fix(public): break OnStateChanged callback chain and lazy-init audio player to stop circuit memory blowup
This commit is contained in:
@@ -7,7 +7,7 @@ namespace DeepDrftPublic.Client.Controls.AudioPlayerBar;
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public partial class AudioPlayerBar : ComponentBase, IAsyncDisposable
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{
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[CascadingParameter] public required IStreamingPlayerService PlayerService { get; set; }
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[CascadingParameter] public IStreamingPlayerService? PlayerService { get; set; }
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[Inject] public required IBrowserViewportService BrowserViewportService { get; set; }
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private bool _isMinimized = true;
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@@ -16,21 +16,21 @@ public partial class AudioPlayerBar : ComponentBase, IAsyncDisposable
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private bool _isDesktop = true;
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private Guid _viewportSubscriptionId;
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private bool IsLoaded => PlayerService.IsLoaded;
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private bool IsLoading => PlayerService.IsLoading;
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private bool IsStreaming => PlayerService.CanStartStreaming;
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private bool IsStreamingMode => PlayerService.IsStreamingMode;
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private bool IsPlaying => PlayerService.IsPlaying;
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private bool IsPaused => PlayerService.IsPaused;
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private double? Duration => PlayerService.Duration;
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private double Volume => PlayerService.Volume;
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private double LoadProgress => PlayerService.LoadProgress;
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private string? ErrorMessage => PlayerService.ErrorMessage;
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private bool IsLoaded => PlayerService?.IsLoaded ?? false;
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private bool IsLoading => PlayerService?.IsLoading ?? false;
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private bool IsStreaming => PlayerService?.CanStartStreaming ?? false;
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private bool IsStreamingMode => PlayerService?.IsStreamingMode ?? false;
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private bool IsPlaying => PlayerService?.IsPlaying ?? false;
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private bool IsPaused => PlayerService?.IsPaused ?? false;
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private double? Duration => PlayerService?.Duration;
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private double Volume => PlayerService?.Volume ?? 0;
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private double LoadProgress => PlayerService?.LoadProgress ?? 0;
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private string? ErrorMessage => PlayerService?.ErrorMessage;
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/// <summary>
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/// Display time - shows seek position while dragging, otherwise current playback time.
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/// </summary>
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private double DisplayTime => _isSeeking ? _seekPosition : PlayerService.CurrentTime;
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private double DisplayTime => _isSeeking ? _seekPosition : (PlayerService?.CurrentTime ?? 0);
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/// <summary>
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/// Seek is enabled once track is loaded AND duration is known (from WAV header).
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@@ -38,26 +38,16 @@ public partial class AudioPlayerBar : ComponentBase, IAsyncDisposable
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/// </summary>
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private bool CanSeek => IsLoaded && Duration.HasValue && Duration.Value > 0;
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protected override async Task OnInitializedAsync()
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protected override void OnParametersSet()
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{
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await base.OnInitializedAsync();
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// Set up EventCallback for track selection
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PlayerService.OnTrackSelected = new EventCallback(this, Expand);
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// Store the original OnStateChanged callback set by the provider
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var originalOnStateChanged = PlayerService.OnStateChanged;
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// Set up a wrapper that calls both the original callback and our StateHasChanged
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PlayerService.OnStateChanged = new EventCallback(this, async () =>
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// PlayerService is cascaded by AudioPlayerProvider; once it arrives,
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// wire our track-selection handler. The provider owns OnStateChanged —
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// we intentionally do NOT wrap or replace it. Re-renders propagate
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// from the provider via the standard Blazor child render path.
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if (PlayerService != null)
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{
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// Invoke the original callback (AudioPlayerProvider's StateHasChanged)
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if (originalOnStateChanged.HasValue)
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{
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await originalOnStateChanged.Value.InvokeAsync();
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}
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// Also trigger our own re-render
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await InvokeAsync(StateHasChanged);
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});
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PlayerService.OnTrackSelected = new EventCallback(this, Expand);
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}
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}
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private async Task Expand()
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@@ -76,16 +66,19 @@ public partial class AudioPlayerBar : ComponentBase, IAsyncDisposable
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private async Task TogglePlayPause()
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{
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if (PlayerService == null) return;
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await PlayerService.TogglePlayPause();
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}
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private async Task Stop()
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{
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if (PlayerService == null) return;
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await PlayerService.Stop();
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}
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private void OnSeekStart()
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{
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if (PlayerService == null) return;
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_isSeeking = true;
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_seekPosition = PlayerService.CurrentTime;
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}
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@@ -98,20 +91,22 @@ public partial class AudioPlayerBar : ComponentBase, IAsyncDisposable
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private async Task OnSeekEnd(double position)
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{
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if (PlayerService == null) return;
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_isSeeking = false;
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await PlayerService.Seek(position);
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}
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private async Task OnVolumeChange(double volume)
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{
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if (PlayerService == null) return;
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await PlayerService.SetVolume(volume);
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}
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private void ClearError()
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{
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PlayerService.ClearError();
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PlayerService?.ClearError();
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}
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private void ToggleMinimized()
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{
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_isMinimized = !_isMinimized;
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@@ -120,7 +115,7 @@ public partial class AudioPlayerBar : ComponentBase, IAsyncDisposable
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private async Task Close()
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{
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if (PlayerService.IsLoaded)
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if (PlayerService != null && PlayerService.IsLoaded)
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{
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await PlayerService.Unload();
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}
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@@ -7,7 +7,7 @@ public partial class SpectrumVisualizer : ComponentBase, IAsyncDisposable
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{
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[Inject] public required AudioInteropService AudioInterop { get; set; }
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[CascadingParameter] public required IStreamingPlayerService PlayerService { get; set; }
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[CascadingParameter] public IStreamingPlayerService? PlayerService { get; set; }
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[Parameter] public int BucketCount { get; set; } = 32;
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@@ -15,46 +15,30 @@ public partial class SpectrumVisualizer : ComponentBase, IAsyncDisposable
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private double[] _spectrumData = Array.Empty<double>();
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private bool _isAnimating = false;
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private string? _playerId;
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private EventCallback? _originalOnStateChanged;
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private bool IsVisible => PlayerService.IsPlaying || PlayerService.IsPaused || _isAnimating;
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private bool IsVisible => (PlayerService?.IsPlaying ?? false) || (PlayerService?.IsPaused ?? false) || _isAnimating;
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protected override void OnInitialized()
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{
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_spectrumData = new double[BucketCount];
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}
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// Get the player ID from the service
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if (PlayerService is AudioPlayerService baseService)
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protected override async Task OnParametersSetAsync()
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{
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// Provider re-renders cascade down to children and re-run OnParametersSet.
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// Pick up the player id once the cascade arrives, then drive animation
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// state from the parent's current IsPlaying — no callback wrapping needed.
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if (_playerId == null && PlayerService is AudioPlayerService baseService)
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{
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_playerId = baseService.PlayerId;
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}
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// Chain into the existing OnStateChanged callback to detect play/pause
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_originalOnStateChanged = PlayerService.OnStateChanged;
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PlayerService.OnStateChanged = new EventCallback(this, async () =>
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{
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// Call original callback first
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if (_originalOnStateChanged.HasValue)
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{
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await _originalOnStateChanged.Value.InvokeAsync();
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}
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// Then update our animation state
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await UpdateAnimationState();
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});
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}
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protected override async Task OnAfterRenderAsync(bool firstRender)
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{
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if (firstRender)
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{
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// Initial check in case already playing
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await UpdateAnimationState();
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}
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await UpdateAnimationState();
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}
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private async Task UpdateAnimationState()
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{
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if (string.IsNullOrEmpty(_playerId)) return;
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if (string.IsNullOrEmpty(_playerId) || PlayerService == null) return;
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var shouldAnimate = PlayerService.IsPlaying;
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@@ -17,25 +17,20 @@ public partial class AudioPlayerProvider : ComponentBase, IAsyncDisposable
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protected override void OnInitialized()
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{
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// Create the service immediately (but don't initialize yet)
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// Create the service immediately (but don't initialize yet).
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// The base class lazily initializes on first track selection via
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// EnsureInitializedAsync — that path is correct because audio contexts
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// require a user gesture anyway. Initializing eagerly here causes 4+
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// SignalR round-trips before any content is stable.
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_audioPlayerService = new StreamingAudioPlayerService(AudioInterop, TrackMediaClient, Logger);
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// Set up EventCallback to properly marshal UI updates back to UI thread
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// Use InvokeAsync to ensure proper Blazor render cycle triggering
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// Provider is the SOLE owner of OnStateChanged. When the service fires,
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// the provider re-renders, which cascades to its children automatically.
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// Children must not wrap or replace this callback.
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_audioPlayerService.OnStateChanged = new EventCallback(this, () => InvokeAsync(StateHasChanged));
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// OnTrackSelected will be set by individual child components that need it
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}
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protected override async Task OnAfterRenderAsync(bool firstRender)
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{
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if (firstRender && _audioPlayerService != null)
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{
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// Initialize the service after render when JavaScript is available
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await _audioPlayerService.InitializeAsync();
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StateHasChanged();
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}
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}
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/// <summary>
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/// Dispose the player on unmount so the JS setInterval driving progress
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/// callbacks no longer holds a DotNetObjectReference into a destroyed
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