refactor(player): E.15 — extract server queue sync into module (#578)

The server-side queue persistence (Subsonic `savePlayQueue`) helpers
move into `src/store/queueSync.ts`:

  - `syncQueueToServer` — 5-second debounce for rapid edits
  - `flushQueueSyncToServer` — immediate flush (heartbeat, pause,
    app close)
  - `flushPlayQueuePosition` — exported wrapper that reads the live
    playerStore queue + playback-progress current-time, skips radio
    sessions
  - `getLastQueueHeartbeatAt` — accessor the 15-second heartbeat
    throttle in `handleAudioProgress` reads

The two timer/heartbeat mutables (`syncTimeout`, `lastQueueHeartbeatAt`)
are no longer reachable from outside the module. `flushPlayQueuePosition`
is re-exported from playerStore so TauriEventBridge + the persistence
characterization test keep their existing imports.

13 focused tests pin the debounce window, the 1000-id queue cap, the
cancel-on-immediate-flush behaviour, the no-op guards (empty queue /
null currentTrack / radio session), and the heartbeat-timestamp
contract.

playerStore 3238 → 3208 LOC.
This commit is contained in:
Frank Stellmacher
2026-05-12 14:43:53 +02:00
committed by GitHub
parent 08d098d5aa
commit 2ad0be6a71
3 changed files with 229 additions and 41 deletions
+11 -41
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@@ -89,6 +89,16 @@ import {
collectLoudnessBackfillWindowTrackIds,
isTrackInsideLoudnessBackfillWindow,
} from './loudnessBackfillWindow';
import {
flushPlayQueuePosition,
flushQueueSyncToServer,
getLastQueueHeartbeatAt,
syncQueueToServer,
} from './queueSync';
// Re-export so TauriEventBridge + persistence test keep their existing
// `from './playerStore'` imports.
export { flushPlayQueuePosition };
// Re-export the playback-progress public surface so existing call sites
// (PlayerBar, FullscreenPlayer, WaveformSeek, LyricsPane, MobilePlayerView,
@@ -816,46 +826,6 @@ let gaplessPreloadingId: string | null = null;
// Track ID that has already been sent to audio_preload (byte pre-download).
let bytePreloadingId: string | null = null;
// ─── Server queue sync ─────────────────────────────────────────────────────────
let syncTimeout: ReturnType<typeof setTimeout> | null = null;
let lastQueueHeartbeatAt = 0;
function syncQueueToServer(queue: Track[], currentTrack: Track | null, currentTime: number) {
if (syncTimeout) clearTimeout(syncTimeout);
syncTimeout = setTimeout(() => {
syncTimeout = null;
const ids = queue.slice(0, 1000).map(t => t.id);
const pos = Math.floor(currentTime * 1000);
savePlayQueue(ids, currentTrack?.id, pos).catch(err => {
console.error('Failed to sync play queue to server', err);
});
}, 5000);
}
// Cancel any pending debounced sync and push the current position
// immediately. Used by the playback heartbeat, pause(), and the
// app-close handler — all paths where a user might switch to another
// device and expect to resume from the right spot.
function flushQueueSyncToServer(queue: Track[], currentTrack: Track | null, currentTime: number): Promise<void> {
if (syncTimeout) {
clearTimeout(syncTimeout);
syncTimeout = null;
}
if (!currentTrack || queue.length === 0) return Promise.resolve();
lastQueueHeartbeatAt = Date.now();
const ids = queue.slice(0, 1000).map(t => t.id);
const pos = Math.floor(currentTime * 1000);
return savePlayQueue(ids, currentTrack.id, pos).catch(err => {
console.error('Failed to flush play queue to server', err);
});
}
export function flushPlayQueuePosition(): Promise<void> {
const s = usePlayerStore.getState();
if (s.currentRadio) return Promise.resolve();
return flushQueueSyncToServer(s.queue, s.currentTrack, getPlaybackProgressSnapshot().currentTime);
}
// ─── Audio event handlers (called from initAudioListeners) ───────────────────
function handleAudioPlaying(_duration: number) {
@@ -936,7 +906,7 @@ function handleAudioProgress(current_time: number, duration: number) {
// handler flush on top of this for clean shutdowns.
if (store.isPlaying && !store.currentRadio) {
const now = Date.now();
if (now - lastQueueHeartbeatAt >= 15_000) {
if (now - getLastQueueHeartbeatAt() >= 15_000) {
void flushQueueSyncToServer(store.queue, track, displayTime);
}
}
+140
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@@ -0,0 +1,140 @@
/**
* Server-queue-sync helpers: the 5-second debounce, the immediate flush,
* the queue-id cap, and the radio-skip guard inside
* `flushPlayQueuePosition`. Fake timers drive the debounce; mocks stand
* in for `savePlayQueue`, the playerStore, and the playback-progress
* snapshot.
*/
import { afterEach, beforeEach, describe, expect, it, vi } from 'vitest';
import type { Track } from './playerStore';
const { savePlayQueueMock, playerState, progressSnapshot } = vi.hoisted(() => ({
savePlayQueueMock: vi.fn(async (_ids: string[], _currentId: string | undefined, _pos: number) => undefined),
playerState: {
queue: [] as Track[],
currentTrack: null as Track | null,
currentRadio: null as { id: string } | null,
},
progressSnapshot: { currentTime: 0, progress: 0, buffered: 0 },
}));
vi.mock('../api/subsonic', () => ({ savePlayQueue: savePlayQueueMock }));
vi.mock('./playerStore', () => ({
usePlayerStore: { getState: () => playerState },
}));
vi.mock('./playbackProgress', () => ({
getPlaybackProgressSnapshot: () => progressSnapshot,
}));
import {
_resetQueueSyncForTest,
flushPlayQueuePosition,
flushQueueSyncToServer,
getLastQueueHeartbeatAt,
syncQueueToServer,
} from './queueSync';
function track(id: string): Track {
return { id, title: id, artist: 'A', album: 'X', albumId: 'X', duration: 100 };
}
beforeEach(() => {
vi.useFakeTimers();
vi.setSystemTime(new Date('2026-05-12T12:00:00Z'));
savePlayQueueMock.mockClear();
savePlayQueueMock.mockResolvedValue(undefined);
playerState.queue = [];
playerState.currentTrack = null;
playerState.currentRadio = null;
progressSnapshot.currentTime = 0;
});
afterEach(() => {
_resetQueueSyncForTest();
vi.useRealTimers();
});
describe('syncQueueToServer (debounced)', () => {
const queue = [track('a'), track('b')];
it('does not fire before 5 s elapse', () => {
syncQueueToServer(queue, queue[0], 30);
vi.advanceTimersByTime(4999);
expect(savePlayQueueMock).not.toHaveBeenCalled();
});
it('fires once after 5 s with id list + current id + position in ms', () => {
syncQueueToServer(queue, queue[0], 30);
vi.advanceTimersByTime(5000);
expect(savePlayQueueMock).toHaveBeenCalledWith(['a', 'b'], 'a', 30000);
});
it('cancels the previous timer when called again before fire', () => {
syncQueueToServer(queue, queue[0], 10);
vi.advanceTimersByTime(3000);
syncQueueToServer([...queue, track('c')], queue[0], 20);
vi.advanceTimersByTime(5000);
expect(savePlayQueueMock).toHaveBeenCalledTimes(1);
expect(savePlayQueueMock).toHaveBeenCalledWith(['a', 'b', 'c'], 'a', 20000);
});
it('caps the queue at 1000 ids', () => {
const big = Array.from({ length: 1500 }, (_, i) => track(`t${i}`));
syncQueueToServer(big, big[0], 0);
vi.advanceTimersByTime(5000);
const ids = savePlayQueueMock.mock.calls[0][0] as string[];
expect(ids.length).toBe(1000);
expect(ids[0]).toBe('t0');
expect(ids[999]).toBe('t999');
});
});
describe('flushQueueSyncToServer (immediate)', () => {
it('fires synchronously with no debounce', async () => {
await flushQueueSyncToServer([track('a')], track('a'), 12);
expect(savePlayQueueMock).toHaveBeenCalledWith(['a'], 'a', 12000);
});
it('cancels a pending debounced sync first', async () => {
syncQueueToServer([track('a')], track('a'), 30);
await flushQueueSyncToServer([track('a')], track('a'), 31);
expect(savePlayQueueMock).toHaveBeenCalledTimes(1);
// After the flush returns, advancing past the debounce should not fire again.
vi.advanceTimersByTime(10_000);
expect(savePlayQueueMock).toHaveBeenCalledTimes(1);
});
it('is a no-op when currentTrack is null', async () => {
await flushQueueSyncToServer([track('a')], null, 5);
expect(savePlayQueueMock).not.toHaveBeenCalled();
});
it('is a no-op for an empty queue', async () => {
await flushQueueSyncToServer([], track('a'), 5);
expect(savePlayQueueMock).not.toHaveBeenCalled();
});
it('records the heartbeat timestamp', async () => {
expect(getLastQueueHeartbeatAt()).toBe(0);
await flushQueueSyncToServer([track('a')], track('a'), 5);
expect(getLastQueueHeartbeatAt()).toBe(Date.now());
});
});
describe('flushPlayQueuePosition', () => {
it('reads the current playerStore queue + playback-progress time', async () => {
playerState.queue = [track('a'), track('b')];
playerState.currentTrack = playerState.queue[0];
progressSnapshot.currentTime = 42;
await flushPlayQueuePosition();
expect(savePlayQueueMock).toHaveBeenCalledWith(['a', 'b'], 'a', 42000);
});
it('is a no-op when a radio session is active', async () => {
playerState.queue = [track('a')];
playerState.currentTrack = playerState.queue[0];
playerState.currentRadio = { id: 'radio-1' };
await flushPlayQueuePosition();
expect(savePlayQueueMock).not.toHaveBeenCalled();
});
});
+78
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@@ -0,0 +1,78 @@
import { savePlayQueue } from '../api/subsonic';
import { getPlaybackProgressSnapshot } from './playbackProgress';
import { usePlayerStore, type Track } from './playerStore';
/**
* Server-side play-queue persistence. Subsonic's `savePlayQueue` accepts
* the current queue, the active track id, and the position in ms so the
* server can hand the same playback state back when the user opens
* another client.
*
* Two flush shapes:
* - `syncQueueToServer` debounces for 5 s so rapid edits (drag-reorder,
* auto-queue trimming, lucky-mix swaps) collapse into a single roundtrip.
* - `flushQueueSyncToServer` cancels the debounce and pushes immediately
* called from the playback heartbeat, `pause()`, and the app-close path
* where the user might switch devices mid-track.
*
* Queues are capped at 1000 ids to match Subsonic's max-length contract.
* Radio sessions skip persistence (the seed station is restored separately).
*/
const SYNC_DEBOUNCE_MS = 5000;
const QUEUE_ID_LIMIT = 1000;
let syncTimeout: ReturnType<typeof setTimeout> | null = null;
let lastQueueHeartbeatAt = 0;
export function syncQueueToServer(queue: Track[], currentTrack: Track | null, currentTime: number): void {
if (syncTimeout) clearTimeout(syncTimeout);
syncTimeout = setTimeout(() => {
syncTimeout = null;
const ids = queue.slice(0, QUEUE_ID_LIMIT).map(t => t.id);
const pos = Math.floor(currentTime * 1000);
savePlayQueue(ids, currentTrack?.id, pos).catch(err => {
console.error('Failed to sync play queue to server', err);
});
}, SYNC_DEBOUNCE_MS);
}
export function flushQueueSyncToServer(queue: Track[], currentTrack: Track | null, currentTime: number): Promise<void> {
if (syncTimeout) {
clearTimeout(syncTimeout);
syncTimeout = null;
}
if (!currentTrack || queue.length === 0) return Promise.resolve();
lastQueueHeartbeatAt = Date.now();
const ids = queue.slice(0, QUEUE_ID_LIMIT).map(t => t.id);
const pos = Math.floor(currentTime * 1000);
return savePlayQueue(ids, currentTrack.id, pos).catch(err => {
console.error('Failed to flush play queue to server', err);
});
}
/** Last heartbeat timestamp (ms epoch). Used by the playback heartbeat to throttle the 15-second auto-flush cadence. */
export function getLastQueueHeartbeatAt(): number {
return lastQueueHeartbeatAt;
}
/**
* Flush the current playerStore queue to the server immediately. Skips
* radio sessions (the seed station is restored separately). Reads the
* live current-time via the playback-progress snapshot so the position
* isn't stale by the debounced store commit.
*/
export function flushPlayQueuePosition(): Promise<void> {
const s = usePlayerStore.getState();
if (s.currentRadio) return Promise.resolve();
return flushQueueSyncToServer(s.queue, s.currentTrack, getPlaybackProgressSnapshot().currentTime);
}
/** Test-only: drop the debounce + reset the heartbeat. */
export function _resetQueueSyncForTest(): void {
if (syncTimeout) {
clearTimeout(syncTimeout);
syncTimeout = null;
}
lastQueueHeartbeatAt = 0;
}