mobile-music/lib/playback/playback_engine.dart
2026-07-30 15:30:07 -04:00

570 lines
20 KiB
Dart

// Named constructor params can't be private, so initializing formals aren't
// possible for the private callback fields below.
// ignore_for_file: prefer_initializing_formals
import 'dart:async';
import 'dart:convert';
import 'dart:io' show File, Platform;
import 'dart:math' show Random;
import 'package:flutter/foundation.dart';
import 'package:flutter_riverpod/flutter_riverpod.dart';
import 'package:just_audio/just_audio.dart';
import 'package:just_audio_background/just_audio_background.dart';
import 'package:path_provider/path_provider.dart';
import '../subsonic/models.dart';
/// Immutable snapshot of the player, mirroring Timbre's `QueueState` +
/// player-event stream (`timbre-player/src/engine.rs`).
class PlaybackState {
const PlaybackState({
this.queue = const [],
this.currentIndex,
this.playing = false,
this.position = Duration.zero,
this.duration = Duration.zero,
this.shuffle = false,
this.loop = LoopMode.off,
this.supported = true,
});
final List<Song> queue;
final int? currentIndex;
final bool playing;
final Duration position;
final Duration duration;
final bool shuffle;
final LoopMode loop;
/// False on platforms without a just_audio backend (e.g. Linux desktop
/// without media_kit). The UI still reflects the selected track; only audio
/// output is unavailable.
final bool supported;
Song? get current =>
(currentIndex != null && currentIndex! >= 0 && currentIndex! < queue.length)
? queue[currentIndex!]
: null;
double get progress {
final total = duration.inMilliseconds;
if (total <= 0) return 0;
return (position.inMilliseconds / total).clamp(0.0, 1.0);
}
PlaybackState copyWith({
List<Song>? queue,
int? currentIndex,
bool? playing,
Duration? position,
Duration? duration,
bool? shuffle,
LoopMode? loop,
bool? supported,
}) {
return PlaybackState(
queue: queue ?? this.queue,
currentIndex: currentIndex ?? this.currentIndex,
playing: playing ?? this.playing,
position: position ?? this.position,
duration: duration ?? this.duration,
shuffle: shuffle ?? this.shuffle,
loop: loop ?? this.loop,
supported: supported ?? this.supported,
);
}
}
/// Owns the just_audio player and translates Subsonic songs into a gapless
/// queue. Playback methods no-op where audio is unsupported, but queue/current
/// state and album-art accent extraction still run so the UI is fully alive on
/// the Linux dev target.
class PlaybackController extends StateNotifier<PlaybackState> {
PlaybackController({
required Uri? Function(Song) streamUriFor,
required Uri? Function(Song) coverArtUriFor,
required String? Function() serverKeyGetter,
required void Function(Uri artUri) onArt,
required void Function(Song song) onPlay,
}) : _streamUriFor = streamUriFor,
_coverArtUriFor = coverArtUriFor,
_serverKeyGetter = serverKeyGetter,
_onArt = onArt,
_onPlay = onPlay,
super(PlaybackState(supported: _audioSupported)) {
if (_audioSupported) {
_player = AudioPlayer();
_wireStreams();
}
// Persist the queue on any change (throttled) so it survives an app kill.
addListener((_) => _scheduleSave(), fireImmediately: false);
}
final Uri? Function(Song) _streamUriFor;
final Uri? Function(Song) _coverArtUriFor;
final String? Function() _serverKeyGetter;
final void Function(Uri artUri) _onArt;
final void Function(Song song) _onPlay;
AudioPlayer? _player;
final Random _random = Random();
/// Snapshot of the queue order taken the moment shuffle was enabled, so
/// disabling it can restore the original (album / track-list) order. Null
/// while shuffle is off, or after a restart restored a shuffled queue (the
/// pre-shuffle order isn't persisted, so we can't rebuild it then).
List<Song>? _unshuffledOrder;
/// Coalesces rapid state changes (a position tick every second) into at most
/// one disk write per window.
Timer? _saveTimer;
/// Server key whose queue we've already restored (or adopted). Gates saves so
/// the empty launch state can't clobber a snapshot before restore runs.
String? _restoredKey;
static bool get _audioSupported =>
!kIsWeb && (Platform.isAndroid || Platform.isIOS || Platform.isMacOS);
void _wireStreams() {
final player = _player!;
player.currentIndexStream.listen((i) {
if (i == null) return;
state = state.copyWith(currentIndex: i);
_notifyCurrent();
});
player.playerStateStream.listen((s) {
state = state.copyWith(playing: s.playing);
});
player.positionStream.listen((p) {
state = state.copyWith(position: p);
});
player.durationStream.listen((d) {
if (d != null) state = state.copyWith(duration: d);
});
}
/// Id of the song we last ran play side effects for. Queue edits shift
/// `currentIndex` (and re-emit `currentIndexStream`) without changing the
/// playing track, so we dedupe on song id to avoid re-scrobbling / re-running
/// accent extraction when the current song hasn't actually changed.
String? _lastNotifiedId;
/// Monotonic tag counter — every AudioSource gets a globally-unique MediaItem
/// id even when the same song appears in the queue twice. just_audio_background
/// keys its notification off the tag id, so duplicate ids would confuse it.
int _tagSeq = 0;
void _notifyCurrent() {
final song = state.current;
if (song == null) return;
if (song.id == _lastNotifiedId) return;
_lastNotifiedId = song.id;
final art = _coverArtUriFor(song);
if (art != null) _onArt(art);
_onPlay(song);
}
AudioSource _sourceFor(Song song) {
final uri = _streamUriFor(song)!;
final art = _coverArtUriFor(song);
return AudioSource.uri(
uri,
tag: MediaItem(
id: '${song.id}#${_tagSeq++}',
title: song.title ?? 'Unknown',
album: song.album,
artist: song.artist,
duration:
song.duration != null ? Duration(seconds: song.duration!) : null,
artUri: art,
),
);
}
/// Replace the queue with [songs] and start at [startIndex].
///
/// `state.queue` is set to exactly the *streamable* subset that gets loaded
/// into the player, so queue index == player source index 1:1. Every later
/// queue mutation (`playNext` / `addToQueue` / `removeAt`) relies on that
/// invariant to stay aligned.
Future<void> playSongs(List<Song> songs, {int startIndex = 0}) async {
if (songs.isEmpty) return;
final streamable = songs.where((s) => _streamUriFor(s) != null).toList();
if (streamable.isEmpty) {
// Not connected / nothing playable — reflect the selection for the UI
// only; no player sources exist to mutate.
state = state.copyWith(
queue: songs,
currentIndex: startIndex.clamp(0, songs.length - 1),
position: Duration.zero,
);
_lastNotifiedId = null;
_notifyCurrent();
return;
}
// Remap the requested start into the filtered list (the chosen song may
// itself have been unstreamable).
final target = songs[startIndex.clamp(0, songs.length - 1)];
final targetIndex = streamable.indexOf(target);
var start =
targetIndex >= 0 ? targetIndex : startIndex.clamp(0, streamable.length - 1);
// With shuffle on, a fresh play still plays the chosen song first and
// shuffles the rest (we own the order — the player's own shuffle stays off).
// Remember the incoming order so a later un-shuffle can restore it.
var ordered = streamable;
if (state.shuffle && streamable.length > 1) {
_unshuffledOrder = [...streamable];
final first = streamable[start];
final rest = [...streamable]..removeAt(start);
rest.shuffle(_random);
ordered = [first, ...rest];
start = 0;
} else {
_unshuffledOrder = null;
}
state = state.copyWith(
queue: ordered,
currentIndex: start,
position: Duration.zero,
);
// An explicit play should always (re)scrobble, even if it's the same song.
_lastNotifiedId = null;
final player = _player;
if (player == null) {
// Linux/desktop: no streams will fire, so reflect the selection (art +
// history) directly. UI-only, no audio output.
_notifyCurrent();
return;
}
await player.setAudioSources(
ordered.map(_sourceFor).toList(),
initialIndex: start,
);
await player.play();
// currentIndexStream fires _notifyCurrent for the started track.
}
/// Start playing the queue entry at [index] without rebuilding the queue —
/// used by the queue list so tapping a row jumps to it and keeps the current
/// (possibly shuffled) order intact.
Future<void> jumpTo(int index) async {
final q = state.queue;
if (index < 0 || index >= q.length) return;
final player = _player;
if (player == null) {
state = state.copyWith(currentIndex: index, position: Duration.zero);
_notifyCurrent();
return;
}
await player.seek(Duration.zero, index: index);
await player.play();
// currentIndexStream fires _notifyCurrent for the jumped-to track.
}
/// Insert [song] right after the current track (Timbre's "play next").
/// Falls back to [playSongs] when nothing is playing.
Future<void> playNext(Song song) async {
if (_streamUriFor(song) == null) return;
final q = state.queue;
final current = state.currentIndex;
if (q.isEmpty || current == null) {
await playSongs([song]);
return;
}
final at = (current + 1).clamp(0, q.length);
state = state.copyWith(queue: [...q]..insert(at, song));
await _player?.insertAudioSource(at, _sourceFor(song));
}
/// Append [song] to the end of the queue.
Future<void> addToQueue(Song song) async {
if (_streamUriFor(song) == null) return;
final q = state.queue;
if (q.isEmpty || state.currentIndex == null) {
await playSongs([song]);
return;
}
state = state.copyWith(queue: [...q, song]);
await _player?.addAudioSource(_sourceFor(song));
}
/// Remove the queue entry at [index], keeping `state.queue` and the player
/// playlist aligned. On mobile just_audio adjusts its own current index and
/// re-emits `currentIndexStream`; the id dedupe in [_notifyCurrent] avoids a
/// spurious re-scrobble when the playing track didn't actually change.
Future<void> removeAt(int index) async {
final q = state.queue;
if (index < 0 || index >= q.length) return;
final next = [...q]..removeAt(index);
if (next.isEmpty) {
await _player?.clearAudioSources();
state = PlaybackState(
shuffle: state.shuffle,
loop: state.loop,
supported: state.supported,
);
_lastNotifiedId = null;
return;
}
final player = _player;
if (player == null) {
// Desktop/no-audio: no stream will correct the index for us.
final current = state.currentIndex;
var newIndex = current;
if (current != null) {
if (index < current) {
newIndex = current - 1;
} else if (index == current) {
// The removed slot now holds the following track.
newIndex = current.clamp(0, next.length - 1);
}
}
state = state.copyWith(queue: next, currentIndex: newIndex);
_notifyCurrent();
return;
}
state = state.copyWith(queue: next);
await player.removeAudioSourceAt(index);
}
Future<void> togglePlayPause() async {
final player = _player;
if (player == null) return;
if (player.playing) {
await player.pause();
} else {
await player.play();
}
}
Future<void> next() async => _player?.seekToNext();
Future<void> previous() async => _player?.seekToPrevious();
Future<void> seek(Duration position) async => _player?.seek(position);
/// Toggle shuffle by physically reordering the queue.
///
/// just_audio's built-in shuffle only reorders an invisible internal index —
/// `state.queue` (and therefore the queue UI) stays in album order, so the
/// playing track appears to jump around and `playNext` / `addToQueue` insert
/// relative to a position the shuffle ignores. Instead we own the order:
/// enabling shuffles only the *upcoming* songs and keeps the current track
/// (and already-played history) in place; disabling restores the pre-shuffle
/// order, dropping anything since removed and appending anything since added.
/// The player's own shuffle mode is left off permanently.
Future<void> toggleShuffle() async {
final enabled = !state.shuffle;
final q = state.queue;
final cur = state.currentIndex;
state = state.copyWith(shuffle: enabled);
if (q.isEmpty || cur == null) return;
if (enabled) {
_unshuffledOrder = [...q];
final head = q.sublist(0, cur + 1);
final tail = q.sublist(cur + 1)..shuffle(_random);
await _applyOrder([...head, ...tail]);
} else {
final original = _unshuffledOrder;
_unshuffledOrder = null;
if (original == null) return; // e.g. a shuffled queue restored on launch.
final live = q.toSet();
final originalSet = original.toSet();
final restored = <Song>[
for (final s in original) if (live.contains(s)) s,
for (final s in q) if (!originalSet.contains(s)) s,
];
await _applyOrder(restored);
}
}
/// Reorder both `state.queue` and the player playlist to match [target].
///
/// [target] must be a permutation of the current queue by object identity.
/// We rebuild the player's sources from [target] in one shot (rather than a
/// sequence of live moves) so `state.queue` and the player can never drift
/// out of alignment — the playing track is reloaded at its current position,
/// so at most it re-buffers briefly. `currentIndex` follows the playing track
/// to its new slot.
Future<void> _applyOrder(List<Song> target) async {
final cur = state.current;
var newIndex = state.currentIndex ?? 0;
if (cur != null) {
final idx = target.indexWhere((s) => identical(s, cur));
if (idx >= 0) newIndex = idx;
}
final position = state.position;
final wasPlaying = state.playing;
state = state.copyWith(queue: target, currentIndex: newIndex);
final player = _player;
if (player == null) return;
// The current song is unchanged, so [_notifyCurrent]'s id dedupe suppresses
// a spurious re-scrobble when currentIndexStream re-fires for the rebuild.
await player.setAudioSources(
target.map(_sourceFor).toList(),
initialIndex: newIndex,
initialPosition: position,
);
if (wasPlaying) await player.play();
}
/// Cycle off → all → one → off (Timbre's queue-loop toggle, extended with
/// single-track repeat).
Future<void> cycleLoop() async {
final nextMode = switch (state.loop) {
LoopMode.off => LoopMode.all,
LoopMode.all => LoopMode.one,
LoopMode.one => LoopMode.off,
};
state = state.copyWith(loop: nextMode);
await _player?.setLoopMode(nextMode);
}
// ---- Persistence --------------------------------------------------------
/// Per-server queue snapshot file, alongside the playlists/downloads mirrors.
Future<File> _snapshotFile(String key) async {
final dir = await getApplicationSupportDirectory();
return File('${dir.path}/queue_$key.json');
}
/// Throttle a save: schedule one write per window, capturing the latest state
/// when it fires (so continuous position ticks don't hammer the disk).
void _scheduleSave() {
if (_saveTimer?.isActive ?? false) return;
_saveTimer = Timer(const Duration(seconds: 3), _persist);
}
Future<void> _persist() async {
final key = _serverKeyGetter();
// Only persist once the active server's queue has been restored/adopted.
if (key == null || key != _restoredKey) return;
try {
final file = await _snapshotFile(key);
final tmp = File('${file.path}.tmp');
await tmp.writeAsString(jsonEncode({
'queue': state.queue.map((s) => s.toJson()).toList(),
'currentIndex': state.currentIndex,
'positionMs': state.position.inMilliseconds,
'shuffle': state.shuffle,
'loop': state.loop.name,
}));
await tmp.rename(file.path); // atomic swap
} catch (_) {
// Best effort — a failed save just means a slightly staler queue.
}
}
/// Restore the saved queue for the active server (on connect / server switch).
/// The tracks, shuffle/loop and position are loaded back into the player
/// **paused**, so the queue auto-populates without surprising the user with
/// sudden playback. Called from the [serverKeyProvider] listener; a no-op once
/// the current server has already been restored.
Future<void> restoreForServer() async {
final key = _serverKeyGetter();
if (key == null || key == _restoredKey) return;
Map<String, dynamic>? snap;
try {
final file = await _snapshotFile(key);
if (await file.exists()) {
final raw = jsonDecode(await file.readAsString());
if (raw is Map) snap = raw.cast<String, dynamic>();
}
} catch (_) {
// Missing/corrupt snapshot is non-fatal.
}
// Mark restored *after* reading, so saves for this server are now allowed.
_restoredKey = key;
// Don't clobber an already-loaded queue (user started playback first).
if (state.queue.isNotEmpty || snap == null) return;
final songs = (snap['queue'] as List? ?? const [])
.whereType<Map>()
.map((e) => Song.fromJson(e.cast<String, dynamic>()))
.toList();
if (songs.isEmpty) return;
final loop = LoopMode.values.firstWhere(
(m) => m.name == snap!['loop'],
orElse: () => LoopMode.off,
);
final shuffle = snap['shuffle'] == true;
final savedIndex = (snap['currentIndex'] as int?) ?? 0;
final savedPos = Duration(milliseconds: (snap['positionMs'] as int?) ?? 0);
final streamable = songs.where((s) => _streamUriFor(s) != null).toList();
if (streamable.isEmpty) {
// Offline / nothing streamable: reflect the queue for the UI only.
final start = savedIndex.clamp(0, songs.length - 1);
_lastNotifiedId = songs[start].id;
state = state.copyWith(
queue: songs,
currentIndex: start,
position: savedPos,
shuffle: shuffle,
loop: loop,
);
return;
}
// Remap the saved index onto the streamable subset (same invariant as
// [playSongs]: state.queue == the sources loaded into the player).
final target = songs[savedIndex.clamp(0, songs.length - 1)];
final targetIndex = streamable.indexOf(target);
final start = targetIndex >= 0
? targetIndex
: savedIndex.clamp(0, streamable.length - 1);
// Suppress a spurious scrobble/history entry for the restored (not actually
// played) track, but still drive the album-art accent.
_lastNotifiedId = streamable[start].id;
final art = _coverArtUriFor(streamable[start]);
if (art != null) _onArt(art);
state = state.copyWith(
queue: streamable,
currentIndex: start,
position: savedPos,
shuffle: shuffle,
loop: loop,
);
final player = _player;
if (player == null) return; // desktop: UI-only, already reflected above.
await player.setAudioSources(
streamable.map(_sourceFor).toList(),
initialIndex: start,
);
// The persisted queue is already stored in play order, so shuffle is a UI
// flag only — the player's own shuffle mode stays off (see [toggleShuffle]).
await player.setLoopMode(loop);
if (savedPos > Duration.zero) await player.seek(savedPos, index: start);
// Intentionally no play() — restore leaves the queue paused.
}
@override
void dispose() {
_saveTimer?.cancel();
_player?.dispose();
super.dispose();
}
}