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fix: close seek-flash race window after debounce expires
PR #7 blocked stale Rust progress ticks during the 100 ms debounce window but lifted the guard exactly when invoke('audio_seek') went out. The engine can still emit 1–2 ticks with the old position before the seek takes effect. Add seekTarget: once the debounce fires, record the requested time and keep ignoring progress until current_time is within 2 s of that target, then clear it. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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@@ -125,6 +125,9 @@ let playGeneration = 0;
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// Debounce timer for seek slider drags.
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let seekDebounce: ReturnType<typeof setTimeout> | null = null;
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// Target time of the last seek — blocks stale Rust progress ticks until the
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// engine has actually caught up to the new position.
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let seekTarget: number | null = null;
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// Guard against rapid double-click play/pause sending two state transitions
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// to the Rust backend before it has finished the previous one.
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@@ -163,6 +166,13 @@ function handleAudioProgress(current_time: number, duration: number) {
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// position. Accepting stale progress from the Rust engine would briefly
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// snap the waveform back to the old position before the seek completes.
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if (seekDebounce) return;
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// After the debounce fires, Rust may still emit 1–2 ticks with the old
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// position before the seek takes effect. Block until current_time is
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// within 2 s of the requested target, then clear the guard.
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if (seekTarget !== null) {
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if (Math.abs(current_time - seekTarget) > 2.0) return;
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seekTarget = null;
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}
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const store = usePlayerStore.getState();
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const track = store.currentTrack;
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@@ -489,7 +499,7 @@ export const usePlayerStore = create<PlayerState>()(
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stop: () => {
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invoke('audio_stop').catch(console.error);
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isAudioPaused = false;
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if (seekDebounce) { clearTimeout(seekDebounce); seekDebounce = null; }
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if (seekDebounce) { clearTimeout(seekDebounce); seekDebounce = null; } seekTarget = null;
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set({ isPlaying: false, progress: 0, buffered: 0, currentTime: 0 });
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},
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@@ -504,7 +514,7 @@ export const usePlayerStore = create<PlayerState>()(
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const gen = ++playGeneration;
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isAudioPaused = false;
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gaplessPreloadingId = null; // new track — allow fresh preload for next
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if (seekDebounce) { clearTimeout(seekDebounce); seekDebounce = null; }
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if (seekDebounce) { clearTimeout(seekDebounce); seekDebounce = null; } seekTarget = null;
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const state = get();
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const newQueue = queue ?? state.queue;
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@@ -655,6 +665,7 @@ export const usePlayerStore = create<PlayerState>()(
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if (seekDebounce) clearTimeout(seekDebounce);
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seekDebounce = setTimeout(() => {
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seekDebounce = null;
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seekTarget = time;
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invoke('audio_seek', { seconds: time }).catch(console.error);
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}, 100);
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},
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@@ -682,7 +693,7 @@ export const usePlayerStore = create<PlayerState>()(
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clearQueue: () => {
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invoke('audio_stop').catch(console.error);
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isAudioPaused = false;
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if (seekDebounce) { clearTimeout(seekDebounce); seekDebounce = null; }
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if (seekDebounce) { clearTimeout(seekDebounce); seekDebounce = null; } seekTarget = null;
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set({ queue: [], queueIndex: 0, currentTrack: null, isPlaying: false, progress: 0, buffered: 0, currentTime: 0 });
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syncQueueToServer([], null, 0);
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},
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