koan_core/player/commands.rs
1use std::path::PathBuf;
2
3use crossbeam_channel::{Receiver, Sender, bounded};
4
5use super::state::{PlaylistItem, QueueItemId};
6
7/// Commands from the UI layer to the audio engine.
8#[derive(Debug)]
9pub enum PlayerCommand {
10 /// Set the cursor and start playback.
11 Play(QueueItemId),
12 /// Set the cursor and load `id` at `position_ms`, playing or paused.
13 ///
14 /// What a restored session does. Play, Seek and Pause in turn would start
15 /// the track from the top and let a moment of it out before the pause.
16 Cue {
17 id: QueueItemId,
18 position_ms: u64,
19 play: bool,
20 },
21 Pause,
22 Resume,
23 Stop,
24 Seek(u64), // position in ms
25 NextTrack,
26 PrevTrack,
27 AddToPlaylist(Vec<PlaylistItem>),
28 RemoveFromPlaylist(QueueItemId),
29 /// Batch remove: delete multiple items as a single undoable operation.
30 RemoveFromPlaylistBatch(Vec<QueueItemId>),
31 MoveInPlaylist {
32 id: QueueItemId,
33 target: QueueItemId,
34 after: bool,
35 },
36 /// Batch move: extract `ids` and reinsert them at `target` position.
37 MoveItemsInPlaylist {
38 ids: Vec<QueueItemId>,
39 target: QueueItemId,
40 after: bool,
41 },
42 /// Put the queue in exactly this order, keeping every item.
43 ///
44 /// A queue locked to a playlist follows it, and following a reorder means
45 /// moving the items that are already there — rebuilding them would issue
46 /// new ids and throw away what has played, what is mid-download and where
47 /// the cursor is. Ids not named keep their relative order at the end.
48 ReorderPlaylist(Vec<QueueItemId>),
49 /// Update file paths for playlist items after an organize operation.
50 /// On Unix, rename() doesn't invalidate open FDs so playback continues.
51 UpdatePaths(Vec<(QueueItemId, PathBuf)>),
52 /// Insert items after a specific queue item (for drag/drop at cursor position).
53 InsertInPlaylist {
54 items: Vec<PlaylistItem>,
55 after: QueueItemId,
56 },
57 /// Clear the entire playlist (stop + remove all items).
58 ClearPlaylist,
59 /// Replace the playlist and start playing at `start`, as one operation.
60 ///
61 /// Doing this as ClearPlaylist + AddToPlaylist + Play sends three commands
62 /// down a bounded channel, and the player acts on each as it arrives: the
63 /// first track starts, then the cursor jumps, so clicking track nine of an
64 /// album shows track one playing first. It is also three undo entries for
65 /// one user action.
66 ///
67 /// `start` past the end starts at the beginning.
68 ReplacePlaylist {
69 items: Vec<PlaylistItem>,
70 start: usize,
71 },
72 /// Download complete — check if cursor is waiting on this item.
73 TrackReady(QueueItemId),
74 /// Enough data buffered for streaming playback — check if cursor is waiting.
75 TrackStreamReady(QueueItemId),
76 /// A partial file has been probed off-thread and can be started.
77 ///
78 /// Probing reads as much of the container as it takes to describe itself,
79 /// which for Ogg means its last page — the whole remaining download. That
80 /// cannot happen on this loop, so it happens on its own thread and arrives
81 /// here as a command like anything else. Stale by the time it lands is the
82 /// normal case, and simply ignored.
83 StreamProbed {
84 id: QueueItemId,
85 info: Box<crate::audio::buffer::StreamInfo>,
86 /// What the probe had to settle for. Decoding has to be opened the same
87 /// way — given a length, a container that went looking for its tail
88 /// once will do it again, on the decode thread, where the cost is
89 /// silence instead of a busy player.
90 mode: crate::audio::streaming::ProbeMode,
91 },
92 /// Download failed — a cursor parked on this item must stop waiting.
93 ///
94 /// Without it the player sits on a `Pending` item forever: `Ready` is the
95 /// only thing it listens for, and a track that cannot be fetched never
96 /// becomes Ready. That is the offline-library stall.
97 TrackFailed(QueueItemId),
98 /// Decode thread exhausted the playlist — auto-advance or stop.
99 DecodeFinished,
100 /// The decoder queued the next track, so when the playhead reaches it is
101 /// now known.
102 TrackQueued,
103 /// Undo the last reversible playlist operation.
104 Undo,
105 /// Redo the last undone operation.
106 Redo,
107 /// Begin collecting undo entries into a single batch (e.g. drag operations).
108 BeginUndoBatch,
109 /// End the batch — collapse collected entries into one undo step.
110 EndUndoBatch,
111 /// Switch output audio device by name. Restarts engine on current track.
112 SetOutputDevice(String),
113 /// Clear the configured output device, reverting to system default.
114 ClearOutputDevice,
115 /// Build the output again on the same device and carry on from where the
116 /// current track is, paused if it was. For an output the system stopped
117 /// underneath us: an iOS interruption (a call, Siri) or a reset of its
118 /// media services leaves the old unit unable to start again.
119 RestartOutput,
120}
121
122/// Bounded command channel.
123///
124/// Small capacity — we don't want commands queuing up. If the engine is busy,
125/// the UI should know about it, not silently buffer 50 seeks.
126pub struct CommandChannel {
127 pub tx: Sender<PlayerCommand>,
128 pub rx: Receiver<PlayerCommand>,
129}
130
131impl Default for CommandChannel {
132 fn default() -> Self {
133 Self::new()
134 }
135}
136
137impl CommandChannel {
138 pub fn new() -> Self {
139 let (tx, rx) = bounded(16);
140 Self { tx, rx }
141 }
142}