/* The player, on the phone: one queue, the audio thread behind the same IPC the desktop uses, and the lane's story. THE QUEUE IS A LIST. Entries are { t: Track, album: Album } — the album is carried because the mini bar, the ground and the accent all read the artwork off it, and a queue can leave the record it started from. GAPLESS, the desktop's way: when a track starts, the next one is decoded now and appended behind it in the same sink (`preload_local`); the engine then reports the boundary as `track-ended { gapless: true }` and the phone only moves its index. If the queue changed under an armed preload, the boundary is re-sourced properly instead — a gap, never a wrong track. SHUFFLE is a predetermined order: the rest of the queue is shuffled once, so the track the sheet promises next is the one the engine has armed. The unshuffled queue is kept so shuffle off restores the order. THE SESSION survives a relaunch (localStorage): the queue, the position, the modes. A reload finds the audio thread still playing and follows it; a restart restores the track paused with `needsResource`, and play re-sources it from where it was — the desktop's rule, kept. THE LANE'S STORY (src/lib/waveshape.js's constants): on a track change the outgoing shape is HELD for ARRIVE_HOLD_MS; a decode that lands inside the hold morphs shape → shape (ARRIVING, one motion over ARRIVE_MS); one that takes longer drops to the LOADING swell first. */ import * as api from "../lib/api.js"; import { listen } from "../lib/events.js"; import { ARRIVE_HOLD_MS, ARRIVE_MS } from "../lib/waveshape.js"; import { loadArt, art, isStreamKey } from "./art.svelte.js"; import { catalogCoverFor, learnCover } from "./coverart.svelte.js"; import { lib, tracksOf } from "./lib.svelte.js"; import { shuffled } from "./util.js"; export const player = $state({ status: "idle", // idle | buffering | playing | paused position: 0, duration: null, queue: [], qi: -1, from: "", // what the queue was built from, for the sheet's kicker track: null, album: null, peaks: [], heldPeaks: [], phase: "ready", // hold | loading | rising | arriving | ready /** a stream: how much of the track the peaks describe */ coverage: 1, /** the transfer behind a streamed track */ stream: { received: 0, total: 0, done: false, failed: null }, /** how the last boundary was crossed: "gapless" (the engine had the next * appended) or "sourced" (the next was started from scratch) */ advance: "", shuffle: false, repeat: 0, // 0 off · 1 all · 2 one /* restored from the last session with nothing loaded behind it: play has to re-source the track rather than resume */ needsResource: false, /* the sleep timer: when it pauses, as a timestamp; 0 = off */ sleepAt: 0, error: "", /* the toast's one action, tied to the message it belongs to: { for: , fn } — so a later, different error can never inherit the last one's Try again */ retry: null, }); /** Things the shell plugs in: `recentsDirty` runs when a play has been * written and the recents rail should re-read; `mediaSync` mirrors the * bar to the phone's media session (media.svelte.js). */ export const hooks = { recentsDirty: null, mediaSync: null, resolveEntry: null }; function mediaSync() { if (typeof hooks.mediaSync === "function") hooks.mediaSync(); } let gen = 0; let holdTimer = null; let arriveTimer = null; let original = null; // the unshuffled queue while shuffle is on let armedPath = null; // the file the engine has appended for the next boundary export function current() { return player.queue[player.qi] ?? null; } function setErr(e) { player.error = String(e); } /* ── the lane's story ────────────────────────────────────────────────── */ function beginStory() { player.heldPeaks = player.peaks; player.peaks = []; player.phase = "hold"; clearTimeout(holdTimer); clearTimeout(arriveTimer); const g = gen; holdTimer = setTimeout(() => { if (g === gen && player.phase === "hold") player.phase = "loading"; }, ARRIVE_HOLD_MS); } function landPeaks(g, peaks) { if (g !== gen) return; clearTimeout(holdTimer); player.peaks = peaks; player.phase = "arriving"; arriveTimer = setTimeout(() => { if (g === gen) player.phase = "ready"; }, ARRIVE_MS + 80); } async function loadWave(g, path) { try { const w = await api.waveform(path, 900); landPeaks(g, Array.isArray(w) ? w : []); } catch { if (g === gen) player.phase = "ready"; } } /* ── starting a track ────────────────────────────────────────────────── */ async function startEntry(e, startSecs = null) { if (!e) return; const g = ++gen; clearTimeout(watchdog); ++preloadGen; clearTimeout(preloadPoll); listenFlush(); armedPath = null; player.track = e.t; player.album = e.album; player.position = startSecs ?? e.t.startSecs ?? 0; player.duration = e.t.duration_secs ?? null; player.status = "buffering"; player.needsResource = false; player.error = ""; beginStory(); player.coverage = 1; player.stream = { received: 0, total: 0, done: false, failed: null }; void loadArt(e.album?.art_path, true); writeSession(); mediaSync(); if (e.t.catalog && !e.t.path) { /* a record's later track: it finds its own copy now (resolve.svelte.js) */ let ok = false; try { ok = await hooks.resolveEntry?.(e); } catch { ok = false; } if (g !== gen) return; if (!ok) { setErr("No source for “" + e.t.title + "”"); ended(false); return; } player.duration = e.t.duration_secs ?? null; writeSession(); mediaSync(); } if (e.t.stream) { /* a peer's copy: the engine plays it as it arrives; the lane tells the story from the transfer's own bytes (streamStory) */ try { await api.playStream(e.t.stream.username, e.t.path, e.t.stream.size, e.t.duration_secs ?? null); } catch (err) { if (g === gen) { setErr(err); player.status = "idle"; player.phase = "ready"; } return; } if (g !== gen) return; streamStory(g, e); armWatchdog(g, e); armPreload(); return; } try { await api.playLocal(e.t.path, e.t.duration_secs ?? null, startSecs ?? e.t.startSecs ?? null); } catch (err) { if (g === gen) { setErr(err); player.status = "idle"; player.phase = "ready"; } return; } if (g !== gen) return; armPreload(); loadWave(g, e.t.path); } /* ── a stream's lane ───────────────────────────────────────────────────── The partial waveform is asked for every few seconds while the bytes arrive: the backend folds what it has and says how much of the track that covers, and the lane RISES to that frontier. The last request, once the transfer is done, is the whole shape — the arrival. The cover comes out of the file's own tags once enough of it is here. */ /* A peer that has not sent a byte in time is not about to: the entry's runner-ups (`t.alts`, the resolver's next candidates) take over one by one — 12s for the first peer (an indirect handshake honestly takes ~10), 8s for the rest — and when they are spent the queue moves on. */ let watchdog = null; let endFired = 0; /* the generation whose set-slice end bound has fired */ function armWatchdog(g, e) { clearTimeout(watchdog); const first = !e.t.tried; watchdog = setTimeout(() => { if (g !== gen) return; if (player.status === "playing" || player.stream.received > 0) return; const n = e.t.alts?.shift(); if (n) { e.t.tried = (e.t.tried || 0) + 1; e.t.path = n.path; e.t.stream = { username: n.username, size: n.size }; if (n.duration) e.t.duration_secs = n.duration; startEntry(e); return; } setErr("Sources for “" + e.t.title + "” aren't responding"); ended(false); }, first ? 12000 : 8000); } let streamTimer = null; function streamStory(g, e) { clearTimeout(streamTimer); const { username, size } = e.t.stream; const path = e.t.path; let artTried = false; const tick = async () => { if (g !== gen) return; const done = player.stream.done; try { const slice = await api.streamWaveform(username, path, size, 900); if (g !== gen) return; const peaks = slice?.peaks || []; const coverage = Math.max(0, Math.min(1, slice?.coverage ?? 0)); if (peaks.length) { clearTimeout(holdTimer); player.peaks = peaks; player.coverage = coverage; if (done || coverage >= 0.999) { player.phase = "arriving"; clearTimeout(arriveTimer); arriveTimer = setTimeout(() => { if (g === gen) player.phase = "ready"; }, ARRIVE_MS + 80); } else if (player.phase !== "rising") { player.phase = "rising"; } } } catch { /* nothing to fold yet */ } if (!artTried && (player.stream.received > 200_000 || done)) { artTried = true; void ensureStreamArt(g, e, username, path); } if (g === gen && !done) streamTimer = setTimeout(tick, 2500); }; streamTimer = setTimeout(tick, 900); } /** A streamed track showing no artwork: find it some, in order of certainty * — the desktop's ensureStreamArt. The bytes the peer is sending ARE the * recording, so a cover embedded in them belongs to it: no matching, no * doubt, no network. Only a file that carries none asks the catalog, and * strictly (coverart.svelte.js: the one ladder, one memory of the answer; * a loose lookup once put one record's cover on seven unrelated songs). * A hit becomes the entry's art key — what the bar, the sheet, the media * card and the resume point all read — and the walk persists it on the * playlist row. */ async function ensureStreamArt(g, e, username, path) { const key = e.album?.art_path; if (!key || !isStreamKey(key)) return; // a cover already: a URL, or a file if (art[key] === undefined) { /* the extractor answers with the FILE it wrote, and the art store holds data URLs — the thumbnail read turns one into the other, the way a library cover is loaded */ let u = ""; try { const p = await api.streamEmbeddedArt(username, path); u = p ? (await api.albumArt(p, 360)) || "" : ""; } catch { u = ""; } art[key] = u; } if (art[key]) return; let found = null; try { found = await catalogCoverFor(e.t.artist, e.t.title, e.t.duration_secs ?? null); } catch { return; /* offline: a later play asks again */ } if (!found) return; e.album.art_path = found.url; learnCover(e.t.artist, e.t.title, found.url, found.trackId); void loadArt(found.url, true); if (g !== gen) return; mediaSync(); writeSession(); } /** The index the engine will play next, in this order, with these modes. */ function nextIndex() { if (!player.queue.length) return -1; if (player.repeat === 2) return player.qi; if (player.qi + 1 < player.queue.length) return player.qi + 1; return player.repeat === 1 ? 0 : -1; } /** Ready the next track now, whatever it is — the desktop's album fill and * stream preload, folded into one place: * - a library file: decoded and appended behind the current one; * - a peer's copy: fetched into the cache ahead of time, and appended the * moment it is byte-complete, so the boundary is gapless; * - a record's later track that has no copy yet: found first, QUIETLY (the * resolver's line never shows for a background search), then the above. * Streams wait ALBUM_FILL_DELAY_MS after a start, so the search and the * fetch never compete with the track that is starting. */ const ALBUM_FILL_DELAY_MS = 4000; /** THREE ahead — the desktop's STREAM_PRELOAD_DEPTH. One track of headroom * is not enough when a peer is slow or a search misses. */ const PRELOAD_DEPTH = 3; let preloadGen = 0; let preloadPoll = null; /** The next `count` queue indices in play order: none past the end unless * repeat-all wraps them; repeat-one has no next. The queue IS the play * order on the phone (shuffle reorders it). */ function peekNextIndices(count = PRELOAD_DEPTH) { const n = player.queue.length; if (!n || player.repeat === 2) return []; const out = []; let i = player.qi; for (let k = 0; k < count; k++) { i += 1; if (i >= n) { if (player.repeat !== 1) break; i = 0; } if (i === player.qi) break; out.push(i); } return out; } function armPreload() { ++preloadGen; clearTimeout(preloadPoll); armedPath = null; const ahead = player.status === "idle" ? [] : peekNextIndices(); if (!ahead.length) return; const first = player.queue[ahead[0]]; if (first?.t?.path && !first.t.stream && !first.t.catalog) { /* a library file: decoded and appended now; the rest are files too or get their fetch below */ const path = first.t.path; armedPath = path; api.preloadLocal(path, first.t.duration_secs ?? null).catch(() => { if (armedPath === path) armedPath = null; }); } if (ahead.some((i) => player.queue[i]?.t?.stream || player.queue[i]?.t?.catalog)) armStreamPreload(ahead); } /** Ready the peers' copies among the next three: found QUIETLY where a * record's later track has none yet (a background search never shows the * resolver's line), fetched into the cache ahead of time — one after the * other, so the search pacing holds — and the FIRST appended the moment it * is byte-complete, so the boundary is gapless. Waits after a start so * nothing competes with the track that is starting. */ function armStreamPreload(indices) { const g = preloadGen; preloadPoll = setTimeout(async () => { for (const i of indices) { if (g !== preloadGen) return; const e = player.queue[i]; if (!e?.t) continue; if (e.t.catalog && !e.t.path) { let ok = false; try { ok = await hooks.resolveEntry?.(e, true); } catch { ok = false; } if (g !== preloadGen) return; if (!ok) continue; } if (!e.t.stream) continue; // the library's, or nothing to fetch try { await api.preloadStream(e.t.stream.username, e.t.path, e.t.stream.size); } catch { /* next one */ } } /* the immediate next, once it is whole */ const e = player.queue[indices[0]]; if (!e?.t?.stream || g !== preloadGen) return; const { username, size } = e.t.stream; const path = e.t.path; const poll = async () => { if (g !== preloadGen) return; let ready = false; try { ready = await api.streamCacheReady(username, path, size); } catch { ready = false; } if (g !== preloadGen) return; if (!ready) { preloadPoll = setTimeout(poll, 3000); return; } try { const ok = await api.preloadCachedStream(username, path, size, e.t.duration_secs ?? null); if (ok !== false && g === preloadGen) armedPath = path; } catch { /* a gap at the boundary, never the wrong track */ } }; poll(); }, ALBUM_FILL_DELAY_MS); } /** The engine crossed into the appended track on its own. */ function advanceGaplessly(i) { const e = player.queue[i]; const g = ++gen; player.advance = "gapless"; listenFlush(); player.qi = i; player.track = e.t; player.album = e.album; player.position = 0; player.duration = e.t.duration_secs ?? null; player.status = "playing"; player.needsResource = false; beginStory(); void loadArt(e.album?.art_path, true); armedPath = null; armPreload(); if (e.t.stream) { /* the appended copy was byte-complete: the lane gets the whole shape */ player.coverage = 1; player.stream = { received: e.t.stream.size, total: e.t.stream.size, done: true, failed: null }; streamStory(g, e); } else { loadWave(g, e.t.path); } writeSession(); mediaSync(); } /* ── the queue ───────────────────────────────────────────────────────── */ export function playEntries(entries, at = 0, from = "", startSecs = null) { original = null; if (player.shuffle && entries.length > 1) { /* a predetermined order: the chosen track first, the rest shuffled */ original = entries; const first = entries[at]; entries = [first, ...shuffled(entries.filter((_, i) => i !== at))]; at = 0; } player.queue = entries; player.qi = at; player.from = from; /* the REACTIVE entry, not the raw one: a path-less first entry gets its stream and path from the resolver, and the bar must see them land. `startSecs` is where a resumed session picks up; null is the top. */ return startEntry(player.queue[at], startSecs); } export function playAlbum(album, tracks, at = 0) { return playEntries(tracks.map((t) => ({ t, album })), at, album.title); } export function playAlbumShuffled(album, tracks) { if (!tracks.length) return; player.shuffle = true; return playEntries(tracks.map((t) => ({ t, album })), Math.floor(Math.random() * tracks.length), album.title); } export function playQueueAt(i) { if (i < 0 || i >= player.queue.length) return; player.qi = i; return startEntry(player.queue[i]); } /** Drop an upcoming row from the queue (the shuffle's original order too). */ export function removeFromQueue(i) { if (i <= player.qi || i >= player.queue.length) return; const [gone] = player.queue.splice(i, 1); if (original && gone) { const k = original.indexOf(gone); if (k >= 0) original.splice(k, 1); } armPreload(); writeSession(); } /** An upcoming row one place up or down — or to an absolute index, which * is what a drop on the queue face hands it — never past the current * track. The guards were already the right guards for either. */ export function moveInQueue(i, dir) { const j = typeof dir === "number" ? dir : i + (dir === "up" ? -1 : 1); if (i <= player.qi || j <= player.qi || i >= player.queue.length || j >= player.queue.length) return; const [row] = player.queue.splice(i, 1); player.queue.splice(j, 0, row); armPreload(); writeSession(); } /** Pull an upcoming row up to right after the current track. */ export function moveToNext(i) { if (i <= player.qi + 1 || i >= player.queue.length) return; const [row] = player.queue.splice(i, 1); player.queue.splice(player.qi + 1, 0, row); armPreload(); writeSession(); } /** After the current track. */ export function playNext(entries) { if (player.qi < 0) return playEntries(entries, 0, player.from); player.queue.splice(player.qi + 1, 0, ...entries); if (original) { const cur = player.queue[player.qi]; const k = original.findIndex((x) => x.t.path === cur?.t?.path); original.splice(k >= 0 ? k + 1 : original.length, 0, ...entries); } armPreload(); writeSession(); } /** At the end of the queue. */ export function enqueue(entries) { if (player.qi < 0) return playEntries(entries, 0, player.from); player.queue.push(...entries); if (original) original.push(...entries); if (player.qi + 1 === player.queue.length - entries.length) armPreload(); writeSession(); } /* ── a track from the index (Search, the Tracks tab) ─────────────────── */ /** The library record a TrackIndexRow belongs to, when the library has it. */ export function albumOfRow(row) { const k = String(row.artist || "").toLowerCase(); return lib.albums.find((a) => a.title === row.album && a.artist.toLowerCase() === k) || (row.art_path ? lib.albums.find((a) => a.art_path === row.art_path) : null) || null; } export function entryFromRow(row, album = albumOfRow(row)) { return { t: { id: row.path, title: row.title, artist: row.artist, path: row.path, duration_secs: row.duration_secs ?? null }, album: album || { id: null, title: row.album, artist: row.artist, art_path: row.art_path ?? null }, }; } /** The track, then the rest of its record. */ export async function playIndexRow(row) { try { const album = albumOfRow(row); if (album) { const tr = await tracksOf(album.id); const i = tr.findIndex((t) => t.path === row.path); if (i >= 0) return await playAlbum(album, tr, i); } await playEntries([entryFromRow(row, album)], 0, row.album); } catch (e) { setErr(e); } } /* ── the sleep timer ─────────────────────────────────────────────────── */ let sleepTimer = null; export function setSleep(minutes) { clearTimeout(sleepTimer); sleepTimer = null; player.sleepAt = minutes > 0 ? Date.now() + minutes * 60_000 : 0; if (minutes > 0) { sleepTimer = setTimeout(() => { player.sleepAt = 0; sleepTimer = null; if (player.status === "playing" || player.status === "buffering") api.playerControl("pause").catch(() => {}); }, minutes * 60_000); } } export function sleepLabel() { if (!player.sleepAt) return "off"; const m = Math.max(1, Math.round((player.sleepAt - Date.now()) / 60_000)); return m + " min left"; } /* ── the transport ───────────────────────────────────────────────────── */ export function next() { if (!player.queue.length) return; if (player.repeat === 2) { seekSecs(0); return; } const i = player.qi + 1 < player.queue.length ? player.qi + 1 : (player.repeat === 1 ? 0 : -1); if (i < 0) { /* the end of the queue: stop, keep the record on the bar */ api.playerControl("stop").catch(() => {}); player.status = "idle"; armedPath = null; mediaSync(); return; } playQueueAt(i); } export function prev() { /* the universal transport rule: restart first, go back on a second press */ if (player.position > 5 || player.qi <= 0) { seekSecs(0); return; } playQueueAt(player.qi - 1); } export function toggle() { if (player.status === "playing" || player.status === "buffering") { api.playerControl("pause").catch(setErr); } else if (player.status === "paused" && !player.needsResource) { api.playerControl("resume").catch(setErr); } else if (current()) { /* nothing loaded behind the bar — a restored session, or a queue that ran out: source it again, from where it was if it was somewhere */ const at = player.needsResource && player.position > 1 && player.duration && player.position < player.duration - 1 ? player.position : null; startEntry(current(), at); } } export function seekSecs(s) { if (player.duration == null) return; s = Math.max(0, Math.min(player.duration, s)); player.position = s; if (player.needsResource) { startEntry(current(), s > 1 ? s : null); return; } api.playerControl("seek", s).catch(setErr); mediaSync(); /* the resume point too, now: the engine's own flush is every five seconds, and a phone put down (or a car started) right after a scrub would otherwise continue from before it (2026-09-18) */ writeSession(); } export function seekFrac(f) { if (player.duration) seekSecs(f * player.duration); } export function cycleRepeat() { player.repeat = (player.repeat + 1) % 3; armPreload(); writeSession(); } export function toggleShuffle() { if (!player.shuffle) { original = player.queue.slice(); const rest = shuffled(player.queue.slice(player.qi + 1)); player.queue = player.queue.slice(0, player.qi + 1).concat(rest); player.shuffle = true; } else { if (original) { const cur = player.queue[player.qi]; const k = original.findIndex((x) => x.t.path === cur?.t?.path); if (k >= 0) { player.queue = original; player.qi = k; } original = null; } player.shuffle = false; } armPreload(); writeSession(); } function ended(gapless) { listenFlush(); const i = nextIndex(); const e = i >= 0 ? player.queue[i] : null; if (gapless && e && armedPath && e.t.path === armedPath) { advanceGaplessly(i); return; } if (!e) { player.status = "idle"; if (player.duration != null) player.position = player.duration; armedPath = null; writeSession(); mediaSync(); return; } /* not armed, or armed with a track the queue no longer has next: source the right one (a gap at worst, never the wrong track) */ player.advance = "sourced"; playQueueAt(i); } /** Subscribe to the audio thread. Returns the unlisten. */ export async function bindEvents() { document.addEventListener("visibilitychange", () => { if (document.hidden) writeSession(); }); window.addEventListener("pagehide", writeSession); setInterval(() => { if (player.status === "playing") writeSession(); }, 10_000); /* Two subscriptions in one round, for the same reason as everywhere else this round: `listen` is an invoke, so one behind the other is two bridge round trips at launch. Both are in flight from here; they are awaited together at the end, so neither can reject with nobody listening. */ const streamSub = listen("soulseek:stream", (ev) => { const p = ev.payload || {}; if (!current()?.t?.stream) return; player.stream = { received: p.received || 0, total: p.total || 0, done: !!p.done, failed: p.failed || null }; if (p.failed) setErr("The stream from " + current().t.stream.username + " failed: " + p.failed); }); const transportSub = listen("soulseek:player", (ev) => { const p = ev.payload || {}; switch (p.kind) { case "playing": player.status = "playing"; player.needsResource = false; mediaSync(); break; case "paused": player.status = "paused"; mediaSync(); break; case "buffering": player.status = "buffering"; break; case "stopped": player.status = "idle"; mediaSync(); break; case "position": if (typeof p.secs === "number") { player.position = p.secs; listenTick(p.secs); /* a set-recording slice (a setlist row) ends at the next cue */ if (player.track?.endSecs != null && p.secs >= player.track.endSecs && endFired !== gen) { endFired = gen; next(); } } if (p.duration != null) player.duration = p.duration; break; case "track-ended": ended(!!p.gapless); break; case "error": player.error = p.message || "playback error"; player.status = "idle"; break; } }); /* the stream listener is still allowed to have nothing behind it (a desktop build, the mock without the bus); the transport's failure is still the one the shell shows, and the unlisten handed back is still the transport's — the one onMount stores and calls on teardown. */ const [, unlisten] = await Promise.all([streamSub.catch(() => { /* not a phone */ }), transportSub]); return unlisten; } /* ── the session ─────────────────────────────────────────────────────── */ const SESSION_KEY = "ss.mobile.session.v1"; function packEntry(e) { const a = e.album; return { t: e.t, album: a ? { id: a.id ?? null, title: a.title, artist: a.artist, year: a.year ?? null, art_path: a.art_path ?? null, artist_art_path: a.artist_art_path ?? null } : null, }; } /* set once restoreSession has READ the saved session, so a write that lands before it (a visibility change under a launch with the screen off — seen 2026-09-18) cannot remove what it is about to restore */ let sessionBooted = false; export function writeSession() { try { if (!player.track) { if (sessionBooted) localStorage.removeItem(SESSION_KEY); return; } localStorage.setItem(SESSION_KEY, JSON.stringify({ v: 1, queue: player.queue.map(packEntry), qi: player.qi, from: player.from, position: player.position, duration: player.duration, shuffle: player.shuffle, repeat: player.repeat, original: original ? original.map(packEntry) : null, })); } catch { /* quota, or storage off: the session is a convenience */ } noteResume(); } /* ── the resume point ──────────────────────────────────────────────── The same session, in the Rust side's shape (resume.rs), for everything that can ask "what was playing?" with no page alive to answer: Android's own resume card, a head unit's PLAY into a cold app, Android Auto's autoplay on connection. A bounded window around the current track — the whole queue is not a thing to write every ten seconds — and each entry named by what plays it cold: a file on the phone, or the peer file whose bytes may be in the stream cache. The engine's pump keeps the position; this names the queue. Fire and forget: the desktop and the mock refuse it and neither is a reason to fail the session write. */ const RESUME_WINDOW = 25; function resumeItem(e) { const t = e?.t || {}; const a = e?.album || {}; const local = !!t.path && !t.stream; return { id: t.id != null ? String(t.id) : null, title: t.title || "", artist: t.artist || a.artist || "", album: a.title || "", duration: t.duration_secs ?? null, /* a "stream:" key is this page's own name for a cover it fills from the file's tag; the Rust side reads the tag itself when given none */ art: a.art_path && !String(a.art_path).startsWith("stream:") ? a.art_path : null, path: local ? t.path : null, stream: t.stream?.username && t.path ? { username: t.stream.username, path: t.path, size: t.stream.size || 0 } : null, }; } /** The resume shape back into queue entries. A cached stream comes back as * a plain file, which is what it is on this phone; a streamed entry whose * cache is gone keeps its peer identity so the resolver can find it. */ export function entriesFromResume(items) { return (items || []).map((it) => { const local = !!it.path; return { t: { id: it.id ?? it.path ?? it.title, title: it.title || "", artist: it.artist || "", path: local ? it.path : (it.stream?.path || null), duration_secs: it.duration ?? null, stream: !local && it.stream?.username ? { username: it.stream.username, size: it.stream.size || 0 } : null, catalog: null, alts: [], }, album: { id: null, catalogId: null, title: it.album || "", artist: it.artist || "", art_path: it.art || null }, }; }); } function noteResume() { /* NEVER cleared from here. A page with nothing on its bar is not proof that there is nothing to continue — it is the state of every boot before the session is restored, and a visibility change in that window (the screen going off under a launch) wrote the resume point away on 2026-09-18. A stale resume point costs a wrong "Continue"; a wiped one costs the feature. */ if (!player.track || player.qi < 0) return; const lo = Math.max(0, player.qi - RESUME_WINDOW); const win = player.queue.slice(lo, player.qi + RESUME_WINDOW + 1); api.playbackNoteQueue(win.map(resumeItem), player.qi - lo, player.position || 0, player.from || "").catch(() => {}); } /** Put back what the last launch left behind. The audio thread is the * authority: a reload finds it playing and follows it; a restart finds it * idle and the track comes back paused, to be re-sourced by play. */ export async function restoreSession() { let saved = null; try { saved = JSON.parse(localStorage.getItem(SESSION_KEY) || "null"); } catch { saved = null; } sessionBooted = true; let transport = null; try { transport = await api.playerState(); } catch { transport = null; } /* A CAR was driving the engine when this page came up (a cold start from Android Auto, then the app opened over it): the backend hands that queue over exactly once, and it beats whatever this page's own storage remembers — restoring an older session over live audio puts the wrong title on the bar and the wrong record on the ground. The entries arrive in the resume shape (resume.rs) and are turned back into queue entries here; a cached stream comes back as a plain file, which is what it is on this phone. */ const hand = transport?.handover; if (hand && Array.isArray(hand.items) && hand.items[hand.idx]) { const entries = entriesFromResume(hand.items); const g = ++gen; player.queue = entries; player.qi = hand.idx; player.from = hand.from || ""; original = null; const e = entries[hand.idx]; player.track = e.t; player.album = e.album; const live = !!transport && transport.status !== "idle"; player.status = live ? transport.status : "paused"; player.position = live ? (transport.position ?? 0) : (hand.position ?? 0); player.duration = live && transport.duration != null ? transport.duration : (e.t.duration_secs ?? null); player.needsResource = !live; player.phase = "ready"; void loadArt(e.album?.art_path, true); if (e.t.path) loadWave(g, e.t.path); if (live) armPreload(); writeSession(); mediaSync(); return true; } if (!saved || saved.v !== 1 || !Array.isArray(saved.queue) || !saved.queue[saved.qi]?.t?.path) return false; const g = ++gen; player.queue = saved.queue; player.qi = saved.qi; player.from = saved.from || ""; player.shuffle = !!saved.shuffle; player.repeat = saved.repeat || 0; original = Array.isArray(saved.original) ? saved.original : null; const e = player.queue[player.qi]; player.track = e.t; player.album = e.album; const live = !!transport && transport.status !== "idle"; player.status = live ? transport.status : "paused"; player.position = live ? (transport.position ?? 0) : (saved.position ?? 0); player.duration = live && transport.duration != null ? transport.duration : (saved.duration ?? e.t.duration_secs ?? null); player.needsResource = !live; player.phase = "ready"; void loadArt(e.album?.art_path, true); loadWave(g, e.t.path); if (live) armPreload(); mediaSync(); /* the resume point too: a restored-but-paused session is exactly what a car connecting after a restart should be able to continue, and until something played or changed nothing had written it */ noteResume(); return true; } /* ── play history ──────────────────────────────────────────────────────── The desktop's rule (state.svelte.js): listened time is accumulated from the position ticks, a row opens once a track has really accumulated a second, top-ups land every 15s and at the track change, seeks are ignored by the delta guard. The phone writes to the same table, so Jump back in is one history across both. */ const LISTEN_FLUSH_SECS = 15; const RECENTS_FLOOR_SECS = 45; let session = null; let lastPos = null; function listenFlush(s = session) { if (!s?.playIdP) return; const secs = Math.floor(s.pending); if (secs < 1) return; s.pending -= secs; s.playIdP.then((id) => api.addPlaySeconds(id, secs)).catch(() => {}); } function scheduleRecents(ms) { setTimeout(() => { if (typeof hooks.recentsDirty === "function") hooks.recentsDirty(); }, ms); } function listenTick(pos) { const t = player.track; if (!t) return; const title = t.title; const artist = (t.artist || player.album?.artist || "").trim(); if (!title || !artist) return; const key = artist + "\u0000" + title; if (session?.key !== key) { listenFlush(); scheduleRecents(1500); session = { key, pending: 0, playIdP: null }; lastPos = null; } const d = lastPos == null ? 0 : pos - lastPos; lastPos = pos; if (d <= 0 || d > 3) return; session.pending += d; if (!session.playIdP && session.pending >= 1) { session.playIdP = api.recordPlay(artist, title, t.stream ? null : (t.path ?? null)); session.playIdP.catch(() => {}); session.playIdP.then(() => scheduleRecents(RECENTS_FLOOR_SECS * 1000 + 2000)).catch(() => {}); } if (session.pending >= LISTEN_FLUSH_SECS) listenFlush(); }