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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>
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@@ -428,6 +428,28 @@ const FsSeekbar = memo(function FsSeekbar({ duration }: { duration: number }) {
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const playedRef = useRef<HTMLDivElement>(null);
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const bufRef = useRef<HTMLDivElement>(null);
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const inputRef = useRef<HTMLInputElement>(null);
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const isDraggingRef = useRef(false);
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const pendingSeekRef = useRef<number | null>(null);
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const previewSeek = useCallback((progress: number) => {
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const s = usePlayerStore.getState();
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const p = Math.max(0, Math.min(1, progress));
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pendingSeekRef.current = p;
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if (timeRef.current) {
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const previewTime = duration > 0 ? p * duration : s.currentTime;
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timeRef.current.textContent = formatTime(previewTime);
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}
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if (playedRef.current) playedRef.current.style.width = `${p * 100}%`;
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if (bufRef.current) bufRef.current.style.width = `${Math.max(p * 100, s.buffered * 100)}%`;
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if (inputRef.current) inputRef.current.value = String(p);
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}, [duration]);
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const commitSeek = useCallback(() => {
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const pending = pendingSeekRef.current;
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if (pending === null) return;
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pendingSeekRef.current = null;
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seek(pending);
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}, [seek]);
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useEffect(() => {
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const s = usePlayerStore.getState();
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@@ -438,6 +460,7 @@ const FsSeekbar = memo(function FsSeekbar({ duration }: { duration: number }) {
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if (inputRef.current) inputRef.current.value = String(s.progress);
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return usePlayerStore.subscribe(state => {
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if (isDraggingRef.current) return;
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const p = state.progress * 100;
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if (timeRef.current) timeRef.current.textContent = formatTime(state.currentTime);
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if (playedRef.current) playedRef.current.style.width = `${p}%`;
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@@ -447,8 +470,10 @@ const FsSeekbar = memo(function FsSeekbar({ duration }: { duration: number }) {
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}, []);
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const handleSeek = useCallback(
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(e: React.ChangeEvent<HTMLInputElement>) => seek(parseFloat(e.target.value)),
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[seek]
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(e: React.ChangeEvent<HTMLInputElement>) => {
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previewSeek(parseFloat(e.target.value));
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},
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[previewSeek]
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);
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return (
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@@ -466,6 +491,14 @@ const FsSeekbar = memo(function FsSeekbar({ duration }: { duration: number }) {
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type="range" min={0} max={1} step={0.001}
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defaultValue={0}
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onChange={handleSeek}
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onMouseDown={() => { isDraggingRef.current = true; }}
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onMouseUp={() => { isDraggingRef.current = false; commitSeek(); }}
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onTouchStart={() => { isDraggingRef.current = true; }}
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onTouchEnd={() => { isDraggingRef.current = false; commitSeek(); }}
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onPointerDown={() => { isDraggingRef.current = true; }}
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onPointerUp={() => { isDraggingRef.current = false; commitSeek(); }}
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onKeyUp={commitSeek}
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onBlur={() => { isDraggingRef.current = false; commitSeek(); }}
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aria-label="seek"
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/>
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</div>
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