835 lines
30 KiB
Dart
835 lines
30 KiB
Dart
// Named constructor params can't be private, so initializing formals aren't
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// possible for the private callback fields below.
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// ignore_for_file: prefer_initializing_formals
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import 'dart:async';
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import 'dart:convert';
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import 'dart:io' show File, Platform;
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import 'dart:math' show Random;
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import 'package:flutter/foundation.dart';
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import 'package:flutter/services.dart' show PlatformException;
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import 'package:flutter_riverpod/flutter_riverpod.dart';
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import 'package:just_audio/just_audio.dart';
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import 'package:just_audio_background/just_audio_background.dart';
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import 'package:path_provider/path_provider.dart';
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import '../subsonic/models.dart';
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/// Why playback halted. Surfaced to the UI so a failed source pauses with an
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/// explanation instead of the platform player silently thrashing (restart /
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/// auto-skip). Null when there is no active error.
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enum PlaybackError {
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/// The current source could not be loaded and no local copy exists — almost
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/// always a dropped network connection with a remote (streaming) track.
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offline,
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}
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/// Immutable snapshot of the player, mirroring Timbre's `QueueState` +
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/// player-event stream (`timbre-player/src/engine.rs`).
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class PlaybackState {
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const PlaybackState({
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this.queue = const [],
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this.currentIndex,
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this.playing = false,
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this.position = Duration.zero,
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this.duration = Duration.zero,
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this.shuffle = false,
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this.loop = LoopMode.off,
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this.supported = true,
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this.error,
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});
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final List<Song> queue;
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final int? currentIndex;
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final bool playing;
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final Duration position;
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final Duration duration;
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final bool shuffle;
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final LoopMode loop;
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/// Non-null when playback is halted by a load failure (see [PlaybackError]).
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/// Cleared on the next successful play/jump or an in-place recovery.
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final PlaybackError? error;
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/// False on platforms without a just_audio backend (e.g. Linux desktop
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/// without media_kit). The UI still reflects the selected track; only audio
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/// output is unavailable.
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final bool supported;
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Song? get current =>
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(currentIndex != null && currentIndex! >= 0 && currentIndex! < queue.length)
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? queue[currentIndex!]
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: null;
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/// Duration to display/compute progress against. Prefers the value reported
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/// by `just_audio`'s `durationStream`, but falls back to the current song's
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/// known length from Subsonic metadata when the stream hasn't emitted yet (or
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/// desynced after a cold start / audio-session interruption). Without this
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/// fallback the bar renders "0:00 / 0:00" while audio actually plays.
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Duration get effectiveDuration {
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if (duration > Duration.zero) return duration;
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final secs = current?.duration;
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return secs != null ? Duration(seconds: secs) : Duration.zero;
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}
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double get progress {
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final total = effectiveDuration.inMilliseconds;
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if (total <= 0) return 0;
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return (position.inMilliseconds / total).clamp(0.0, 1.0);
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}
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PlaybackState copyWith({
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List<Song>? queue,
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int? currentIndex,
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bool? playing,
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Duration? position,
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Duration? duration,
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bool? shuffle,
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LoopMode? loop,
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bool? supported,
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PlaybackError? error,
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bool clearError = false,
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}) {
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return PlaybackState(
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queue: queue ?? this.queue,
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currentIndex: currentIndex ?? this.currentIndex,
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playing: playing ?? this.playing,
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position: position ?? this.position,
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duration: duration ?? this.duration,
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shuffle: shuffle ?? this.shuffle,
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loop: loop ?? this.loop,
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supported: supported ?? this.supported,
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error: clearError ? null : (error ?? this.error),
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);
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}
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}
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/// The command surface the UI drives, independent of *where* playback happens.
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///
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/// Implemented today only by [PlaybackController] (the local engine). Once
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/// cross-device control lands (updates-features.md #3), a `RemotePlaybackProxy`
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/// will also implement it, serializing each call into a LAN message to the
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/// device that is actually playing. The UI binds to this interface via
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/// `playbackCommandsProvider` so neither implementation leaks into widgets.
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abstract interface class PlaybackCommands {
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Future<void> playSongs(List<Song> songs, {int startIndex = 0});
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Future<void> jumpTo(int index);
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Future<void> playNext(Song song);
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Future<void> addToQueue(Song song);
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Future<void> removeAt(int index);
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Future<void> reorderQueue(int oldIndex, int newIndex);
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Future<void> togglePlayPause();
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Future<void> next();
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Future<void> previous();
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Future<void> seek(Duration position);
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Future<void> toggleShuffle();
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Future<void> cycleLoop();
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Future<void> retry();
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void resyncFromPlayer();
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}
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/// Owns the just_audio player and translates Subsonic songs into a gapless
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/// queue. Playback methods no-op where audio is unsupported, but queue/current
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/// state and album-art accent extraction still run so the UI is fully alive on
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/// the Linux dev target.
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class PlaybackController extends StateNotifier<PlaybackState>
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implements PlaybackCommands {
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PlaybackController({
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required Uri? Function(Song) streamUriFor,
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required Uri? Function(Song) coverArtUriFor,
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required String? Function() serverKeyGetter,
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required void Function(Uri artUri) onArt,
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required void Function(Song song) onPlay,
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@visibleForTesting bool? audioEnabled,
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}) : _streamUriFor = streamUriFor,
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_coverArtUriFor = coverArtUriFor,
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_serverKeyGetter = serverKeyGetter,
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_onArt = onArt,
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_onPlay = onPlay,
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_audioEnabled = audioEnabled ?? _audioSupported,
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super(PlaybackState(supported: audioEnabled ?? _audioSupported)) {
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if (_audioEnabled) {
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_player = AudioPlayer();
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_wireStreams();
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}
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// Persist the queue on any change (throttled) so it survives an app kill.
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addListener((_) => _scheduleSave(), fireImmediately: false);
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}
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final Uri? Function(Song) _streamUriFor;
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final Uri? Function(Song) _coverArtUriFor;
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final String? Function() _serverKeyGetter;
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final void Function(Uri artUri) _onArt;
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final void Function(Song song) _onPlay;
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/// Whether a platform [AudioPlayer] was created. Defaults to [_audioSupported]
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/// but tests force it false so a headless CI host (macOS/iOS, where
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/// [_audioSupported] is true) doesn't touch uninitialized just_audio platform
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/// channels. The queue/state logic runs identically either way.
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final bool _audioEnabled;
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AudioPlayer? _player;
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final Random _random = Random();
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/// Snapshot of the queue order taken the moment shuffle was enabled, so
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/// disabling it can restore the original (album / track-list) order. Null
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/// while shuffle is off, or after a restart restored a shuffled queue (the
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/// pre-shuffle order isn't persisted, so we can't rebuild it then).
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List<Song>? _unshuffledOrder;
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/// Coalesces rapid state changes (a position tick every second) into at most
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/// one disk write per window.
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Timer? _saveTimer;
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/// Server key whose queue we've already restored (or adopted). Gates saves so
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/// the empty launch state can't clobber a snapshot before restore runs.
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String? _restoredKey;
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static bool get _audioSupported =>
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!kIsWeb && (Platform.isAndroid || Platform.isIOS || Platform.isMacOS);
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/// The current state, for out-of-widget consumers (e.g. the remote host,
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/// which reads it to send a newly-connected remote an immediate snapshot).
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/// Widgets should watch `activePlaybackProvider` instead.
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PlaybackState get currentState => state;
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void _wireStreams() {
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final player = _player!;
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player.currentIndexStream.listen((i) {
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if (i == null) return;
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state = state.copyWith(currentIndex: i);
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_notifyCurrent();
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_maybeUpgradeToLocal();
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});
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player.playerStateStream.listen((s) {
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state = state.copyWith(playing: s.playing);
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});
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player.positionStream.listen((p) {
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state = state.copyWith(position: p);
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});
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player.durationStream.listen((d) {
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if (d != null) state = state.copyWith(duration: d);
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});
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// just_audio surfaces load/decode failures (e.g. an unreachable remote
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// source after the network drops) as errors on the event stream. Without a
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// handler the platform player runs its own recovery — restarting the item
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// at 0 or auto-advancing — which is the reported "scrub back / skip" bug.
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player.playbackEventStream.listen(
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(_) {},
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onError: (Object e, StackTrace st) => _onPlayerError(e),
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);
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}
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/// Id of the song we last ran play side effects for. Queue edits shift
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/// `currentIndex` (and re-emit `currentIndexStream`) without changing the
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/// playing track, so we dedupe on song id to avoid re-scrobbling / re-running
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/// accent extraction when the current song hasn't actually changed.
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String? _lastNotifiedId;
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/// Monotonic tag counter — every AudioSource gets a globally-unique MediaItem
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/// id even when the same song appears in the queue twice. just_audio_background
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/// keys its notification off the tag id, so duplicate ids would confuse it.
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int _tagSeq = 0;
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/// Song ids whose currently-loaded source resolved to a *remote* stream URL
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/// (as opposed to a `file://` local download). Used to cheaply decide whether
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/// a track can be upgraded to a now-available local copy, and to avoid
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/// rebuilding when it can't. Populated as sources are built.
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final Set<String> _remoteSourceIds = {};
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/// Guards the in-place source rebuild used by error recovery / local upgrade
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/// so its own `currentIndexStream` re-emission can't re-enter the rebuild.
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bool _rebuilding = false;
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void _notifyCurrent() {
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final song = state.current;
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if (song == null) return;
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if (song.id == _lastNotifiedId) return;
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_lastNotifiedId = song.id;
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final art = _coverArtUriFor(song);
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if (art != null) _onArt(art);
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_onPlay(song);
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}
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/// Build the player source list for [songs], resetting the remote-id tracking
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/// so [_maybeUpgradeToLocal] reflects exactly what is now loaded.
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List<AudioSource> _buildSources(List<Song> songs) {
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_remoteSourceIds.clear();
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return songs.map(_sourceFor).toList();
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}
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AudioSource _sourceFor(Song song) {
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final uri = _streamUriFor(song)!;
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if (!uri.isScheme('file')) _remoteSourceIds.add(song.id);
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final art = _coverArtUriFor(song);
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return AudioSource.uri(
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uri,
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tag: MediaItem(
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id: '${song.id}#${_tagSeq++}',
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title: song.title ?? 'Unknown',
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album: song.album,
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artist: song.artist,
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duration:
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song.duration != null ? Duration(seconds: song.duration!) : null,
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artUri: art,
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),
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);
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}
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/// Replace the queue with [songs] and start at [startIndex].
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///
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/// `state.queue` is set to exactly the *streamable* subset that gets loaded
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/// into the player, so queue index == player source index 1:1. Every later
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/// queue mutation (`playNext` / `addToQueue` / `removeAt`) relies on that
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/// invariant to stay aligned.
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@override
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Future<void> playSongs(List<Song> songs, {int startIndex = 0}) async {
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if (songs.isEmpty) return;
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final streamable = songs.where((s) => _streamUriFor(s) != null).toList();
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if (streamable.isEmpty) {
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// Not connected / nothing playable — reflect the selection for the UI
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// only; no player sources exist to mutate.
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state = state.copyWith(
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queue: songs,
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currentIndex: startIndex.clamp(0, songs.length - 1),
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position: Duration.zero,
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clearError: true,
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);
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_lastNotifiedId = null;
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_notifyCurrent();
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return;
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}
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// Remap the requested start into the filtered list (the chosen song may
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// itself have been unstreamable).
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final target = songs[startIndex.clamp(0, songs.length - 1)];
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final targetIndex = streamable.indexOf(target);
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var start =
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targetIndex >= 0 ? targetIndex : startIndex.clamp(0, streamable.length - 1);
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// With shuffle on, a fresh play still plays the chosen song first and
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// shuffles the rest (we own the order — the player's own shuffle stays off).
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// Remember the incoming order so a later un-shuffle can restore it.
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var ordered = streamable;
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if (state.shuffle && streamable.length > 1) {
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_unshuffledOrder = [...streamable];
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final first = streamable[start];
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final rest = [...streamable]..removeAt(start);
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rest.shuffle(_random);
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ordered = [first, ...rest];
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start = 0;
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} else {
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_unshuffledOrder = null;
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}
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state = state.copyWith(
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queue: ordered,
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currentIndex: start,
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position: Duration.zero,
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clearError: true,
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);
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// An explicit play should always (re)scrobble, even if it's the same song.
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_lastNotifiedId = null;
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final player = _player;
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if (player == null) {
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// Linux/desktop: no streams will fire, so reflect the selection (art +
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// history) directly. UI-only, no audio output.
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_notifyCurrent();
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return;
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}
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try {
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await player.setAudioSources(
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_buildSources(ordered),
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initialIndex: start,
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);
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await player.play();
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// currentIndexStream fires _notifyCurrent for the started track.
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} catch (e) {
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await _onPlayerError(e);
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}
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}
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/// Start playing the queue entry at [index] without rebuilding the queue —
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/// used by the queue list so tapping a row jumps to it and keeps the current
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/// (possibly shuffled) order intact.
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@override
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Future<void> jumpTo(int index) async {
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final q = state.queue;
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if (index < 0 || index >= q.length) return;
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final player = _player;
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if (player == null) {
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state = state.copyWith(
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currentIndex: index, position: Duration.zero, clearError: true);
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_notifyCurrent();
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return;
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}
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try {
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await player.seek(Duration.zero, index: index);
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await player.play();
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if (state.error != null) state = state.copyWith(clearError: true);
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// currentIndexStream fires _notifyCurrent for the jumped-to track.
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} catch (e) {
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await _onPlayerError(e);
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}
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}
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/// Insert [song] right after the current track (Timbre's "play next").
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/// Falls back to [playSongs] when nothing is playing.
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@override
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Future<void> playNext(Song song) async {
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if (_streamUriFor(song) == null) return;
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final q = state.queue;
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final current = state.currentIndex;
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if (q.isEmpty || current == null) {
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await playSongs([song]);
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return;
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}
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final at = (current + 1).clamp(0, q.length);
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state = state.copyWith(queue: [...q]..insert(at, song));
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await _player?.insertAudioSource(at, _sourceFor(song));
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}
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/// Append [song] to the end of the queue.
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@override
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Future<void> addToQueue(Song song) async {
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if (_streamUriFor(song) == null) return;
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final q = state.queue;
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if (q.isEmpty || state.currentIndex == null) {
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await playSongs([song]);
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return;
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}
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state = state.copyWith(queue: [...q, song]);
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await _player?.addAudioSource(_sourceFor(song));
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}
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/// Remove the queue entry at [index], keeping `state.queue` and the player
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/// playlist aligned. On mobile just_audio adjusts its own current index and
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/// re-emits `currentIndexStream`; the id dedupe in [_notifyCurrent] avoids a
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/// spurious re-scrobble when the playing track didn't actually change.
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@override
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Future<void> removeAt(int index) async {
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final q = state.queue;
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if (index < 0 || index >= q.length) return;
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final next = [...q]..removeAt(index);
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if (next.isEmpty) {
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await _player?.clearAudioSources();
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state = PlaybackState(
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shuffle: state.shuffle,
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loop: state.loop,
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supported: state.supported,
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);
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_lastNotifiedId = null;
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return;
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}
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|
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final player = _player;
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if (player == null) {
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// Desktop/no-audio: no stream will correct the index for us.
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final current = state.currentIndex;
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var newIndex = current;
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if (current != null) {
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if (index < current) {
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newIndex = current - 1;
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} else if (index == current) {
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// The removed slot now holds the following track.
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newIndex = current.clamp(0, next.length - 1);
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}
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}
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state = state.copyWith(queue: next, currentIndex: newIndex);
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_notifyCurrent();
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return;
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}
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state = state.copyWith(queue: next);
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await player.removeAudioSourceAt(index);
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}
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|
|
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/// Move the queue entry from [oldIndex] to [newIndex] (drag-and-drop reorder).
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|
///
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|
/// Indices are "clean" post-removal targets — the same convention as
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|
/// just_audio's `moveAudioSource` and Flutter's `ReorderableListView` after
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|
/// its standard `newIndex -= 1` adjustment (done by the caller). Reorder
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|
/// mutates the currently-active order: applied while shuffled, the move sticks
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|
/// among the shuffled tail; hitting shuffle afterwards re-randomizes as usual.
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|
/// A single targeted `moveAudioSource` keeps the current track playing without
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/// the re-buffer a full source rebuild ([_applyOrder]) would cause.
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@override
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Future<void> reorderQueue(int oldIndex, int newIndex) async {
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final q = state.queue;
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if (oldIndex < 0 || oldIndex >= q.length) return;
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if (newIndex < 0 || newIndex >= q.length) return;
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if (oldIndex == newIndex) return;
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final next = [...q];
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next.insert(newIndex, next.removeAt(oldIndex));
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|
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final player = _player;
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if (player == null) {
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|
// Desktop/no-audio: no stream will correct the index for us, so follow
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// the current track to its new slot by hand.
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final cur = state.currentIndex;
|
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var newCur = cur;
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if (cur != null) {
|
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if (cur == oldIndex) {
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newCur = newIndex;
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} else {
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var c = cur;
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if (oldIndex < c) c -= 1;
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if (newIndex <= c) c += 1;
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newCur = c;
|
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}
|
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}
|
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state = state.copyWith(queue: next, currentIndex: newCur);
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_notifyCurrent();
|
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return;
|
|
}
|
|
|
|
// Mobile: just_audio adjusts its own current index and re-emits
|
|
// `currentIndexStream`; the id dedupe in [_notifyCurrent] avoids a spurious
|
|
// re-scrobble when the playing track didn't actually change.
|
|
state = state.copyWith(queue: next);
|
|
await player.moveAudioSource(oldIndex, newIndex);
|
|
}
|
|
|
|
@override
|
|
Future<void> togglePlayPause() async {
|
|
final player = _player;
|
|
if (player == null) return;
|
|
if (player.playing) {
|
|
await player.pause();
|
|
} else {
|
|
await player.play();
|
|
}
|
|
}
|
|
|
|
@override
|
|
Future<void> next() async => _player?.seekToNext();
|
|
|
|
@override
|
|
Future<void> previous() async => _player?.seekToPrevious();
|
|
|
|
@override
|
|
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.
|
|
@override
|
|
Future<void> toggleShuffle() async {
|
|
final enabled = !state.shuffle;
|
|
final q = state.queue;
|
|
final cur = state.currentIndex;
|
|
state = state.copyWith(shuffle: 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, {bool forcePlay = false}) 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;
|
|
|
|
// Guard the rebuild so the `currentIndexStream` re-emission it triggers
|
|
// can't re-enter [_maybeUpgradeToLocal] and rebuild again.
|
|
_rebuilding = true;
|
|
try {
|
|
// The current song is unchanged, so [_notifyCurrent]'s id dedupe
|
|
// suppresses a spurious re-scrobble when currentIndexStream re-fires.
|
|
await player.setAudioSources(
|
|
_buildSources(target),
|
|
initialIndex: newIndex,
|
|
initialPosition: position,
|
|
);
|
|
if (wasPlaying || forcePlay) await player.play();
|
|
if (state.error != null) state = state.copyWith(clearError: true);
|
|
} finally {
|
|
_rebuilding = false;
|
|
}
|
|
}
|
|
|
|
/// Handle a load/decode failure from the player. Deliberately conservative:
|
|
/// it never seeks to zero or auto-advances (that thrashing IS the reported
|
|
/// bug). If a local download now exists for the failing track it swaps the
|
|
/// dead remote source for the local file in place and keeps playing;
|
|
/// otherwise it pauses and surfaces an offline error rather than letting the
|
|
/// platform player restart or skip the track.
|
|
Future<void> _onPlayerError(Object error) async {
|
|
// Ignore transient hiccups — just_audio recovers from brief buffer
|
|
// underruns on its own. Only genuine load failures reach recovery.
|
|
if (!_isFatalLoadError(error)) return;
|
|
final player = _player;
|
|
final song = state.current;
|
|
if (player == null || song == null) return;
|
|
if (_rebuilding) return;
|
|
|
|
// A local copy may now be available (e.g. a download that finished, or a
|
|
// track that was always downloaded but got baked as a remote source).
|
|
final uri = _streamUriFor(song);
|
|
if (uri != null && uri.isScheme('file')) {
|
|
try {
|
|
await _applyOrder([...state.queue], forcePlay: true);
|
|
return;
|
|
} catch (_) {
|
|
// Fall through to the graceful pause below.
|
|
}
|
|
}
|
|
|
|
// Nothing local to fall back to: stop the platform's restart/skip recovery
|
|
// loop and surface the error, leaving the playhead where it is.
|
|
try {
|
|
await player.pause();
|
|
} catch (_) {}
|
|
state = state.copyWith(error: PlaybackError.offline);
|
|
}
|
|
|
|
static bool _isFatalLoadError(Object e) =>
|
|
e is PlayerException || e is PlatformException;
|
|
|
|
/// Re-attempt the current queue after an [PlaybackError] (e.g. the network
|
|
/// came back). Rebuilds sources from the current queue — re-resolving each
|
|
/// URI, so any now-available local download is preferred — and resumes.
|
|
@override
|
|
Future<void> retry() async {
|
|
if (state.queue.isEmpty) return;
|
|
try {
|
|
await _applyOrder([...state.queue], forcePlay: true);
|
|
} catch (e) {
|
|
await _onPlayerError(e);
|
|
}
|
|
}
|
|
|
|
/// When the current track advances to one that was loaded as a remote source
|
|
/// but now has a local download, transparently swap to the local file. Cheap
|
|
/// no-op in the common case (guarded by [_remoteSourceIds] membership).
|
|
Future<void> _maybeUpgradeToLocal() async {
|
|
if (_rebuilding) return;
|
|
final song = state.current;
|
|
if (song == null || !_remoteSourceIds.contains(song.id)) return;
|
|
final uri = _streamUriFor(song);
|
|
if (uri == null || !uri.isScheme('file')) return;
|
|
await _applyOrder([...state.queue]);
|
|
}
|
|
|
|
/// Re-read authoritative position/duration/playing/index from the player.
|
|
///
|
|
/// `positionStream`/`durationStream` can go stale while the app is
|
|
/// backgrounded or across an audio-session interruption, leaving the playhead
|
|
/// frozen (often at 0:00) when the app returns to the foreground. Called from
|
|
/// the app-lifecycle `resumed` hook. Reads only — never rebuilds sources or
|
|
/// touches the queue order, so the queue-index==source-index invariant holds.
|
|
@override
|
|
void resyncFromPlayer() {
|
|
final player = _player;
|
|
if (player == null) return;
|
|
final pos = player.position;
|
|
final dur = player.duration ?? state.duration;
|
|
final playing = player.playing;
|
|
final idx = player.currentIndex ?? state.currentIndex;
|
|
// Skip the write (and the save tick it triggers) when nothing changed.
|
|
if (pos == state.position &&
|
|
dur == state.duration &&
|
|
playing == state.playing &&
|
|
idx == state.currentIndex) {
|
|
return;
|
|
}
|
|
state = state.copyWith(
|
|
position: pos,
|
|
duration: dur,
|
|
playing: playing,
|
|
currentIndex: idx,
|
|
);
|
|
}
|
|
|
|
/// Cycle off → all → one → off (Timbre's queue-loop toggle, extended with
|
|
/// single-track repeat).
|
|
@override
|
|
Future<void> cycleLoop() async {
|
|
final nextMode = switch (state.loop) {
|
|
LoopMode.off => LoopMode.all,
|
|
LoopMode.all => LoopMode.one,
|
|
LoopMode.one => LoopMode.off,
|
|
};
|
|
state = state.copyWith(loop: nextMode);
|
|
await _player?.setLoopMode(nextMode);
|
|
}
|
|
|
|
// ---- Persistence --------------------------------------------------------
|
|
|
|
/// Per-server queue snapshot file, alongside the playlists/downloads mirrors.
|
|
Future<File> _snapshotFile(String key) async {
|
|
final dir = await getApplicationSupportDirectory();
|
|
return File('${dir.path}/queue_$key.json');
|
|
}
|
|
|
|
/// Throttle a save: schedule one write per window, capturing the latest state
|
|
/// when it fires (so continuous position ticks don't hammer the disk).
|
|
void _scheduleSave() {
|
|
if (_saveTimer?.isActive ?? false) return;
|
|
_saveTimer = Timer(const Duration(seconds: 3), _persist);
|
|
}
|
|
|
|
Future<void> _persist() async {
|
|
final key = _serverKeyGetter();
|
|
// Only persist once the active server's queue has been restored/adopted.
|
|
if (key == null || key != _restoredKey) return;
|
|
try {
|
|
final file = await _snapshotFile(key);
|
|
final tmp = File('${file.path}.tmp');
|
|
await tmp.writeAsString(jsonEncode({
|
|
'queue': state.queue.map((s) => s.toJson()).toList(),
|
|
'currentIndex': state.currentIndex,
|
|
'positionMs': state.position.inMilliseconds,
|
|
'shuffle': state.shuffle,
|
|
'loop': state.loop.name,
|
|
}));
|
|
await tmp.rename(file.path); // atomic swap
|
|
} catch (_) {
|
|
// Best effort — a failed save just means a slightly staler queue.
|
|
}
|
|
}
|
|
|
|
/// Restore the saved queue for the active server (on connect / server switch).
|
|
/// The tracks, shuffle/loop and position are loaded back into the player
|
|
/// **paused**, so the queue auto-populates without surprising the user with
|
|
/// sudden playback. Called from the [serverKeyProvider] listener; a no-op once
|
|
/// the current server has already been restored.
|
|
Future<void> restoreForServer() async {
|
|
final key = _serverKeyGetter();
|
|
if (key == null || key == _restoredKey) return;
|
|
|
|
Map<String, dynamic>? snap;
|
|
try {
|
|
final file = await _snapshotFile(key);
|
|
if (await file.exists()) {
|
|
final raw = jsonDecode(await file.readAsString());
|
|
if (raw is Map) snap = raw.cast<String, dynamic>();
|
|
}
|
|
} catch (_) {
|
|
// Missing/corrupt snapshot is non-fatal.
|
|
}
|
|
|
|
// Mark restored *after* reading, so saves for this server are now allowed.
|
|
_restoredKey = key;
|
|
|
|
// Don't clobber an already-loaded queue (user started playback first).
|
|
if (state.queue.isNotEmpty || snap == null) return;
|
|
|
|
final songs = (snap['queue'] as List? ?? const [])
|
|
.whereType<Map>()
|
|
.map((e) => Song.fromJson(e.cast<String, dynamic>()))
|
|
.toList();
|
|
if (songs.isEmpty) return;
|
|
|
|
final loop = LoopMode.values.firstWhere(
|
|
(m) => m.name == snap!['loop'],
|
|
orElse: () => LoopMode.off,
|
|
);
|
|
final shuffle = snap['shuffle'] == true;
|
|
final savedIndex = (snap['currentIndex'] as int?) ?? 0;
|
|
final savedPos = Duration(milliseconds: (snap['positionMs'] as int?) ?? 0);
|
|
|
|
final streamable = songs.where((s) => _streamUriFor(s) != null).toList();
|
|
if (streamable.isEmpty) {
|
|
// Offline / nothing streamable: reflect the queue for the UI only.
|
|
final start = savedIndex.clamp(0, songs.length - 1);
|
|
_lastNotifiedId = songs[start].id;
|
|
state = state.copyWith(
|
|
queue: songs,
|
|
currentIndex: start,
|
|
position: savedPos,
|
|
shuffle: shuffle,
|
|
loop: loop,
|
|
);
|
|
return;
|
|
}
|
|
|
|
// Remap the saved index onto the streamable subset (same invariant as
|
|
// [playSongs]: state.queue == the sources loaded into the player).
|
|
final target = songs[savedIndex.clamp(0, songs.length - 1)];
|
|
final targetIndex = streamable.indexOf(target);
|
|
final start = targetIndex >= 0
|
|
? targetIndex
|
|
: savedIndex.clamp(0, streamable.length - 1);
|
|
|
|
// Suppress a spurious scrobble/history entry for the restored (not actually
|
|
// played) track, but still drive the album-art accent.
|
|
_lastNotifiedId = streamable[start].id;
|
|
final art = _coverArtUriFor(streamable[start]);
|
|
if (art != null) _onArt(art);
|
|
|
|
state = state.copyWith(
|
|
queue: streamable,
|
|
currentIndex: start,
|
|
position: savedPos,
|
|
shuffle: shuffle,
|
|
loop: loop,
|
|
);
|
|
|
|
final player = _player;
|
|
if (player == null) return; // desktop: UI-only, already reflected above.
|
|
await player.setAudioSources(
|
|
_buildSources(streamable),
|
|
initialIndex: start,
|
|
);
|
|
// 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.
|
|
}
|
|
|
|
@override
|
|
void dispose() {
|
|
_saveTimer?.cancel();
|
|
_player?.dispose();
|
|
super.dispose();
|
|
}
|
|
}
|