Files

339 lines
11 KiB
C#

using DeepDrftModels.DTOs;
using DeepDrftPublic.Client.Clients;
using Microsoft.AspNetCore.Components;
using NetBlocks.Models;
namespace DeepDrftPublic.Client.Services;
public abstract class AudioPlayerService : IPlayerService, IAsyncDisposable
{
protected readonly AudioInteropService _audioInterop;
protected readonly TrackMediaClient _trackMediaClient;
public string PlayerId { get; private set; } = Guid.NewGuid().ToString();
// State properties
public bool IsInitialized { get; protected set; } = false;
public bool IsLoaded { get; protected set; } = false;
public bool IsLoading { get; protected set; } = false;
public bool IsPlaying { get; protected set; } = false;
public bool IsPaused { get; protected set; } = false;
public double CurrentTime { get; protected set; } = 0;
public double? Duration { get; protected set; } = null;
public double Volume { get; protected set; } = 0.8;
public double LoadProgress { get; protected set; } = 0;
public string? ErrorMessage { get; protected set; }
/// <summary>
/// The currently selected track. In the streaming subclass this property is managed
/// exclusively by <see cref="StreamingAudioPlayerService"/>: set in
/// <c>LoadTrackStreaming</c> after <c>ResetToIdle</c> clears it, and cleared again
/// by <c>ResetToIdle</c> on stop/unload/dispose. Base-class subclasses that take the
/// <see cref="SelectTrack"/>/<see cref="Unload"/> path are responsible for managing
/// it themselves.
/// </summary>
public TrackDto? CurrentTrack { get; protected set; }
/// <inheritdoc />
public double[]? WaveformProfile { get; protected set; }
// Events
public EventCallback? OnStateChanged { get; set; }
public EventCallback? OnTrackSelected { get; set; }
/// <inheritdoc />
public event Action? StateChanged;
/// <inheritdoc />
public event Action? TrackEnded;
protected AudioPlayerService(AudioInteropService audioInterop, TrackMediaClient trackMediaClient)
{
_audioInterop = audioInterop;
_trackMediaClient = trackMediaClient;
}
public async Task InitializeAsync()
{
if (IsInitialized) return;
try
{
var result = await _audioInterop.CreatePlayerAsync(PlayerId);
if (!result.Success)
{
ErrorMessage = $"Failed to initialize audio player: {result.Error}";
await NotifyStateChanged();
return;
}
await _audioInterop.SetOnProgressCallbackAsync(PlayerId, OnProgressCallback);
await _audioInterop.SetOnEndCallbackAsync(PlayerId, OnPlaybackEndCallback);
await _audioInterop.SetVolumeAsync(PlayerId, Volume);
IsInitialized = true;
ErrorMessage = null;
await NotifyStateChanged();
}
catch (Exception ex)
{
ErrorMessage = $"Failed to initialize audio player: {ex.Message}";
await NotifyStateChanged();
}
}
/// <summary>
/// Selecting a track is only supported through the streaming path. The former
/// base buffered implementation drove JS no-ops (<c>initializeBufferedPlayer</c> /
/// <c>appendAudioBlock</c> / <c>finalizeAudioBuffer</c>) and silently played
/// silence. Subclasses must override with a real load path (see
/// <see cref="StreamingAudioPlayerService.SelectTrack"/>).
/// </summary>
public virtual Task SelectTrack(TrackDto track) =>
throw new NotSupportedException(
"The base buffered player path is not implemented. Use a streaming player (SelectTrackStreaming).");
public async Task TogglePlayPause()
{
if (!IsLoaded) return;
try
{
AudioOperationResult result;
if (IsPlaying)
{
result = await _audioInterop.PauseAsync(PlayerId);
if (result.Success)
{
IsPlaying = false;
IsPaused = true;
}
}
else
{
result = await _audioInterop.PlayAsync(PlayerId);
if (result.Success)
{
IsPlaying = true;
IsPaused = false;
}
else if (IsPaused)
{
// Play failed while the player is paused — the scheduler may be empty after a
// failed refill (AC6 recovery). Re-issue a seek at the current position: the
// seek path routes to seekBeyondBuffer when the scheduler is empty (Phase 21.3
// fix), triggering a real refetch rather than returning "Streaming not ready".
// We return early here; Seek owns its own state mutations and NotifyStateChanged.
await Seek(CurrentTime);
return;
}
}
if (!result.Success)
{
ErrorMessage = $"Playback error: {result.Error}";
}
else
{
ErrorMessage = null;
}
await NotifyStateChanged();
}
catch (Exception ex)
{
ErrorMessage = $"Error controlling playback: {ex.Message}";
await NotifyStateChanged();
}
}
public virtual async Task Stop()
{
if (!IsLoaded) return;
try
{
var result = await _audioInterop.StopAsync(PlayerId);
if (result.Success)
{
IsPlaying = false;
IsPaused = false;
CurrentTime = 0;
ErrorMessage = null;
}
else
{
ErrorMessage = $"Stop error: {result.Error}";
}
await NotifyStateChanged();
}
catch (Exception ex)
{
ErrorMessage = $"Error stopping playback: {ex.Message}";
await NotifyStateChanged();
}
}
public virtual async Task Unload()
{
if (!IsLoaded) return;
try
{
await Stop();
var result = await _audioInterop.UnloadAsync(PlayerId);
if (result.Success)
{
IsPlaying = false;
IsPaused = false;
CurrentTime = 0;
Duration = null;
LoadProgress = 0;
IsLoaded = false;
ErrorMessage = null;
}
else
{
ErrorMessage = $"Unload error: {result.Error}";
}
await NotifyStateChanged();
}
catch (Exception ex)
{
ErrorMessage = $"Error unloading track: {ex.Message}";
await NotifyStateChanged();
}
}
public virtual async Task Seek(double position)
{
if (!IsLoaded) return;
try
{
var result = await _audioInterop.SeekAsync(PlayerId, position);
if (result.Success)
{
CurrentTime = position;
ErrorMessage = null;
}
else
{
ErrorMessage = $"Seek error: {result.Error}";
}
await NotifyStateChanged();
}
catch (Exception ex)
{
ErrorMessage = $"Error seeking: {ex.Message}";
await NotifyStateChanged();
}
}
public async Task SetVolume(double volume)
{
Volume = volume;
if (IsLoaded)
{
try
{
var result = await _audioInterop.SetVolumeAsync(PlayerId, volume);
if (!result.Success)
{
ErrorMessage = $"Volume error: {result.Error}";
}
else
{
ErrorMessage = null;
}
}
catch (Exception ex)
{
ErrorMessage = $"Error setting volume: {ex.Message}";
}
}
await NotifyStateChanged();
}
public async Task ClearError()
{
ErrorMessage = null;
await NotifyStateChanged();
}
private async Task OnProgressCallback(double currentTime)
{
CurrentTime = currentTime;
// Telemetry hook (Phase 16 §2.1): a subclass advances the play-session high-water mark here, on
// the same throttled tick the UI already consumes. Base implementation is a no-op.
OnProgressTick(currentTime);
await NotifyStateChanged();
}
private async Task OnPlaybackEndCallback()
{
IsPlaying = false;
IsPaused = false;
IsLoaded = false;
CurrentTime = 0;
Duration = null;
// Telemetry hook: organic end closes the play session (the bucket reflects how far they got)
// BEFORE the state notification and TrackEnded fan-out, so the session that just ended is the
// one recorded — not whatever a queue auto-advance opens next. Base implementation is a no-op.
OnPlaybackEnded();
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();
}
/// <summary>
/// Telemetry seam (Phase 16): called on each progress tick with the current playback position. The
/// streaming subclass overrides this to advance the play-session high-water mark. No-op in the base.
/// </summary>
protected virtual void OnProgressTick(double currentTime) { }
/// <summary>
/// Telemetry seam (Phase 16): called on organic end-of-stream, before <see cref="TrackEnded"/> fires.
/// The streaming subclass overrides this to close the play session. No-op in the base.
/// </summary>
protected virtual void OnPlaybackEnded() { }
protected async Task EnsureInitializedAsync()
{
if (!IsInitialized)
{
await InitializeAsync();
}
}
protected async Task NotifyStateChanged()
{
if (OnStateChanged.HasValue)
await OnStateChanged.Value.InvokeAsync();
StateChanged?.Invoke();
}
protected async Task NotifyTrackSelected()
{
if (OnTrackSelected.HasValue)
await OnTrackSelected.Value.InvokeAsync();
}
public virtual async ValueTask DisposeAsync()
{
if (IsInitialized)
{
await _audioInterop.DisposePlayerAsync(PlayerId);
}
}
}