From 7f2461a60fba35013551fdb27ba0bb8d0720021d Mon Sep 17 00:00:00 2001 From: "(quasar) nebula" Date: Sun, 14 May 2023 19:53:31 -0300 Subject: new GhostPlayer class & support 👻 MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit This also makes the UI not explode when duration strings aren't available for progress bar display, and shows getTimeStringsFromSec how to handle that. --- players.js | 349 +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 349 insertions(+) (limited to 'players.js') diff --git a/players.js b/players.js index 7b11a3b..b3d7315 100644 --- a/players.js +++ b/players.js @@ -378,7 +378,356 @@ export class SoXPlayer extends Player { } } +export class GhostPlayer extends Player { + // The music player which makes believe! This player doesn't actually process + // any files nor interface with an underlying binary or API to provide real + // sound playback. It just provides all the usual interfaces as best as it + // can - simulating playback time by accounting for pause/resume, seeking, + // and so on, for example. + + statusInterval = 250 + + // This is always a number if a track is "loaded", whether or not paused. + // It's null if no track is loaded (aka "stopped"). It's used as the base + // for the playback time, if resumed, or directly as the current playback + // time, if paused. (Note: time is internally tracked in milliseconds.) + #playingFrom = null + + // This is null if no track is "loaded" (aka "stopped") or if paused. + // It's used to calculate the current playback time when resumed. + #resumedSince = null + + // These are interval/timer identifiers and are null if no track is loaded + // or if paused. + #statusInterval = null + #doneTimeout = null + #loopTimeout = null + + // This is a callback which resolves the playFile promise. It exists at the + // same time as playingFrom, i.e. while a track is "loaded", whether or not + // paused. + #resolvePlayFilePromise = null + + // This is reset to null every time a track is started. It can be provided + // externally with setDuration(). It's used to control emitting a "done" + // event. + #duration = null + + setDuration(duration) { + // This is a unique interface on GhostPlayer, not found on other players. + // Most players inherently know when to resolve playFile thanks to the + // child process exiting (or outputting a message) when the input file is + // done. GhostPlayer is intended not to operate on actual files at all, so + // we couldn't even read duration metadata if we wanted to. So, this extra + // interface can be used to provide that data instead! + + if (this.#playingFrom === null) { + return + } + + if (duration !== null) { + if (this.#getPlaybackTime() >= duration * 1000) { + // No need to do anything else if we're already done playing according + // to the provided duration. + this.#donePlaying() + return + } + } + + this.#affectTimeRemaining(() => { + this.#duration = duration + }) + } + + playFile(file, startTime = 0) { + // This function is public, and might be called without any advance notice, + // so clear existing playback info. This also resolves a prior playFile + // promise. + if (this.#playingFrom !== null) { + this.#donePlaying() + } + + const promise = new Promise(resolve => { + this.#resolvePlayFilePromise = resolve + }) + + this.#playingFrom = 1000 * startTime + + // It's possible to have paused the player before the next track came up, + // in which case playback begins paused. + if (!this.isPaused) { + this.#resumedSince = Date.now() + } + + this.#status() + this.#startStatusInterval() + + // We can't start any end-of-track timeouts here because we don't have a + // duration yet - we'll instate the appropriate timeout once it's been + // provided externally (with setDuration()). + + return promise + } + + setPause(paused) { + if (!paused && this.isPaused) { + this.#resumedSince = Date.now() + + this.#status() + this.#startStatusInterval() + + if (this.#duration !== null) { + if (this.isLooping) { + this.#startLoopTimeout() + } else { + this.#startDoneTimeout() + } + } + } + + if (paused && !this.isPaused) { + this.#playingFrom = this.#getPlaybackTime() + this.#resumedSince = null + + this.#status() + this.#clearStatusInterval() + + if (this.#duration !== null) { + if (this.isLooping) { + this.#clearLoopTimeout() + } else { + this.#clearDoneTimeout() + } + } + } + + this.isPaused = paused + } + + togglePause() { + this.setPause(!this.isPaused) + } + + setLoop(looping) { + if (!looping && this.isLooping) { + if (this.#duration !== null) { + this.#clearLoopTimeout() + this.#startDoneTimeout() + } + } + + if (looping && !this.isLooping) { + if (this.#duration !== null) { + this.#clearDoneTimeout() + this.#startLoopTimeout() + } + } + + this.isLooping = looping + } + + toggleLoop() { + this.setLoop(!this.isLooping) + } + + seekToStart() { + if (this.#playingFrom === null) { + return + } + + this.seekTo(0) + } + + seekAhead(secs) { + if (this.#playingFrom === null) { + return + } + + this.seekTo(this.#getPlaybackTime() / 1000 + secs) + } + + seekBack(secs) { + if (this.#playingFrom === null) { + return + } + + this.seekTo(this.#getPlaybackTime() / 1000 - secs) + } + + seekTo(timeInSecs) { + if (this.#playingFrom === null) { + return + } + + let seekTime = null + + if (this.#duration !== null && timeInSecs > this.#duration) { + // Seeking past the duration of the track either loops it or ends it. + if (this.isLooping) { + seekTime = 0 + } else { + this.#donePlaying() + return + } + } else if (timeInSecs < 0) { + // You can't seek before the beginning of a track! + seekTime = 0 + } else { + // Otherwise, just seek to the specified time. + seekTime = timeInSecs + } + + this.#affectTimeRemaining(() => { + if (this.#resumedSince !== null) { + // Seeking doesn't pause, but it does functionally reset where we're + // measuring playback time from. + this.#resumedSince = Date.now() + } + + this.#playingFrom = seekTime * 1000 + }) + } + + async kill() { + if (this.#playingFrom === null) { + return + } + + this.#donePlaying() + } + + #affectTimeRemaining(callback) { + // Changing the time remaining (i.e. the delta between current playback + // time and duration) means any timeouts which run when the track ends + // need to be reset with the new delta. This function also handily creates + // those timeouts in the first place if a duration hadn't been set before. + + if (this.#resumedSince !== null && this.#duration !== null) { + // If there was an existing timeout for the end of the track, clear it. + // We're going to instate a new one in a moment. + if (this.isLooping) { + this.#clearLoopTimeout() + } else { + this.#clearDoneTimeout() + } + } + + // Do something which will affect the time remaining. + callback() + + this.#status() + + if (this.#resumedSince !== null && this.#duration !== null) { + // Start a timeout for the (possibly new) end of the track, but only if + // we're actually playing! + if (this.isLooping) { + this.#startLoopTimeout() + } else { + this.#startDoneTimeout() + } + } + } + + #startStatusInterval() { + if (this.#statusInterval !== null) { + throw new Error(`Status interval already set (this code shouldn't be reachable!)`) + } + + this.#statusInterval = setInterval(() => this.#status(), this.statusInterval) + } + + #startDoneTimeout() { + if (this.#doneTimeout !== null) { + throw new Error(`Done timeout already set (this code shouldn't be reachable!)`) + } + + const timeoutInMilliseconds = this.#duration * 1000 - this.#getPlaybackTime() + this.#doneTimeout = setTimeout(() => this.#donePlaying(), timeoutInMilliseconds) + } + + #startLoopTimeout() { + if (this.#loopTimeout !== null) { + throw new Error(`Loop timeout already set (this code shouldn't be reachable!)`) + } + + const timeoutInMilliseconds = this.#duration * 1000 - this.#getPlaybackTime() + this.#loopTimeout = setTimeout(() => this.#loopAtEnd(), timeoutInMilliseconds) + } + + #clearStatusInterval() { + if (this.#statusInterval === null) { + throw new Error(`Status interval not set yet (this code shouldn't be reachable!)`) + } + + clearInterval(this.#statusInterval) + this.#statusInterval = null + } + + #clearDoneTimeout() { + if (this.#doneTimeout === null) { + throw new Error(`Done timeout not set yet (this code shouldn't be reachable!)`) + } + + clearTimeout(this.#doneTimeout) + this.#doneTimeout = null + } + + #clearLoopTimeout() { + if (this.#loopTimeout === null) { + throw new Error(`Loop timeout nout set yet (this code shouldn't be reachable!)`) + } + + clearTimeout(this.#loopTimeout) + this.#loopTimeout = null + } + + #status() { + // getTimeStringsFromSec supports null duration, so we don't need to + // perform a specific check here. + const timeInSecs = this.#getPlaybackTime() / 1000 + this.printStatusLine(getTimeStringsFromSec(timeInSecs, this.#duration)) + } + + #donePlaying() { + if (this.#resumedSince !== null) { + this.#clearStatusInterval() + } + + // Run this first, while we still have a track "loaded". This ensures the + // end-of-track timeouts get cleared appropriately (if they've been set). + this.setDuration(null) + + this.#playingFrom = null + this.#resumedSince = null + + // No, this doesn't have any spooky tick order errors - resolved promises + // always continue on a later tick of the event loop, not the current one. + // So the second line here will always happen before any potential future + // calls to playFile(). + this.#resolvePlayFilePromise() + this.#resolvePlayFilePromise = null + } + + #loopAtEnd() { + // Looping is just seeking back to the start! This will also cause the + // loop timer to be reinstated (via #affectTimeRemaining). + this.seekToStart() + } + + #getPlaybackTime() { + if (this.#resumedSince === null) { + return this.#playingFrom + } else { + return this.#playingFrom + Date.now() - this.#resumedSince + } + } +} + export async function getPlayer(name = null, options = []) { + if (name === 'ghost') { + return new GhostPlayer(options) + } + if (await commandExists('mpv') && (name === null || name === 'mpv')) { return new ControllableMPVPlayer(options) } else if (name === 'mpv') { -- cgit 1.3.0-6-gf8a5