+static int c_playafter(struct conn *c, char **vec,
+ int attribute((unused)) nvec) {
+ const char *track;
+ struct queue_entry *q;
+ const char *afterme = vec[0];
+
+ for(int n = 1; n < nvec; ++n) {
+ if(!trackdb_exists(vec[n])) {
+ sink_writes(ev_writer_sink(c->w), "550 track is not in database\n");
+ return 1;
+ }
+ if(!(track = trackdb_resolve(vec[n]))) {
+ sink_writes(ev_writer_sink(c->w), "550 cannot resolve track\n");
+ return 1;
+ }
+ q = queue_add(track, c->who, WHERE_AFTER, afterme, origin_picked);
+ if(!q) {
+ sink_printf(ev_writer_sink(c->w), "550 No such ID\n");
+ return 1;
+ }
+ info("added %s as %s after %s", track, q->id, afterme);
+ afterme = q->id;
+ }
+ queue_write();
+ sink_printf(ev_writer_sink(c->w), "252 OK\n");
+ /* We make sure the track at the head of the queue is prepared, just in case
+ * we added it. We could be more subtle but prepare() will ensure we don't
+ * prepare the same track twice so there's no point. */
+ if(qhead.next != &qhead) {
+ prepare(c->ev, qhead.next);
+ info("prepared %s", qhead.next->id);
+ }
+ /* If the queue was empty but we are for some reason paused then
+ * unpause. */
+ if(!playing)
+ resume_playing(0);
+ play(c->ev);
+ return 1; /* completed */
+}
+