b93881cd66
C6/AC8: IsStillActiveSeek() predicate guards all three SeekBeyondBuffer failure exits, so a superseded seek never recovers over a newer seek's state. AC6: empty scheduler routes to seekBeyondBuffer so a same-target retry (seek or play) refetches instead of no-oping.
340 lines
11 KiB
C#
340 lines
11 KiB
C#
using DeepDrftModels.DTOs;
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using DeepDrftPublic.Client.Clients;
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using Microsoft.AspNetCore.Components;
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using NetBlocks.Models;
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namespace DeepDrftPublic.Client.Services;
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public abstract class AudioPlayerService : IPlayerService, IAsyncDisposable
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{
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protected readonly AudioInteropService _audioInterop;
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protected readonly TrackMediaClient _trackMediaClient;
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public string PlayerId { get; private set; } = Guid.NewGuid().ToString();
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// State properties
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public bool IsInitialized { get; protected set; } = false;
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public bool IsLoaded { get; protected set; } = false;
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public bool IsLoading { get; protected set; } = false;
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public bool IsPlaying { get; protected set; } = false;
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public bool IsPaused { get; protected set; } = false;
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public double CurrentTime { get; protected set; } = 0;
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public double? Duration { get; protected set; } = null;
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public double Volume { get; protected set; } = 0.8;
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public double LoadProgress { get; protected set; } = 0;
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public string? ErrorMessage { get; protected set; }
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/// <summary>
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/// The currently selected track. In the streaming subclass this property is managed
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/// exclusively by <see cref="StreamingAudioPlayerService"/>: set in
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/// <c>LoadTrackStreaming</c> after <c>ResetToIdle</c> clears it, and cleared again
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/// by <c>ResetToIdle</c> on stop/unload/dispose. Base-class subclasses that take the
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/// <see cref="SelectTrack"/>/<see cref="Unload"/> path are responsible for managing
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/// it themselves.
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/// </summary>
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public TrackDto? CurrentTrack { get; protected set; }
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/// <inheritdoc />
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public double[]? WaveformProfile { get; protected set; }
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// Events
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public EventCallback? OnStateChanged { get; set; }
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public EventCallback? OnTrackSelected { get; set; }
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/// <inheritdoc />
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public event Action? StateChanged;
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/// <inheritdoc />
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public event Action? TrackEnded;
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protected AudioPlayerService(AudioInteropService audioInterop, TrackMediaClient trackMediaClient)
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{
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_audioInterop = audioInterop;
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_trackMediaClient = trackMediaClient;
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}
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public async Task InitializeAsync()
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{
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if (IsInitialized) return;
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try
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{
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var result = await _audioInterop.CreatePlayerAsync(PlayerId);
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if (!result.Success)
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{
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ErrorMessage = $"Failed to initialize audio player: {result.Error}";
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await NotifyStateChanged();
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return;
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}
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await _audioInterop.SetOnProgressCallbackAsync(PlayerId, OnProgressCallback);
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await _audioInterop.SetOnEndCallbackAsync(PlayerId, OnPlaybackEndCallback);
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await _audioInterop.SetVolumeAsync(PlayerId, Volume);
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IsInitialized = true;
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ErrorMessage = null;
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await NotifyStateChanged();
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}
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catch (Exception ex)
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{
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ErrorMessage = $"Failed to initialize audio player: {ex.Message}";
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await NotifyStateChanged();
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}
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}
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/// <summary>
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/// Selecting a track is only supported through the streaming path. The former
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/// base buffered implementation drove JS no-ops (<c>initializeBufferedPlayer</c> /
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/// <c>appendAudioBlock</c> / <c>finalizeAudioBuffer</c>) and silently played
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/// silence. Subclasses must override with a real load path (see
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/// <see cref="StreamingAudioPlayerService.SelectTrack"/>).
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/// </summary>
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public virtual Task SelectTrack(TrackDto track) =>
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throw new NotSupportedException(
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"The base buffered player path is not implemented. Use a streaming player (SelectTrackStreaming).");
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public async Task TogglePlayPause()
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{
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if (!IsLoaded) return;
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try
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{
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AudioOperationResult result;
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if (IsPlaying)
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{
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result = await _audioInterop.PauseAsync(PlayerId);
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if (result.Success)
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{
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IsPlaying = false;
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IsPaused = true;
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}
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}
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else
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{
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result = await _audioInterop.PlayAsync(PlayerId);
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if (result.Success)
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{
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IsPlaying = true;
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IsPaused = false;
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}
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else if (IsPaused)
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{
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// Play failed while the player is paused — the scheduler may be empty after a
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// failed refill (AC6 recovery). Re-issue a seek at the current position: the
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// seek path routes to seekBeyondBuffer when the scheduler is empty (Phase 21.3
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// fix), triggering a real refetch rather than returning "Streaming not ready".
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// We return early here; Seek owns its own state mutations and NotifyStateChanged.
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await Seek(CurrentTime);
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return;
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}
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}
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if (!result.Success)
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{
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ErrorMessage = $"Playback error: {result.Error}";
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}
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else
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{
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ErrorMessage = null;
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}
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await NotifyStateChanged();
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}
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catch (Exception ex)
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{
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ErrorMessage = $"Error controlling playback: {ex.Message}";
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await NotifyStateChanged();
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}
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}
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public virtual async Task Stop()
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{
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if (!IsLoaded) return;
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try
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{
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var result = await _audioInterop.StopAsync(PlayerId);
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if (result.Success)
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{
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IsPlaying = false;
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IsPaused = false;
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CurrentTime = 0;
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ErrorMessage = null;
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}
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else
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{
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ErrorMessage = $"Stop error: {result.Error}";
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}
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await NotifyStateChanged();
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}
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catch (Exception ex)
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{
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ErrorMessage = $"Error stopping playback: {ex.Message}";
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await NotifyStateChanged();
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}
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}
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public virtual async Task Unload()
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{
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if (!IsLoaded) return;
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try
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{
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await Stop();
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var result = await _audioInterop.UnloadAsync(PlayerId);
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if (result.Success)
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{
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IsPlaying = false;
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IsPaused = false;
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CurrentTime = 0;
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Duration = null;
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LoadProgress = 0;
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IsLoaded = false;
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ErrorMessage = null;
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}
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else
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{
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ErrorMessage = $"Unload error: {result.Error}";
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}
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await NotifyStateChanged();
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}
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catch (Exception ex)
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{
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ErrorMessage = $"Error unloading track: {ex.Message}";
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await NotifyStateChanged();
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}
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}
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public virtual async Task Seek(double position)
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{
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if (!IsLoaded) 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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CurrentTime = position;
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ErrorMessage = null;
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}
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else
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{
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ErrorMessage = $"Seek error: {result.Error}";
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}
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await NotifyStateChanged();
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}
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catch (Exception ex)
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{
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ErrorMessage = $"Error seeking: {ex.Message}";
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await NotifyStateChanged();
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}
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}
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public async Task SetVolume(double volume)
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{
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Volume = volume;
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if (IsLoaded)
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{
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try
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{
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var result = await _audioInterop.SetVolumeAsync(PlayerId, volume);
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if (!result.Success)
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{
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ErrorMessage = $"Volume error: {result.Error}";
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}
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else
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{
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ErrorMessage = null;
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}
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}
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catch (Exception ex)
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{
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ErrorMessage = $"Error setting volume: {ex.Message}";
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}
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}
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await NotifyStateChanged();
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}
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public async Task ClearError()
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{
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ErrorMessage = null;
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await NotifyStateChanged();
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}
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private async Task OnProgressCallback(double currentTime)
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{
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CurrentTime = currentTime;
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// Telemetry hook (Phase 16 §2.1): a subclass advances the play-session high-water mark here, on
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// the same throttled tick the UI already consumes. Base implementation is a no-op.
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OnProgressTick(currentTime);
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await NotifyStateChanged();
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}
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private async Task OnPlaybackEndCallback()
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{
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IsPlaying = false;
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IsPaused = false;
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IsLoaded = false;
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CurrentTime = 0;
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Duration = null;
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// Telemetry hook: organic end closes the play session (the bucket reflects how far they got)
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// BEFORE the state notification and TrackEnded fan-out, so the session that just ended is the
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// one recorded — not whatever a queue auto-advance opens next. Base implementation is a no-op.
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OnPlaybackEnded();
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await NotifyStateChanged();
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// Fire AFTER the state notification so any queue orchestrator that advances on this
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// signal selects the next track against a fully-settled idle state. Raised only on
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// organic end-of-stream — stop/unload/track-switch go through ResetToIdle, which does
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// not raise this — so a subscriber can treat it unambiguously as "advance the queue."
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TrackEnded?.Invoke();
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}
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/// <summary>
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/// Telemetry seam (Phase 16): called on each progress tick with the current playback position. The
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/// streaming subclass overrides this to advance the play-session high-water mark. No-op in the base.
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/// </summary>
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protected virtual void OnProgressTick(double currentTime) { }
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/// <summary>
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/// Telemetry seam (Phase 16): called on organic end-of-stream, before <see cref="TrackEnded"/> fires.
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/// The streaming subclass overrides this to close the play session. No-op in the base.
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/// </summary>
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protected virtual void OnPlaybackEnded() { }
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protected async Task EnsureInitializedAsync()
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{
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if (!IsInitialized)
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{
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await InitializeAsync();
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}
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}
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protected async Task NotifyStateChanged()
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{
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if (OnStateChanged.HasValue)
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await OnStateChanged.Value.InvokeAsync();
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StateChanged?.Invoke();
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}
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protected async Task NotifyTrackSelected()
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{
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if (OnTrackSelected.HasValue)
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await OnTrackSelected.Value.InvokeAsync();
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}
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public virtual async ValueTask DisposeAsync()
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{
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if (IsInitialized)
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{
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await _audioInterop.DisposePlayerAsync(PlayerId);
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}
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}
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} |