feat(phase-16.3): light up anonId unique-listener layer

Mint a first-party localStorage anonId, thread it onto play/share beacons,
persist it via EventController, and add all-time distinct-listener counts
(site/track/release). Storage columns + indexes already existed from 16.1.
This commit is contained in:
daniel-c-harvey
2026-06-19 14:37:55 -04:00
parent ebbaa3f84f
commit c084efa78e
16 changed files with 680 additions and 12 deletions
@@ -12,6 +12,7 @@ public partial class AudioPlayerProvider : ComponentBase, IAsyncDisposable
[Inject] public required ILogger<StreamingAudioPlayerService> Logger { get; set; }
[Inject] public required BeaconInterop Beacon { get; set; }
[Inject] public required IPlayEventSink PlayEventSink { get; set; }
[Inject] public required IAnonIdProvider AnonId { get; set; }
private IStreamingPlayerService? _audioPlayerService;
private QueueService? _queueService;
@@ -50,6 +51,20 @@ public partial class AudioPlayerProvider : ComponentBase, IAsyncDisposable
_queueService.Attach(_audioPlayerService);
}
/// <summary>
/// Warm the anon-id cache once the provider is interactive (Phase 16 wave 16.3). Done here, after the
/// first render, because the localStorage read is JS interop — not available during prerender. By the
/// time any play session closes and the sink reads <c>AnonId.Current</c>, the cache is populated; a
/// play that somehow closes before this completes simply sends no anonId (acceptable over-count). The
/// provider is the natural warm point: it is mounted in MainLayout, so it goes interactive on every
/// page the player can play from.
/// </summary>
protected override async Task OnAfterRenderAsync(bool firstRender)
{
if (firstRender)
await AnonId.EnsureLoadedAsync();
}
/// <summary>
/// Dispose the player on unmount so the JS setInterval driving progress
/// callbacks no longer holds a DotNetObjectReference into a destroyed