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jellyfin/MediaBrowser.Controller/SyncPlay/ISyncPlayStateContext.cs

214 lines
8.2 KiB

using System;
using System.Threading;
using System.Threading.Tasks;
using MediaBrowser.Model.SyncPlay;
using MediaBrowser.Controller.Session;
namespace MediaBrowser.Controller.SyncPlay
{
/// <summary>
/// Interface ISyncPlayStateContext.
/// </summary>
public interface ISyncPlayStateContext
{
/// <summary>
/// Gets the default ping value used for sessions, in milliseconds.
/// </summary>
/// <value>The default ping value used for sessions, in milliseconds.</value>
long DefaultPing { get; }
/// <summary>
/// Gets the group identifier.
/// </summary>
/// <value>The group identifier.</value>
Guid GroupId { get; }
/// <summary>
/// Gets or sets the position ticks.
/// </summary>
/// <value>The position ticks.</value>
long PositionTicks { get; set; }
/// <summary>
/// Gets or sets the last activity.
/// </summary>
/// <value>The last activity.</value>
DateTime LastActivity { get; set; }
/// <summary>
/// Gets the play queue.
/// </summary>
/// <value>The play queue.</value>
PlayQueueManager PlayQueue { get; }
/// <summary>
/// Sets a new state.
/// </summary>
/// <param name="state">The new state.</param>
void SetState(ISyncPlayState state);
/// <summary>
/// Sends a GroupUpdate message to the interested sessions.
/// </summary>
/// <param name="from">The current session.</param>
/// <param name="type">The filtering type.</param>
/// <param name="message">The message to send.</param>
/// <param name="cancellationToken">The cancellation token.</param>
/// <returns>The task.</returns>
Task SendGroupUpdate<T>(SessionInfo from, SyncPlayBroadcastType type, GroupUpdate<T> message, CancellationToken cancellationToken);
/// <summary>
/// Sends a playback command to the interested sessions.
/// </summary>
/// <param name="from">The current session.</param>
/// <param name="type">The filtering type.</param>
/// <param name="message">The message to send.</param>
/// <param name="cancellationToken">The cancellation token.</param>
/// <returns>The task.</returns>
Task SendCommand(SessionInfo from, SyncPlayBroadcastType type, SendCommand message, CancellationToken cancellationToken);
/// <summary>
/// Builds a new playback command with some default values.
/// </summary>
/// <param name="type">The command type.</param>
/// <returns>The SendCommand.</returns>
SendCommand NewSyncPlayCommand(SendCommandType type);
/// <summary>
/// Builds a new group update message.
/// </summary>
/// <param name="type">The update type.</param>
/// <param name="data">The data to send.</param>
/// <returns>The GroupUpdate.</returns>
GroupUpdate<T> NewSyncPlayGroupUpdate<T>(GroupUpdateType type, T data);
/// <summary>
/// Converts DateTime to UTC string.
/// </summary>
/// <param name="dateTime">The date to convert.</param>
/// <returns>The UTC string.</returns>
string DateToUTCString(DateTime dateTime);
/// <summary>
/// Sanitizes the PositionTicks, considers the current playing item when available.
/// </summary>
/// <param name="positionTicks">The PositionTicks.</param>
/// <returns>The sanitized PositionTicks.</returns>
long SanitizePositionTicks(long? positionTicks);
/// <summary>
/// Updates the ping of a session, in milliseconds.
/// </summary>
/// <param name="session">The session.</param>
/// <param name="ping">The ping, in milliseconds.</param>
void UpdatePing(SessionInfo session, long ping);
/// <summary>
/// Gets the highest ping in the group, in milliseconds.
/// </summary>
/// <returns>The highest ping in the group.</returns>
long GetHighestPing();
/// <summary>
/// Sets the session's buffering state.
/// </summary>
/// <param name="session">The session.</param>
/// <param name="isBuffering">The state.</param>
void SetBuffering(SessionInfo session, bool isBuffering);
/// <summary>
/// Sets the buffering state of all the sessions.
/// </summary>
/// <param name="isBuffering">The state.</param>
void SetAllBuffering(bool isBuffering);
/// <summary>
/// Gets the group buffering state.
/// </summary>
/// <returns><c>true</c> if there is a session buffering in the group; <c>false</c> otherwise.</returns>
bool IsBuffering();
/// <summary>
/// Sets the session's group wait state.
/// </summary>
/// <param name="session">The session.</param>
/// <param name="ignoreGroupWait">The state.</param>
void SetIgnoreGroupWait(SessionInfo session, bool ignoreGroupWait);
/// <summary>
/// Sets a new play queue.
/// </summary>
/// <param name="playQueue">The new play queue.</param>
/// <param name="playingItemPosition">The playing item position in the play queue.</param>
/// <param name="startPositionTicks">The start position ticks.</param>
/// <returns><c>true</c> if the play queue has been changed; <c>false</c> is something went wrong.</returns>
bool SetPlayQueue(Guid[] playQueue, int playingItemPosition, long startPositionTicks);
/// <summary>
/// Sets the playing item.
/// </summary>
/// <param name="playlistItemId">The new playing item id.</param>
/// <returns><c>true</c> if the play queue has been changed; <c>false</c> is something went wrong.</returns>
bool SetPlayingItem(string playlistItemId);
/// <summary>
/// Removes items from the play queue.
/// </summary>
/// <param name="playlistItemIds">The items to remove.</param>
/// <returns><c>true</c> if playing item got removed; <c>false</c> otherwise.</returns>
bool RemoveFromPlayQueue(string[] playlistItemIds);
/// <summary>
/// Moves an item in the play queue.
/// </summary>
/// <param name="playlistItemId">The playlist id of the item to move.</param>
/// <param name="newIndex">The new position.</param>
/// <returns><c>true</c> if item has been moved; <c>false</c> is something went wrong.</returns>
bool MoveItemInPlayQueue(string playlistItemId, int newIndex);
/// <summary>
/// Updates the play queue.
/// </summary>
/// <param name="newItems">The new items to add to the play queue.</param>
/// <param name="mode">The mode with which the items will be added.</param>
/// <returns><c>true</c> if the play queue has been changed; <c>false</c> is something went wrong.</returns>
bool AddToPlayQueue(Guid[] newItems, string mode);
/// <summary>
/// Restarts current item in play queue.
/// </summary>
void RestartCurrentItem();
/// <summary>
/// Picks next item in play queue.
/// </summary>
/// <returns><c>true</c> if the item changed; <c>false</c> otherwise.</returns>
bool NextItemInQueue();
/// <summary>
/// Picks previous item in play queue.
/// </summary>
/// <returns><c>true</c> if the item changed; <c>false</c> otherwise.</returns>
bool PreviousItemInQueue();
/// <summary>
/// Sets the repeat mode.
/// </summary>
/// <param name="mode">The new mode.</param>
void SetRepeatMode(string mode);
/// <summary>
/// Sets the shuffle mode.
/// </summary>
/// <param name="mode">The new mode.</param>
void SetShuffleMode(string mode);
/// <summary>
/// Creates a play queue update.
/// </summary>
/// <param name="reason">The reason for the update.</param>
/// <returns>The play queue update.</returns>
PlayQueueUpdate GetPlayQueueUpdate(PlayQueueUpdateReason reason);
}
}