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refactor(player): E.38 — extract seek action (#602)
Move the ~63-LOC `seek` action body into `runSeek(set, get, progress)` in `src/store/seekAction.ts`, following the helper-with-thin-wrapper pattern from E.37 (updateReplayGain). The action handles the full seek path: 0..1 fraction → bounded time, 100 ms debounce, hot-cache-rebind branch via playTrack, and the recoverable-seek-error retry burst (visual target pin + restart on "not seekable" + bounded retry window). Pure code-move. playerStore.ts: 938 → 868 LOC (−70).
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@@ -20,7 +20,6 @@ import {
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sameQueueTrackId,
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sameQueueTrackId,
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} from '../utils/queueIdentity';
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} from '../utils/queueIdentity';
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import { waveformBlobLenOk } from '../utils/waveformParse';
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import { waveformBlobLenOk } from '../utils/waveformParse';
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import { isRecoverableSeekError } from '../utils/seekErrors';
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import {
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import {
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emitPlaybackProgress,
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emitPlaybackProgress,
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getPlaybackProgressSnapshot,
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getPlaybackProgressSnapshot,
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@@ -65,18 +64,12 @@ import {
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} from './radioPlayer';
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} from './radioPlayer';
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import {
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import {
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clearSeekFallbackRetry,
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clearSeekFallbackRetry,
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getSeekFallbackRestartAt,
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getSeekFallbackTrackId,
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getSeekFallbackVisualTarget,
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getSeekFallbackVisualTarget,
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scheduleSeekFallbackRetry,
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setSeekFallbackRestartAt,
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setSeekFallbackRestartAt,
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setSeekFallbackTrackId,
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setSeekFallbackTrackId,
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setSeekFallbackVisualTarget,
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setSeekFallbackVisualTarget,
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} from './seekFallbackState';
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} from './seekFallbackState';
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import {
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import { clearSeekDebounce } from './seekDebounce';
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armSeekDebounce,
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clearSeekDebounce,
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} from './seekDebounce';
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import {
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import {
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bumpPlayGeneration,
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bumpPlayGeneration,
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getIsAudioPaused,
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getIsAudioPaused,
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@@ -143,6 +136,7 @@ import type { PlayerState, Track } from './playerStoreTypes';
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export type { PlayerState, Track };
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export type { PlayerState, Track };
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import { createLastfmActions } from './lastfmActions';
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import { createLastfmActions } from './lastfmActions';
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import { createMiscActions } from './miscActions';
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import { createMiscActions } from './miscActions';
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import { runSeek } from './seekAction';
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import { runUpdateReplayGainForCurrentTrack } from './updateReplayGainAction';
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import { runUpdateReplayGainForCurrentTrack } from './updateReplayGainAction';
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import { createQueueMutationActions } from './queueMutationActions';
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import { createQueueMutationActions } from './queueMutationActions';
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import { createScheduleActions } from './scheduleActions';
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import { createScheduleActions } from './scheduleActions';
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@@ -831,71 +825,7 @@ export const usePlayerStore = create<PlayerState>()(
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},
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},
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// ── seek ─────────────────────────────────────────────────────────────────
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// ── seek ─────────────────────────────────────────────────────────────────
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// 100 ms debounce collapses rapid slider drags into one actual seek.
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seek: (progress) => runSeek(set, get, progress),
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seek: (progress) => {
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const { currentTrack } = get();
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if (!currentTrack) return;
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const dur = currentTrack.duration;
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if (!dur || !isFinite(dur)) return;
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const time = Math.max(0, Math.min(progress * dur, dur - 0.25));
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set({ progress: time / dur, currentTime: time });
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armSeekDebounce(100, () => {
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const s0 = get();
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if (!s0.currentTrack) return;
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const authSeek = useAuthStore.getState();
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const sidSeek = authSeek.activeServerId ?? '';
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if (shouldRebindPlaybackToHotCache(s0.currentTrack.id, sidSeek)) {
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setSeekFallbackVisualTarget({
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trackId: s0.currentTrack.id,
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seconds: time,
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setAtMs: Date.now(),
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});
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clearSeekFallbackRetry();
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s0.playTrack(s0.currentTrack, s0.queue, true);
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return;
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}
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invoke('audio_seek', { seconds: time }).then(() => {
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// Arm stale-progress guard only after backend acknowledged seek.
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setSeekTarget(time);
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setSeekFallbackVisualTarget(null);
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clearSeekFallbackRetry();
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}).catch((err: unknown) => {
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// Release the progress-tick guard so the UI doesn't freeze
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// waiting for a target the engine will never reach.
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clearSeekTarget();
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const msg = String(err ?? '');
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if (!isRecoverableSeekError(msg)) {
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console.error(err);
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setSeekFallbackVisualTarget(null);
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clearSeekFallbackRetry();
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return;
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}
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// Streaming-start path can be temporarily non-seekable or busy.
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// Keep UI at target and retry seek for a short bounded window.
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const s = get();
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if (!s.currentTrack) return;
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const now = Date.now();
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const sameBurst =
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getSeekFallbackTrackId() === s.currentTrack.id
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&& now - getSeekFallbackRestartAt() < 600;
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setSeekFallbackVisualTarget({
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trackId: s.currentTrack.id,
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seconds: time,
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setAtMs: Date.now(),
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});
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// Keep stale progress ticks from snapping UI back to start while
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// recoverable seek retries are still in flight.
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setSeekTarget(time);
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if (msg.includes('not seekable') && !sameBurst) {
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setSeekFallbackTrackId(s.currentTrack.id);
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setSeekFallbackRestartAt(now);
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// Keep manual semantics (no crossfade) for seek recovery restarts.
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s.playTrack(s.currentTrack, s.queue, true);
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}
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scheduleSeekFallbackRetry(s.currentTrack.id, time);
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});
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});
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},
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updateReplayGainForCurrentTrack: () => runUpdateReplayGainForCurrentTrack(set, get),
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updateReplayGainForCurrentTrack: () => runUpdateReplayGainForCurrentTrack(set, get),
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};
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};
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@@ -0,0 +1,103 @@
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import { invoke } from '@tauri-apps/api/core';
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import { isRecoverableSeekError } from '../utils/seekErrors';
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import { useAuthStore } from './authStore';
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import { shouldRebindPlaybackToHotCache } from './playbackUrlRouting';
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import type { PlayerState } from './playerStoreTypes';
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import { armSeekDebounce } from './seekDebounce';
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import {
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clearSeekFallbackRetry,
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getSeekFallbackRestartAt,
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getSeekFallbackTrackId,
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scheduleSeekFallbackRetry,
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setSeekFallbackRestartAt,
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setSeekFallbackTrackId,
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setSeekFallbackVisualTarget,
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} from './seekFallbackState';
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import {
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clearSeekTarget,
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setSeekTarget,
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} from './seekTargetState';
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type SetState = (
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partial: Partial<PlayerState> | ((state: PlayerState) => Partial<PlayerState>),
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) => void;
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type GetState = () => PlayerState;
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/**
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* Seek to a 0..1 fraction of the current track. 100 ms debounce
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* collapses rapid slider drags into one actual engine seek; when the
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* resolved playback source is about to be replaced by a hot-cache
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* rebind, we re-issue `playTrack` with a visual target instead of
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* a raw `audio_seek` (otherwise the seek would land in the old
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* source and snap the progress UI back).
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*
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* Recoverable backend errors (streaming start not yet seekable / busy)
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* are translated into a bounded retry burst: keep the UI's visual
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* target pinned at the requested position, schedule another seek
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* attempt, and on the "not seekable" subset restart the track from
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* the same position via `playTrack`.
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*/
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export function runSeek(set: SetState, get: GetState, progress: number): void {
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const { currentTrack } = get();
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if (!currentTrack) return;
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const dur = currentTrack.duration;
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if (!dur || !isFinite(dur)) return;
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const time = Math.max(0, Math.min(progress * dur, dur - 0.25));
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set({ progress: time / dur, currentTime: time });
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armSeekDebounce(100, () => {
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const s0 = get();
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if (!s0.currentTrack) return;
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const authSeek = useAuthStore.getState();
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const sidSeek = authSeek.activeServerId ?? '';
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if (shouldRebindPlaybackToHotCache(s0.currentTrack.id, sidSeek)) {
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setSeekFallbackVisualTarget({
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trackId: s0.currentTrack.id,
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seconds: time,
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setAtMs: Date.now(),
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});
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clearSeekFallbackRetry();
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s0.playTrack(s0.currentTrack, s0.queue, true);
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return;
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}
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invoke('audio_seek', { seconds: time }).then(() => {
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// Arm stale-progress guard only after backend acknowledged seek.
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setSeekTarget(time);
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setSeekFallbackVisualTarget(null);
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clearSeekFallbackRetry();
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}).catch((err: unknown) => {
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// Release the progress-tick guard so the UI doesn't freeze
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// waiting for a target the engine will never reach.
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clearSeekTarget();
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const msg = String(err ?? '');
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if (!isRecoverableSeekError(msg)) {
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console.error(err);
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setSeekFallbackVisualTarget(null);
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clearSeekFallbackRetry();
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return;
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}
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// Streaming-start path can be temporarily non-seekable or busy.
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// Keep UI at target and retry seek for a short bounded window.
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const s = get();
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if (!s.currentTrack) return;
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const now = Date.now();
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const sameBurst =
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getSeekFallbackTrackId() === s.currentTrack.id
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&& now - getSeekFallbackRestartAt() < 600;
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setSeekFallbackVisualTarget({
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trackId: s.currentTrack.id,
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seconds: time,
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setAtMs: Date.now(),
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});
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// Keep stale progress ticks from snapping UI back to start while
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// recoverable seek retries are still in flight.
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setSeekTarget(time);
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if (msg.includes('not seekable') && !sameBurst) {
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setSeekFallbackTrackId(s.currentTrack.id);
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setSeekFallbackRestartAt(now);
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// Keep manual semantics (no crossfade) for seek recovery restarts.
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s.playTrack(s.currentTrack, s.queue, true);
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}
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scheduleSeekFallbackRetry(s.currentTrack.id, time);
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});
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});
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}
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