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.
This commit is contained in:
daniel-c-harvey
2026-06-16 00:04:44 -04:00
parent 56e205082d
commit 2b42e01cd0
14 changed files with 771 additions and 2 deletions
@@ -21,6 +21,10 @@ else
Fixed="Fixed" Fixed="Fixed"
TogglePlayPause="@TogglePlayPause" TogglePlayPause="@TogglePlayPause"
Stop="@Stop" Stop="@Stop"
HasNext="HasNext"
HasPrevious="HasPrevious"
SkipNext="@SkipNext"
SkipPrevious="@SkipPrevious"
Class="transport-zone"/> Class="transport-zone"/>
<VolumeZone Volume="@Volume" VolumeChanged="@OnVolumeChange"/> <VolumeZone Volume="@Volume" VolumeChanged="@OnVolumeChange"/>
@@ -9,6 +9,7 @@ namespace DeepDrftPublic.Client.Controls.AudioPlayerBar;
public partial class AudioPlayerBar : ComponentBase, IAsyncDisposable public partial class AudioPlayerBar : ComponentBase, IAsyncDisposable
{ {
[CascadingParameter] public IStreamingPlayerService? PlayerService { get; set; } [CascadingParameter] public IStreamingPlayerService? PlayerService { get; set; }
[CascadingParameter] public IQueueService? QueueService { get; set; }
[Parameter] public bool Fixed { get; set; } = false; [Parameter] public bool Fixed { get; set; } = false;
[Parameter] public EventCallback<bool> OnMinimized { get; set; } [Parameter] public EventCallback<bool> OnMinimized { get; set; }
@@ -19,6 +20,7 @@ public partial class AudioPlayerBar : ComponentBase, IAsyncDisposable
private bool _isSeeking = false; private bool _isSeeking = false;
private double _seekPosition = 0; private double _seekPosition = 0;
private IStreamingPlayerService? _subscribedService; private IStreamingPlayerService? _subscribedService;
private IQueueService? _subscribedQueue;
// Spacer-height bridge: the expanded dock is position:fixed, so MainLayout's // Spacer-height bridge: the expanded dock is position:fixed, so MainLayout's
// spacer reserves its space. We mirror this element's live height into a CSS // spacer reserves its space. We mirror this element's live height into a CSS
@@ -48,6 +50,11 @@ public partial class AudioPlayerBar : ComponentBase, IAsyncDisposable
private double LoadProgress => PlayerService?.LoadProgress ?? 0; private double LoadProgress => PlayerService?.LoadProgress ?? 0;
private string? ErrorMessage => PlayerService?.ErrorMessage; private string? ErrorMessage => PlayerService?.ErrorMessage;
// Skip affordances reflect live queue state. With no queue (null) or an empty queue both are
// false, so the buttons sit disabled and the bar behaves exactly as it did before the queue.
private bool HasNext => QueueService?.HasNext ?? false;
private bool HasPrevious => QueueService?.HasPrevious ?? false;
/// <summary> /// <summary>
/// Display time - shows seek position while dragging, otherwise current playback time. /// Display time - shows seek position while dragging, otherwise current playback time.
/// </summary> /// </summary>
@@ -76,10 +83,35 @@ public partial class AudioPlayerBar : ComponentBase, IAsyncDisposable
PlayerService.StateChanged += OnPlayerStateChanged; PlayerService.StateChanged += OnPlayerStateChanged;
_subscribedService = PlayerService; _subscribedService = PlayerService;
} }
// The queue cascade is also IsFixed, so re-render the skip affordances off its own
// change signal — same posture as the player StateChanged subscription above.
if (QueueService != null && !ReferenceEquals(QueueService, _subscribedQueue))
{
if (_subscribedQueue != null)
_subscribedQueue.QueueChanged -= OnQueueChanged;
QueueService.QueueChanged += OnQueueChanged;
_subscribedQueue = QueueService;
}
} }
private void OnPlayerStateChanged() => InvokeAsync(StateHasChanged); private void OnPlayerStateChanged() => InvokeAsync(StateHasChanged);
private void OnQueueChanged() => InvokeAsync(StateHasChanged);
private async Task SkipNext()
{
if (QueueService == null) return;
await QueueService.Next();
}
private async Task SkipPrevious()
{
if (QueueService == null) return;
await QueueService.Previous();
}
protected override async Task OnAfterRenderAsync(bool firstRender) protected override async Task OnAfterRenderAsync(bool firstRender)
{ {
// Only the docked, expanded shape needs a spacer: the Fixed embed is // Only the docked, expanded shape needs a spacer: the Fixed embed is
@@ -2,12 +2,25 @@
@using DeepDrftPublic.Client.Controls @using DeepDrftPublic.Client.Controls
<MudStack Row="true" AlignItems="AlignItems.Center" Spacing="2"> <MudStack Row="true" AlignItems="AlignItems.Center" Spacing="2">
@if (!Fixed)
{
<MudIconButton Icon="@Icons.Material.Filled.SkipPrevious"
Color="Color.Primary"
Size="Size.Large"
OnClick="@SkipPrevious"
Disabled="!HasPrevious"/>
}
<PlayStateIcon Size="Size.Large" <PlayStateIcon Size="Size.Large"
Color="Color.Primary" Color="Color.Primary"
Disabled="!CanPlay" Disabled="!CanPlay"
OnToggle="@TogglePlayPause"/> OnToggle="@TogglePlayPause"/>
@if (!Fixed) @if (!Fixed)
{ {
<MudIconButton Icon="@Icons.Material.Filled.SkipNext"
Color="Color.Primary"
Size="Size.Large"
OnClick="@SkipNext"
Disabled="!HasNext"/>
<MudIconButton Icon="@Icons.Material.Filled.Stop" <MudIconButton Icon="@Icons.Material.Filled.Stop"
Color="Color.Primary" Color="Color.Primary"
Size="Size.Large" Size="Size.Large"
@@ -16,4 +16,13 @@ public partial class PlayerControls : ComponentBase
[Parameter] public bool Fixed { get; set; } = false; [Parameter] public bool Fixed { get; set; } = false;
[Parameter] public required EventCallback TogglePlayPause { get; set; } [Parameter] public required EventCallback TogglePlayPause { get; set; }
[Parameter] public required EventCallback Stop { get; set; } [Parameter] public required EventCallback Stop { get; set; }
/// <summary>Whether the queue has a track to skip forward to. Drives the skip-next affordance.</summary>
[Parameter] public bool HasNext { get; set; }
/// <summary>Whether the queue has a track to step back to. Drives the skip-previous affordance.</summary>
[Parameter] public bool HasPrevious { get; set; }
[Parameter] public EventCallback SkipNext { get; set; }
[Parameter] public EventCallback SkipPrevious { get; set; }
} }
@@ -6,7 +6,11 @@
CanPlay="CanPlay" CanPlay="CanPlay"
Fixed="Fixed" Fixed="Fixed"
TogglePlayPause="TogglePlayPause" TogglePlayPause="TogglePlayPause"
Stop="Stop"/> Stop="Stop"
HasNext="HasNext"
HasPrevious="HasPrevious"
SkipNext="SkipNext"
SkipPrevious="SkipPrevious"/>
@if (IsLoading && !IsStreaming) @if (IsLoading && !IsStreaming)
{ {
<MudProgressCircular Color="Color.Tertiary" <MudProgressCircular Color="Color.Tertiary"
@@ -14,5 +14,9 @@ public partial class PlayerTransportZone : ComponentBase
[Parameter] public bool Fixed { get; set; } = false; [Parameter] public bool Fixed { get; set; } = false;
[Parameter] public EventCallback TogglePlayPause { get; set; } [Parameter] public EventCallback TogglePlayPause { get; set; }
[Parameter] public EventCallback Stop { get; set; } [Parameter] public EventCallback Stop { get; set; }
[Parameter] public bool HasNext { get; set; }
[Parameter] public bool HasPrevious { get; set; }
[Parameter] public EventCallback SkipNext { get; set; }
[Parameter] public EventCallback SkipPrevious { get; set; }
[Parameter] public string? Class { get; set; } [Parameter] public string? Class { get; set; }
} }
@@ -3,5 +3,7 @@
If instance swapping at runtime is ever needed, change IsFixed to false (adds subscription If instance swapping at runtime is ever needed, change IsFixed to false (adds subscription
overhead on every parent re-render, but allows children to see the new reference). *@ overhead on every parent re-render, but allows children to see the new reference). *@
<CascadingValue Value="@(_audioPlayerService)" IsFixed="true"> <CascadingValue Value="@(_audioPlayerService)" IsFixed="true">
<CascadingValue Value="@(_queueService)" IsFixed="true">
@ChildContent @ChildContent
</CascadingValue>
</CascadingValue> </CascadingValue>
@@ -12,6 +12,7 @@ public partial class AudioPlayerProvider : ComponentBase, IAsyncDisposable
[Inject] public required ILogger<StreamingAudioPlayerService> Logger { get; set; } [Inject] public required ILogger<StreamingAudioPlayerService> Logger { get; set; }
private IStreamingPlayerService? _audioPlayerService; private IStreamingPlayerService? _audioPlayerService;
private QueueService? _queueService;
[Parameter] public RenderFragment? ChildContent { get; set; } [Parameter] public RenderFragment? ChildContent { get; set; }
@@ -29,6 +30,13 @@ public partial class AudioPlayerProvider : ComponentBase, IAsyncDisposable
// Children must not wrap or replace this callback. // Children must not wrap or replace this callback.
_audioPlayerService.OnStateChanged = new EventCallback(this, () => InvokeAsync(StateHasChanged)); _audioPlayerService.OnStateChanged = new EventCallback(this, () => InvokeAsync(StateHasChanged));
// OnTrackSelected will be set by individual child components that need it // OnTrackSelected will be set by individual child components that need it
// The queue orchestrates above the single-slot player. The player is not DI-registered
// (constructed here), so the queue binds to it via Attach rather than constructor injection —
// no construction cycle, no IServiceProvider. Cascaded alongside the player so the bar and a
// future up-next panel both read it.
_queueService = new QueueService();
_queueService.Attach(_audioPlayerService);
} }
/// <summary> /// <summary>
@@ -38,6 +46,11 @@ public partial class AudioPlayerProvider : ComponentBase, IAsyncDisposable
/// </summary> /// </summary>
public async ValueTask DisposeAsync() public async ValueTask DisposeAsync()
{ {
// Dispose the queue first so it unsubscribes from the player's TrackEnded before the
// player tears down.
_queueService?.Dispose();
_queueService = null;
if (_audioPlayerService is IAsyncDisposable disposable) if (_audioPlayerService is IAsyncDisposable disposable)
{ {
await disposable.DisposeAsync(); await disposable.DisposeAsync();
@@ -43,6 +43,9 @@ public abstract class AudioPlayerService : IPlayerService, IAsyncDisposable
/// <inheritdoc /> /// <inheritdoc />
public event Action? StateChanged; public event Action? StateChanged;
/// <inheritdoc />
public event Action? TrackEnded;
protected AudioPlayerService(AudioInteropService audioInterop, TrackMediaClient trackMediaClient) protected AudioPlayerService(AudioInteropService audioInterop, TrackMediaClient trackMediaClient)
{ {
_audioInterop = audioInterop; _audioInterop = audioInterop;
@@ -268,6 +271,12 @@ public abstract class AudioPlayerService : IPlayerService, IAsyncDisposable
CurrentTime = 0; CurrentTime = 0;
Duration = null; Duration = null;
await NotifyStateChanged(); await NotifyStateChanged();
// Fire AFTER the state notification so any queue orchestrator that advances on this
// signal selects the next track against a fully-settled idle state. Raised only on
// organic end-of-stream — stop/unload/track-switch go through ResetToIdle, which does
// not raise this — so a subscriber can treat it unambiguously as "advance the queue."
TrackEnded?.Invoke();
} }
@@ -41,6 +41,15 @@ public interface IPlayerService
/// </summary> /// </summary>
event Action? StateChanged; event Action? StateChanged;
/// <summary>
/// Raised once when the current track reaches its natural end of playback (the JS
/// end-of-stream callback), distinct from a stop/unload/track-switch. This is the single
/// hook the play-queue subscribes to in order to auto-advance to the next track. It does
/// NOT fire when playback is stopped, the track is switched, or the player is unloaded —
/// only on organic completion — so an orchestrator can treat it as "advance the queue."
/// </summary>
event Action? TrackEnded;
// Control methods // Control methods
Task InitializeAsync(); Task InitializeAsync();
Task SelectTrack(TrackDto track); Task SelectTrack(TrackDto track);
@@ -0,0 +1,80 @@
using DeepDrftModels.DTOs;
namespace DeepDrftPublic.Client.Services;
/// <summary>
/// Orchestrates ordered playback ("what plays next") <em>above</em> the single-slot
/// <see cref="IStreamingPlayerService"/>. The player stays a single-track device; the queue owns the
/// track list, the current position, skip-forward/back, and auto-advance on natural track end. It
/// drives playback solely through the player's existing <see cref="IStreamingPlayerService.SelectTrackStreaming"/>
/// — it adds no new playback semantics.
///
/// <para>
/// Extension posture (open/closed): future shuffle, repeat modes, reordering, and persistence are
/// expected. They are additive — a shuffle/repeat strategy slots in behind <see cref="Next"/>/
/// <see cref="Previous"/> as the "which index is next" decision; reordering mutates <see cref="Items"/>
/// and re-emits <see cref="QueueChanged"/>; persistence snapshots/restores <see cref="Items"/> +
/// <see cref="CurrentIndex"/>. None of those require changing this interface's existing members, only
/// adding new ones — so consumers written against today's surface keep working.
/// </para>
///
/// <para>
/// With an empty queue (<see cref="CurrentIndex"/> == -1) the queue is dormant: it drives nothing and
/// auto-advances nothing, so direct single-track play through the player behaves exactly as it did
/// before the queue existed.
/// </para>
/// </summary>
public interface IQueueService
{
/// <summary>The ordered tracks currently queued. Empty when nothing is enqueued.</summary>
IReadOnlyList<TrackDto> Items { get; }
/// <summary>
/// Index into <see cref="Items"/> of the track the queue considers current, or -1 when the
/// queue is empty. Always a valid index into <see cref="Items"/> when non-negative.
/// </summary>
int CurrentIndex { get; }
/// <summary>The current track, or null when the queue is empty.</summary>
TrackDto? Current { get; }
/// <summary>True when there is a track after <see cref="CurrentIndex"/> to advance to.</summary>
bool HasNext { get; }
/// <summary>True when there is a track before <see cref="CurrentIndex"/> to step back to.</summary>
bool HasPrevious { get; }
/// <summary>
/// Raised whenever the queue's contents or current position change. The player bar subscribes
/// to re-render its skip-forward/back affordances. Fires on enqueue, advance, step-back, and clear.
/// </summary>
event Action? QueueChanged;
/// <summary>
/// Replaces the queue with <paramref name="tracks"/> (in the order given) and begins streaming
/// the track at <paramref name="startIndex"/>. This is the "play album" entry point the Cuts
/// detail page consumes: pass the release's tracks in ordinal order. A header Play uses
/// <c>startIndex: 0</c>; a mid-album row play passes that row's index so the queue continues to
/// the end from there. No-op when <paramref name="tracks"/> is empty.
/// </summary>
Task PlayRelease(IEnumerable<TrackDto> tracks, int startIndex = 0);
/// <summary>Appends a track to the end of the queue without changing what is currently playing.</summary>
void Enqueue(TrackDto track);
/// <summary>Appends tracks to the end of the queue without changing what is currently playing.</summary>
void EnqueueRange(IEnumerable<TrackDto> tracks);
/// <summary>
/// Advances to the next track and streams it. No-op when <see cref="HasNext"/> is false.
/// </summary>
Task Next();
/// <summary>
/// Steps back to the previous track and streams it. No-op when <see cref="HasPrevious"/> is false.
/// </summary>
Task Previous();
/// <summary>Empties the queue and resets the position. Does not stop the player.</summary>
void Clear();
}
@@ -0,0 +1,136 @@
using DeepDrftModels.DTOs;
namespace DeepDrftPublic.Client.Services;
/// <summary>
/// Default <see cref="IQueueService"/>: a single-slot orchestrator over an
/// <see cref="IStreamingPlayerService"/>. Holds the ordered list and current index as pure state,
/// drives playback through the player's existing <see cref="IStreamingPlayerService.SelectTrackStreaming"/>,
/// and auto-advances on the player's <see cref="IPlayerService.TrackEnded"/> signal.
///
/// <para>
/// The player instance is not DI-registered — <c>AudioPlayerProvider</c> constructs and cascades it.
/// So the queue is bound to the player via <see cref="Attach"/> (called once by the provider after it
/// creates the player) rather than constructor injection. This keeps the player single-slot, avoids a
/// construction cycle between provider/player/queue, and needs no <c>IServiceProvider</c>. The queue's
/// own constructor stays parameterless, so the queue logic is unit-testable against a fake player with
/// no container.
/// </para>
/// </summary>
public sealed class QueueService : IQueueService, IDisposable
{
private readonly List<TrackDto> _items = new();
private IStreamingPlayerService? _player;
public IReadOnlyList<TrackDto> Items => _items;
public int CurrentIndex { get; private set; } = -1;
public TrackDto? Current =>
CurrentIndex >= 0 && CurrentIndex < _items.Count ? _items[CurrentIndex] : null;
public bool HasNext => CurrentIndex >= 0 && CurrentIndex < _items.Count - 1;
public bool HasPrevious => CurrentIndex > 0;
public event Action? QueueChanged;
/// <summary>
/// Binds the queue to the player instance the provider owns, and subscribes to its track-ended
/// signal so the queue auto-advances. Idempotent and re-bindable: re-attaching detaches the prior
/// player first, so the queue never holds a stale subscription after a player swap. Owned by the
/// provider's lifecycle; <see cref="Dispose"/> unsubscribes.
/// </summary>
public void Attach(IStreamingPlayerService player)
{
if (ReferenceEquals(_player, player)) return;
if (_player != null)
_player.TrackEnded -= OnTrackEnded;
_player = player;
_player.TrackEnded += OnTrackEnded;
}
public async Task PlayRelease(IEnumerable<TrackDto> tracks, int startIndex = 0)
{
var list = tracks as IReadOnlyList<TrackDto> ?? tracks.ToList();
if (list.Count == 0) return;
var start = Math.Clamp(startIndex, 0, list.Count - 1);
_items.Clear();
_items.AddRange(list);
CurrentIndex = start;
QueueChanged?.Invoke();
await PlayCurrent();
}
public void Enqueue(TrackDto track)
{
_items.Add(track);
QueueChanged?.Invoke();
}
public void EnqueueRange(IEnumerable<TrackDto> tracks)
{
var before = _items.Count;
_items.AddRange(tracks);
if (_items.Count != before)
QueueChanged?.Invoke();
}
public async Task Next()
{
if (!HasNext) return;
CurrentIndex++;
QueueChanged?.Invoke();
await PlayCurrent();
}
public async Task Previous()
{
if (!HasPrevious) return;
CurrentIndex--;
QueueChanged?.Invoke();
await PlayCurrent();
}
public void Clear()
{
if (_items.Count == 0 && CurrentIndex == -1) return;
_items.Clear();
CurrentIndex = -1;
QueueChanged?.Invoke();
}
// Advance on organic end-of-stream only. TrackEnded is not raised by stop/unload/track-switch,
// so a manual stop or a fresh single-track selection elsewhere never spuriously advances the
// queue. When the queue is past its last track, end-of-stream simply stops — nothing to advance.
private void OnTrackEnded()
{
if (!HasNext) return;
// Fire-and-forget is deliberate: TrackEnded is a synchronous event invoked from the player's
// end-of-playback callback continuation; we must not block it. Advancing kicks off the next
// stream, whose own failures surface through the player's ErrorMessage/state — the queue does
// not own playback error handling.
_ = Next();
}
private async Task PlayCurrent()
{
var track = Current;
if (track is null || _player is null) return;
await _player.SelectTrackStreaming(track);
}
public void Dispose()
{
if (_player != null)
{
_player.TrackEnded -= OnTrackEnded;
_player = null;
}
}
}
+4
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@@ -30,6 +30,10 @@
<ItemGroup> <ItemGroup>
<ProjectReference Include="..\DeepDrftContent\DeepDrftContent.csproj" /> <ProjectReference Include="..\DeepDrftContent\DeepDrftContent.csproj" />
<ProjectReference Include="..\DeepDrftData\DeepDrftData.csproj" /> <ProjectReference Include="..\DeepDrftData\DeepDrftData.csproj" />
<!-- Referenced for the client-side queue orchestrator (QueueService / IQueueService).
The queue is pure domain logic, unit-testable against a fake IStreamingPlayerService
with no browser/JS. -->
<ProjectReference Include="..\DeepDrftPublic.Client\DeepDrftPublic.Client.csproj" />
</ItemGroup> </ItemGroup>
</Project> </Project>
+450
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@@ -0,0 +1,450 @@
using DeepDrftModels.DTOs;
using DeepDrftPublic.Client.Services;
using Microsoft.AspNetCore.Components;
namespace DeepDrftTests;
/// <summary>
/// Unit tests for the play-queue orchestrator (<see cref="QueueService"/>). The queue is pure
/// domain logic over the single-slot player, so it is exercised here against a recording fake
/// (<see cref="FakeStreamingPlayer"/>) — no browser, no JS interop, no DI container. Coverage:
/// enqueue, ordered advance, next/previous bounds, clear, current-index integrity, and
/// auto-advance on the player's <see cref="IPlayerService.TrackEnded"/> signal.
/// </summary>
[TestFixture]
public class QueueServiceTests
{
private FakeStreamingPlayer _player = null!;
private QueueService _queue = null!;
[SetUp]
public void SetUp()
{
_player = new FakeStreamingPlayer();
_queue = new QueueService();
_queue.Attach(_player);
}
[TearDown]
public void TearDown() => _queue.Dispose();
private static List<TrackDto> Tracks(int count) =>
Enumerable.Range(1, count)
.Select(i => new TrackDto { EntryKey = $"track-{i}", TrackName = $"Track {i}", TrackNumber = i })
.ToList();
// --- Empty-queue invariants (no regression to single-track play) ---
[Test]
public void NewQueue_IsEmptyWithCurrentIndexNegativeOne()
{
Assert.Multiple(() =>
{
Assert.That(_queue.Items, Is.Empty);
Assert.That(_queue.CurrentIndex, Is.EqualTo(-1));
Assert.That(_queue.Current, Is.Null);
Assert.That(_queue.HasNext, Is.False);
Assert.That(_queue.HasPrevious, Is.False);
});
}
[Test]
public async Task NextAndPrevious_OnEmptyQueue_AreNoOpsAndDriveNoPlayback()
{
await _queue.Next();
await _queue.Previous();
Assert.Multiple(() =>
{
Assert.That(_queue.CurrentIndex, Is.EqualTo(-1));
Assert.That(_player.SelectedTracks, Is.Empty);
});
}
// --- PlayRelease: enqueue + ordered start ---
[Test]
public async Task PlayRelease_LoadsTracksInOrderAndStreamsFirst()
{
var tracks = Tracks(3);
await _queue.PlayRelease(tracks);
Assert.Multiple(() =>
{
Assert.That(_queue.Items.Select(t => t.EntryKey),
Is.EqualTo(new[] { "track-1", "track-2", "track-3" }));
Assert.That(_queue.CurrentIndex, Is.EqualTo(0));
Assert.That(_queue.Current!.EntryKey, Is.EqualTo("track-1"));
Assert.That(_player.SelectedTracks.Single().EntryKey, Is.EqualTo("track-1"));
});
}
[Test]
public async Task PlayRelease_WithStartIndex_StartsMidAlbumAndKeepsRemainderQueued()
{
var tracks = Tracks(4);
await _queue.PlayRelease(tracks, startIndex: 2);
Assert.Multiple(() =>
{
Assert.That(_queue.CurrentIndex, Is.EqualTo(2));
Assert.That(_queue.Current!.EntryKey, Is.EqualTo("track-3"));
Assert.That(_player.SelectedTracks.Single().EntryKey, Is.EqualTo("track-3"));
Assert.That(_queue.HasNext, Is.True);
Assert.That(_queue.HasPrevious, Is.True);
});
}
[Test]
public async Task PlayRelease_ClampsOutOfRangeStartIndex()
{
var tracks = Tracks(3);
await _queue.PlayRelease(tracks, startIndex: 99);
Assert.Multiple(() =>
{
Assert.That(_queue.CurrentIndex, Is.EqualTo(2));
Assert.That(_player.SelectedTracks.Single().EntryKey, Is.EqualTo("track-3"));
});
}
[Test]
public async Task PlayRelease_WithEmptyTracks_IsNoOp()
{
await _queue.PlayRelease(Enumerable.Empty<TrackDto>());
Assert.Multiple(() =>
{
Assert.That(_queue.Items, Is.Empty);
Assert.That(_queue.CurrentIndex, Is.EqualTo(-1));
Assert.That(_player.SelectedTracks, Is.Empty);
});
}
[Test]
public async Task PlayRelease_ReplacesAnExistingQueue()
{
await _queue.PlayRelease(Tracks(3));
var second = new List<TrackDto>
{
new() { EntryKey = "x-1", TrackName = "X1" },
new() { EntryKey = "x-2", TrackName = "X2" },
};
await _queue.PlayRelease(second);
Assert.Multiple(() =>
{
Assert.That(_queue.Items, Has.Count.EqualTo(2));
Assert.That(_queue.Items.Select(t => t.EntryKey), Is.EqualTo(new[] { "x-1", "x-2" }));
Assert.That(_queue.CurrentIndex, Is.EqualTo(0));
});
}
// --- Next / Previous mechanics and bounds ---
[Test]
public async Task Next_AdvancesThroughTracksInOrder()
{
await _queue.PlayRelease(Tracks(3));
await _queue.Next();
Assert.That(_queue.Current!.EntryKey, Is.EqualTo("track-2"));
await _queue.Next();
Assert.That(_queue.Current!.EntryKey, Is.EqualTo("track-3"));
Assert.That(_player.SelectedTracks.Select(t => t.EntryKey),
Is.EqualTo(new[] { "track-1", "track-2", "track-3" }));
}
[Test]
public async Task Next_AtLastTrack_IsNoOp()
{
await _queue.PlayRelease(Tracks(2), startIndex: 1);
await _queue.Next();
Assert.Multiple(() =>
{
Assert.That(_queue.CurrentIndex, Is.EqualTo(1));
Assert.That(_queue.HasNext, Is.False);
// Only the initial PlayRelease selection — Next at the end drove no further playback.
Assert.That(_player.SelectedTracks, Has.Count.EqualTo(1));
});
}
[Test]
public async Task Previous_StepsBackThroughTracks()
{
await _queue.PlayRelease(Tracks(3), startIndex: 2);
await _queue.Previous();
Assert.Multiple(() =>
{
Assert.That(_queue.CurrentIndex, Is.EqualTo(1));
Assert.That(_queue.Current!.EntryKey, Is.EqualTo("track-2"));
Assert.That(_player.SelectedTracks.Last().EntryKey, Is.EqualTo("track-2"));
});
}
[Test]
public async Task Previous_AtFirstTrack_IsNoOp()
{
await _queue.PlayRelease(Tracks(3));
await _queue.Previous();
Assert.Multiple(() =>
{
Assert.That(_queue.CurrentIndex, Is.EqualTo(0));
Assert.That(_queue.HasPrevious, Is.False);
Assert.That(_player.SelectedTracks, Has.Count.EqualTo(1));
});
}
// --- Enqueue / EnqueueRange ---
[Test]
public void Enqueue_AppendsWithoutChangingCurrentOrStartingPlayback()
{
_queue.Enqueue(new TrackDto { EntryKey = "a", TrackName = "A" });
Assert.Multiple(() =>
{
Assert.That(_queue.Items, Has.Count.EqualTo(1));
Assert.That(_queue.CurrentIndex, Is.EqualTo(-1));
Assert.That(_player.SelectedTracks, Is.Empty);
});
}
[Test]
public async Task Enqueue_AfterPlayRelease_ExtendsTheQueueAndEnablesHasNext()
{
await _queue.PlayRelease(Tracks(1));
Assert.That(_queue.HasNext, Is.False);
_queue.Enqueue(new TrackDto { EntryKey = "appended", TrackName = "Appended" });
Assert.Multiple(() =>
{
Assert.That(_queue.HasNext, Is.True);
Assert.That(_queue.CurrentIndex, Is.EqualTo(0));
});
}
[Test]
public void EnqueueRange_AppendsAllTracks()
{
_queue.EnqueueRange(Tracks(3));
Assert.That(_queue.Items, Has.Count.EqualTo(3));
}
// --- Clear ---
[Test]
public async Task Clear_EmptiesQueueAndResetsIndexWithoutStoppingPlayer()
{
await _queue.PlayRelease(Tracks(3));
_queue.Clear();
Assert.Multiple(() =>
{
Assert.That(_queue.Items, Is.Empty);
Assert.That(_queue.CurrentIndex, Is.EqualTo(-1));
Assert.That(_queue.Current, Is.Null);
// Clear is a queue-state reset; it must not tear the player down.
Assert.That(_player.StopCount, Is.EqualTo(0));
});
}
// --- QueueChanged notifications ---
[Test]
public async Task MutatingOperations_RaiseQueueChanged()
{
var count = 0;
_queue.QueueChanged += () => count++;
await _queue.PlayRelease(Tracks(3)); // 1
await _queue.Next(); // 2
await _queue.Previous(); // 3
_queue.Enqueue(new TrackDto { EntryKey = "z", TrackName = "Z" }); // 4
_queue.Clear(); // 5
Assert.That(count, Is.EqualTo(5));
}
[Test]
public void Clear_OnAlreadyEmptyQueue_DoesNotRaiseQueueChanged()
{
var raised = false;
_queue.QueueChanged += () => raised = true;
_queue.Clear();
Assert.That(raised, Is.False);
}
// --- Auto-advance on TrackEnded ---
[Test]
public async Task TrackEnded_AutoAdvancesToNextTrack()
{
await _queue.PlayRelease(Tracks(3));
_player.RaiseTrackEnded();
Assert.Multiple(() =>
{
Assert.That(_queue.CurrentIndex, Is.EqualTo(1));
Assert.That(_queue.Current!.EntryKey, Is.EqualTo("track-2"));
Assert.That(_player.SelectedTracks.Last().EntryKey, Is.EqualTo("track-2"));
});
}
[Test]
public async Task TrackEnded_OnLastTrack_DoesNotAdvanceOrReplay()
{
await _queue.PlayRelease(Tracks(2), startIndex: 1);
_player.RaiseTrackEnded();
Assert.Multiple(() =>
{
Assert.That(_queue.CurrentIndex, Is.EqualTo(1));
Assert.That(_player.SelectedTracks, Has.Count.EqualTo(1));
});
}
[Test]
public void TrackEnded_OnEmptyQueue_IsIgnored()
{
_player.RaiseTrackEnded();
Assert.Multiple(() =>
{
Assert.That(_queue.CurrentIndex, Is.EqualTo(-1));
Assert.That(_player.SelectedTracks, Is.Empty);
});
}
[Test]
public async Task TrackEnded_PlaysWholeAlbumThroughToTheEnd()
{
await _queue.PlayRelease(Tracks(3));
_player.RaiseTrackEnded(); // → track-2
_player.RaiseTrackEnded(); // → track-3
_player.RaiseTrackEnded(); // last track: no advance
Assert.Multiple(() =>
{
Assert.That(_queue.CurrentIndex, Is.EqualTo(2));
Assert.That(_player.SelectedTracks.Select(t => t.EntryKey),
Is.EqualTo(new[] { "track-1", "track-2", "track-3" }));
});
}
// --- Attach lifecycle ---
[Test]
public async Task Dispose_UnsubscribesFromTrackEnded_SoNoAutoAdvanceAfterDispose()
{
await _queue.PlayRelease(Tracks(3));
_queue.Dispose();
_player.RaiseTrackEnded();
Assert.That(_queue.CurrentIndex, Is.EqualTo(0));
}
[Test]
public async Task Attach_ToNewPlayer_RedirectsPlaybackAndAutoAdvance()
{
var second = new FakeStreamingPlayer();
_queue.Attach(second);
await _queue.PlayRelease(Tracks(3));
Assert.That(second.SelectedTracks.Single().EntryKey, Is.EqualTo("track-1"));
// The old player's TrackEnded must no longer drive this queue.
_player.RaiseTrackEnded();
Assert.That(_queue.CurrentIndex, Is.EqualTo(0));
// The newly attached player does.
second.RaiseTrackEnded();
Assert.That(_queue.CurrentIndex, Is.EqualTo(1));
}
/// <summary>
/// Records the tracks the queue asks the player to stream and lets a test raise the
/// player's organic end-of-stream signal. Implements the full <see cref="IStreamingPlayerService"/>
/// surface but only the members the queue actually drives carry behavior; the rest are inert
/// — the queue touches nothing else, which is exactly the seam this fake pins down.
/// </summary>
private sealed class FakeStreamingPlayer : IStreamingPlayerService
{
public List<TrackDto> SelectedTracks { get; } = new();
public int StopCount { get; private set; }
public void RaiseTrackEnded() => TrackEnded?.Invoke();
public Task SelectTrackStreaming(TrackDto track)
{
SelectedTracks.Add(track);
CurrentTrack = track;
return Task.CompletedTask;
}
public Task Stop()
{
StopCount++;
return Task.CompletedTask;
}
public event Action? TrackEnded;
// Part of the implemented contract but the queue never subscribes to it, so it is
// intentionally never raised here.
#pragma warning disable CS0067
public event Action? StateChanged;
#pragma warning restore CS0067
// Inert remainder of the contract — the queue never invokes these.
public bool IsInitialized => false;
public bool IsLoaded => false;
public bool IsLoading => false;
public bool IsPlaying => false;
public bool IsPaused => false;
public double CurrentTime => 0;
public double? Duration => null;
public double Volume => 1.0;
public double LoadProgress => 0;
public string? ErrorMessage => null;
public TrackDto? CurrentTrack { get; private set; }
public double[]? WaveformProfile => null;
public EventCallback? OnStateChanged { get; set; }
public EventCallback? OnTrackSelected { get; set; }
public bool IsStreamingMode => false;
public bool CanStartStreaming => false;
public bool HeaderParsed => false;
public int BufferedChunks => 0;
public Task InitializeAsync() => Task.CompletedTask;
public Task SelectTrack(TrackDto track) => SelectTrackStreaming(track);
public Task Unload() => Task.CompletedTask;
public Task TogglePlayPause() => Task.CompletedTask;
public Task Seek(double position) => Task.CompletedTask;
public Task SetVolume(double volume) => Task.CompletedTask;
public Task ClearError() => Task.CompletedTask;
public Task WarmAudioContext() => Task.CompletedTask;
public Task StageTrack(TrackDto track) => Task.CompletedTask;
}
}