self.last_msg_source, self.last_msg)) except Empty: # The incomming message queue was empty, # skip message processing pass else: # We got a message. # 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])) elif self.isInit: message_types: Dict[str, Callable[..., Any]] = { # TODO Check Types "STATUS": lambda: self._retMsg(self.status, True), # Audio Playout "PLAY": lambda: self._retMsg(self.play()), "PAUSE": lambda: self._retMsg(self.pause()), "UNPAUSE": lambda: self._retMsg(self.unpause()), "STOP": lambda: self._retMsg(self.stop()), "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 "GET_PLAN": lambda: self._retMsg(self.get_plan(int(self.last_msg.split(":")[1]))), "LOAD": lambda: self._retMsg(self.load(int(self.last_msg.split(":")[1]))), "LOADED?": lambda: self._retMsg(self.isLoaded), "UNLOAD": lambda: self._retMsg(self.unload()), "ADD": lambda: self._retMsg(self.add_to_plan(json.loads(":".join(self.last_msg.split(":")[1:])))), "REMOVE": lambda: self._retMsg(self.remove_from_plan(int(self.last_msg.split(":")[1]))), "CLEAR": lambda: self._retMsg(self.clear_channel_plan()) } message_type: str = self.last_msg.split(":")[0] if message_type in message_types.keys(): message_types[message_type]() elif (self.last_msg == 'QUIT'): self.running = False continue else: self._retMsg("Unknown Command") else: if (self.last_msg == 'STATUS'): self._retMsg(self.status) else: self._retMsg(False) try: callback_event = event.poll() if callback_event.type == PLAYBACK_END: self.ended() else: pass except Exception as e: pass # 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: self.logger.log.exception("Received unexpected exception: {}".format(e)) self.logger.log.info("Quiting player " + str(channel)) self.quit() self._retAll("EXIT") del self.logger os._exit(0) if __name__ == "__main__": raise Exception("This BAPSicle Player is a subcomponenet, it will not run individually.")