Files
Psychotoxical-psysonic/src/store/queueSync.ts
T
cucadmuh 707a41f615 fix(scrobble): Navidrome Now Playing with local playback and mixed-server queue (#1055)
* fix(scrobble): report Now Playing on playback server with local bytes

Navidrome presence and play-count scrobbles no longer skip when audio plays
from hot cache, offline pins, or favorites-auto, and reachability follows the
queue/playback server instead of the browsed active server.

* docs: changelog and credits for PR #1055
2026-06-10 04:25:22 +03:00

91 lines
3.7 KiB
TypeScript

import { savePlayQueue } from '../api/subsonicPlayQueue';
import type { QueueItemRef, Track } from './playerStoreTypes';
import { isSubsonicServerReachable } from '../utils/network/subsonicNetworkGuard';
import { getPlaybackServerId } from '../utils/playback/playbackServer';
import { getPlaybackProgressSnapshot } from './playbackProgress';
import { usePlayerStore } 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;
function isPlaybackServerReachable(): boolean {
const serverId = getPlaybackServerId();
return serverId ? isSubsonicServerReachable(serverId) : false;
}
export function syncQueueToServer(queue: QueueItemRef[], currentTrack: Track | null, currentTime: number): void {
if (!isPlaybackServerReachable()) return;
if (syncTimeout) clearTimeout(syncTimeout);
syncTimeout = setTimeout(() => {
syncTimeout = null;
if (!isPlaybackServerReachable()) return;
const ids = queue.slice(0, QUEUE_ID_LIMIT).map(r => r.trackId);
const pos = Math.floor(currentTime * 1000);
const serverId = getPlaybackServerId();
savePlayQueue(ids, currentTrack?.id, pos, serverId).catch(() => {
// Expected when offline or the playback server is unreachable.
});
}, SYNC_DEBOUNCE_MS);
}
export function flushQueueSyncToServer(queue: QueueItemRef[], currentTrack: Track | null, currentTime: number): Promise<void> {
if (syncTimeout) {
clearTimeout(syncTimeout);
syncTimeout = null;
}
if (!isPlaybackServerReachable()) return Promise.resolve();
if (!currentTrack || queue.length === 0) return Promise.resolve();
lastQueueHeartbeatAt = Date.now();
const ids = queue.slice(0, QUEUE_ID_LIMIT).map(r => r.trackId);
const pos = Math.floor(currentTime * 1000);
const serverId = getPlaybackServerId();
return savePlayQueue(ids, currentTrack.id, pos, serverId).catch(() => {
// Expected when offline or the playback server is unreachable.
});
}
/** 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.queueItems, s.currentTrack, getPlaybackProgressSnapshot().currentTime);
}
/** Test-only: drop the debounce + reset the heartbeat. */
export function _resetQueueSyncForTest(): void {
if (syncTimeout) {
clearTimeout(syncTimeout);
syncTimeout = null;
}
lastQueueHeartbeatAt = 0;
}