Files
MusicPlayer/data/playlist.gd
T
SansanandClaude Opus 5.5 c03c0e4efe
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Add Clear cache to the settings
A new row, "Downloaded pictures and songs", shows how much space the cached
character pictures, covers and downloaded songs take, with a Clear cache
button. Clearing deletes them, but keeps the songs the current quiz uses,
the settings, config.ini and the saved quiz. The characters are loaded
again at once; covers come back when they are shown.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-15 19:50:58 +02:00

202 lines
6.3 KiB
GDScript

extends Node
## The songs of the current quiz, in the order they were added, and which of them are
## played, answered and playing.
##
## Registered as the [code]Playlist[/code] autoload.
##
## Downloaded songs are kept on disk in the [code]songs[/code] folder next to the
## settings, not in memory. The folder only holds the current playlist: when the game
## starts, songs the saved quiz does not use are deleted (see [QuizSave]), and the folder
## is emptied when the playlist is reset.
const SONGS_FOLDER_NAME: String = "songs"
var song_object_array: Array[SongObject] = []
var latest_played_song: int = 0
var currently_playing_song: int = -1
var first_song_downloaded: bool = false
var first_song_played: bool = false
var number_of_tracks_to_preload: int = 1
var is_song_downloading: bool = false
## The first song of the current game. Songs before it belong to earlier games, which
## ended with Reset points.
var game_start_song: int = 0
# How many song files have been written, so each gets a name of its own
var _song_files_written: int = 0
## The folder downloaded songs are kept in.
static func songs_folder() -> String:
return Settings.config_dir().path_join(SONGS_FOLDER_NAME)
func get_next_song() -> SongObject:
return song_object_array[latest_played_song]
func set_latest_played_song() -> void:
latest_played_song += 1
if latest_played_song > song_object_array.size() - 1:
latest_played_song = song_object_array.size() - 1
func update_last_played_song() -> void:
latest_played_song = song_object_array.size()
func get_preloaded_songs() -> int:
var number_of_tracks_preloaded: int = 0
for song: SongObject in song_object_array:
if !song.has_played:
number_of_tracks_preloaded += 1
return number_of_tracks_preloaded
func should_preload_more_songs() -> bool:
return number_of_tracks_to_preload > get_preloaded_songs()
func song_is_answered(song_no: int = currently_playing_song) -> void:
# Nothing is playing yet (-1); a negative index would answer the last, unplayed song
if song_no < 0 || song_no >= song_object_array.size():
return
GameLog.debug("show_answer_pressed song_object: ", song_object_array[song_no]._to_string())
song_object_array[song_no].is_answered = true
if Settings.add_to_stats && !Settings.is_offline():
GameLog.debug("add to stats: ", song_no)
MusicServerClient.mark_song_played(song_no)
func add_to_playlist(new_song_object: SongObject) -> void:
song_object_array.append(new_song_object)
func get_playlist() -> Array[SongObject]:
if Settings.is_debug:
return song_object_array
else:
var temp_list: Array[SongObject] = []
for s: SongObject in song_object_array:
if s.has_played:
temp_list.append(s)
return temp_list
func reset_playlist() -> void:
currently_playing_song = -1
latest_played_song = 0
game_start_song = 0
clear_song_list()
clear_song_files()
func clear_song_list() -> void:
song_object_array.clear()
func unset_is_playing() -> void:
for song_object: SongObject in song_object_array:
song_object.is_playing = false
func set_currently_playing_song(value: int) -> void:
currently_playing_song = value
func get_current_soundtrack_title() -> String:
return song_object_array[currently_playing_song].get_soundtrack_title()
func get_current_soundtrack_uuid() -> String:
return song_object_array[currently_playing_song].get_soundtrack_uuid()
func get_current_song_title() -> String:
return song_object_array[currently_playing_song].get_song_title()
func add_point(player_id: String) -> void:
song_object_array[currently_playing_song].add_point(player_id)
func remove_point(player_id: String) -> void:
song_object_array[currently_playing_song].remove_point(player_id)
## Removes every player's points from every song, for a new game.
func clear_points() -> void:
for song_object: SongObject in song_object_array:
song_object.players_given_point.clear()
## Removes a player's points from every song.
func remove_player_from_list(player_id: String) -> void:
for song_object: SongObject in song_object_array:
song_object.remove_point(player_id)
## The song of [param song_no], read from its file. Returns null if the file is gone, so
## the song can be downloaded again.
func get_song(song_no: int) -> AudioStream:
var song_object: SongObject = song_object_array[song_no]
if song_object.song_path.is_empty():
return song_object.song
return AudioFile.load(song_object.song_path)
func add_song_to_song_object(song_no: int, mp3: PackedByteArray) -> void:
store_song(song_object_array[song_no], mp3)
## Keeps a downloaded song in a file in [method songs_folder]. If the file can't be
## written, the song is kept in memory instead.
func store_song(song_object: SongObject, mp3: PackedByteArray) -> void:
DirAccess.make_dir_recursive_absolute(songs_folder())
# Songs kept from a saved quiz already have files, which must not be written over
var path: String = songs_folder().path_join("song_%d.mp3" % _song_files_written)
while FileAccess.file_exists(path):
_song_files_written += 1
path = songs_folder().path_join("song_%d.mp3" % _song_files_written)
_song_files_written += 1
var file: FileAccess = FileAccess.open(path, FileAccess.WRITE)
if file == null:
GameLog.warning("Could not save a song to ", path, ", keeping it in memory: ",
error_string(FileAccess.get_open_error()))
var sound: AudioStreamMP3 = AudioStreamMP3.new()
sound.data = mp3
song_object.song = sound
song_object.song_path = ""
return
file.store_buffer(mp3)
file.close()
song_object.song = null
song_object.song_path = path
## Deletes the files of the songs downloaded so far, except those in [param keep].
## The downloaded song files the playlist uses, which must be kept while it does.
func song_files_in_use() -> PackedStringArray:
var files: PackedStringArray = []
for song_object: SongObject in song_object_array:
if !song_object.song_path.is_empty():
files.append(song_object.song_path)
return files
func clear_song_files(keep: PackedStringArray = []) -> void:
if !DirAccess.dir_exists_absolute(songs_folder()):
return
for file_name: String in DirAccess.get_files_at(songs_folder()):
var path: String = songs_folder().path_join(file_name)
if !keep.has(path):
DirAccess.remove_absolute(path)
func song_has_played(song_no: int = latest_played_song) -> void:
song_object_array[song_no].has_played = true
func song_is_playing(song_no: int = latest_played_song) -> void:
song_object_array[song_no].is_playing = true