Merge p11-w1-queue-service into dev (P11 11.F: play-queue IQueueService + skip controls)

This commit is contained in:
daniel-c-harvey
2026-06-16 00:37:31 -04:00
14 changed files with 817 additions and 2 deletions
@@ -21,6 +21,10 @@ else
Fixed="Fixed"
TogglePlayPause="@TogglePlayPause"
Stop="@Stop"
HasNext="HasNext"
HasPrevious="HasPrevious"
SkipNext="@SkipNext"
SkipPrevious="@SkipPrevious"
Class="transport-zone"/>
<VolumeZone Volume="@Volume" VolumeChanged="@OnVolumeChange"/>
@@ -9,6 +9,7 @@ namespace DeepDrftPublic.Client.Controls.AudioPlayerBar;
public partial class AudioPlayerBar : ComponentBase, IAsyncDisposable
{
[CascadingParameter] public IStreamingPlayerService? PlayerService { get; set; }
[CascadingParameter] public IQueueService? QueueService { get; set; }
[Parameter] public bool Fixed { get; set; } = false;
[Parameter] public EventCallback<bool> OnMinimized { get; set; }
@@ -19,6 +20,7 @@ public partial class AudioPlayerBar : ComponentBase, IAsyncDisposable
private bool _isSeeking = false;
private double _seekPosition = 0;
private IStreamingPlayerService? _subscribedService;
private IQueueService? _subscribedQueue;
// 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
@@ -48,6 +50,11 @@ public partial class AudioPlayerBar : ComponentBase, IAsyncDisposable
private double LoadProgress => PlayerService?.LoadProgress ?? 0;
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>
/// Display time - shows seek position while dragging, otherwise current playback time.
/// </summary>
@@ -76,10 +83,35 @@ public partial class AudioPlayerBar : ComponentBase, IAsyncDisposable
PlayerService.StateChanged += OnPlayerStateChanged;
_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 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)
{
// Only the docked, expanded shape needs a spacer: the Fixed embed is
@@ -2,12 +2,25 @@
@using DeepDrftPublic.Client.Controls
<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"
Color="Color.Primary"
Disabled="!CanPlay"
OnToggle="@TogglePlayPause"/>
@if (!Fixed)
{
<MudIconButton Icon="@Icons.Material.Filled.SkipNext"
Color="Color.Primary"
Size="Size.Large"
OnClick="@SkipNext"
Disabled="!HasNext"/>
<MudIconButton Icon="@Icons.Material.Filled.Stop"
Color="Color.Primary"
Size="Size.Large"
@@ -16,4 +16,13 @@ public partial class PlayerControls : ComponentBase
[Parameter] public bool Fixed { get; set; } = false;
[Parameter] public required EventCallback TogglePlayPause { 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"
Fixed="Fixed"
TogglePlayPause="TogglePlayPause"
Stop="Stop"/>
Stop="Stop"
HasNext="HasNext"
HasPrevious="HasPrevious"
SkipNext="SkipNext"
SkipPrevious="SkipPrevious"/>
@if (IsLoading && !IsStreaming)
{
<MudProgressCircular Color="Color.Tertiary"
@@ -14,5 +14,9 @@ public partial class PlayerTransportZone : ComponentBase
[Parameter] public bool Fixed { get; set; } = false;
[Parameter] public EventCallback TogglePlayPause { 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; }
}
@@ -3,5 +3,7 @@
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). *@
<CascadingValue Value="@(_audioPlayerService)" IsFixed="true">
@ChildContent
<CascadingValue Value="@(_queueService)" IsFixed="true">
@ChildContent
</CascadingValue>
</CascadingValue>
@@ -12,6 +12,7 @@ public partial class AudioPlayerProvider : ComponentBase, IAsyncDisposable
[Inject] public required ILogger<StreamingAudioPlayerService> Logger { get; set; }
private IStreamingPlayerService? _audioPlayerService;
private QueueService? _queueService;
[Parameter] public RenderFragment? ChildContent { get; set; }
@@ -29,6 +30,13 @@ public partial class AudioPlayerProvider : ComponentBase, IAsyncDisposable
// Children must not wrap or replace this callback.
_audioPlayerService.OnStateChanged = new EventCallback(this, () => InvokeAsync(StateHasChanged));
// 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>
@@ -38,6 +46,11 @@ public partial class AudioPlayerProvider : ComponentBase, IAsyncDisposable
/// </summary>
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)
{
await disposable.DisposeAsync();
@@ -43,6 +43,9 @@ public abstract class AudioPlayerService : IPlayerService, IAsyncDisposable
/// <inheritdoc />
public event Action? StateChanged;
/// <inheritdoc />
public event Action? TrackEnded;
protected AudioPlayerService(AudioInteropService audioInterop, TrackMediaClient trackMediaClient)
{
_audioInterop = audioInterop;
@@ -268,6 +271,12 @@ public abstract class AudioPlayerService : IPlayerService, IAsyncDisposable
CurrentTime = 0;
Duration = null;
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();
}
@@ -40,6 +40,15 @@ public interface IPlayerService
/// <see cref="OnStateChanged"/> (throttled to ~10/s during streaming).
/// </summary>
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
Task InitializeAsync();
@@ -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 +1,144 @@
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.
//
// Guard: only advance when the track that just ended is the queue's own current item. Call sites
// that stream a single track directly (SessionDetail, StreamNowButton, resume from AudioPlayerBar)
// overwrite the player's CurrentTrack without touching the queue. If their track reaches natural
// end, the player fires TrackEnded — but the queue's Current no longer matches the player's
// CurrentTrack, so we must not advance. Id-based equality is used rather than ReferenceEquals
// because DTO copies through serialisation are not reference-equal.
private void OnTrackEnded()
{
if (!HasNext) return;
if (_player?.CurrentTrack?.Id != Current?.Id) 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
View File
@@ -30,6 +30,10 @@
<ItemGroup>
<ProjectReference Include="..\DeepDrftContent\DeepDrftContent.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>
</Project>
+488
View File
@@ -0,0 +1,488 @@
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);
});
}
/// <summary>
/// Regression guard for the cross-context spurious-advance bug: a direct single-track play
/// (Session, StreamNowButton, resume) overwrites the player's CurrentTrack without touching the
/// queue. When that external track reaches its natural end, TrackEnded fires — but the queue's
/// Current no longer matches the player's CurrentTrack, so the queue must NOT advance.
/// </summary>
[Test]
public async Task TrackEnded_WhenPlayerCurrentTrackIsNotQueueCurrent_DoesNotAdvance()
{
// Load a 3-track album into the queue (queue.Current → track-1, player.CurrentTrack → track-1).
await _queue.PlayRelease(Tracks(3));
Assert.That(_queue.CurrentIndex, Is.EqualTo(0));
// Simulate a direct play (e.g. SessionDetail streams an unrelated track by Id = 99).
// The player's CurrentTrack is now the session track, but the queue is still on track-1.
var sessionTrack = new TrackDto { Id = 99, EntryKey = "session-track", TrackName = "Session Mix" };
_player.SimulateDirectPlay(sessionTrack);
// The session track finishes naturally — player raises TrackEnded.
_player.RaiseTrackEnded();
// The queue must not have advanced: index still 0, and no additional SelectTrackStreaming
// calls beyond the initial PlayRelease selection.
Assert.Multiple(() =>
{
Assert.That(_queue.CurrentIndex, Is.EqualTo(0), "Queue must not advance when a direct-play track ends");
Assert.That(_player.SelectedTracks, Has.Count.EqualTo(1), "No further streaming must be triggered by the queue");
Assert.That(_player.SelectedTracks.Single().EntryKey, Is.EqualTo("track-1"), "Only the original PlayRelease selection must have been streamed");
});
}
[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();
/// <summary>
/// Sets <see cref="CurrentTrack"/> to <paramref name="track"/> without recording a
/// <see cref="SelectedTracks"/> entry. Models a direct single-track play (SessionDetail,
/// StreamNowButton, resume) that overwrites the player state without going through the queue.
/// </summary>
public void SimulateDirectPlay(TrackDto track) => CurrentTrack = track;
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;
}
}