Files
deepdrft/DeepDrftPublic.Client/Controls/AudioPlayerProvider.razor.cs
T
daniel-c-harvey c084efa78e feat(phase-16.3): light up anonId unique-listener layer
Mint a first-party localStorage anonId, thread it onto play/share beacons,
persist it via EventController, and add all-time distinct-listener counts
(site/track/release). Storage columns + indexes already existed from 16.1.
2026-06-19 14:37:55 -04:00

87 lines
4.3 KiB
C#

using DeepDrftPublic.Client.Services;
using DeepDrftPublic.Client.Clients;
using Microsoft.AspNetCore.Components;
using Microsoft.Extensions.Logging;
namespace DeepDrftPublic.Client.Controls;
public partial class AudioPlayerProvider : ComponentBase, IAsyncDisposable
{
[Inject] public required AudioInteropService AudioInterop { get; set; }
[Inject] public required TrackMediaClient TrackMediaClient { get; set; }
[Inject] public required ILogger<StreamingAudioPlayerService> Logger { get; set; }
[Inject] public required BeaconInterop Beacon { get; set; }
[Inject] public required IPlayEventSink PlayEventSink { get; set; }
[Inject] public required IAnonIdProvider AnonId { get; set; }
private IStreamingPlayerService? _audioPlayerService;
private QueueService? _queueService;
[Parameter] public RenderFragment? ChildContent { get; set; }
protected override void OnInitialized()
{
// Create the service immediately (but don't initialize yet).
// The base class lazily initializes on first track selection via
// EnsureInitializedAsync — that path is correct because audio contexts
// require a user gesture anyway. Initializing eagerly here causes 4+
// SignalR round-trips before any content is stable.
var player = new StreamingAudioPlayerService(AudioInterop, TrackMediaClient, Logger);
// Phase 16: bind the play-session tracker to the player after construction, the same way the
// queue binds — the player is built with `new`, not DI, so threading telemetry through its
// constructor would force the provider to over-resolve. The tracker owns the floor/bucket logic
// and emits via the injected sink (the beacon in production); the beacon also drives the
// page-unload close so a mid-play tab-close still records the listen. Attached on the concrete
// type before it is exposed through the IStreamingPlayerService field.
player.AttachTracker(new PlayTracker(PlayEventSink), Beacon);
_audioPlayerService = player;
// Provider is the SOLE owner of OnStateChanged. When the service fires,
// the provider re-renders, which cascades to its children automatically.
// Children must not wrap or replace this callback.
_audioPlayerService.OnStateChanged = new EventCallback(this, () => InvokeAsync(StateHasChanged));
// OnTrackSelected will be set by individual child components that need it
// The queue orchestrates above the single-slot player. The player is not DI-registered
// (constructed here), so the queue binds to it via Attach rather than constructor injection —
// no construction cycle, no IServiceProvider. Cascaded alongside the player so the bar and a
// future up-next panel both read it.
_queueService = new QueueService();
_queueService.Attach(_audioPlayerService);
}
/// <summary>
/// Warm the anon-id cache once the provider is interactive (Phase 16 wave 16.3). Done here, after the
/// first render, because the localStorage read is JS interop — not available during prerender. By the
/// time any play session closes and the sink reads <c>AnonId.Current</c>, the cache is populated; a
/// play that somehow closes before this completes simply sends no anonId (acceptable over-count). The
/// provider is the natural warm point: it is mounted in MainLayout, so it goes interactive on every
/// page the player can play from.
/// </summary>
protected override async Task OnAfterRenderAsync(bool firstRender)
{
if (firstRender)
await AnonId.EnsureLoadedAsync();
}
/// <summary>
/// Dispose the player on unmount so the JS setInterval driving progress
/// callbacks no longer holds a DotNetObjectReference into a destroyed
/// component (otherwise it throws every 100ms after navigation away).
/// </summary>
public async ValueTask DisposeAsync()
{
// Dispose the queue first so it unsubscribes from the player's TrackEnded before the
// player tears down.
_queueService?.Dispose();
_queueService = null;
if (_audioPlayerService is IAsyncDisposable disposable)
{
await disposable.DisposeAsync();
}
_audioPlayerService = null;
}
}