feat(player): add IQueueService orchestrating album playback above the single-slot player (P11 11.F)
Queue owns ordered tracks, current index, skip-fwd/back, and auto-advance via the player's TrackEnded hook; binds through Attach (no ctor growth, no service-locator). Player-bar skip controls; empty-queue play unchanged. Adds QueueService unit tests.
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@@ -43,6 +43,9 @@ public abstract class AudioPlayerService : IPlayerService, IAsyncDisposable
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/// <inheritdoc />
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public event Action? StateChanged;
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/// <inheritdoc />
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public event Action? TrackEnded;
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protected AudioPlayerService(AudioInteropService audioInterop, TrackMediaClient trackMediaClient)
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{
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_audioInterop = audioInterop;
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@@ -268,6 +271,12 @@ public abstract class AudioPlayerService : IPlayerService, IAsyncDisposable
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CurrentTime = 0;
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Duration = null;
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await NotifyStateChanged();
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// Fire AFTER the state notification so any queue orchestrator that advances on this
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// signal selects the next track against a fully-settled idle state. Raised only on
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// organic end-of-stream — stop/unload/track-switch go through ResetToIdle, which does
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// not raise this — so a subscriber can treat it unambiguously as "advance the queue."
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TrackEnded?.Invoke();
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}
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@@ -40,6 +40,15 @@ public interface IPlayerService
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/// <see cref="OnStateChanged"/> (throttled to ~10/s during streaming).
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/// </summary>
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event Action? StateChanged;
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/// <summary>
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/// Raised once when the current track reaches its natural end of playback (the JS
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/// end-of-stream callback), distinct from a stop/unload/track-switch. This is the single
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/// hook the play-queue subscribes to in order to auto-advance to the next track. It does
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/// NOT fire when playback is stopped, the track is switched, or the player is unloaded —
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/// only on organic completion — so an orchestrator can treat it as "advance the queue."
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/// </summary>
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event Action? TrackEnded;
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// Control methods
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Task InitializeAsync();
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@@ -0,0 +1,80 @@
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using DeepDrftModels.DTOs;
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namespace DeepDrftPublic.Client.Services;
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/// <summary>
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/// Orchestrates ordered playback ("what plays next") <em>above</em> the single-slot
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/// <see cref="IStreamingPlayerService"/>. The player stays a single-track device; the queue owns the
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/// track list, the current position, skip-forward/back, and auto-advance on natural track end. It
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/// drives playback solely through the player's existing <see cref="IStreamingPlayerService.SelectTrackStreaming"/>
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/// — it adds no new playback semantics.
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///
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/// <para>
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/// Extension posture (open/closed): future shuffle, repeat modes, reordering, and persistence are
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/// expected. They are additive — a shuffle/repeat strategy slots in behind <see cref="Next"/>/
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/// <see cref="Previous"/> as the "which index is next" decision; reordering mutates <see cref="Items"/>
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/// and re-emits <see cref="QueueChanged"/>; persistence snapshots/restores <see cref="Items"/> +
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/// <see cref="CurrentIndex"/>. None of those require changing this interface's existing members, only
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/// adding new ones — so consumers written against today's surface keep working.
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/// </para>
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///
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/// <para>
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/// With an empty queue (<see cref="CurrentIndex"/> == -1) the queue is dormant: it drives nothing and
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/// auto-advances nothing, so direct single-track play through the player behaves exactly as it did
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/// before the queue existed.
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/// </para>
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/// </summary>
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public interface IQueueService
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{
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/// <summary>The ordered tracks currently queued. Empty when nothing is enqueued.</summary>
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IReadOnlyList<TrackDto> Items { get; }
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/// <summary>
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/// Index into <see cref="Items"/> of the track the queue considers current, or -1 when the
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/// queue is empty. Always a valid index into <see cref="Items"/> when non-negative.
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/// </summary>
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int CurrentIndex { get; }
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/// <summary>The current track, or null when the queue is empty.</summary>
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TrackDto? Current { get; }
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/// <summary>True when there is a track after <see cref="CurrentIndex"/> to advance to.</summary>
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bool HasNext { get; }
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/// <summary>True when there is a track before <see cref="CurrentIndex"/> to step back to.</summary>
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bool HasPrevious { get; }
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/// <summary>
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/// Raised whenever the queue's contents or current position change. The player bar subscribes
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/// to re-render its skip-forward/back affordances. Fires on enqueue, advance, step-back, and clear.
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/// </summary>
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event Action? QueueChanged;
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/// <summary>
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/// Replaces the queue with <paramref name="tracks"/> (in the order given) and begins streaming
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/// the track at <paramref name="startIndex"/>. This is the "play album" entry point the Cuts
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/// detail page consumes: pass the release's tracks in ordinal order. A header Play uses
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/// <c>startIndex: 0</c>; a mid-album row play passes that row's index so the queue continues to
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/// the end from there. No-op when <paramref name="tracks"/> is empty.
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/// </summary>
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Task PlayRelease(IEnumerable<TrackDto> tracks, int startIndex = 0);
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/// <summary>Appends a track to the end of the queue without changing what is currently playing.</summary>
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void Enqueue(TrackDto track);
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/// <summary>Appends tracks to the end of the queue without changing what is currently playing.</summary>
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void EnqueueRange(IEnumerable<TrackDto> tracks);
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/// <summary>
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/// Advances to the next track and streams it. No-op when <see cref="HasNext"/> is false.
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/// </summary>
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Task Next();
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/// <summary>
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/// Steps back to the previous track and streams it. No-op when <see cref="HasPrevious"/> is false.
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/// </summary>
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Task Previous();
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/// <summary>Empties the queue and resets the position. Does not stop the player.</summary>
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void Clear();
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}
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@@ -0,0 +1,136 @@
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using DeepDrftModels.DTOs;
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namespace DeepDrftPublic.Client.Services;
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/// <summary>
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/// Default <see cref="IQueueService"/>: a single-slot orchestrator over an
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/// <see cref="IStreamingPlayerService"/>. Holds the ordered list and current index as pure state,
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/// drives playback through the player's existing <see cref="IStreamingPlayerService.SelectTrackStreaming"/>,
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/// and auto-advances on the player's <see cref="IPlayerService.TrackEnded"/> signal.
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///
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/// <para>
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/// The player instance is not DI-registered — <c>AudioPlayerProvider</c> constructs and cascades it.
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/// So the queue is bound to the player via <see cref="Attach"/> (called once by the provider after it
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/// creates the player) rather than constructor injection. This keeps the player single-slot, avoids a
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/// construction cycle between provider/player/queue, and needs no <c>IServiceProvider</c>. The queue's
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/// own constructor stays parameterless, so the queue logic is unit-testable against a fake player with
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/// no container.
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/// </para>
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/// </summary>
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public sealed class QueueService : IQueueService, IDisposable
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{
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private readonly List<TrackDto> _items = new();
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private IStreamingPlayerService? _player;
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public IReadOnlyList<TrackDto> Items => _items;
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public int CurrentIndex { get; private set; } = -1;
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public TrackDto? Current =>
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CurrentIndex >= 0 && CurrentIndex < _items.Count ? _items[CurrentIndex] : null;
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public bool HasNext => CurrentIndex >= 0 && CurrentIndex < _items.Count - 1;
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public bool HasPrevious => CurrentIndex > 0;
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public event Action? QueueChanged;
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/// <summary>
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/// Binds the queue to the player instance the provider owns, and subscribes to its track-ended
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/// signal so the queue auto-advances. Idempotent and re-bindable: re-attaching detaches the prior
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/// player first, so the queue never holds a stale subscription after a player swap. Owned by the
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/// provider's lifecycle; <see cref="Dispose"/> unsubscribes.
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/// </summary>
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public void Attach(IStreamingPlayerService player)
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{
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if (ReferenceEquals(_player, player)) return;
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if (_player != null)
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_player.TrackEnded -= OnTrackEnded;
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_player = player;
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_player.TrackEnded += OnTrackEnded;
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}
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public async Task PlayRelease(IEnumerable<TrackDto> tracks, int startIndex = 0)
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{
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var list = tracks as IReadOnlyList<TrackDto> ?? tracks.ToList();
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if (list.Count == 0) return;
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var start = Math.Clamp(startIndex, 0, list.Count - 1);
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_items.Clear();
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_items.AddRange(list);
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CurrentIndex = start;
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QueueChanged?.Invoke();
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await PlayCurrent();
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}
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public void Enqueue(TrackDto track)
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{
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_items.Add(track);
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QueueChanged?.Invoke();
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}
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public void EnqueueRange(IEnumerable<TrackDto> tracks)
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{
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var before = _items.Count;
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_items.AddRange(tracks);
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if (_items.Count != before)
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QueueChanged?.Invoke();
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}
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public async Task Next()
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{
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if (!HasNext) return;
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CurrentIndex++;
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QueueChanged?.Invoke();
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await PlayCurrent();
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}
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public async Task Previous()
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{
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if (!HasPrevious) return;
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CurrentIndex--;
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QueueChanged?.Invoke();
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await PlayCurrent();
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}
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public void Clear()
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{
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if (_items.Count == 0 && CurrentIndex == -1) return;
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_items.Clear();
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CurrentIndex = -1;
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QueueChanged?.Invoke();
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}
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// Advance on organic end-of-stream only. TrackEnded is not raised by stop/unload/track-switch,
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// so a manual stop or a fresh single-track selection elsewhere never spuriously advances the
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// queue. When the queue is past its last track, end-of-stream simply stops — nothing to advance.
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private void OnTrackEnded()
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{
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if (!HasNext) return;
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// Fire-and-forget is deliberate: TrackEnded is a synchronous event invoked from the player's
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// end-of-playback callback continuation; we must not block it. Advancing kicks off the next
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// stream, whose own failures surface through the player's ErrorMessage/state — the queue does
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// not own playback error handling.
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_ = Next();
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}
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private async Task PlayCurrent()
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{
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var track = Current;
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if (track is null || _player is null) return;
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await _player.SelectTrackStreaming(track);
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}
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public void Dispose()
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{
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if (_player != null)
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{
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_player.TrackEnded -= OnTrackEnded;
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_player = null;
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}
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}
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}
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