# SMPlayer 一个 Emby 媒体服务器跨平台客户端。 目前主要面向 Windows / macOS ## 主要功能 - Emby 媒体库浏览:主页、媒体库、详情、搜索、收藏、播放记录、最近添加。 - 播放器:倍速、音轨 / 字幕切换、字幕样式、画面比例、选集、全屏、桌面画中画。 - 弹幕:兼容弹弹 play / danmu_api 风格 API,支持多源、自动匹配、手动搜索、过滤和样式调整。 - 多服务器:可添加多个 Emby 服务器,支持本地备份 / 导入配置。 - 扩展功能:可选 TMDB 详情 / 发现页、Trakt scrobble 和应用内更新。 ## 技术栈 Flutter、Riverpod、Dio / Retrofit、fvp / libmdk、media_kit / mpv、media3 / ExoPlayer + FFmpeg(Android)、canvas_danmaku。 ## 播放引擎 播放器内置三个可切换的解码 / 渲染引擎,可在"设置 → 播放设置 → 播放引擎"中选择: | 引擎 | 适用平台 | 解码路径 | 说明 | |------|----------|----------|------| | fvp (libmdk) | Windows / macOS / Android | 平台硬解 + libmdk 软解兜底 | `auto` 模式的主引擎;杜比视界 / ProRes 优先走它 | | mpv (media_kit) | Windows / macOS / Android | mpv / libmpv | 兼容性次引擎;桌面 `auto` 模式备选 | | media3 (ExoPlayer + FFmpeg) | Android only | MediaCodec 硬解视频 + FFmpeg 软解音频 | 专为补 Android 高规格音轨(DTS / TrueHD / EAC3);需自编译 AAR,见 `plugins/media3_engine/README.md` 与 `scripts/build_media3_ffmpeg.sh` | `auto` 模式在 Android 上默认 fvp、桌面默认 mpv;遇 DV / ProRes 强制 fvp。media3 仅在用户手动选中时启用,且桌面平台不会展示该选项(运行时也有路由层守卫降级到 mpv)。 ## 下载 前往 GitHub Releases 页面下载发布版本(需自行配置仓库地址)。 当前自动发布流程主要提供 Windows x64 安装包。macOS 和 Android 可按下方开发说明自行构建。 ## 项目结构 - `lib/core` - 合约、领域用例、仓储端口、存储和 Emby API 适配器。 - `lib/features` - 首页、媒体库、详情、播放、搜索、收藏、设置等功能页面。 - `lib/providers` - Riverpod 状态和依赖注入。 - `lib/shared` - 可复用组件、主题和映射工具。 - `macos`, `windows` - Flutter 桌面平台外壳。 - `android` - Flutter Android 平台外壳。 - `installer/`, `scripts/` - Windows Inno Setup 脚本和开发 / 发布辅助脚本。 - `test` - Flutter 测试。 ## 开发 ### Script entry (`package.json`, npm-style) If you prefer `npm run ` over remembering each Flutter/PowerShell invocation, a thin `package.json` maps familiar names onto the existing scripts. It is `private` (no publish, no `node_modules` needed) — npm is only used as a task runner; the single source of truth stays in `scripts/*.ps1`. ```sh npm run dev # -> scripts/dev.ps1 run (Windows smart run) npm run dev:macos # -> flutter run -d macos npm run gen # -> build_runner build --delete-conflicting-outputs npm run watch # -> build_runner watch --delete-conflicting-outputs npm run build:windows # -> flutter build windows --release npm run build:macos # -> flutter build macos --release npm run build:apk # -> flutter build apk --release npm run test # -> flutter test npm run analyze # -> flutter analyze npm run clean # -> flutter clean npm run pub # -> flutter pub get npm run doctor # -> flutter doctor -v npm run installer # -> scripts/dev.ps1 installer (Windows .exe) npm run dmg # -> scripts/build_dmg.sh (macOS .dmg) ``` Pass-through args use the npm `--` separator; everything after it is forwarded to the underlying script. To force `pub get` and run in release mode: ```sh npm run dev -- -Force -FlutterArgs --release # -> scripts/dev.ps1 run -Force -FlutterArgs --release ``` `dev`/`installer` shell out to PowerShell (Windows); `dmg` needs bash (macOS). The rest are plain Flutter CLI calls and work on any platform. ### Windows — unified entry (`scripts/dev.ps1`) One-click subcommand dispatcher. Delegates to `dev-run.ps1` / `build-installer.ps1` and wraps common Flutter tasks. On Windows, `run` prepares the project-pinned fvp/libmdk SDK and clears `FVP_DEPS_LATEST`, so local development never silently switches to a nightly dependency. ```powershell # Smart dev run (skips `pub get` when unchanged) powershell -ExecutionPolicy Bypass -File scripts\dev.ps1 run # Force a clean re-download of the project-pinned fvp/mdk-sdk: powershell -ExecutionPolicy Bypass -File scripts\dev.ps1 run -RefreshFvpDeps # Build .exe installer (Inno Setup 6 required, see below) powershell -ExecutionPolicy Bypass -File scripts\dev.ps1 installer powershell -ExecutionPolicy Bypass -File scripts\dev.ps1 installer -SkipFlutterBuild powershell -ExecutionPolicy Bypass -File scripts\dev.ps1 installer -Version 1.0.1 # Other shortcuts scripts\dev.ps1 build # flutter build windows --release scripts\dev.ps1 gen # dart run build_runner build --delete-conflicting-outputs scripts\dev.ps1 clean # flutter clean scripts\dev.ps1 pub # flutter pub get scripts\dev.ps1 analyze # flutter analyze scripts\dev.ps1 doctor # flutter doctor -v scripts\dev.ps1 help # full subcommand list ``` Pass-through args: - `dev.ps1 run -Force -FlutterArgs --release` → forces `pub get` and runs Flutter in release mode. - `dev.ps1 run -Device macos` → choose a different target. - `dev.ps1 run -RefreshFvpDeps` → deletes the cached SDK/archive and re-downloads the project-pinned fvp/MDK version. Avoid using this for daily Windows development: ```powershell $env:FVP_DEPS_LATEST=1; flutter run -d windows ``` Use `scripts\dev.ps1 run` instead; it also skips `pub get` when dependencies are unchanged. ### macOS / Android Use the Flutter CLI directly: ```sh flutter pub get flutter run -d macos # macOS npm run dev:android # Android (auto-detect emulator or device) flutter build macos # macOS bundle npm run build:apk # Android APK with project-pinned MDK ./scripts/build_dmg.sh # macOS .dmg packaging ``` > **Android 构建前置 — Media3 FFmpeg decoder AAR**:Android 端的 media3 引擎依赖 > 自编译的 `media3-decoder-ffmpeg-1.10.1-arm64.aar`。仓库默认不提交该二进制, > 因此首次构建 Android 之前需要运行 `scripts/build_media3_ffmpeg.sh` 生成产物 > (NDK r26b、~30–60 分钟)。AAR 缺失时 plugin 的 `preBuild` 会 fail-fast 抛出 > 包含恢复指令的错误。仅构建 Windows / macOS 桌面端时无需此步骤。详见 > `plugins/media3_engine/README.md`。 ## Windows Installer (`.exe`) Produces `build/installer/smplayer-setup--x64.exe` via Inno Setup 6. **Prerequisite (one-time)** — install Inno Setup: ```powershell winget install -e --id JRSoftware.InnoSetup ``` **Build:** ```powershell scripts\dev.ps1 installer # full pipeline (flutter build + ISCC) scripts\dev.ps1 installer -SkipFlutterBuild # reuse existing build/ artifacts ``` Layout: ``` installer/ ├── sm_emby.iss Inno Setup script (DV/HDR engine DLLs + flutter_assets) └── lang/ChineseSimplified.isl Bundled language file (avoids relying on system ISL) ``` The installer is **unsigned** — first launch triggers Windows SmartScreen ("More info → Run anyway"). Add `SignTool=` to `sm_emby.iss` once a `.pfx` certificate is available. ## Validation ```sh flutter analyze ``` ## Code generation `@freezed` / `@JsonSerializable` / `@RestApi` annotations require regenerating part files after changes: ```sh dart run build_runner build --delete-conflicting-outputs # or scripts\dev.ps1 gen ``` Generated `*.g.dart` / `*.freezed.dart` files **must be committed** (marked `linguist-generated=true` so GitHub diffs collapse them).