912256d99a
The queue gains an armed-but-idle state (Arm/Start) so a release embed stages track 0 prerender-safe, then queues the full release on first play and auto-advances.
109 lines
5.4 KiB
C#
109 lines
5.4 KiB
C#
using DeepDrftModels.DTOs;
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namespace DeepDrftPublic.Client.Services;
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/// <summary>
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/// Orchestrates ordered playback ("what plays next") <em>above</em> the single-slot
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/// <see cref="IStreamingPlayerService"/>. The player stays a single-track device; the queue owns the
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/// track list, the current position, skip-forward/back, and auto-advance on natural track end. It
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/// drives playback solely through the player's existing <see cref="IStreamingPlayerService.SelectTrackStreaming"/>
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/// — it adds no new playback semantics.
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///
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/// <para>
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/// Extension posture (open/closed): future shuffle, repeat modes, reordering, and persistence are
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/// expected. They are additive — a shuffle/repeat strategy slots in behind <see cref="Next"/>/
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/// <see cref="Previous"/> as the "which index is next" decision; reordering mutates <see cref="Items"/>
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/// and re-emits <see cref="QueueChanged"/>; persistence snapshots/restores <see cref="Items"/> +
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/// <see cref="CurrentIndex"/>. None of those require changing this interface's existing members, only
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/// adding new ones — so consumers written against today's surface keep working.
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/// </para>
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///
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/// <para>
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/// With an empty queue (<see cref="CurrentIndex"/> == -1) the queue is dormant: it drives nothing and
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/// auto-advances nothing, so direct single-track play through the player behaves exactly as it did
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/// before the queue existed.
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/// </para>
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/// </summary>
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public interface IQueueService
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{
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/// <summary>The ordered tracks currently queued. Empty when nothing is enqueued.</summary>
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IReadOnlyList<TrackDto> Items { get; }
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/// <summary>
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/// Index into <see cref="Items"/> of the track the queue considers current, or -1 when the
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/// queue is empty. Always a valid index into <see cref="Items"/> when non-negative.
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/// </summary>
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int CurrentIndex { get; }
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/// <summary>The current track, or null when the queue is empty.</summary>
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TrackDto? Current { get; }
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/// <summary>
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/// True when the queue has been loaded via <see cref="Arm"/> but no track has streamed yet —
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/// the embed's pre-gesture state. Set by <see cref="Arm"/>; cleared the moment playback actually
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/// starts (<see cref="Start"/>/<see cref="PlayRelease"/>/<see cref="Next"/>/<see cref="Previous"/>)
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/// or on <see cref="Clear"/>. The player bar reads this to route the first play gesture through
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/// <see cref="Start"/> (which begins the armed release) rather than streaming the staged track alone.
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/// </summary>
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bool IsArmed { get; }
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/// <summary>True when there is a track after <see cref="CurrentIndex"/> to advance to.</summary>
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bool HasNext { get; }
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/// <summary>True when there is a track before <see cref="CurrentIndex"/> to step back to.</summary>
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bool HasPrevious { get; }
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/// <summary>
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/// Raised whenever the queue's contents or current position change. The player bar subscribes
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/// to re-render its skip-forward/back affordances. Fires on enqueue, advance, step-back, and clear.
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/// </summary>
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event Action? QueueChanged;
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/// <summary>
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/// Replaces the queue with <paramref name="tracks"/> (in the order given) and begins streaming
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/// the track at <paramref name="startIndex"/>. This is the "play album" entry point the Cuts
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/// detail page consumes: pass the release's tracks in ordinal order. A header Play uses
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/// <c>startIndex: 0</c>; a mid-album row play passes that row's index so the queue continues to
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/// the end from there. No-op when <paramref name="tracks"/> is empty.
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/// </summary>
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Task PlayRelease(IEnumerable<TrackDto> tracks, int startIndex = 0);
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/// <summary>
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/// Loads <paramref name="tracks"/> as the queue and sets the current position to index 0 WITHOUT
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/// streaming anything — the queue is "armed". This is the embed's prerender-safe entry point: it
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/// performs no JS interop, so it runs identically during prerender and after WASM boot. The first
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/// play gesture (see <see cref="IsArmed"/>) then starts playback via <see cref="Start"/>, which
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/// keeps the loaded release queued so it advances through its tracks. No-op when
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/// <paramref name="tracks"/> is empty (the queue stays empty and disarmed).
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/// </summary>
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void Arm(IEnumerable<TrackDto> tracks);
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/// <summary>
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/// Begins playback of an armed queue (see <see cref="Arm"/>): streams the current track and clears
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/// <see cref="IsArmed"/>, leaving the loaded list and position intact so auto-advance carries on
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/// through the release. This is the first-gesture entry point the embed bar calls. No-op (and stays
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/// disarmed) when the queue is not armed or is empty — so it never double-streams or disturbs a
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/// queue already playing.
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/// </summary>
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Task Start();
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/// <summary>Appends a track to the end of the queue without changing what is currently playing.</summary>
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void Enqueue(TrackDto track);
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/// <summary>Appends tracks to the end of the queue without changing what is currently playing.</summary>
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void EnqueueRange(IEnumerable<TrackDto> tracks);
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/// <summary>
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/// Advances to the next track and streams it. No-op when <see cref="HasNext"/> is false.
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/// </summary>
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Task Next();
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/// <summary>
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/// Steps back to the previous track and streams it. No-op when <see cref="HasPrevious"/> is false.
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/// </summary>
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Task Previous();
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/// <summary>Empties the queue and resets the position. Does not stop the player.</summary>
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void Clear();
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}
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