fixes to shuffle and queue

This commit is contained in:
Forrest 2026-07-30 15:30:07 -04:00
parent 351d47b3ff
commit 5bf85a5f44
3 changed files with 312 additions and 55 deletions

View file

@ -5,6 +5,7 @@
import 'dart:async';
import 'dart:convert';
import 'dart:io' show File, Platform;
import 'dart:math' show Random;
import 'package:flutter/foundation.dart';
import 'package:flutter_riverpod/flutter_riverpod.dart';
@ -108,6 +109,14 @@ class PlaybackController extends StateNotifier<PlaybackState> {
AudioPlayer? _player;
final Random _random = Random();
/// Snapshot of the queue order taken the moment shuffle was enabled, so
/// disabling it can restore the original (album / track-list) order. Null
/// while shuffle is off, or after a restart restored a shuffled queue (the
/// pre-shuffle order isn't persisted, so we can't rebuild it then).
List<Song>? _unshuffledOrder;
/// Coalesces rapid state changes (a position tick every second) into at most
/// one disk write per window.
Timer? _saveTimer;
@ -202,11 +211,26 @@ class PlaybackController extends StateNotifier<PlaybackState> {
// itself have been unstreamable).
final target = songs[startIndex.clamp(0, songs.length - 1)];
final targetIndex = streamable.indexOf(target);
final start =
var start =
targetIndex >= 0 ? targetIndex : startIndex.clamp(0, streamable.length - 1);
// With shuffle on, a fresh play still plays the chosen song first and
// shuffles the rest (we own the order — the player's own shuffle stays off).
// Remember the incoming order so a later un-shuffle can restore it.
var ordered = streamable;
if (state.shuffle && streamable.length > 1) {
_unshuffledOrder = [...streamable];
final first = streamable[start];
final rest = [...streamable]..removeAt(start);
rest.shuffle(_random);
ordered = [first, ...rest];
start = 0;
} else {
_unshuffledOrder = null;
}
state = state.copyWith(
queue: streamable,
queue: ordered,
currentIndex: start,
position: Duration.zero,
);
@ -221,13 +245,30 @@ class PlaybackController extends StateNotifier<PlaybackState> {
return;
}
await player.setAudioSources(
streamable.map(_sourceFor).toList(),
ordered.map(_sourceFor).toList(),
initialIndex: start,
);
await player.play();
// currentIndexStream fires _notifyCurrent for the started track.
}
/// Start playing the queue entry at [index] without rebuilding the queue —
/// used by the queue list so tapping a row jumps to it and keeps the current
/// (possibly shuffled) order intact.
Future<void> jumpTo(int index) async {
final q = state.queue;
if (index < 0 || index >= q.length) return;
final player = _player;
if (player == null) {
state = state.copyWith(currentIndex: index, position: Duration.zero);
_notifyCurrent();
return;
}
await player.seek(Duration.zero, index: index);
await player.play();
// currentIndexStream fires _notifyCurrent for the jumped-to track.
}
/// Insert [song] right after the current track (Timbre's "play next").
/// Falls back to [playSongs] when nothing is playing.
Future<void> playNext(Song song) async {
@ -313,15 +354,76 @@ class PlaybackController extends StateNotifier<PlaybackState> {
Future<void> seek(Duration position) async => _player?.seek(position);
/// Toggle shuffle by physically reordering the queue.
///
/// just_audio's built-in shuffle only reorders an invisible internal index —
/// `state.queue` (and therefore the queue UI) stays in album order, so the
/// playing track appears to jump around and `playNext` / `addToQueue` insert
/// relative to a position the shuffle ignores. Instead we own the order:
/// enabling shuffles only the *upcoming* songs and keeps the current track
/// (and already-played history) in place; disabling restores the pre-shuffle
/// order, dropping anything since removed and appending anything since added.
/// The player's own shuffle mode is left off permanently.
Future<void> toggleShuffle() async {
final enabled = !state.shuffle;
final q = state.queue;
final cur = state.currentIndex;
state = state.copyWith(shuffle: enabled);
final player = _player;
if (player != null) {
await player.setShuffleModeEnabled(enabled);
if (q.isEmpty || cur == null) return;
if (enabled) {
_unshuffledOrder = [...q];
final head = q.sublist(0, cur + 1);
final tail = q.sublist(cur + 1)..shuffle(_random);
await _applyOrder([...head, ...tail]);
} else {
final original = _unshuffledOrder;
_unshuffledOrder = null;
if (original == null) return; // e.g. a shuffled queue restored on launch.
final live = q.toSet();
final originalSet = original.toSet();
final restored = <Song>[
for (final s in original) if (live.contains(s)) s,
for (final s in q) if (!originalSet.contains(s)) s,
];
await _applyOrder(restored);
}
}
/// Reorder both `state.queue` and the player playlist to match [target].
///
/// [target] must be a permutation of the current queue by object identity.
/// We rebuild the player's sources from [target] in one shot (rather than a
/// sequence of live moves) so `state.queue` and the player can never drift
/// out of alignment — the playing track is reloaded at its current position,
/// so at most it re-buffers briefly. `currentIndex` follows the playing track
/// to its new slot.
Future<void> _applyOrder(List<Song> target) async {
final cur = state.current;
var newIndex = state.currentIndex ?? 0;
if (cur != null) {
final idx = target.indexWhere((s) => identical(s, cur));
if (idx >= 0) newIndex = idx;
}
final position = state.position;
final wasPlaying = state.playing;
state = state.copyWith(queue: target, currentIndex: newIndex);
final player = _player;
if (player == null) return;
// The current song is unchanged, so [_notifyCurrent]'s id dedupe suppresses
// a spurious re-scrobble when currentIndexStream re-fires for the rebuild.
await player.setAudioSources(
target.map(_sourceFor).toList(),
initialIndex: newIndex,
initialPosition: position,
);
if (wasPlaying) await player.play();
}
/// Cycle off → all → one → off (Timbre's queue-loop toggle, extended with
/// single-track repeat).
Future<void> cycleLoop() async {
@ -452,7 +554,8 @@ class PlaybackController extends StateNotifier<PlaybackState> {
streamable.map(_sourceFor).toList(),
initialIndex: start,
);
await player.setShuffleModeEnabled(shuffle);
// The persisted queue is already stored in play order, so shuffle is a UI
// flag only — the player's own shuffle mode stays off (see [toggleShuffle]).
await player.setLoopMode(loop);
if (savedPos > Duration.zero) await player.seek(savedPos, index: start);
// Intentionally no play() — restore leaves the queue paused.