feat(client): implement server-initiated mode with WebSocket support
This commit is contained in:
50
third_party/sendspin-go/pkg/sendspin/player.go
vendored
50
third_party/sendspin-go/pkg/sendspin/player.go
vendored
@@ -14,6 +14,7 @@ import (
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"github.com/Sendspin/sendspin-go/pkg/audio/output"
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"github.com/Sendspin/sendspin-go/pkg/protocol"
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"github.com/Sendspin/sendspin-go/pkg/sync"
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"github.com/gorilla/websocket"
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)
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// ReconnectConfig controls automatic reconnect behavior after the protocol
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@@ -216,6 +217,55 @@ func (p *Player) Connect() error {
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return nil
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}
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// Accept drives the player over a server-initiated WebSocket connection
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// (the server discovered this player via mDNS and dialed it). It builds a
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// receiver over the accepted conn, starts audio consumption, and BLOCKS
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// until the connection drops or the player is closed — so callers running a
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// listener can serialize one session at a time and re-accept on return.
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//
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// Unlike Connect, Accept does not start the dial-based reconnect loop: in
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// server-initiated mode the server redials, so reconnection is the listener's
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// responsibility, not the player's. The caller transfers ownership of conn.
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func (p *Player) Accept(conn *websocket.Conn) error {
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recv, err := p.buildReceiver("server-initiated")
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if err != nil {
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return err
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}
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if err := recv.AcceptConn(conn); err != nil {
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return err
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}
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p.receiver = recv
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p.state.Connected = true
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p.notifyStateChange()
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go p.consumeAudio(recv)
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// Block for the lifetime of this connection so the caller's accept loop
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// serializes sessions (one server connection at a time).
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select {
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case <-recv.Done():
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case <-p.ctx.Done():
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}
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recv.Close()
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p.state.Connected = false
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p.state.State = "idle"
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p.notifyStateChange()
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return nil
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}
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// CloseConnection drops the currently active receiver, if any, without
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// tearing down the Player or its audio output. In server-initiated mode a
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// listener calls this to evict a stale/superseded session before accepting
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// a newer connection; the blocked Accept for the old session then returns.
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func (p *Player) CloseConnection() {
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if p.receiver != nil {
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p.receiver.Close()
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}
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}
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func (p *Player) buildReceiver(addr string) (*Receiver, error) {
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p.ensureCapsResolved()
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return NewReceiver(ReceiverConfig{
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