fix(player): prevent streaming seek UI freezes and progress snapbacks (#236)

* fix(player): prevent streaming seek UI freezes and progress snapbacks

Move blocking seek work off the command path with a bounded timeout, switch fullscreen/mobile seek bars to commit-on-release, and stabilize fallback progress state so rapid early seeks on streamed tracks do not freeze the UI or jump progress to zero.

* fix(player): avoid second-seek lockups and progress flicker

Add a short lock timeout for audio seek state access to prevent UI stalls when rapid seeks overlap, and keep waveform progress stable right after seek commit to eliminate brief visual snapbacks.

* fix(player): harden seek recovery and reduce stream log noise

Keep seek fallback stable during delayed backend responses to prevent occasional resets to track start, and remove per-read stream blocking logs so normal playback diagnostics stay readable.

---------

Co-authored-by: Maxim Isaev <im@friclub.ru>
This commit is contained in:
Frank Stellmacher
2026-04-21 12:10:26 +02:00
committed by GitHub
parent c61bcacd0d
commit fa21379dbb
5 changed files with 292 additions and 72 deletions
+150 -25
View File
@@ -220,10 +220,88 @@ let seekDebounce: ReturnType<typeof setTimeout> | null = null;
// Target time of the last seek — blocks stale Rust progress ticks until the
// engine has actually caught up to the new position.
let seekTarget: number | null = null;
let seekTargetSetAt = 0;
const SEEK_TARGET_GUARD_TIMEOUT_MS = 5000;
// Streaming fallback seek guard: coalesce repeated "not seekable" recoveries.
let seekFallbackRetryTimer: ReturnType<typeof setTimeout> | null = null;
let seekFallbackRetryStartedAt = 0;
let seekFallbackRetryTarget: { trackId: string; seconds: number } | null = null;
let seekFallbackTrackId: string | null = null;
let seekFallbackRestartAt = 0;
let seekFallbackVisualTarget: { trackId: string; seconds: number; setAtMs: number } | null = null;
const SEEK_FALLBACK_VISUAL_GUARD_MS = 1600;
const SEEK_FALLBACK_RETRY_INTERVAL_MS = 180;
const SEEK_FALLBACK_RETRY_MAX_MS = 6000;
function setSeekTarget(seconds: number) {
seekTarget = seconds;
seekTargetSetAt = Date.now();
}
function clearSeekTarget() {
seekTarget = null;
seekTargetSetAt = 0;
}
function clearSeekFallbackRetry() {
if (seekFallbackRetryTimer) {
clearTimeout(seekFallbackRetryTimer);
seekFallbackRetryTimer = null;
}
seekFallbackRetryStartedAt = 0;
seekFallbackRetryTarget = null;
}
function isRecoverableSeekError(msg: string): boolean {
return msg.includes('not seekable')
|| msg.includes('audio sink not ready')
|| msg.includes('audio seek busy')
|| msg.includes('audio seek timeout');
}
function scheduleSeekFallbackRetry(trackId: string, seconds: number) {
const now = Date.now();
if (
!seekFallbackRetryTarget
|| seekFallbackRetryTarget.trackId !== trackId
|| Math.abs(seekFallbackRetryTarget.seconds - seconds) > 0.25
) {
clearSeekFallbackRetry();
seekFallbackRetryStartedAt = now;
seekFallbackRetryTarget = { trackId, seconds };
} else if (seekFallbackRetryStartedAt === 0) {
seekFallbackRetryStartedAt = now;
}
if (seekFallbackRetryTimer) clearTimeout(seekFallbackRetryTimer);
seekFallbackRetryTimer = setTimeout(() => {
seekFallbackRetryTimer = null;
const target = seekFallbackRetryTarget;
const s = usePlayerStore.getState();
if (!target || !s.currentTrack || s.currentTrack.id !== target.trackId) {
clearSeekFallbackRetry();
return;
}
if (Date.now() - seekFallbackRetryStartedAt > SEEK_FALLBACK_RETRY_MAX_MS) {
clearSeekFallbackRetry();
seekFallbackVisualTarget = null;
return;
}
invoke('audio_seek', { seconds: target.seconds }).then(() => {
setSeekTarget(target.seconds);
seekFallbackVisualTarget = null;
clearSeekFallbackRetry();
}).catch((err: unknown) => {
const msg = String(err ?? '');
if (!isRecoverableSeekError(msg)) {
console.error(err);
seekFallbackVisualTarget = null;
clearSeekFallbackRetry();
return;
}
scheduleSeekFallbackRetry(target.trackId, target.seconds);
});
}, SEEK_FALLBACK_RETRY_INTERVAL_MS);
}
// Guard against rapid double-click play/pause sending two state transitions
// to the Rust backend before it has finished the previous one.
@@ -388,17 +466,40 @@ function handleAudioProgress(current_time: number, duration: number) {
// position before the seek takes effect. Block until current_time is
// within 2 s of the requested target, then clear the guard.
if (seekTarget !== null) {
if (Math.abs(current_time - seekTarget) > 2.0) return;
seekTarget = null;
if (Math.abs(current_time - seekTarget) > 2.0) {
// If a seek command hangs while streaming is stalled, do not freeze UI.
if (Date.now() - seekTargetSetAt <= SEEK_TARGET_GUARD_TIMEOUT_MS) return;
clearSeekTarget();
} else {
clearSeekTarget();
}
}
const store = usePlayerStore.getState();
const track = store.currentTrack;
if (!track) return;
if (seekFallbackVisualTarget && seekFallbackVisualTarget.trackId !== track.id) {
seekFallbackVisualTarget = null;
}
let displayTime = current_time;
if (
seekFallbackVisualTarget
&& seekFallbackVisualTarget.trackId === track.id
) {
const nearTarget = Math.abs(current_time - seekFallbackVisualTarget.seconds) <= 2.0;
if (nearTarget) {
seekFallbackVisualTarget = null;
} else if (Date.now() - seekFallbackVisualTarget.setAtMs <= SEEK_FALLBACK_VISUAL_GUARD_MS) {
// Keep UI at the requested position while backend catches up.
displayTime = seekFallbackVisualTarget.seconds;
} else {
seekFallbackVisualTarget = null;
}
}
const dur = duration > 0 ? duration : track.duration;
if (dur <= 0) return;
const progress = current_time / dur;
usePlayerStore.setState({ currentTime: current_time, progress, buffered: 0 });
const progress = displayTime / dur;
usePlayerStore.setState({ currentTime: displayTime, progress, buffered: 0 });
// Scrobble at 50%: Last.fm + Navidrome (updates play_date / recently played)
if (progress >= 0.5 && !store.scrobbled) {
@@ -966,7 +1067,8 @@ export const usePlayerStore = create<PlayerState>()(
invoke('audio_stop').catch(console.error);
}
isAudioPaused = false;
if (seekDebounce) { clearTimeout(seekDebounce); seekDebounce = null; } seekTarget = null;
clearSeekFallbackRetry();
if (seekDebounce) { clearTimeout(seekDebounce); seekDebounce = null; } clearSeekTarget();
set({
isPlaying: false,
progress: 0,
@@ -986,7 +1088,8 @@ export const usePlayerStore = create<PlayerState>()(
clearRadioReconnectTimer();
radioReconnectCount = 0;
gaplessPreloadingId = null; bytePreloadingId = null;
if (seekDebounce) { clearTimeout(seekDebounce); seekDebounce = null; } seekTarget = null;
clearSeekFallbackRetry();
if (seekDebounce) { clearTimeout(seekDebounce); seekDebounce = null; } clearSeekTarget();
// Stop Rust engine in case a regular track was playing.
invoke('audio_stop').catch(() => {});
// Resolve PLS/M3U playlist URLs to the actual stream URL before handing
@@ -1028,9 +1131,8 @@ export const usePlayerStore = create<PlayerState>()(
const gen = ++playGeneration;
isAudioPaused = false;
gaplessPreloadingId = null; bytePreloadingId = null; // new track — allow fresh preload for next
if (seekDebounce) { clearTimeout(seekDebounce); seekDebounce = null; } seekTarget = null;
if (seekFallbackRetryTimer) { clearTimeout(seekFallbackRetryTimer); seekFallbackRetryTimer = null; }
seekFallbackTrackId = null;
if (seekDebounce) { clearTimeout(seekDebounce); seekDebounce = null; } clearSeekTarget();
clearSeekFallbackRetry();
seekFallbackRestartAt = 0;
// If a radio stream is active, stop it before the new track starts so
@@ -1044,8 +1146,20 @@ export const usePlayerStore = create<PlayerState>()(
const state = get();
const prevTrack = state.currentTrack;
seekFallbackTrackId = prevTrack?.id === track.id ? seekFallbackTrackId : null;
if (seekFallbackVisualTarget?.trackId !== track.id) {
seekFallbackVisualTarget = null;
}
const newQueue = queue ?? state.queue;
const idx = newQueue.findIndex(t => t.id === track.id);
const pendingVisualTarget = seekFallbackVisualTarget?.trackId === track.id
? seekFallbackVisualTarget.seconds
: null;
const initialTime = pendingVisualTarget !== null
? Math.max(0, Math.min(pendingVisualTarget, track.duration || pendingVisualTarget))
: 0;
const initialProgress =
track.duration && track.duration > 0 ? Math.max(0, Math.min(1, initialTime / track.duration)) : 0;
const authState = useAuthStore.getState();
const url = resolvePlaybackUrl(track.id, authState.activeServerId ?? '');
@@ -1073,9 +1187,9 @@ export const usePlayerStore = create<PlayerState>()(
currentRadio: null,
queue: newQueue,
queueIndex: idx >= 0 ? idx : 0,
progress: 0,
progress: initialProgress,
buffered: 0,
currentTime: 0,
currentTime: initialTime,
scrobbled: false,
lastfmLoved: false,
isPlaying: true, // optimistic — reverted on error
@@ -1141,7 +1255,7 @@ export const usePlayerStore = create<PlayerState>()(
}));
});
}
syncQueueToServer(newQueue, track, 0);
syncQueueToServer(newQueue, track, initialTime);
touchHotCacheOnPlayback(track.id, authState.activeServerId ?? '');
},
@@ -1425,35 +1539,45 @@ export const usePlayerStore = create<PlayerState>()(
if (seekDebounce) clearTimeout(seekDebounce);
seekDebounce = setTimeout(() => {
seekDebounce = null;
seekTarget = time;
invoke('audio_seek', { seconds: time }).catch((err: unknown) => {
invoke('audio_seek', { seconds: time }).then(() => {
// Arm stale-progress guard only after backend acknowledged seek.
setSeekTarget(time);
seekFallbackVisualTarget = null;
clearSeekFallbackRetry();
}).catch((err: unknown) => {
// Release the progress-tick guard so the UI doesn't freeze
// waiting for a target the engine will never reach.
seekTarget = null;
clearSeekTarget();
const msg = String(err ?? '');
if (!msg.includes('not seekable')) {
if (!isRecoverableSeekError(msg)) {
console.error(err);
seekFallbackVisualTarget = null;
clearSeekFallbackRetry();
return;
}
// Streaming-start path can be non-seekable until the download finishes.
// Fallback: at most one restart burst per track, then keep only the latest retry seek.
// Streaming-start path can be temporarily non-seekable or busy.
// Keep UI at target and retry seek for a short bounded window.
const s = get();
if (!s.currentTrack) return;
const now = Date.now();
const sameBurst =
seekFallbackTrackId === s.currentTrack.id
&& now - seekFallbackRestartAt < 600;
if (!sameBurst) {
seekFallbackVisualTarget = {
trackId: s.currentTrack.id,
seconds: time,
setAtMs: Date.now(),
};
// Keep stale progress ticks from snapping UI back to start while
// recoverable seek retries are still in flight.
setSeekTarget(time);
if (msg.includes('not seekable') && !sameBurst) {
seekFallbackTrackId = s.currentTrack.id;
seekFallbackRestartAt = now;
// Keep manual semantics (no crossfade) for seek recovery restarts.
s.playTrack(s.currentTrack, s.queue, true);
}
if (seekFallbackRetryTimer) clearTimeout(seekFallbackRetryTimer);
seekFallbackRetryTimer = setTimeout(() => {
seekFallbackRetryTimer = null;
invoke('audio_seek', { seconds: time }).catch(() => {});
}, 220);
scheduleSeekFallbackRetry(s.currentTrack.id, time);
});
}, 100);
},
@@ -1533,7 +1657,8 @@ export const usePlayerStore = create<PlayerState>()(
clearQueue: () => {
invoke('audio_stop').catch(console.error);
isAudioPaused = false;
if (seekDebounce) { clearTimeout(seekDebounce); seekDebounce = null; } seekTarget = null;
clearSeekFallbackRetry();
if (seekDebounce) { clearTimeout(seekDebounce); seekDebounce = null; } clearSeekTarget();
set({ queue: [], queueIndex: 0, currentTrack: null, isPlaying: false, progress: 0, buffered: 0, currentTime: 0 });
syncQueueToServer([], null, 0);
},