keep playstate during syncplay group creation

This commit is contained in:
dkanada
2020-07-13 06:55:03 +09:00
parent 04648c7e98
commit 5e706ba7ce
8 changed files with 41 additions and 64 deletions

View File

@@ -194,26 +194,24 @@ namespace Emby.Server.Implementations.SyncPlay
}
/// <inheritdoc />
public void InitGroup(SessionInfo session, CancellationToken cancellationToken)
public void CreateGroup(SessionInfo session, CancellationToken cancellationToken)
{
_group.AddSession(session);
_syncPlayManager.AddSessionToGroup(session, this);
_group.PlayingItem = session.FullNowPlayingItem;
_group.IsPaused = true;
_group.IsPaused = session.PlayState.IsPaused;
_group.PositionTicks = session.PlayState.PositionTicks ?? 0;
_group.LastActivity = DateTime.UtcNow;
var updateSession = NewSyncPlayGroupUpdate(GroupUpdateType.GroupJoined, DateToUTCString(DateTime.UtcNow));
SendGroupUpdate(session, BroadcastType.CurrentSession, updateSession, cancellationToken);
var pauseCommand = NewSyncPlayCommand(SendCommandType.Pause);
SendCommand(session, BroadcastType.CurrentSession, pauseCommand, cancellationToken);
}
/// <inheritdoc />
public void SessionJoin(SessionInfo session, JoinGroupRequest request, CancellationToken cancellationToken)
{
if (session.NowPlayingItem?.Id == _group.PlayingItem.Id && request.PlayingItemId == _group.PlayingItem.Id)
if (session.NowPlayingItem?.Id == _group.PlayingItem.Id)
{
_group.AddSession(session);
_syncPlayManager.AddSessionToGroup(session, this);
@@ -224,7 +222,7 @@ namespace Emby.Server.Implementations.SyncPlay
var updateOthers = NewSyncPlayGroupUpdate(GroupUpdateType.UserJoined, session.UserName);
SendGroupUpdate(session, BroadcastType.AllExceptCurrentSession, updateOthers, cancellationToken);
// Client join and play, syncing will happen client side
// syncing will happen client side
if (!_group.IsPaused)
{
var playCommand = NewSyncPlayCommand(SendCommandType.Play);
@@ -262,10 +260,9 @@ namespace Emby.Server.Implementations.SyncPlay
/// <inheritdoc />
public void HandleRequest(SessionInfo session, PlaybackRequest request, CancellationToken cancellationToken)
{
// The server's job is to mantain a consistent state to which clients refer to,
// as also to notify clients of state changes.
// The actual syncing of media playback happens client side.
// Clients are aware of the server's time and use it to sync.
// The server's job is to maintain a consistent state for clients to reference
// and notify clients of state changes. The actual syncing of media playback
// happens client side. Clients are aware of the server's time and use it to sync.
switch (request.Type)
{
case PlaybackRequestType.Play:
@@ -277,13 +274,13 @@ namespace Emby.Server.Implementations.SyncPlay
case PlaybackRequestType.Seek:
HandleSeekRequest(session, request, cancellationToken);
break;
case PlaybackRequestType.Buffering:
case PlaybackRequestType.Buffer:
HandleBufferingRequest(session, request, cancellationToken);
break;
case PlaybackRequestType.BufferingDone:
case PlaybackRequestType.Ready:
HandleBufferingDoneRequest(session, request, cancellationToken);
break;
case PlaybackRequestType.UpdatePing:
case PlaybackRequestType.Ping:
HandlePingUpdateRequest(session, request);
break;
}
@@ -301,7 +298,7 @@ namespace Emby.Server.Implementations.SyncPlay
{
// Pick a suitable time that accounts for latency
var delay = _group.GetHighestPing() * 2;
delay = delay < _group.DefaulPing ? _group.DefaulPing : delay;
delay = delay < _group.DefaultPing ? _group.DefaultPing : delay;
// Unpause group and set starting point in future
// Clients will start playback at LastActivity (datetime) from PositionTicks (playback position)
@@ -337,8 +334,9 @@ namespace Emby.Server.Implementations.SyncPlay
var currentTime = DateTime.UtcNow;
var elapsedTime = currentTime - _group.LastActivity;
_group.LastActivity = currentTime;
// Seek only if playback actually started
// (a pause request may be issued during the delay added to account for latency)
// Pause request may be issued during the delay added to account for latency
_group.PositionTicks += elapsedTime.Ticks > 0 ? elapsedTime.Ticks : 0;
var command = NewSyncPlayCommand(SendCommandType.Pause);
@@ -451,7 +449,7 @@ namespace Emby.Server.Implementations.SyncPlay
{
// Client, that was buffering, resumed playback but did not update others in time
delay = _group.GetHighestPing() * 2;
delay = delay < _group.DefaulPing ? _group.DefaulPing : delay;
delay = delay < _group.DefaultPing ? _group.DefaultPing : delay;
_group.LastActivity = currentTime.AddMilliseconds(
delay);
@@ -495,7 +493,7 @@ namespace Emby.Server.Implementations.SyncPlay
private void HandlePingUpdateRequest(SessionInfo session, PlaybackRequest request)
{
// Collected pings are used to account for network latency when unpausing playback
_group.UpdatePing(session, request.Ping ?? _group.DefaulPing);
_group.UpdatePing(session, request.Ping ?? _group.DefaultPing);
}
/// <inheritdoc />