214f708e65
Fixes five queue bugs: Playlist relabel, last-track-empties, dormant-seed-from-player on first add, immediate panel reactivity, and front/back deque semantics. Adds JumpTo for row jumps.
324 lines
12 KiB
C#
324 lines
12 KiB
C#
using DeepDrftModels.DTOs;
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namespace DeepDrftPublic.Client.Services;
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/// <summary>
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/// Default <see cref="IQueueService"/>: a two-level deque orchestrator over an
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/// <see cref="IStreamingPlayerService"/>. Holds the ordered list and current index as pure state,
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/// drives playback through the player's existing <see cref="IStreamingPlayerService.SelectTrackStreaming"/>,
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/// and auto-advances on the player's <see cref="IPlayerService.TrackEnded"/> signal. PLAY mutations enter
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/// the front (prepend); add-to-queue mutations enter the back (append) — see <see cref="IQueueService"/>
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/// for the full invariant.
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///
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/// <para>
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/// The player instance is not DI-registered — <c>AudioPlayerProvider</c> constructs and cascades it.
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/// So the queue is bound to the player via <see cref="Attach"/> (called once by the provider after it
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/// creates the player) rather than constructor injection. This keeps the player single-slot, avoids a
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/// construction cycle between provider/player/queue, and needs no <c>IServiceProvider</c>. The queue's
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/// own constructor stays parameterless, so the queue logic is unit-testable against a fake player with
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/// no container. The attached player is also the seam by which the queue learns the externally-playing
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/// track when a dormant <see cref="Enqueue"/> needs to seed the head.
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/// </para>
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/// </summary>
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public sealed class QueueService : IQueueService, IDisposable
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{
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private readonly List<TrackDto> _items = new();
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private IStreamingPlayerService? _player;
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public IReadOnlyList<TrackDto> Items => _items;
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public int CurrentIndex { get; private set; } = -1;
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public bool IsArmed { get; private set; }
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public TrackDto? Current =>
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CurrentIndex >= 0 && CurrentIndex < _items.Count ? _items[CurrentIndex] : null;
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public bool HasNext => CurrentIndex >= 0 && CurrentIndex < _items.Count - 1;
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public bool HasPrevious => CurrentIndex > 0;
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public event Action? QueueChanged;
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/// <summary>
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/// Binds the queue to the player instance the provider owns, and subscribes to its track-ended
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/// signal so the queue auto-advances. Idempotent and re-bindable: re-attaching detaches the prior
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/// player first, so the queue never holds a stale subscription after a player swap. Owned by the
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/// provider's lifecycle; <see cref="Dispose"/> unsubscribes.
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/// </summary>
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public void Attach(IStreamingPlayerService player)
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{
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if (ReferenceEquals(_player, player)) return;
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if (_player != null)
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_player.TrackEnded -= OnTrackEnded;
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_player = player;
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_player.TrackEnded += OnTrackEnded;
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}
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public async Task PlayTrack(TrackDto track)
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{
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PrependForPlay(new[] { track }, prependIndex: 0);
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QueueChanged?.Invoke();
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await PlayCurrent();
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}
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public async Task PlayRelease(IEnumerable<TrackDto> tracks, int startIndex = 0)
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{
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var list = tracks.ToList();
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if (list.Count == 0) return;
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var start = Math.Clamp(startIndex, 0, list.Count - 1);
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PrependForPlay(list, start);
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QueueChanged?.Invoke();
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await PlayCurrent();
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}
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// The shared PLAY-prepend mutation (bug #5). Removes the previously-current track, inserts the
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// played track(s) at the front in order, and points CurrentIndex at the prepended item the caller
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// chose to start on. Whatever sat AFTER the old current stays intact behind the prepend; the old
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// back-history (items before the old current) is discarded because a fresh PLAY defines a new
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// front. Pure state — callers invoke QueueChanged + PlayCurrent. IsArmed clears: playback is real now.
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private void PrependForPlay(IReadOnlyList<TrackDto> played, int prependIndex)
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{
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// Drop the previously-current track only (its tail — the up-next after it — is preserved).
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// Anything before the old current is back-history that a new PLAY supersedes.
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if (CurrentIndex >= 0 && CurrentIndex < _items.Count)
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_items.RemoveRange(0, CurrentIndex + 1);
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_items.InsertRange(0, played);
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CurrentIndex = prependIndex;
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IsArmed = false;
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}
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public void Arm(IEnumerable<TrackDto> tracks)
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{
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var list = tracks as IReadOnlyList<TrackDto> ?? tracks.ToList();
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if (list.Count == 0) return;
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_items.Clear();
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_items.AddRange(list);
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CurrentIndex = 0;
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IsArmed = true;
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// No PlayCurrent: arming is interop-free state only. The first play gesture drives Start().
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QueueChanged?.Invoke();
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}
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public async Task Start()
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{
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if (!IsArmed) return;
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IsArmed = false;
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QueueChanged?.Invoke();
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await PlayCurrent();
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}
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public void Enqueue(TrackDto track)
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{
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SeedHeadFromPlayerIfDormant();
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_items.Add(track);
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EnsureCoherentDormantIndex();
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QueueChanged?.Invoke();
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}
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public void EnqueueRange(IEnumerable<TrackDto> tracks)
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{
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var toAdd = tracks as IReadOnlyList<TrackDto> ?? tracks.ToList();
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if (toAdd.Count == 0) return;
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SeedHeadFromPlayerIfDormant();
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_items.AddRange(toAdd);
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EnsureCoherentDormantIndex();
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QueueChanged?.Invoke();
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}
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// Bug #3: the first add into a dormant queue while a track is already playing externally (through
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// the attached player but not via the queue) must seed the head with that now-playing track, so the
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// append yields [now-playing, added] instead of a phantom single entry. We read the player's
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// CurrentTrack — the same seam OnTrackEnded uses — so no extra dependency is introduced. Only seeds
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// when truly dormant (empty list) AND a player track exists; a non-dormant queue is untouched.
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private void SeedHeadFromPlayerIfDormant()
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{
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if (_items.Count != 0) return;
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var playing = _player?.CurrentTrack;
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if (playing is null) return;
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_items.Add(playing);
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CurrentIndex = 0;
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}
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// After an append, a dormant queue (CurrentIndex == -1, e.g. nothing was playing to seed from)
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// needs a coherent head so a subsequent play/skip is correct — but add is not play, so we never
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// stream here. A queue that already has a current index is left untouched.
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private void EnsureCoherentDormantIndex()
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{
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if (CurrentIndex == -1 && _items.Count > 0)
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CurrentIndex = 0;
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}
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public void Move(int fromIndex, int toIndex)
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{
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if (fromIndex == toIndex) return;
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if (fromIndex < 0 || fromIndex >= _items.Count) return;
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if (toIndex < 0 || toIndex >= _items.Count) return;
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var moved = _items[fromIndex];
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_items.RemoveAt(fromIndex);
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_items.Insert(toIndex, moved);
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// Keep the same track current across the reorder. No playback is touched (C2): we only
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// recompute which index the current track now sits at.
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if (CurrentIndex == fromIndex)
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{
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CurrentIndex = toIndex;
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}
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else if (fromIndex < CurrentIndex && toIndex >= CurrentIndex)
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{
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// The current track shifted one slot toward the front to fill the vacated lower slot.
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CurrentIndex--;
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}
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else if (fromIndex > CurrentIndex && toIndex <= CurrentIndex)
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{
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// An item inserted at/above the current slot pushed the current track one slot back.
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CurrentIndex++;
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}
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QueueChanged?.Invoke();
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}
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public void RemoveAt(int index)
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{
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if (index < 0 || index >= _items.Count) return;
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_items.RemoveAt(index);
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if (_items.Count == 0)
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{
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// Last remaining track removed → empty + dormant. Does not stop the player (C2).
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CurrentIndex = -1;
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}
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else if (index < CurrentIndex)
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{
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// A track before the current was removed: the same track stays current at a lower index.
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CurrentIndex--;
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}
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else if (index == CurrentIndex && CurrentIndex >= _items.Count)
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{
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// The current track was removed and it was the last slot: there is no "next" occupant to
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// resolve to, so the queue goes dormant (CurrentIndex == -1). Playback is NOT stopped
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// (C2) — the just-removed track keeps playing to its natural end; auto-advance simply has
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// nothing further. Removing current when it is NOT the last leaves CurrentIndex pointing
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// at the new occupant of that slot (the next track), so no adjustment is needed there.
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CurrentIndex = -1;
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}
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QueueChanged?.Invoke();
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}
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public async Task Next()
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{
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if (!HasNext) return;
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CurrentIndex++;
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IsArmed = false;
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QueueChanged?.Invoke();
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await PlayCurrent();
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}
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public async Task Previous()
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{
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if (!HasPrevious) return;
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CurrentIndex--;
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IsArmed = false;
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QueueChanged?.Invoke();
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await PlayCurrent();
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}
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public async Task JumpTo(int index)
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{
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if (index < 0 || index >= _items.Count) return;
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if (index == CurrentIndex) return;
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CurrentIndex = index;
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IsArmed = false;
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QueueChanged?.Invoke();
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await PlayCurrent();
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}
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public void Clear()
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{
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if (_items.Count == 0 && CurrentIndex == -1) return;
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_items.Clear();
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CurrentIndex = -1;
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IsArmed = false;
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QueueChanged?.Invoke();
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}
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public void ClearUpcoming()
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{
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// Keep the currently-playing track, drop everything else. No current track (dormant/empty) or a
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// queue that already holds only the current → nothing to clear.
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var current = Current;
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if (current is null || _items.Count <= 1) return;
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_items.Clear();
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_items.Add(current);
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CurrentIndex = 0;
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// Playback is untouched (C2): the current track keeps streaming; we only discarded the up-next.
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QueueChanged?.Invoke();
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}
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// Advance on organic end-of-stream only. TrackEnded is not raised by stop/unload/track-switch,
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// so a manual stop or a fresh single-track selection elsewhere never spuriously advances the
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// queue.
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//
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// Guard: only act when the track that just ended is the queue's own current item. Call sites that
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// stream a single track directly (SessionDetail, StreamNowButton, resume from AudioPlayerBar)
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// overwrite the player's CurrentTrack without touching the queue. If their track reaches natural
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// end, the player fires TrackEnded — but the queue's Current no longer matches the player's
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// CurrentTrack, so we must not touch the queue. Id-based equality is used rather than ReferenceEquals
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// because DTO copies through serialisation are not reference-equal.
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//
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// When the ended track IS the queue's current: advance if there is a next track, otherwise the queue
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// has reached its end — empty it (bug #2), so the finished last track is not stranded as current and
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// the queue goes dormant (panel/button gone per HasQueue gating).
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private void OnTrackEnded()
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{
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if (_player?.CurrentTrack?.Id != Current?.Id) return;
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if (Current is null) return;
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if (HasNext)
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{
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// Fire-and-forget is deliberate: TrackEnded is a synchronous event invoked from the player's
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// end-of-playback callback continuation; we must not block it. Advancing kicks off the next
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// stream, whose own failures surface through the player's ErrorMessage/state — the queue does
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// not own playback error handling.
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_ = Next();
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}
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else
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{
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// Last track ended naturally → empty the deque. The player is left alone (its stream has
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// already ended on its own); we only reset queue state.
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_items.Clear();
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CurrentIndex = -1;
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IsArmed = false;
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QueueChanged?.Invoke();
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}
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}
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private async Task PlayCurrent()
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{
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var track = Current;
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if (track is null || _player is null) return;
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await _player.SelectTrackStreaming(track);
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}
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public void Dispose()
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{
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if (_player != null)
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{
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_player.TrackEnded -= OnTrackEnded;
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_player = null;
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}
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}
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}
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