* rename collection type * split collections into separate pages * add rerun collection types, migration, editor * add rerun to classic schedule items * rerun plumbing in classic playout builder * start to implement rerun enumerator * add scheduledAt to enumerator movenext * maintain rerun history in db * fix shuffle * fix rerun allowed playback orders * fix updating rerun collections * update changelog; fix editing * update changelog
109 lines
3.2 KiB
C#
109 lines
3.2 KiB
C#
using ErsatzTV.Core.Domain;
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using ErsatzTV.Core.Extensions;
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using ErsatzTV.Core.Interfaces.Scheduling;
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namespace ErsatzTV.Core.Scheduling;
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public class RandomizedRotatingMediaCollectionEnumerator : IMediaCollectionEnumerator
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{
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private readonly Dictionary<int, IList<int>> _groupMedia;
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private readonly Lazy<Option<TimeSpan>> _lazyMinimumDuration;
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private readonly IList<MediaItem> _mediaItems;
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private readonly Random _random;
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private int _groupNumber;
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private int _index;
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public RandomizedRotatingMediaCollectionEnumerator(IList<MediaItem> mediaItems, CollectionEnumeratorState state)
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{
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CurrentIncludeInProgramGuide = Option<bool>.None;
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_mediaItems = mediaItems;
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_lazyMinimumDuration =
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new Lazy<Option<TimeSpan>>(() =>
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_mediaItems.Bind(i => i.GetNonZeroDuration()).OrderBy(identity).HeadOrNone());
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_random = new Random(state.Seed);
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_groupMedia = new Dictionary<int, IList<int>>();
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for (var i = 0; i < mediaItems.Count; i++)
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{
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int id = mediaItems[i] switch
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{
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Episode e => e.Season.ShowId,
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MusicVideo mv => mv.ArtistId,
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_ => mediaItems[i].Id
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};
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if (_groupMedia.TryGetValue(id, out IList<int> newList))
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{
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newList.Add(i);
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}
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else
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{
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_groupMedia.Add(id, new List<int> { i });
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}
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}
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_groupNumber = 0;
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State = new CollectionEnumeratorState { Seed = state.Seed };
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// we want to move at least once so we start with a random item and not the first
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// because _index defaults to 0
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if (State.Index == state.Index)
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{
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MoveNext(Option<DateTimeOffset>.None);
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}
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else
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{
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while (State.Index <= state.Index)
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{
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MoveNext(Option<DateTimeOffset>.None);
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}
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}
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}
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public void ResetState(CollectionEnumeratorState state) =>
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// seed never changes here, no need to reset
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State.Index = state.Index;
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public CollectionEnumeratorState State { get; }
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public Option<MediaItem> Current => _mediaItems.Any() ? _mediaItems[_index] : None;
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public Option<bool> CurrentIncludeInProgramGuide { get; }
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public void MoveNext(Option<DateTimeOffset> scheduledAt)
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{
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var groups = _groupMedia.Keys.ToList();
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if (groups.Count == 0)
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{
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return;
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}
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int nextRandom = _random.Next();
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int groupNumber = nextRandom % groups.Count;
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if (_groupNumber == groupNumber)
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{
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if (groupNumber == groups.Count - 1)
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{
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_groupNumber = 0;
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}
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else
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{
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_groupNumber = groupNumber + 1;
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}
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}
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else
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{
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_groupNumber = groupNumber;
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}
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int itemNumber = nextRandom % _groupMedia[groups[_groupNumber]].Count;
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_index = _groupMedia[groups[_groupNumber]][itemNumber];
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State.Index++;
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}
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public Option<TimeSpan> MinimumDuration => _lazyMinimumDuration.Value;
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public int Count => _mediaItems.Count;
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}
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