dapctl 1.0.1

TUI/CLI sync tool for HiFi Digital Audio Players
Documentation
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use std::io::BufReader;
use std::sync::atomic::{AtomicBool, Ordering};
use std::sync::{
    mpsc::{Receiver, Sender},
    Arc,
};
use std::time::{Duration, Instant};

use camino::Utf8Path;

use crate::player::decoder;
use crate::player::history;
use crate::player::queue::{Queue, RepeatMode, TrackInfo};

// ── Public command / event types ──────────────────────────────────────────────

#[derive(Debug)]
pub enum PlayerCommand {
    /// Load a queue without starting playback (cursor at 0, idle state).
    LoadQueue(Vec<TrackInfo>),
    /// Load and start playing a full queue from position 0.
    PlayQueue(Vec<TrackInfo>),
    /// Push a single track to the end of the queue.
    Enqueue(TrackInfo),
    /// Jump to queue index and start playing.
    JumpTo(usize),
    Pause,
    Resume,
    Stop,
    Next,
    Prev,
    ToggleShuffle,
    CycleRepeat,
    /// Seek to absolute position.
    Seek(Duration),
    /// Seek relative to current position (positive = forward, negative = back).
    SeekRelative(i64),
    /// Set playback volume (0.0 = mute, 1.0 = 100%, 2.0 = 200%).
    Volume(f32),
    /// Set or cancel the sleep timer. `None` cancels.
    SetSleepTimer(Option<Duration>),
}

#[derive(Debug, Clone)]
pub enum PlayerEvent {
    TrackStarted(TrackInfo),
    Position(Duration),
    TrackEnded,
    QueueEmpty,
    QueueUpdated {
        tracks: Vec<TrackInfo>,
        cursor: usize,
    },
    Stopped,
    DecodeError {
        path: String,
        err: String,
    },
    /// Background tag scan result for a single queue entry.
    TrackMetadata {
        idx: usize,
        track: TrackInfo,
    },
    /// Sleep timer was set (Some) or cancelled (None).
    SleepTimerSet(Option<Duration>),
    /// Sleep timer fired — playback has been paused.
    SleepTimerFired,
}

// ── Player state (returned by handle for TUI display) ─────────────────────────

#[derive(Debug, Clone)]
pub struct PlayerStatus {
    pub current: Option<TrackInfo>,
    pub position: Duration,
    pub paused: bool,
    pub queue_cursor: usize,
    pub queue_tracks: Vec<TrackInfo>,
    pub shuffle: bool,
    pub repeat: RepeatMode,
    pub volume: f32,
}

impl Default for PlayerStatus {
    fn default() -> Self {
        Self {
            current: None,
            position: Duration::ZERO,
            paused: false,
            queue_cursor: 0,
            queue_tracks: Vec::new(),
            shuffle: false,
            repeat: RepeatMode::Off,
            volume: 1.0,
        }
    }
}

// ── Player handle (TUI-facing API) ────────────────────────────────────────────

/// Cheap-to-clone handle for sending commands to the audio thread.
#[derive(Clone)]
pub struct PlayerHandle {
    tx: Sender<PlayerCommand>,
}

impl PlayerHandle {
    pub fn send(&self, cmd: PlayerCommand) {
        let _ = self.tx.send(cmd);
    }
}

// ── Gapless helper: notifies when a Source is fully consumed ─────────────────

struct TrackDoneNotifier<S> {
    inner: S,
    done: Arc<AtomicBool>,
}

impl<S> Iterator for TrackDoneNotifier<S>
where
    S: rodio::Source,
    S::Item: rodio::Sample,
{
    type Item = S::Item;
    fn next(&mut self) -> Option<S::Item> {
        let s = self.inner.next();
        if s.is_none() {
            self.done.store(true, Ordering::Release);
        }
        s
    }
}

impl<S> rodio::Source for TrackDoneNotifier<S>
where
    S: rodio::Source,
    S::Item: rodio::Sample,
{
    fn current_frame_len(&self) -> Option<usize> {
        self.inner.current_frame_len()
    }
    fn channels(&self) -> u16 {
        self.inner.channels()
    }
    fn sample_rate(&self) -> u32 {
        self.inner.sample_rate()
    }
    fn total_duration(&self) -> Option<Duration> {
        self.inner.total_duration()
    }
}

// ── Engine (runs in a dedicated thread) ───────────────────────────────────────

struct Engine {
    cmd_rx: Receiver<PlayerCommand>,
    event_tx: Sender<PlayerEvent>,
    queue: Queue,
    sink: rodio::Sink,
    paused: bool,
    /// Fires when the currently playing source is exhausted (gapless signal).
    current_done: Option<Arc<AtomicBool>>,
    /// Next track already appended to the sink for gapless transition.
    preloaded: Option<(TrackInfo, Arc<AtomicBool>)>,
    /// Track currently being played (for history writes).
    current_track: Option<TrackInfo>,
    /// When set, pause playback at this instant (sleep timer).
    sleep_until: Option<Instant>,
}

impl Engine {
    fn new(
        cmd_rx: Receiver<PlayerCommand>,
        event_tx: Sender<PlayerEvent>,
        sink: rodio::Sink,
    ) -> Self {
        Self {
            cmd_rx,
            event_tx,
            queue: Queue::new(),
            sink,
            paused: false,
            current_done: None,
            preloaded: None,
            current_track: None,
            sleep_until: None,
        }
    }

    fn run(mut self) {
        loop {
            // Poll commands without blocking more than ~50 ms so we can
            // emit position events regularly.
            match self.cmd_rx.recv_timeout(Duration::from_millis(50)) {
                Ok(cmd) => {
                    if !self.handle_command(cmd) {
                        break; // Stop command or channel closed
                    }
                }
                Err(std::sync::mpsc::RecvTimeoutError::Disconnected) => break,
                Err(std::sync::mpsc::RecvTimeoutError::Timeout) => {}
            }

            // Emit position tick.
            if !self.sink.empty() && !self.paused {
                let pos = self.sink.get_pos();
                let _ = self.event_tx.send(PlayerEvent::Position(pos));
            }

            // Sleep timer check.
            if let Some(deadline) = self.sleep_until {
                if Instant::now() >= deadline {
                    self.sleep_until = None;
                    self.sink.pause();
                    self.paused = true;
                    let _ = self.event_tx.send(PlayerEvent::SleepTimerFired);
                }
            }

            // Gapless transition: current source exhausted, check notifier.
            let current_fired = self
                .current_done
                .as_ref()
                .map(|d| d.load(Ordering::Acquire))
                .unwrap_or(false);

            if current_fired {
                // Track completed naturally — record full duration in history.
                self.finish_current(true);
                let _ = self.event_tx.send(PlayerEvent::TrackEnded);
                if let Some((next_track, next_done)) = self.preloaded.take() {
                    // Next source already in sink — just advance the queue pointer.
                    self.current_done = Some(next_done);
                    self.queue.advance();
                    let _ = self.event_tx.send(PlayerEvent::TrackStarted(next_track));
                    self.emit_queue_updated();
                    self.try_preload_next();
                } else if self.queue.advance() {
                    // No preload available; fall back to sequential play.
                    self.current_done = None;
                    self.play_current();
                } else {
                    self.current_done = None;
                    let _ = self.event_tx.send(PlayerEvent::QueueEmpty);
                }
            }
        }
        // Engine exiting — record position of whatever was playing.
        self.finish_current(false);
    }

    /// Returns `false` when the engine should exit.
    fn handle_command(&mut self, cmd: PlayerCommand) -> bool {
        match cmd {
            PlayerCommand::LoadQueue(tracks) => {
                self.finish_current(false);
                self.sink.stop();
                self.current_done = None;
                self.preloaded = None;
                self.queue.set(tracks.clone());
                self.paused = false;
                self.emit_queue_updated();
                let _ = self.event_tx.send(PlayerEvent::Stopped);
                self.spawn_tag_scan(tracks);
            }
            PlayerCommand::PlayQueue(tracks) => {
                self.sink.stop();
                self.current_done = None;
                self.preloaded = None;
                self.queue.set(tracks.clone());
                self.paused = false;
                self.emit_queue_updated();
                self.play_current();
                self.spawn_tag_scan(tracks);
            }
            PlayerCommand::Enqueue(track) => {
                self.queue.push(track);
                self.emit_queue_updated();
            }
            PlayerCommand::JumpTo(idx) => {
                self.sink.stop();
                self.current_done = None;
                self.preloaded = None;
                self.queue.jump_to(idx);
                self.paused = false;
                self.play_current();
            }
            PlayerCommand::Pause => {
                self.sink.pause();
                self.paused = true;
            }
            PlayerCommand::Resume => {
                self.sink.play();
                self.paused = false;
            }
            PlayerCommand::Stop => {
                self.finish_current(false);
                self.sink.stop();
                self.current_done = None;
                self.preloaded = None;
                self.paused = false;
                let _ = self.event_tx.send(PlayerEvent::Stopped);
                return true;
            }
            PlayerCommand::Next => {
                self.sink.stop();
                self.current_done = None;
                self.preloaded = None;
                if self.queue.advance() {
                    self.paused = false;
                    self.play_current();
                } else {
                    let _ = self.event_tx.send(PlayerEvent::QueueEmpty);
                }
            }
            PlayerCommand::Prev => {
                self.sink.stop();
                self.current_done = None;
                self.preloaded = None;
                self.queue.prev();
                self.paused = false;
                self.play_current();
            }
            PlayerCommand::ToggleShuffle => {
                self.queue.toggle_shuffle();
            }
            PlayerCommand::CycleRepeat => {
                self.queue.repeat = self.queue.repeat.next();
            }
            PlayerCommand::Seek(pos) => {
                let _ = self.sink.try_seek(pos);
                // Seeking discards the preloaded source; re-preload from new position.
                self.preloaded = None;
                self.try_preload_next();
            }
            PlayerCommand::SeekRelative(delta_secs) => {
                let pos = self.sink.get_pos();
                let new_secs = (pos.as_secs_f64() + delta_secs as f64).max(0.0);
                let _ = self.sink.try_seek(Duration::from_secs_f64(new_secs));
                self.preloaded = None;
                self.try_preload_next();
            }
            PlayerCommand::Volume(v) => {
                self.sink.set_volume(v.clamp(0.0, 2.0));
            }
            PlayerCommand::SetSleepTimer(dur) => {
                self.sleep_until = dur.map(|d| Instant::now() + d);
                let _ = self.event_tx.send(PlayerEvent::SleepTimerSet(dur));
            }
        }
        true
    }

    /// Write a history entry for the current track, then clear it.
    fn finish_current(&mut self, completed: bool) {
        if let Some(track) = self.current_track.take() {
            let pos = if completed {
                track
                    .duration_secs
                    .unwrap_or_else(|| self.sink.get_pos().as_secs_f64())
            } else {
                self.sink.get_pos().as_secs_f64()
            };
            history::append(&history::HistoryEntry::from_track(&track, pos));
        }
    }

    fn spawn_tag_scan(&self, tracks: Vec<TrackInfo>) {
        let tx = self.event_tx.clone();
        std::thread::spawn(move || {
            for (idx, track) in tracks.into_iter().enumerate() {
                let tagged = track.with_tags();
                if tx
                    .send(PlayerEvent::TrackMetadata { idx, track: tagged })
                    .is_err()
                {
                    break;
                }
            }
        });
    }

    fn emit_queue_updated(&self) {
        let _ = self.event_tx.send(PlayerEvent::QueueUpdated {
            tracks: self.queue.tracks().to_vec(),
            cursor: self.queue.cursor(),
        });
    }

    fn play_current(&mut self) {
        let Some(track) = self.queue.current().cloned() else {
            return;
        };
        // Abandon whatever was playing before.
        self.finish_current(false);
        self.sink.stop();
        self.current_done = None;
        self.preloaded = None;

        // Load tags synchronously so Now Playing shows full metadata immediately.
        let track = track.with_tags();
        if let Some(phys_idx) = self.queue.current_phys_idx() {
            self.queue.update_at(phys_idx, track.clone());
        }

        match append_path_notified(&self.sink, &track.path) {
            Ok(done) => {
                self.sink.play();
                self.current_done = Some(done);
                self.current_track = Some(track.clone());
                self.emit_queue_updated();
                let _ = self.event_tx.send(PlayerEvent::TrackStarted(track));
                // Eagerly preload next track for gapless playback.
                self.try_preload_next();
            }
            Err(e) => {
                let _ = self.event_tx.send(PlayerEvent::DecodeError {
                    path: track.path.to_string(),
                    err: e.to_string(),
                });
                if self.queue.advance() {
                    self.play_current();
                }
            }
        }
    }

    fn try_preload_next(&mut self) {
        if self.preloaded.is_some() {
            return;
        }
        let Some(next) = self.queue.peek_next().cloned() else {
            return;
        };
        if let Ok(done) = append_path_notified(&self.sink, &next.path) {
            self.preloaded = Some((next, done));
        }
        // Silently ignore errors: next track will be handled at natural transition.
    }
}

/// Append the appropriate source to the sink wrapped in a done-notifier.
///
/// Returns the `AtomicBool` that fires when the source is exhausted — callers
/// use this for gapless transition detection.
///
/// - DSD (DSF/DFF): piped through ffmpeg → PCM f32le 176.4 kHz stereo.
/// - Everything else: decoded natively via rodio + symphonia.
///
/// Does NOT call `sink.play()` — caller decides whether to start playback.
fn append_path_notified(sink: &rodio::Sink, path: &Utf8Path) -> anyhow::Result<Arc<AtomicBool>> {
    let done = Arc::new(AtomicBool::new(false));
    if decoder::is_dsd(path) {
        match crate::transcode::ffmpeg::detect() {
            None => anyhow::bail!(
                "⚠  DSD playback requires ffmpeg in PATH — \
                 install ffmpeg to play {}",
                path.file_name().unwrap_or(path.as_str())
            ),
            Some(_) => {
                let src = decoder::DsdSource::open(path)?;
                sink.append(TrackDoneNotifier {
                    inner: src,
                    done: done.clone(),
                });
            }
        }
    } else {
        let file = std::fs::File::open(path.as_std_path())
            .map_err(|e| anyhow::anyhow!("cannot open {path}: {e}"))?;
        let src = rodio::Decoder::new(BufReader::new(file))
            .map_err(|e| anyhow::anyhow!("cannot decode {path}: {e}"))?;
        sink.append(TrackDoneNotifier {
            inner: src,
            done: done.clone(),
        });
    }
    Ok(done)
}

// ── Public constructor ────────────────────────────────────────────────────────

/// Spawn the audio engine on a background thread.
///
/// The `OutputStream` (WASAPI/CoreAudio/ALSA) is created inside the spawned
/// thread because on most platforms it is not `Send`. An availability flag is
/// returned via a one-shot channel.
///
/// Returns `None` when no audio output device is available — callers should
/// display a warning instead of crashing.
pub fn spawn() -> Option<(PlayerHandle, Receiver<PlayerEvent>)> {
    let (cmd_tx, cmd_rx) = std::sync::mpsc::channel::<PlayerCommand>();
    let (event_tx, event_rx) = std::sync::mpsc::channel::<PlayerEvent>();

    // Signal whether the audio device was available.
    let (ready_tx, ready_rx) = std::sync::mpsc::sync_channel::<bool>(1);

    std::thread::spawn(move || {
        let Ok((stream, stream_handle)) = rodio::OutputStream::try_default() else {
            let _ = ready_tx.send(false);
            return;
        };
        let Ok(sink) = rodio::Sink::try_new(&stream_handle) else {
            let _ = ready_tx.send(false);
            return;
        };
        let _ = ready_tx.send(true);

        // Keep stream alive for the lifetime of the engine.
        let _stream = stream;
        let engine = Engine::new(cmd_rx, event_tx, sink);
        engine.run();
    });

    // Block briefly for the device check — this is at TUI startup, not hot path.
    match ready_rx.recv_timeout(Duration::from_secs(2)) {
        Ok(true) => Some((PlayerHandle { tx: cmd_tx }, event_rx)),
        _ => None,
    }
}