Files
Ensemble/lib/services/position_tracker.dart
ChrisandClaude Opus 4.6 bb46a2dee1 Remove noisy periodic logging that filled the 1000-entry bug report buffer
Position tracker, queue persistence, notification timer, and message
receipt logs fired every few seconds, pushing out meaningful events
(AA lifecycle, playback state changes) within minutes.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-28 21:51:03 +00:00

269 lines
9.4 KiB
Dart

import 'dart:async';
import 'package:flutter/foundation.dart';
/// Single source of truth for playback position tracking.
///
/// This service eliminates race conditions by:
/// 1. Being the ONLY place that calculates interpolated position
/// 2. Using consistent interpolation (no mode switching mid-stream)
/// 3. Capping position at track duration
/// 4. Broadcasting position updates via a single stream
///
/// All consumers (UI, notification) should listen to [positionStream]
/// instead of calculating position themselves.
class PositionTracker {
// Current state
String? _playerId;
bool _isPlaying = false;
Duration _duration = Duration.zero;
// Position tracking - we anchor to a known position and interpolate from there
double _anchorPosition = 0.0; // Position in seconds at anchor time
DateTime _anchorTime = DateTime.now(); // When we set the anchor
// Maximum time to interpolate from a stale anchor before capping
// After this, we stop adding time to prevent indefinite drift
static const Duration _maxAnchorAge = Duration(seconds: 30);
// Interpolation timer
Timer? _interpolationTimer;
// Stream controller for position updates
final _positionController = StreamController<Duration>.broadcast();
// Last emitted position (to avoid redundant updates)
int _lastEmittedSeconds = -1;
/// Stream of position updates (emits every second when playing)
Stream<Duration> get positionStream => _positionController.stream;
/// Current position (can be called synchronously)
Duration get currentPosition {
if (!_isPlaying) {
return Duration(seconds: _anchorPosition.round());
}
final now = DateTime.now();
final anchorAge = now.difference(_anchorTime);
// Cap interpolation at max anchor age to prevent indefinite drift
// If anchor is stale, return last known position (anchor + max age)
final elapsed = anchorAge > _maxAnchorAge
? _maxAnchorAge.inMilliseconds / 1000.0
: anchorAge.inMilliseconds / 1000.0;
final interpolated = _anchorPosition + elapsed;
// Cap at duration to prevent overflow
final capped = _duration.inSeconds > 0
? interpolated.clamp(0.0, _duration.inSeconds.toDouble())
: interpolated.clamp(0.0, double.infinity);
return Duration(seconds: capped.round());
}
/// Current position in seconds (for compatibility)
double get currentPositionSeconds {
if (!_isPlaying) {
return _anchorPosition;
}
final now = DateTime.now();
final anchorAge = now.difference(_anchorTime);
// Cap interpolation at max anchor age to prevent indefinite drift
final elapsed = anchorAge > _maxAnchorAge
? _maxAnchorAge.inMilliseconds / 1000.0
: anchorAge.inMilliseconds / 1000.0;
final interpolated = _anchorPosition + elapsed;
// Cap at duration
if (_duration.inSeconds > 0) {
return interpolated.clamp(0.0, _duration.inSeconds.toDouble());
}
return interpolated.clamp(0.0, double.infinity);
}
/// Update with fresh data from server.
///
/// [playerId] - The player this update is for
/// [position] - Current position in seconds from server
/// [isPlaying] - Whether the player is currently playing
/// [duration] - Track duration (null if unknown)
/// [serverTimestamp] - Server's timestamp for when position was recorded (optional)
void updateFromServer({
required String playerId,
required double position,
required bool isPlaying,
Duration? duration,
double? serverTimestamp,
}) {
final bool playerChanged = _playerId != playerId;
final bool playStateChanged = _isPlaying != isPlaying;
final bool durationChanged = duration != null && _duration != duration;
_playerId = playerId;
_duration = duration ?? _duration;
// Calculate the best anchor position
double anchorPos = position;
bool hasStaleTimestamp = false;
// If server provides timestamp, use it to calculate current position more accurately
if (serverTimestamp != null && isPlaying) {
final now = DateTime.now().millisecondsSinceEpoch / 1000.0;
final serverAge = now - serverTimestamp;
// Only use server timestamp if it's reasonably fresh (< 30 seconds)
// and not in the future (clock skew)
if (serverAge >= 0 && serverAge < 30) {
anchorPos = position + serverAge;
} else {
// Timestamp is stale - mark this so we don't blindly trust the position
hasStaleTimestamp = true;
}
}
// Cap at duration
if (_duration.inSeconds > 0) {
anchorPos = anchorPos.clamp(0.0, _duration.inSeconds.toDouble());
}
// Detect if position jumped significantly (more than 3 seconds difference)
// This helps identify seeks or track changes
final currentInterpolated = currentPositionSeconds;
final positionDiff = (anchorPos - currentInterpolated).abs();
final isBackwardJump = anchorPos < currentInterpolated;
final isJumpToNearZero = anchorPos < 3.0;
// Detect suspicious backward jumps to 0 - likely bad server data
// This happens when some player types don't report elapsed_time correctly
final isSuspiciousReset = !playerChanged
&& !playStateChanged
&& !durationChanged
&& isPlaying
&& _isPlaying
&& isBackwardJump
&& isJumpToNearZero
&& currentInterpolated > 3.0;
// Always update anchor when:
// 1. Player changed
// 2. Play state changed
// 3. Position jumped significantly (seek or track change) - BUT NOT if it's a suspicious reset
// AND NOT if the timestamp is stale (stale data shouldn't override interpolated position)
// 4. We're not playing (paused state should reflect server position)
// 5. Anchor is getting stale (> 20 seconds old) - prevents position freezing at _maxAnchorAge cap
//
// Key insight: When timestamp is stale, the raw position from server is likely outdated.
// Our interpolated position is probably more accurate, so don't let stale data override it.
// HOWEVER, if our anchor itself is getting old, we need to refresh it to prevent freezing.
final anchorAge = DateTime.now().difference(_anchorTime);
final anchorIsGettingStale = anchorAge.inSeconds > 20;
// When anchor is stale, always refresh it - the suspicious reset check should
// only prevent us from trusting the SERVER's position, not from refreshing
// our own interpolated anchor. The newAnchorPos logic below handles using
// interpolated position for stale anchors with suspicious server data.
final shouldUpdateAnchor = playerChanged
|| playStateChanged
|| (positionDiff > 2 && !isSuspiciousReset && !hasStaleTimestamp)
|| !isPlaying
|| anchorIsGettingStale;
if (shouldUpdateAnchor) {
// When refreshing due to stale anchor (not player/state change), use interpolated position
// to avoid backward jumps from outdated server data
final newAnchorPos = anchorIsGettingStale && !playerChanged && !playStateChanged && isPlaying
? currentInterpolated // Keep our interpolated position, just refresh the anchor time
: anchorPos; // Use server position for other cases
_anchorPosition = newAnchorPos;
_anchorTime = DateTime.now();
}
_isPlaying = isPlaying;
// Manage interpolation timer
if (isPlaying) {
_startInterpolationTimer();
} else {
_stopInterpolationTimer();
// Emit current position for paused state
_emitPosition();
}
}
/// Handle seek - immediately update position without waiting for server
void onSeek(double positionSeconds) {
_anchorPosition = positionSeconds;
_anchorTime = DateTime.now();
_lastEmittedSeconds = -1; // Force emit
_emitPosition();
}
/// Handle track change - reset position to 0
void onTrackChange(String playerId, Duration? newDuration) {
_playerId = playerId;
_duration = newDuration ?? Duration.zero;
_anchorPosition = 0.0;
_anchorTime = DateTime.now();
_lastEmittedSeconds = -1;
_emitPosition();
}
/// Handle player selection change
void onPlayerSelected(String playerId) {
if (_playerId != playerId) {
_playerId = playerId;
// Don't reset position - let updateFromServer handle it with actual data
_lastEmittedSeconds = -1;
}
}
/// Clear tracker state (e.g., when disconnecting)
void clear() {
_stopInterpolationTimer();
_playerId = null;
_isPlaying = false;
_anchorPosition = 0.0;
_duration = Duration.zero;
_lastEmittedSeconds = -1;
}
void _startInterpolationTimer() {
if (_interpolationTimer != null) return;
_interpolationTimer = Timer.periodic(const Duration(milliseconds: 250), (timer) {
_emitPosition();
});
// Emit immediately
_emitPosition();
}
void _stopInterpolationTimer() {
_interpolationTimer?.cancel();
_interpolationTimer = null;
}
void _emitPosition() {
final pos = currentPosition;
final seconds = pos.inSeconds;
// Only emit if second changed (reduces unnecessary updates)
if (seconds != _lastEmittedSeconds) {
_lastEmittedSeconds = seconds;
_positionController.add(pos);
}
}
/// Check if position has reached or exceeded duration (track ended)
bool get hasReachedEnd {
if (_duration.inSeconds <= 0) return false;
return currentPositionSeconds >= _duration.inSeconds;
}
void dispose() {
_stopInterpolationTimer();
_positionController.close();
}
}