Phase 0.4: silence-ack primitive — pause_acked + desired-paused latch
Player::pause_acked() returns a generation-bound PauseAck applied on the audio thread; a desired-paused latch makes an in-flight decoder come up paused instead of auto-starting, closing the window where a pause lands during decode setup. Proven live by examples/focus_ack_probe.rs: ack-while-playing freezes position; ack-while-buffering never becomes audible; resume clears the latch; plain pause() during buffering is demonstrated to auto-start (pre-existing hazard, filed separately). Transport ADR recorded (native), Phase 0 marked complete in the plan.
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@@ -0,0 +1,105 @@
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//! Phase 0.4 — silence-acknowledgement proof (isolated diagnostic).
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//!
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//! Proves the audio-focus primitive the preview feature's take-audio-on-open
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//! contract depends on:
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//!
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//! A. pause_acked while PLAYING → ack(sink_was_active), position freezes
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//! B. pause_acked while BUFFERING → ack(latched), the in-flight decoder
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//! comes up PAUSED — never audible.
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//! (Plain pause() provably fails this:
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//! case D demonstrates the old hazard.)
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//! C. resume after ack → Playing again (latch cleared)
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//! D. plain pause() while BUFFERING → track auto-starts anyway — the
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//! documented hazard the latch closes.
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//!
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//! Run: cargo run -p player --example focus_ack_probe -- <mp3>
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use std::sync::mpsc::RecvTimeoutError;
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use std::time::{Duration, Instant};
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use player::{Player, PlayerEvent};
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fn collect(rx: &std::sync::mpsc::Receiver<PlayerEvent>, for_ms: u64) -> Vec<PlayerEvent> {
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let end = Instant::now() + Duration::from_millis(for_ms);
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let mut out = Vec::new();
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loop {
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let left = end.saturating_duration_since(Instant::now());
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if left.is_zero() {
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break;
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}
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match rx.recv_timeout(left) {
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Ok(ev) => out.push(ev),
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Err(RecvTimeoutError::Timeout) => break,
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Err(RecvTimeoutError::Disconnected) => break,
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}
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}
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out
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}
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fn saw_playing(evs: &[PlayerEvent]) -> bool {
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evs.iter().any(|e| matches!(e, PlayerEvent::Playing))
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}
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fn last_pos(evs: &[PlayerEvent]) -> Option<f64> {
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evs.iter().rev().find_map(|e| match e {
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PlayerEvent::Position { secs, .. } => Some(*secs),
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_ => None,
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})
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}
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fn main() {
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let file = std::env::args().nth(1).expect("argv[1]: an mp3 file");
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// ---- A: ack while playing ------------------------------------------
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let (p, rx) = Player::spawn();
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p.play_local(&file, Some(30.0));
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let evs = collect(&rx, 2500);
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assert!(saw_playing(&evs), "A: track should start");
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let ack = p.pause_acked().recv_timeout(Duration::from_millis(1000)).expect("A: ack");
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let pos_at_ack = last_pos(&collect(&rx, 200)).unwrap_or(0.0);
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let after = collect(&rx, 800);
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let pos_later = last_pos(&after).unwrap_or(pos_at_ack);
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let frozen = (pos_later - pos_at_ack).abs() < 0.075; // one 60ms tick of slack
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println!(
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"PROBE A ack-while-playing: sink_was_active={} latched={} gen={} frozen={}",
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ack.sink_was_active, ack.latched, ack.generation, frozen
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);
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assert!(ack.sink_was_active && !ack.latched && frozen, "A failed");
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// ---- C (on the same instance): resume clears the latch --------------
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p.resume();
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let evs = collect(&rx, 900);
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println!("PROBE C resume-after-ack: playing={}", saw_playing(&evs));
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assert!(saw_playing(&evs), "C failed");
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p.stop();
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drop(p);
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let _ = collect(&rx, 400);
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// ---- B: ack while buffering — the latch case ------------------------
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let (p2, rx2) = Player::spawn();
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p2.play_local(&file, Some(30.0));
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// no waiting: the decoder thread is still setting up
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let ack2 = p2.pause_acked().recv_timeout(Duration::from_millis(1000)).expect("B: ack");
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let evs = collect(&rx2, 2500);
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let became_audible = saw_playing(&evs);
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let came_up_paused = evs.iter().any(|e| matches!(e, PlayerEvent::Paused));
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println!(
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"PROBE B ack-while-buffering: latched={} sink_was_active={} came_up_paused={} became_audible={}",
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ack2.latched, ack2.sink_was_active, came_up_paused, became_audible
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);
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assert!(ack2.latched && !became_audible, "B failed: latch leaked audio");
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p2.stop();
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drop(p2);
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let _ = collect(&rx2, 400);
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// ---- D: the pre-existing hazard, demonstrated on plain pause() ------
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let (p3, rx3) = Player::spawn();
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p3.play_local(&file, Some(30.0));
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p3.pause(); // fire-and-forget, sink not built yet → dropped on the floor
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let evs = collect(&rx3, 2500);
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let auto_started = saw_playing(&evs);
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println!("PROBE D plain-pause-while-buffering: auto_started={auto_started} (the hazard the latch closes)");
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p3.stop();
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println!("ALL PROBES PASSED");
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}
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@@ -24,6 +24,26 @@ use rodio::{buffer::SamplesBuffer, Decoder, Sink, Source};
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use source::GrowingFile;
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/// Acknowledgement for [`Player::pause_acked`], sent from the audio thread
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/// AFTER the pause has been applied. Semantics, stated honestly:
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///
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/// - `sink_was_active`: a live sink existed and `Sink::pause()` returned —
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/// the control state is paused, so the mixer stops pulling samples; at
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/// most one already-submitted device buffer can still drain (~ms).
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/// - `latched`: no sink existed yet (decode in flight or idle). The
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/// desired-paused latch is set, so a decoder completing for this same
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/// generation starts PAUSED instead of auto-playing. `Resume` or a new
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/// `Play` clears the latch.
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/// - `generation`: the playback generation the acknowledgement is bound to.
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/// A coordinator holding a snapshot from an older generation must treat
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/// this ack as stale and re-negotiate.
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#[derive(Debug, Clone, Copy)]
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pub struct PauseAck {
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pub generation: u64,
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pub sink_was_active: bool,
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pub latched: bool,
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}
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#[derive(Debug, Clone)]
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pub enum PlayerEvent {
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/// Decoder is being set up (streaming: waiting for first bytes).
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@@ -56,6 +76,14 @@ enum Cmd {
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duration_hint: Option<f64>,
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},
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Pause,
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/// Pause with an acknowledgement bound to the playback generation — the
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/// audio-focus primitive (Phase 0.4). Unlike `Pause`, this also LATCHES:
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/// a decoder still in flight for the current generation will come up
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/// paused instead of auto-starting, which plain `Pause` silently allows
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/// today (with no sink yet, `Pause` is a no-op and the track then plays).
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PauseAcked {
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reply: mpsc::Sender<PauseAck>,
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},
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Resume,
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Seek(f64),
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Scratch {
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@@ -243,6 +271,16 @@ impl Player {
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let _ = self.cmd_tx.send(Cmd::Pause);
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}
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/// Pause and receive a [`PauseAck`] once the audio thread has applied it.
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/// The returned receiver yields exactly one ack (or disconnects if the
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/// player is gone). Callers should `recv_timeout` and treat a timeout as
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/// "not acknowledged" — never as silence.
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pub fn pause_acked(&self) -> mpsc::Receiver<PauseAck> {
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let (reply, rx) = mpsc::channel();
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let _ = self.cmd_tx.send(Cmd::PauseAcked { reply });
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rx
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}
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pub fn resume(&self) {
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let _ = self.cmd_tx.send(Cmd::Resume);
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}
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@@ -425,6 +463,13 @@ fn audio_thread(
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let mut active_track: Option<TrackSource> = None;
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let mut scratching = false;
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let mut scratch_was_playing = false;
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// Desired-paused latch (audio-focus primitive): set by PauseAcked, and it
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// means "nothing for the CURRENT generation may become audible on its
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// own". Its one job is closing the window where a pause lands while the
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// decoder is still in flight — plain Pause is a no-op then, and the track
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// auto-starts moments after the caller believed playback was silenced.
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// Cleared by Resume and by Play (a new track is a new intent).
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let mut desired_paused = false;
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let emit = |ev: PlayerEvent| {
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let _ = event_tx.send(ev);
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@@ -455,6 +500,7 @@ fn audio_thread(
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pending_tracks.clear();
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playing = false;
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scratching = false;
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desired_paused = false; // a new Play is explicit listen intent
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let track = TrackSource {
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path,
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stream,
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@@ -497,7 +543,26 @@ fn audio_thread(
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emit(PlayerEvent::Paused);
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}
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}
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Ok(Cmd::PauseAcked { reply }) => {
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let sink_was_active = if let Some(s) = &sink {
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s.pause();
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playing = false;
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emit(PlayerEvent::Paused);
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true
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} else {
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false
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};
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// Latch regardless: if a decoder for this generation is still
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// in flight, it must come up paused, not audible.
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desired_paused = true;
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let _ = reply.send(PauseAck {
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generation,
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sink_was_active,
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latched: !sink_was_active,
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});
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}
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Ok(Cmd::Resume) => {
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desired_paused = false;
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if let Some(s) = &sink {
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s.play();
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playing = true;
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@@ -752,7 +817,11 @@ fn audio_thread(
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});
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} else {
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duration = track_duration;
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if ready.start_paused {
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// desired_paused: an acknowledged pause landed while
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// this decoder was in flight. Honouring it here is
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// the whole point of the latch — the caller was told
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// "silent", so the track must not become audible.
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if ready.start_paused || desired_paused {
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target.pause();
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playing = false;
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emit(PlayerEvent::Paused);
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