fix(queue): route scaffold masthead PLAY through queue; cache QueueItems snapshot
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@@ -85,13 +85,15 @@ public partial class AudioPlayerBar : ComponentBase, IAsyncDisposable
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// Gated on Fixed + non-empty so single-track embeds keep their compact, panel-free bar (UC6).
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// Gated on Fixed + non-empty so single-track embeds keep their compact, panel-free bar (UC6).
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private bool ShowFixedPanel => Fixed && HasQueue;
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private bool ShowFixedPanel => Fixed && HasQueue;
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// Snapshot the live queue into a NEW list every render. QueueService.Items returns the service's
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// Cached snapshot of the queue list (bug #4 fix). QueueService.Items returns the service's
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// backing list by reference, so passing it straight through means Blazor parameter diffing sees an
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// backing list by reference, so passing it straight through means Blazor parameter diffing sees
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// unchanged reference after an in-place Clear/remove/reorder and the child (QueueList /
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// an unchanged reference after an in-place Clear/remove/reorder and the child (QueueList /
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// MudDropContainer) keeps its stale snapshot until reopened (bug #4). Materializing a fresh list per
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// MudDropContainer) keeps its stale snapshot until reopened. We snapshot on first access and
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// access forces the parameter to change identity on every mutation, so the panel re-flows immediately.
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// rebuild in OnQueueChanged, so every real mutation hands the child a NEW reference while
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// progress-tick re-renders (the frequent path) reuse the cached one without allocating.
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private IReadOnlyList<TrackDto>? _queueItemsCache;
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private IReadOnlyList<TrackDto> QueueItems =>
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private IReadOnlyList<TrackDto> QueueItems =>
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QueueService is null ? [] : QueueService.Items.ToList();
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_queueItemsCache ??= QueueService is null ? [] : QueueService.Items.ToList();
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private int QueueCurrentIndex => QueueService?.CurrentIndex ?? -1;
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private int QueueCurrentIndex => QueueService?.CurrentIndex ?? -1;
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// Fixed-mode panel collapse state (OQ1 Option A). Default expanded so a release embed shows the
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// Fixed-mode panel collapse state (OQ1 Option A). Default expanded so a release embed shows the
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@@ -147,6 +149,11 @@ public partial class AudioPlayerBar : ComponentBase, IAsyncDisposable
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private void OnQueueChanged()
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private void OnQueueChanged()
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{
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{
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// Invalidate the snapshot so QueueItems rebuilds a fresh list on the next render.
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// This gives Blazor a new reference on every real mutation (bug #4 reactivity preserved)
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// while progress-tick re-renders that don't go through here keep the cached reference.
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_queueItemsCache = null;
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// If a removal emptied the queue while the overlay was open, the button disappears (AC1) — close
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// If a removal emptied the queue while the overlay was open, the button disappears (AC1) — close
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// the overlay so it cannot strand open over an empty queue. The button gate hides the overlay
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// the overlay so it cannot strand open over an empty queue. The button gate hides the overlay
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// mount too, so this keeps state and view consistent.
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// mount too, so this keeps state and view consistent.
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@@ -13,6 +13,7 @@ namespace DeepDrftPublic.Client.Controls;
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public partial class ReleaseDetailScaffold : ComponentBase
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public partial class ReleaseDetailScaffold : ComponentBase
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{
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{
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[CascadingParameter] public IStreamingPlayerService? PlayerService { get; set; }
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[CascadingParameter] public IStreamingPlayerService? PlayerService { get; set; }
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[CascadingParameter] public IQueueService? Queue { get; set; }
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[Parameter] public required string Title { get; set; }
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[Parameter] public required string Title { get; set; }
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[Parameter] public string? Artist { get; set; }
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[Parameter] public string? Artist { get; set; }
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@@ -96,13 +97,19 @@ public partial class ReleaseDetailScaffold : ComponentBase
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{
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{
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if (Track is null || PlayerService is null) return;
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if (Track is null || PlayerService is null) return;
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// Toggle if this track is already active (playing or paused); otherwise start a fresh
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// Toggle if this track is already active (playing or paused); otherwise PLAY it —
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// stream. SelectTrackStreaming is the live entry point — the buffered path is dead.
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// prepend to the queue's front (deque PLAY semantics) so it becomes current and
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// the existing queue stays intact behind it. Falls back to a direct stream when
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// the queue cascade is absent (prerender / non-interactive).
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var isThisTrack = PlayerService.CurrentTrack?.Id == Track.Id;
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var isThisTrack = PlayerService.CurrentTrack?.Id == Track.Id;
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if (isThisTrack && (PlayerService.IsPlaying || PlayerService.IsPaused))
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if (isThisTrack && (PlayerService.IsPlaying || PlayerService.IsPaused))
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{
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{
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await PlayerService.TogglePlayPause();
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await PlayerService.TogglePlayPause();
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}
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}
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else if (Queue is not null)
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{
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await Queue.PlayTrack(Track);
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}
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else
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else
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{
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{
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await PlayerService.SelectTrackStreaming(Track);
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await PlayerService.SelectTrackStreaming(Track);
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