dbd90ee52a
Player-service play-session tracker (floor + 3-bucket classify), SharePopover share tracker with debounce, sendBeacon interop, proxied rate-limited POST api/event/{play,share}, append-only event logs + incremental play_counter with server-side release resolution. Migration authored, not applied. No anonId, no read surface.
762 lines
32 KiB
C#
762 lines
32 KiB
C#
using DeepDrftModels.DTOs;
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using DeepDrftPublic.Client.Clients;
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using System.Buffers;
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using Microsoft.Extensions.Logging;
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using Microsoft.JSInterop;
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namespace DeepDrftPublic.Client.Services;
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public class StreamingAudioPlayerService : AudioPlayerService, IStreamingPlayerService
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{
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// Configuration constants
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private const int DefaultBufferSize = 32 * 1024; // 32KB chunks
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private const int NotificationThrottleMs = 100; // Throttle UI updates to max 10 per second
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// Adaptive chunk sizing
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private const int MinBufferSize = 16 * 1024; // 16KB minimum
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private const int MaxBufferSize = 64 * 1024; // 64KB maximum
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private int _currentBufferSize = DefaultBufferSize;
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private int _consecutiveSlowReads = 0;
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// Streaming state properties
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public bool IsStreamingMode { get; private set; } = false;
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public bool CanStartStreaming { get; private set; } = false;
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public bool HeaderParsed { get; private set; } = false;
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public int BufferedChunks { get; private set; } = 0;
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public bool IsSeekingBeyondBuffer { get; private set; } = false;
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private bool _streamingPlaybackStarted = false;
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private CancellationTokenSource? _streamingCancellation;
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private Task? _activeStreamingTask;
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private DateTime _lastNotification = DateTime.MinValue;
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private readonly ILogger<StreamingAudioPlayerService> _logger;
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private string? _currentTrackId;
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// Phase 16 play-session telemetry (§2.1). The tracker observes the playback lifecycle and emits at
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// most one bucketed play event per session, behind the engagement floor. Attached after construction
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// by AudioPlayerProvider (the player is not DI-registered), mirroring how QueueService binds — no
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// constructor growth propagated through DI, no construction cycle. Null when telemetry is not wired
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// (e.g. unit tests that construct the player without it), so every call is null-guarded.
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private PlayTracker? _playTracker;
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private BeaconInterop? _beacon;
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private DotNetObjectReference<StreamingAudioPlayerService>? _unloadRef;
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private string? _unloadKey;
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// One-shot guard so the play session opens exactly once per LoadTrackStreaming — never on the
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// SeekBeyondBuffer re-stream, which reuses _currentTrackId and re-runs the playback-start transition
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// with _streamingPlaybackStarted reset. A seek-beyond-buffer is the SAME play (§1d), so it must not
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// open a new session. Set true when the session opens; reset only by LoadTrackStreaming.
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private bool _sessionOpened;
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public StreamingAudioPlayerService(
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AudioInteropService audioInterop,
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TrackMediaClient trackMediaClient,
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ILogger<StreamingAudioPlayerService> logger)
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: base(audioInterop, trackMediaClient)
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{
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_logger = logger;
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}
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/// <summary>
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/// Wire the play-session tracker and beacon transport into the player after construction (Phase 16
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/// §2.1). Called once by <c>AudioPlayerProvider</c>. Kept off the constructor deliberately: the player
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/// is built with <c>new</c> by the provider (not DI), so threading the tracker through the constructor
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/// would force the provider to resolve it too — instead the provider injects the tracker's collaborators
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/// and hands a built tracker here, the same post-construction binding QueueService uses. Also registers
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/// the page-unload handler so a mid-play tab-close still records the play via sendBeacon.
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/// </summary>
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public void AttachTracker(PlayTracker tracker, BeaconInterop beacon)
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{
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_playTracker = tracker;
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_beacon = beacon;
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_unloadRef = DotNetObjectReference.Create(this);
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_unloadKey = PlayerId;
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// Fire-and-forget: registration only needs to have happened before the listener leaves; it
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// never gates playback. A failure simply means tab-close mid-play isn't recorded.
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_ = _beacon.RegisterUnloadAsync(_unloadKey, _unloadRef, nameof(OnPageUnload));
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}
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/// <summary>
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/// Close the open play session as the page unloads (pagehide / visibility→hidden). Invoked
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/// synchronously from the beacon's unload handler so the session's beacon is queued before the page
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/// freezes. <see cref="PlayTracker.Close"/> is idempotent, so a later organic close is a no-op.
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/// </summary>
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[JSInvokable]
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public void OnPageUnload() => _playTracker?.Close();
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// Advance the play-session high-water mark on each progress tick (§2.1). Seeking backward never
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// lowers it — the tracker takes the max.
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protected override void OnProgressTick(double currentTime) => _playTracker?.OnProgress(currentTime);
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// Organic end-of-stream closes the session; the bucket reflects the high-water fraction reached.
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protected override void OnPlaybackEnded() => _playTracker?.Close();
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public override async Task SelectTrack(TrackDto track)
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{
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await SelectTrackStreaming(track);
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}
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/// <inheritdoc />
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public async Task WarmAudioContext()
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{
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await EnsureInitializedAsync();
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await _audioInterop.EnsureAudioContextReady(PlayerId);
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}
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public async Task SelectTrackStreaming(TrackDto track)
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{
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await EnsureInitializedAsync();
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// Resume AudioContext immediately on track selection (user interaction) to avoid clicks later
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await _audioInterop.EnsureAudioContextReady(PlayerId);
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await NotifyTrackSelected();
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await LoadTrackStreaming(track);
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await NotifyStateChanged();
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}
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/// <inheritdoc />
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public async Task StageTrack(TrackDto track)
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{
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// Pure state: expose the track as current so the bar shows it ready, but do NOT
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// initialize the player, resume the AudioContext, or start streaming. Those steps
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// require a user gesture and run on the first play click via SelectTrackStreaming.
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CurrentTrack = track;
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ErrorMessage = null;
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await NotifyStateChanged();
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}
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private async Task LoadTrackStreaming(TrackDto track)
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{
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// Always reset to clean state before loading new track. ResetToIdle
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// both cancels and awaits any in-flight streaming loop, so by the time
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// we return from it the previous loop is guaranteed to have exited and
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// there is no risk of interleaved ProcessStreamingChunk calls against
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// the single-instance JS StreamDecoder.
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await ResetToIdle();
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// Save track ID for seek operations
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_currentTrackId = track.EntryKey;
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// A fresh load is a fresh play candidate (§1d: replays = multiple plays). Arm the
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// one-shot session-open guard; the session actually opens at the playback-start transition
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// below (a track that fails to load never reaches it, so it does not count).
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_sessionOpened = false;
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// Expose to UI immediately — Now-Playing surfaces should reflect the selected
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// track while it's still loading, not only after playback starts.
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CurrentTrack = track;
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// Create new cancellation token for this streaming operation. Capture it in a local
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// so the catch/finally can compare identity against _streamingCancellation: a seek
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// replaces _streamingCancellation with its own seekCts before this load's continuation
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// resumes on the single-threaded WASM dispatcher, and we must not clobber the seek's state.
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var loadCts = new CancellationTokenSource();
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_streamingCancellation = loadCts;
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// Fetch the waveform profile alongside the audio. Fire-and-forget against the same
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// streaming token so a track switch abandons it; it only updates display state and must
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// never gate or fail the audio load (a missing profile yields the flat-seekbar fallback).
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_ = LoadWaveformProfileAsync(track.EntryKey, loadCts.Token);
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try
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{
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// Set state to indicate loading has started
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ErrorMessage = null;
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LoadProgress = 0;
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IsLoading = true;
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IsStreamingMode = true;
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// Reset adaptive buffer sizing
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_currentBufferSize = DefaultBufferSize;
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_consecutiveSlowReads = 0;
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await NotifyStateChanged();
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// Pass the streaming token to the HTTP layer so a navigation/track switch
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// aborts the server connection instead of leaving it draining bytes.
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var mediaResult = await _trackMediaClient.GetTrackMedia(
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track.EntryKey,
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byteOffset: 0,
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cancellationToken: loadCts.Token);
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if (!mediaResult.Success)
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{
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var technicalError = mediaResult.GetMessage();
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_logger.LogError("Failed to get track media for {TrackId}: {Error}",
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track.EntryKey, technicalError);
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ErrorMessage = StreamingErrorHandler.GetUserFriendlyMessage(technicalError);
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return;
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}
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if (mediaResult.Value == null)
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{
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const string technicalError = "No audio returned from server";
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_logger.LogError("No audio data returned for track {TrackId}", track.EntryKey);
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ErrorMessage = StreamingErrorHandler.GetUserFriendlyMessage(technicalError);
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return;
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}
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using var audio = mediaResult.Value;
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// Initialize streaming mode with content length and media type (drives
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// JS format-decoder selection).
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var streamingResult = await _audioInterop.InitializeStreaming(PlayerId, audio.ContentLength, audio.ContentType);
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if (!streamingResult.Success)
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{
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var technicalError = $"Failed to initialize streaming: {streamingResult.Error}";
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_logger.LogError("Streaming initialization failed for track {TrackId}: {Error}",
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track.EntryKey, technicalError);
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ErrorMessage = StreamingErrorHandler.GetUserFriendlyMessage(technicalError);
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return;
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}
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_activeStreamingTask = StreamAudioWithEarlyPlayback(audio, loadCts.Token);
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await _activeStreamingTask;
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}
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catch (OperationCanceledException) when (loadCts.IsCancellationRequested)
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{
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// Cancellation is expected when this load was superseded (track switch or seek).
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// The when filter ensures HttpClient timeout OCEs — where loadCts was NOT
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// cancelled — fall through to the error handler below instead of being swallowed.
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_logger.LogDebug("Audio streaming cancelled for track {TrackId}", track.EntryKey);
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// Only reset streaming state if this load is still the active operation. A seek
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// in flight has already replaced _streamingCancellation with its own seekCts and
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// owns IsLoaded/IsStreamingMode; clobbering them here corrupts the seek mid-flight.
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if (ReferenceEquals(_streamingCancellation, loadCts))
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{
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IsLoaded = false;
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IsStreamingMode = false;
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}
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}
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catch (Exception ex)
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{
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StreamingErrorHandler.LogError(_logger, ex, "LoadTrackStreaming", track.EntryKey);
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ErrorMessage = StreamingErrorHandler.GetUserFriendlyMessage(ex.Message);
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LoadProgress = 0;
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IsLoaded = false;
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IsStreamingMode = false;
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}
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finally
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{
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IsLoading = false;
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// Only notify if this load is still the active operation. A superseding seek
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// owns state notifications; firing here mid-seek would push a stale snapshot.
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if (ReferenceEquals(_streamingCancellation, loadCts))
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{
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await NotifyStateChanged();
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}
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}
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}
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/// <summary>
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/// Fetches and decodes the track's waveform loudness profile, then notifies state so the
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/// seek zone re-renders with real bars. Best-effort: a 404 (no stored profile) or any other
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/// failure simply leaves <see cref="AudioPlayerService.WaveformProfile"/> null, which the
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/// WaveformSeeker renders as a flat-but-seekable fallback. Never throws into the load path.
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/// </summary>
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private async Task LoadWaveformProfileAsync(string entryKey, CancellationToken cancellationToken)
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{
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WaveformProfile = null;
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try
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{
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var result = await _trackMediaClient.GetWaveformProfileAsync(entryKey, cancellationToken);
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if (cancellationToken.IsCancellationRequested) return;
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if (result.Success && result.Value is { } dto)
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{
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WaveformProfile = DecodeWaveformProfile(dto);
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await NotifyStateChanged();
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}
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}
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catch (OperationCanceledException)
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{
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// Track switched or stopped before the profile arrived — nothing to surface.
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}
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catch (Exception ex)
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{
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// A failed profile fetch must not disturb playback; log and fall back to flat bars.
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_logger.LogDebug(ex, "Failed to load waveform profile for {EntryKey}", entryKey);
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}
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}
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/// <summary>
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/// Decodes a <see cref="WaveformProfileDto"/> (base64 of byte[BucketCount], each 0..255) into
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/// a normalized double[] in [0, 1]. Returns null if the payload is malformed so callers treat
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/// it as "no profile" rather than rendering garbage bars.
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/// </summary>
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private static double[]? DecodeWaveformProfile(WaveformProfileDto dto)
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{
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if (string.IsNullOrEmpty(dto.Data)) return null;
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byte[] bytes;
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try
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{
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bytes = Convert.FromBase64String(dto.Data);
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}
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catch (FormatException)
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{
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return null;
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}
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if (bytes.Length == 0) return null;
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var profile = new double[bytes.Length];
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for (var i = 0; i < bytes.Length; i++)
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{
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profile[i] = bytes[i] / 255.0;
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}
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return profile;
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}
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private async Task StreamAudioWithEarlyPlayback(TrackMediaResponse audio, CancellationToken cancellationToken)
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{
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byte[]? buffer = null;
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try
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{
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long totalBytesRead = 0;
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buffer = ArrayPool<byte>.Shared.Rent(MaxBufferSize); // Rent larger buffer to accommodate adaptive sizing
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int currentBytes;
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var readTimer = System.Diagnostics.Stopwatch.StartNew();
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do
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{
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readTimer.Restart();
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currentBytes = await audio.Stream.ReadAsync(buffer, 0, _currentBufferSize, cancellationToken);
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readTimer.Stop();
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// Adapt buffer size based on read performance
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AdaptBufferSize(currentBytes, readTimer.ElapsedMilliseconds);
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if (currentBytes > 0)
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{
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totalBytesRead += currentBytes;
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// Always slice to the exact number of bytes read. The pooled buffer
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// is rented at MaxBufferSize and may carry stale bytes past
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// currentBytes from a prior rental — handing the full array to JS
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// interop would serialise that garbage into the audio stream.
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var actualBuffer = buffer.AsSpan(0, currentBytes).ToArray();
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// Process chunk for streaming
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var chunkResult = await _audioInterop.ProcessStreamingChunk(PlayerId, actualBuffer);
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if (!chunkResult.Success)
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{
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var error = $"Failed to process streaming chunk: {chunkResult.Error}";
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_logger.LogWarning("Chunk processing failed: {Error}", error);
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throw new Exception(error);
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}
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// Update streaming state
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CanStartStreaming = chunkResult.CanStartStreaming;
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HeaderParsed = chunkResult.HeaderParsed;
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BufferedChunks = chunkResult.BufferCount;
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// Set duration from WAV header when available (only set once)
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if (chunkResult.Duration.HasValue && Duration == null)
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{
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Duration = chunkResult.Duration.Value;
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_logger.LogInformation("Duration set from WAV header: {Duration:F2} seconds", Duration);
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// Feed the same once-only duration to the play session so it can compute the
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// completion fraction at close. Safe before/after session open — SetDuration
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// is a no-op when no session is open and idempotent otherwise.
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_playTracker?.SetDuration(chunkResult.Duration.Value);
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}
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// Start playback as soon as we can
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if (!_streamingPlaybackStarted && CanStartStreaming)
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{
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var playbackResult = await _audioInterop.StartStreamingPlayback(PlayerId);
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if (playbackResult.Success)
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{
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_streamingPlaybackStarted = true;
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IsPlaying = true;
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IsPaused = false;
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IsLoaded = true; // Track is loaded and ready to play (even if still downloading)
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ErrorMessage = null;
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// Open the play session exactly once per load, at the moment playback truly
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// begins (§2.1). The _sessionOpened guard keeps the SeekBeyondBuffer re-stream
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// — which re-enters this transition with _streamingPlaybackStarted reset —
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// from opening a second session for the same play. Duration may already be
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// known from a prior chunk, so re-feed it after opening.
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if (!_sessionOpened && _currentTrackId is { } trackKey)
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{
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_sessionOpened = true;
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_playTracker?.OnPlaybackStarted(trackKey);
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if (Duration is { } d)
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_playTracker?.SetDuration(d);
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}
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await NotifyStateChanged(); // Immediate notification for critical state change
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}
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else
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{
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var technicalError = $"Failed to start streaming playback: {playbackResult.Error}";
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_logger.LogError("Failed to start playback: {Error}", technicalError);
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ErrorMessage = StreamingErrorHandler.GetUserFriendlyMessage(technicalError);
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}
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}
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// Update progress
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if (audio.ContentLength > 0)
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{
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LoadProgress = Math.Min(1.0, (double)totalBytesRead / audio.ContentLength);
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}
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await ThrottledNotifyStateChanged();
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}
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} while (currentBytes > 0);
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// Notify the JS decoder that the stream is finished. When the server omits
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// Content-Length the StreamDecoder cannot determine completion via byte counting
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// alone; this explicit signal ensures the tail-decoding path (streamComplete=true)
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// fires regardless of whether Content-Length was present.
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await _audioInterop.MarkStreamCompleteAsync(PlayerId);
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// Mark as fully loaded
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LoadProgress = 1.0;
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await NotifyStateChanged();
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}
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catch (OperationCanceledException) when (cancellationToken.IsCancellationRequested)
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{
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// Cancellation is expected during track switch or seek — propagate cleanly.
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throw;
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}
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catch (Exception ex)
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{
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StreamingErrorHandler.LogError(_logger, ex, "StreamAudioWithEarlyPlayback");
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ErrorMessage = StreamingErrorHandler.GetUserFriendlyMessage(ex.Message);
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LoadProgress = 0;
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IsLoaded = false;
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IsStreamingMode = false;
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await NotifyStateChanged();
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throw;
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}
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finally
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{
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if (buffer != null)
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{
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ArrayPool<byte>.Shared.Return(buffer);
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}
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}
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}
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/// <summary>
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/// In streaming mode, Stop fully resets to Idle state since audio data is consumed.
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/// This is equivalent to Unload for streaming playback.
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/// </summary>
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public override async Task Stop()
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{
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// In streaming mode, Stop = Unload (data is consumed, can't replay)
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await ResetToIdle();
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}
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/// <summary>
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/// Fully resets the player to Idle state, ready for a new track.
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/// </summary>
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public override async Task Unload()
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{
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await ResetToIdle();
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}
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/// <summary>
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/// Override Seek to handle seek-beyond-buffer for streaming mode.
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/// </summary>
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public override async Task Seek(double position)
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{
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if (!IsLoaded || !IsStreamingMode) return;
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try
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{
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var result = await _audioInterop.SeekAsync(PlayerId, position);
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if (result.Success)
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{
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if (result.SeekBeyondBuffer && result.ByteOffset >= 0)
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{
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// Need to load new stream from offset
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_logger.LogInformation("Seeking beyond buffer to {Position:F2}s, byte offset: {ByteOffset}",
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position, result.ByteOffset);
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await SeekBeyondBuffer(position, result.ByteOffset);
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}
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else
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{
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// Seek within buffer succeeded
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CurrentTime = position;
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ErrorMessage = null;
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await NotifyStateChanged();
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}
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}
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|
else
|
|
{
|
|
ErrorMessage = $"Seek error: {result.Error}";
|
|
await NotifyStateChanged();
|
|
}
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
_logger.LogError(ex, "Error seeking to position {Position}", position);
|
|
ErrorMessage = $"Error seeking: {ex.Message}";
|
|
await NotifyStateChanged();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Handle seeking beyond the currently buffered content by requesting a new stream from offset.
|
|
/// </summary>
|
|
private async Task SeekBeyondBuffer(double seekPosition, long byteOffset)
|
|
{
|
|
if (string.IsNullOrEmpty(_currentTrackId))
|
|
{
|
|
ErrorMessage = "Cannot seek - no track loaded";
|
|
return;
|
|
}
|
|
|
|
IsSeekingBeyondBuffer = true;
|
|
|
|
// Cancel the current streaming loop AND wait for it to fully exit before
|
|
// starting a new one. The previous loop's pending ReadAsync will throw
|
|
// OperationCanceledException asynchronously; if we kick off a new loop
|
|
// immediately, both can race against the single-instance JS StreamDecoder
|
|
// and corrupt decode state. Draining here is the load-bearing guarantee.
|
|
//
|
|
// Invariant: any caller that supersedes a load WITHOUT wanting the load's
|
|
// state reset must assign its own CTS to _streamingCancellation *before*
|
|
// its first await. LoadTrackStreaming's OCE continuation fires during the
|
|
// drain await on the shared _activeStreamingTask; it resets IsLoaded/
|
|
// IsStreamingMode only when _streamingCancellation still equals its loadCts.
|
|
// Assigning seekCts synchronously here makes that identity check fail, so
|
|
// the seek's state survives. (ResetToIdle deliberately does NOT do this —
|
|
// it wants the reset, and nulls _streamingCancellation only after the drain.)
|
|
var oldCts = _streamingCancellation;
|
|
var seekCts = new CancellationTokenSource();
|
|
_streamingCancellation = seekCts;
|
|
oldCts?.Cancel();
|
|
await DrainActiveStreamingTaskAsync();
|
|
oldCts?.Dispose();
|
|
|
|
try
|
|
{
|
|
// Update UI immediately
|
|
CurrentTime = seekPosition;
|
|
await NotifyStateChanged();
|
|
|
|
// Request new stream from offset
|
|
var mediaResult = await _trackMediaClient.GetTrackMedia(
|
|
_currentTrackId,
|
|
byteOffset,
|
|
cancellationToken: seekCts.Token);
|
|
if (!mediaResult.Success || mediaResult.Value == null)
|
|
{
|
|
var technicalError = mediaResult.GetMessage() ?? "Failed to load audio from position";
|
|
_logger.LogError("Failed to get track media from offset {Offset}: {Error}", byteOffset, technicalError);
|
|
ErrorMessage = StreamingErrorHandler.GetUserFriendlyMessage(technicalError);
|
|
IsSeekingBeyondBuffer = false;
|
|
return;
|
|
}
|
|
|
|
using var audio = mediaResult.Value;
|
|
|
|
// Reinitialize JS player for offset streaming
|
|
var reinitResult = await _audioInterop.ReinitializeFromOffset(PlayerId, audio.ContentLength, seekPosition);
|
|
if (!reinitResult.Success)
|
|
{
|
|
_logger.LogError("Failed to reinitialize for offset streaming: {Error}", reinitResult.Error);
|
|
ErrorMessage = "Failed to seek to position";
|
|
IsSeekingBeyondBuffer = false;
|
|
return;
|
|
}
|
|
|
|
// Reset streaming state for new stream
|
|
_streamingPlaybackStarted = false;
|
|
CanStartStreaming = false;
|
|
HeaderParsed = false;
|
|
BufferedChunks = 0;
|
|
|
|
// Stream audio from offset
|
|
_activeStreamingTask = StreamAudioWithEarlyPlayback(audio, seekCts.Token);
|
|
await _activeStreamingTask;
|
|
|
|
IsSeekingBeyondBuffer = false;
|
|
}
|
|
catch (OperationCanceledException) when (seekCts.IsCancellationRequested)
|
|
{
|
|
// Another seek or stop interrupted this one. Only clear the flag if we are
|
|
// still the active seek — if _streamingCancellation has been replaced, a
|
|
// newer seek is in progress and owns the flag.
|
|
_logger.LogDebug("Seek beyond buffer cancelled");
|
|
if (ReferenceEquals(_streamingCancellation, seekCts))
|
|
{
|
|
IsSeekingBeyondBuffer = false;
|
|
}
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
_logger.LogError(ex, "Error during seek beyond buffer to position {Position}", seekPosition);
|
|
ErrorMessage = StreamingErrorHandler.GetUserFriendlyMessage(ex.Message);
|
|
IsSeekingBeyondBuffer = false;
|
|
await NotifyStateChanged();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Single method to reset all state - called by both Stop and Unload.
|
|
/// </summary>
|
|
private async Task ResetToIdle()
|
|
{
|
|
// 0. Close any open play session BEFORE tearing down (§2.1). ResetToIdle is the single funnel
|
|
// for stop / unload / dispose / track-switch (a new LoadTrackStreaming calls it first), so a
|
|
// superseded listen is recorded here with its high-water bucket. Close is idempotent — if the
|
|
// session already closed organically or via the unload beacon, this is a no-op.
|
|
_playTracker?.Close();
|
|
_sessionOpened = false;
|
|
|
|
// 1. Cancel any ongoing streaming operation and wait for it to exit
|
|
// before tearing down JS state. Otherwise the loop's pending
|
|
// ProcessStreamingChunk call can land after StopAsync/UnloadAsync.
|
|
_streamingCancellation?.Cancel();
|
|
await DrainActiveStreamingTaskAsync();
|
|
_streamingCancellation?.Dispose();
|
|
_streamingCancellation = null;
|
|
|
|
// 2. Tell JS to stop and unload
|
|
try
|
|
{
|
|
await _audioInterop.StopAsync(PlayerId);
|
|
await _audioInterop.UnloadAsync(PlayerId);
|
|
}
|
|
catch
|
|
{
|
|
// Ignore JS errors during cleanup
|
|
}
|
|
|
|
// 3. Reset ALL state to Idle
|
|
IsPlaying = false;
|
|
IsPaused = false;
|
|
IsLoaded = false;
|
|
IsLoading = false;
|
|
CurrentTime = 0;
|
|
Duration = null;
|
|
LoadProgress = 0;
|
|
ErrorMessage = null;
|
|
CurrentTrack = null;
|
|
WaveformProfile = null;
|
|
|
|
// 4. Reset streaming-specific state
|
|
IsStreamingMode = false;
|
|
CanStartStreaming = false;
|
|
HeaderParsed = false;
|
|
BufferedChunks = 0;
|
|
_streamingPlaybackStarted = false;
|
|
IsSeekingBeyondBuffer = false;
|
|
_currentTrackId = null;
|
|
|
|
await NotifyStateChanged();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Wait for the previously-started streaming loop to fully exit. The caller
|
|
/// must have already cancelled <see cref="_streamingCancellation"/>. Swallows
|
|
/// the expected OperationCanceledException; any other exception was already
|
|
/// surfaced through the loop's own catch block, so we ignore it here too.
|
|
/// </summary>
|
|
private async Task DrainActiveStreamingTaskAsync()
|
|
{
|
|
var task = _activeStreamingTask;
|
|
if (task == null) return;
|
|
|
|
try
|
|
{
|
|
await task;
|
|
}
|
|
catch (OperationCanceledException)
|
|
{
|
|
// Expected when we cancelled the loop ourselves.
|
|
}
|
|
catch
|
|
{
|
|
// Any other failure was already logged inside the loop.
|
|
}
|
|
finally
|
|
{
|
|
// Only clear if we are still the active task — a concurrent caller
|
|
// may have started a new stream while we were draining the old one.
|
|
if (ReferenceEquals(_activeStreamingTask, task))
|
|
{
|
|
_activeStreamingTask = null;
|
|
}
|
|
}
|
|
}
|
|
|
|
private async Task ThrottledNotifyStateChanged()
|
|
{
|
|
var now = DateTime.UtcNow;
|
|
if ((now - _lastNotification).TotalMilliseconds >= NotificationThrottleMs)
|
|
{
|
|
_lastNotification = now;
|
|
await NotifyStateChanged();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// On component unmount we must cancel the in-flight streaming loop and tear
|
|
/// down JS callbacks before the JS side's setInterval fires again with a
|
|
/// stale DotNetObjectReference. ResetToIdle covers cancellation + JS stop
|
|
/// + state reset; the base then disposes the JS player and its callbacks.
|
|
/// </summary>
|
|
public override async ValueTask DisposeAsync()
|
|
{
|
|
try
|
|
{
|
|
// ResetToIdle closes any open play session, so a dispose mid-play still records the listen.
|
|
await ResetToIdle();
|
|
}
|
|
catch
|
|
{
|
|
// Disposal must not throw; any failure here is best-effort cleanup.
|
|
}
|
|
|
|
// Detach the page-unload handler so the torn-down circuit is never invoked, then release the
|
|
// self-reference. Best-effort — the JS side tolerates an absent key.
|
|
if (_unloadKey is not null && _beacon is not null)
|
|
{
|
|
try { await _beacon.UnregisterUnloadAsync(_unloadKey); }
|
|
catch { /* best-effort */ }
|
|
}
|
|
_unloadRef?.Dispose();
|
|
_unloadRef = null;
|
|
|
|
await base.DisposeAsync();
|
|
}
|
|
|
|
private void AdaptBufferSize(int bytesRead, long readTimeMs)
|
|
{
|
|
// Adaptive buffer sizing based on network performance
|
|
if (readTimeMs > 100) // Slow read (>100ms)
|
|
{
|
|
_consecutiveSlowReads++;
|
|
if (_consecutiveSlowReads >= 3 && _currentBufferSize > MinBufferSize)
|
|
{
|
|
// Reduce buffer size for slow connections
|
|
_currentBufferSize = Math.Max(MinBufferSize, _currentBufferSize / 2);
|
|
_consecutiveSlowReads = 0;
|
|
}
|
|
}
|
|
else if (readTimeMs < 20 && bytesRead == _currentBufferSize) // Fast read, buffer fully utilized
|
|
{
|
|
_consecutiveSlowReads = 0;
|
|
if (_currentBufferSize < MaxBufferSize)
|
|
{
|
|
// Increase buffer size for fast connections
|
|
_currentBufferSize = Math.Min(MaxBufferSize, _currentBufferSize * 2);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
_consecutiveSlowReads = 0;
|
|
}
|
|
}
|
|
} |