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queue: add serialized, origin-aware mutations
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@@ -84,13 +84,15 @@ The queue lives in SQL, not memory. `queue_entries` is an ordered list of *refer
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`QueueRepository` resolves a queue position to a song lazily: it walks the entries summing their lengths (a `COUNT(*)` per entry) and then fetches one row with `LIMIT 1 OFFSET`. `PlaybackController` keeps only the resolved entry lengths and the cursor in memory — never the songs — and hands the player a bounded window (currently `2 * 25 + 1` items) centred on the cursor. A player index maps back to a queue position as `windowStart + index`. The window is loaded once with `setMediaItems` and then shifted incrementally with `addMediaItems`/`removeMediaItem` as playback advances; a shift never replaces the playlist, so the current item and its prepared next source survive and transitions stay gapless. `hasNext`/`hasPrevious` are intentionally always true rather than derived from the SQL queue size: the previous/next buttons stay usable at both ends of the queue so repeat mode and restart-the-track keep working, and `next()`/`previous()` decide the actual end-of-queue action (advance, wrap when repeating, restart, or no-op). The snapshot is re-read whenever the window shifts and on skip, so a sync that shrinks the referenced album or playlist cannot strand the window on stale lengths; if the active source changes under a loaded queue, playback stops rather than resolving the old queue's stream URLs against the new server.
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Playback is a *context* plus a manual *up next* list. `queue_entries` is the context — the album, playlist or song you started, and the only thing shuffle permutes. `up_next_entries` is the manual queue: the same reference-plus-range rows, ordered, never shuffled. A `playback_cursor.upNextAnchor` holds the context track the block sits behind; the controller re-anchors it whenever playback lands on a different context track, so the block always plays next. `QueueRepository` resolves a combined position by mapping it through the context order and splicing the block after the anchor, so the controller's window and next/previous logic keep working. Add to queue appends to the block and play next inserts at its front; both reuse the context edit machinery (range split, insert, compact). Advancing out of a block track removes it — consume as played, with no history — and a new context clears the block, so a manual edit never disturbs the shuffle permutation. Shuffle itself stores no per-track order: `playback_cursor.shuffleSeed`/`shuffleSize` are the whole state, and a position maps through a seekable Feistel permutation of `[0, size)`, so a very large album cannot materialise an order list. Reordering the context while shuffled would need that order back, so the context is playback-only while shuffled and manual ordering goes through the up-next block.
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All queue and player-window mutations run through one `QueueMutationScope`. Snapshot reads, edits, sync/download resets, Undo and playback reconciliation share that lock, and reset reconciliation is invoked synchronously before the reset operation returns; there is no asynchronous reset collector. Content revisions reject stale writes, a separate reset generation rejects row operations created before a canonical reset, and a library revision only controls resolution caches. Navigation computes its target inside the mutation operation, while position-based UI edits carry their reset generation from operation creation. External initialization waits, including download-state loading, stay outside the mutation lock.
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Playback is a *context* plus a manual *up next* list. `queue_entries` is the context — the album, playlist or song you started, and the only thing shuffle permutes. `up_next_entries` is the manual queue: the same reference-plus-range rows, ordered, never shuffled. Every entry also retains its origin context, so explicit songs created by rearranges can later be merged back into the album, playlist, artist or genre they came from. A `playback_cursor.upNextAnchor` holds the context track the block sits behind; the controller re-anchors it whenever playback lands on a different context track, so the block always plays next. `QueueRepository` resolves a combined position by mapping it through the context order and splicing the block after the anchor, so the controller's window and next/previous logic keep working. Add to queue appends to the block and play next inserts at its front; both reuse the context edit machinery (range split, insert, compact). Advancing out of a block track removes it — consume as played, with no history — and a new context clears the block, so a manual edit never disturbs the shuffle permutation. Shuffle itself stores no per-track order: `playback_cursor.shuffleSeed`/`shuffleSize` are the whole state, and a position maps through a seekable Feistel permutation of `[0, size)`, so a very large album cannot materialise an order list. Context removal and reordering are disabled while shuffled; manual ordering and deletion still work in the up-next block and in non-shuffled contexts.
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Because the resolver reports *which entry* a position falls in, `PlaybackState` also carries the current queue context (`kind` and `refId`). That is what scopes the playing-track indicator in the album and playlist lists: a song that appears in both only lights up in the list the queue was actually started from.
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Stream URLs come from `SourceRepository.streamUri`, which asks the active `SubsonicSource` for a freshly salted `stream` URL; because the URL changes every request, artwork is attached to the media item by identity (the `CoverArtRef` cache key) rather than by URL. The active source carries the stream quality (a max bitrate plus an optional transcode format) for the current network: `NetworkMonitor` reports Wi-Fi vs mobile (metered) and `UserPreferences` stores a separate `StreamQuality` per mode, so `SourceRepository` rebuilds the source when either the mode or a quality changes. `PlaybackController` observes that effective quality and reloads the window around the current position, preserving play/pause and the playback position, so a Wi-Fi↔mobile transition re-issues the stream URLs with the new settings (a no-op when the two modes share a quality). Transcoded responses are chunked with no length and (because ffmpeg cannot seek back in a stream) no MP3 duration header, so Media3 would treat them as live and ignore seeks; the server's `estimateContentLength` is no better, since its estimate under-counts and cuts the track short. So a transcoded URL carries a declared upper-bound length in its fragment (never sent to the server), `KnownLengthDataSource` hands that length to Media3 to keep the stream seekable without truncation, and each transcoded item is clipped to the library duration so the timeline ends where the audio does and the next track still advances. Some streams stay length-unknown anyway: an Opus/Ogg/Vorbis transcode (a length estimate breaks the end-seek they rely on), a transcode of a track with no library duration, and a direct play the server does not give a `Content-Length`. Media3 marks an unknown-length, unknown-duration progressive stream live, and a live item makes the media session publish no playback position, so the notification would show no progress even though the item carries a real duration; `KnownDurationPlayer` wraps the `ExoPlayer` and reports an item with a library duration as finite, restoring the position and progress the session publishes without making the stream seekable. Streamed bytes also pass through a bounded `SimpleCache` (`CacheDataSource` sits under `DefaultDataSource`, so downloads bypass it): a headerless MP3's duration is only estimated, and when the extractor rewrites it at end of stream Media3 drops and re-opens the prefetched next period. The cache serves the bytes that prefetch already buffered from disk, so the re-open does not re-fetch them (only bytes the cancelled prefetch never committed are fetched again). Keys are the salted stream URLs, so nothing is reused across a service restart; it is a bounded scratch buffer, not a persistent download.
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The window is also the queue the media notification browses — a deliberate trade-off, since the alternative is holding an entire large library in memory. The queue view resolves positions lazily too: it loads the queue around the cursor in chunks and extends by a chunk when you scroll near either end, so it never materializes the whole queue. Dragging uses `sh.calvin.reorderable`, which floats the lifted row and reorders the loaded list live (animating with `animateItem`), so editing is what a drag needs: the view reorders its loaded list while dragging and commits one move on drop. `queue_entries` is rewritten to edit: removing a position splits its entry into up to two ranges, and moving one turns the moved track into an explicit song entry inserted at the target index, so an edit costs a couple of rows rather than a copy of the queue. When the edit falls inside the player's window the controller mirrors it with `removeMediaItem`/`moveMediaItem` so playback is not interrupted; removing the playing track, or a move that crosses the window boundary, reloads the window around the cursor. The controller keeps the pre-edit entries and cursor, so the queue view can offer a one-step undo. The up-next block is fully editable in the same view (drag reorder and delete), while the context is read-only while shuffled. Timed lyrics are not wired yet.
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The window is also the queue the media notification browses — a deliberate trade-off, since the alternative is holding an entire large library in memory. The queue view resolves positions lazily too: it loads the queue around the cursor in chunks and extends by a chunk when you scroll near either end, so it never materializes the whole queue. Dragging uses `sh.calvin.reorderable`, which floats the lifted row and reorders the loaded list live (animating with `animateItem`), so editing is what a drag needs: the view reorders its loaded list while dragging and commits one move on drop. `queue_entries` is rewritten to edit: removing a position splits its entry into up to two ranges, and moving one turns the moved track into an explicit song entry inserted at the target index while retaining its origin context, so an edit costs a couple of rows rather than a copy of the queue. When the edit falls inside the player's window the controller mirrors it with `removeMediaItem`/`moveMediaItem` so playback is not interrupted; removing the playing track, or a move that crosses the window boundary, reloads the window around the cursor. The controller keeps the pre-edit entries and cursor, so the queue view can offer a one-step undo. The up-next block is fully editable in the same view (drag reorder and delete), while the context is read-only while shuffled. Timed lyrics are not wired yet.
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Scrobbling is a `Scrobbler` that collects the controller's `state` and `positionMs` and drives the Subsonic `scrobble` endpoint: a now-playing notification (`submission=false`) when a track starts playing, and one submission (`submission=true`, with the playback start time) when the track passes half its duration or four minutes, whichever comes first. That split is the endpoint's own `submission` flag, and the threshold is the Last.fm rule the server forwards to; servers such as Navidrome trust the client and apply no threshold themselves. Tracks under 30 seconds are never submitted, and only time actually played counts: forward and backward seeks are ignored, and a rewind only starts a fresh listen when it lands in the track's first few seconds (a repeat or an explicit restart). The duration is the player's resolved value, falling back to the library row when the player has not reported one. Sending is decoupled from the collector so a slow or offline write cannot stall position tracking, while a lock keeps the writes in order. The policy is a pure state machine with no Android dependencies. A Settings toggle (`UserPreferences.scrobbling`, on by default) gates both calls. A submission also bumps the played song's local `playCount`/`played` and its album and artist ranks, so the play sorts move before the next sync; the sync then overwrites them with the server's own numbers, so a play the server never accepted is rolled back at that point.
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@@ -126,7 +128,7 @@ Songs have a primary and a fallback fetch. The primary probes `search3` with an
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Cleanup is the "everything I had, minus everything the server just sent" step described above: artists, albums, songs and playlists delete the leftover IDs in 500-row chunks, disc titles are deleted per `(album, disc)` for albums that still exist, and playlist entries beyond the new count are removed along with entries for playlists that disappeared.
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Sync is not atomic. Each batch commits on its own, so a failure leaves the batches already written in place and skips that entity's prune; stale rows can linger until the next successful sync, which also invalidates the queue's cached library. The one hazard is a scan that stops early — a server returning a short page by mistake, or a library larger than the page cap — because the prune trusts that the stream actually reached the end. Each batch commit also makes Room notify paged observers once per batch (a few per second, bounded by the network round-trips), which is cheap but can make an on-screen list churn during a sync; gate UI observation on `SyncStatus.Running` if that is ever noticeable.
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Sync is not atomic. Each batch commits on its own, so a failure leaves the batches already written in place and skips that entity's prune; stale rows can linger until the next successful sync, which also invalidates the queue's cached library. Changed origins are merged only after their batch transaction commits and are persisted per source after failures, so the next successful sync includes them even after a process restart. A successful sync reports the origins it actually changed and collapses only those context and up-next blocks back to their canonical references; unrelated origins and failed syncs leave local edits alone. The current item and up-next anchor are remapped by origin, song ID and position as a best effort, without promising exact duplicate-occurrence identity. If the current song disappeared it finishes in a detached slot before the refreshed queue continues at a deterministic clamped position. Each batch commit also makes Room notify paged observers once per batch (a few per second, bounded by the network round-trips), which is cheap but can make an on-screen list churn during a sync; gate UI observation on `SyncStatus.Running` if that is ever noticeable.
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