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707a41f615
* 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
91 lines
3.7 KiB
TypeScript
91 lines
3.7 KiB
TypeScript
import { savePlayQueue } from '../api/subsonicPlayQueue';
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import type { QueueItemRef, Track } from './playerStoreTypes';
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import { isSubsonicServerReachable } from '../utils/network/subsonicNetworkGuard';
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import { getPlaybackServerId } from '../utils/playback/playbackServer';
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import { getPlaybackProgressSnapshot } from './playbackProgress';
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import { usePlayerStore } from './playerStore';
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/**
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* Server-side play-queue persistence. Subsonic's `savePlayQueue` accepts
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* the current queue, the active track id, and the position in ms — so the
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* server can hand the same playback state back when the user opens
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* another client.
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*
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* Two flush shapes:
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* - `syncQueueToServer` debounces for 5 s so rapid edits (drag-reorder,
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* auto-queue trimming, lucky-mix swaps) collapse into a single roundtrip.
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* - `flushQueueSyncToServer` cancels the debounce and pushes immediately —
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* called from the playback heartbeat, `pause()`, and the app-close path
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* where the user might switch devices mid-track.
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*
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* Queues are capped at 1000 ids to match Subsonic's max-length contract.
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* Radio sessions skip persistence (the seed station is restored separately).
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*/
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const SYNC_DEBOUNCE_MS = 5000;
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const QUEUE_ID_LIMIT = 1000;
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let syncTimeout: ReturnType<typeof setTimeout> | null = null;
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let lastQueueHeartbeatAt = 0;
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function isPlaybackServerReachable(): boolean {
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const serverId = getPlaybackServerId();
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return serverId ? isSubsonicServerReachable(serverId) : false;
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}
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export function syncQueueToServer(queue: QueueItemRef[], currentTrack: Track | null, currentTime: number): void {
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if (!isPlaybackServerReachable()) return;
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if (syncTimeout) clearTimeout(syncTimeout);
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syncTimeout = setTimeout(() => {
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syncTimeout = null;
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if (!isPlaybackServerReachable()) return;
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const ids = queue.slice(0, QUEUE_ID_LIMIT).map(r => r.trackId);
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const pos = Math.floor(currentTime * 1000);
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const serverId = getPlaybackServerId();
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savePlayQueue(ids, currentTrack?.id, pos, serverId).catch(() => {
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// Expected when offline or the playback server is unreachable.
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});
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}, SYNC_DEBOUNCE_MS);
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}
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export function flushQueueSyncToServer(queue: QueueItemRef[], currentTrack: Track | null, currentTime: number): Promise<void> {
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if (syncTimeout) {
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clearTimeout(syncTimeout);
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syncTimeout = null;
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}
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if (!isPlaybackServerReachable()) return Promise.resolve();
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if (!currentTrack || queue.length === 0) return Promise.resolve();
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lastQueueHeartbeatAt = Date.now();
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const ids = queue.slice(0, QUEUE_ID_LIMIT).map(r => r.trackId);
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const pos = Math.floor(currentTime * 1000);
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const serverId = getPlaybackServerId();
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return savePlayQueue(ids, currentTrack.id, pos, serverId).catch(() => {
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// Expected when offline or the playback server is unreachable.
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});
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}
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/** Last heartbeat timestamp (ms epoch). Used by the playback heartbeat to throttle the 15-second auto-flush cadence. */
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export function getLastQueueHeartbeatAt(): number {
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return lastQueueHeartbeatAt;
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}
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/**
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* Flush the current playerStore queue to the server immediately. Skips
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* radio sessions (the seed station is restored separately). Reads the
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* live current-time via the playback-progress snapshot so the position
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* isn't stale by the debounced store commit.
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*/
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export function flushPlayQueuePosition(): Promise<void> {
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const s = usePlayerStore.getState();
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if (s.currentRadio) return Promise.resolve();
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return flushQueueSyncToServer(s.queueItems, s.currentTrack, getPlaybackProgressSnapshot().currentTime);
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}
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/** Test-only: drop the debounce + reset the heartbeat. */
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export function _resetQueueSyncForTest(): void {
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if (syncTimeout) {
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clearTimeout(syncTimeout);
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syncTimeout = null;
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}
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lastQueueHeartbeatAt = 0;
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}
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