Files
Psychotoxical-psysonic/src/features/playback/store/seekDebounce.ts
T
Psychotoxical cb1a110afb refactor(playback): move the audio engine into features/playback
Relocate the playback/queue/transport/audio-output engine out of the type-first
store/ + utils/playback/ + utils/audio/ dirs into a cohesive src/features/playback/,
structure-preserving:
  store/<x>                    -> features/playback/store/<x>
  store/audioListenerSetup/<x> -> features/playback/store/audioListenerSetup/<x>
  utils/playback/<x>           -> features/playback/utils/playback/<x>
  utils/audio/<x>              -> features/playback/utils/audio/<x>

184 files moved (107 source + 77 tests), 365 consumers rewritten. Pure move — no
behavior change, no state-split (the playerStore state-split stays a separate M5
question). Enabled by this session's decouple seams (artist/offline/orbit/auth →
core registries), so the engine carries no inbound core->feature inversion: store/
now holds only the 50 cross-cutting global stores (auth family, the seams, library
index, UI/settings stores).

KEPT OUT of the move (would re-create global->engine edges): the 3 pure config
helpers utils/audio/{loudnessPreAnalysisSlider,hiResCrossfadeResample} +
utils/playback/autodjOverlapCap (authStore + settings UI read them — they stay in
utils/). Ambiguous view-state stores (eqStore, queueToolbarStore,
playerBarLayoutStore) stay global (no engine imports).

Consumers use DEEP paths (@/features/playback/...), no barrel — matches the lib/
approach and avoids barrel-mock-collapse across the 140 usePlayerStore consumers.
Two tolerated type-only core->feature edges remain (localPlaybackStore->QueueItemRef,
localPlaybackMigration->HotCacheEntry, both erased).

tsc 0, lint 0, full suite 319/2353 green, iron-rule clean (no runtime store->feature
import). Behavior-touching only via the prerequisite bridge seam (already QA-flagged);
the move itself is pure.
2026-06-30 15:00:20 +02:00

39 lines
1.2 KiB
TypeScript

/**
* Debounce timer for seek-slider drags. The waveform / seekbar emit a
* seek event for every pixel of cursor movement; without debouncing each
* one would hit `audio_seek` and the engine would thrash. The 100 ms
* window in `playerStore.seek` collapses rapid drags into one actual
* seek call.
*
* `isSeekDebouncePending` is the guard the progress handler reads to
* suppress stale ticks during a drag: the slider's local set already
* paints the target position, so a Rust progress event for the old
* playhead would snap the UI back.
*/
let seekDebounceTimer: ReturnType<typeof setTimeout> | null = null;
export function isSeekDebouncePending(): boolean {
return seekDebounceTimer !== null;
}
export function armSeekDebounce(delayMs: number, onFire: () => void): void {
if (seekDebounceTimer) clearTimeout(seekDebounceTimer);
seekDebounceTimer = setTimeout(() => {
seekDebounceTimer = null;
onFire();
}, delayMs);
}
export function clearSeekDebounce(): void {
if (seekDebounceTimer) {
clearTimeout(seekDebounceTimer);
seekDebounceTimer = null;
}
}
/** Test-only: force-clear without firing the callback. */
export function _resetSeekDebounceForTest(): void {
clearSeekDebounce();
}