feat(offline): make the web UI usable without a reachable backend
Three tiers of offline support, all scoped to the active backend's localStorage namespace (mirroring the auth slice): Tier 1 — persist client state. queue + player slices are saved (queue entries/index/source; player track/position/volume/repeat/shuffle) and rehydrated on load, so a reload with no backend restores where the user left off. Playback never auto-resumes (browsers block autoplay). Retires the DEMO_QUEUE and isQueueOpen:true stubs. Tier 2 — persist the RTK Query cache. Last-seen library/albums/artists are snapshotted (fulfilled queries only) and replayed via RTKQ's extractRehydrationInfo at startup, so the library renders read-only when the backend is down. ConnectionStatus tooltip flags cached data offline. No server data is copied into a slice — the cache feeds itself back. Tier 3 — service worker audio + cover cache (PWA). Audio streams are cached keyed by content id (token stripped), range-aware (synthetic 206 slicing), with a 500MB LRU cap, so already-played tracks play fully offline. Cover art uses stale-while-revalidate in its own bounded cache. Module worker (ESM); pure helpers split into sw-core.js and unit-tested. Web app manifest enables "Install app". Player source badge now reflects real cached state. tsc clean, lint clean, 19 new tests pass, production build verified. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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/*
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* Tier 1 offline support: persist client state (queue + player) to the active
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* backend's localStorage namespace, mirroring the auth slice. This is what lets
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* the UI come back exactly as the user left it after a reload with no backend
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* reachable — no server data is duplicated (the queue stores track IDs + minimal
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* display fields only; full track records still live in the RTKQ cache).
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*
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* Server data (library/albums/…) is Tier 2 (see `rtkqPersist.ts`).
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*/
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import { instanceStorage } from '../config/instances';
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import {
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queueInitialState,
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type QueueState,
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} from './slices/queue';
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import {
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playerInitialState,
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type PlayerState,
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} from './slices/player';
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import type { RootState } from './index';
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const QUEUE_KEY = 'queue';
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const PLAYER_KEY = 'player';
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// Only persist fields that make sense to restore. `duration`/`isPlaying` are
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// derived from the <audio> element on next load, and the panel toggles are
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// transient UI, so they are intentionally left out.
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type PersistedQueue = Pick<
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QueueState,
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'entries' | 'currentIndex' | 'source' | 'sourceId' | 'sourceName'
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>;
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type PersistedPlayer = Pick<
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PlayerState,
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'currentTrackId' | 'position' | 'volume' | 'muted' | 'repeat' | 'shuffle'
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>;
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function pickQueue(state: QueueState): PersistedQueue {
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return {
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entries: state.entries,
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currentIndex: state.currentIndex,
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source: state.source,
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sourceId: state.sourceId,
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sourceName: state.sourceName,
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};
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}
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function pickPlayer(state: PlayerState): PersistedPlayer {
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return {
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currentTrackId: state.currentTrackId,
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position: state.position,
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volume: state.volume,
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muted: state.muted,
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repeat: state.repeat,
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shuffle: state.shuffle,
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};
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}
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function read<T>(key: string): Partial<T> | null {
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try {
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const raw = instanceStorage.get(key);
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return raw ? (JSON.parse(raw) as Partial<T>) : null;
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} catch {
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return null;
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}
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}
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/** Build the queue slice's initial state, restoring any persisted queue. */
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export function loadQueueState(): QueueState {
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const persisted = read<PersistedQueue>(QUEUE_KEY);
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if (!persisted) return queueInitialState;
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const merged: QueueState = { ...queueInitialState, ...persisted };
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// Guard the index against a corrupted/short entries array.
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if (
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merged.currentIndex >= merged.entries.length ||
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merged.currentIndex < -1
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) {
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merged.currentIndex = merged.entries.length ? 0 : -1;
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}
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return merged;
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}
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/** Build the player slice's initial state, restoring any persisted player. */
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export function loadPlayerState(): PlayerState {
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const persisted = read<PersistedPlayer>(PLAYER_KEY);
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if (!persisted) return playerInitialState;
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// Never auto-resume playback on load: browsers block autoplay and the
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// <audio> element starts paused regardless. isPlaying stays false.
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return { ...playerInitialState, ...persisted, isPlaying: false };
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}
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/**
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* Subscribe a store so queue/player changes are flushed to localStorage. The
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* write is throttled because `setPosition` fires several times a second during
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* playback — without throttling we'd hammer localStorage on every tick.
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*/
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export function startPersistence(store: {
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getState: () => RootState;
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subscribe: (listener: () => void) => () => void;
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}): () => void {
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const initial = store.getState();
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let lastQueue = JSON.stringify(pickQueue(initial.queue));
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let lastPlayer = JSON.stringify(pickPlayer(initial.player));
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let timer: ReturnType<typeof setTimeout> | null = null;
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const flush = () => {
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timer = null;
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const state = store.getState();
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const queueSnapshot = JSON.stringify(pickQueue(state.queue));
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if (queueSnapshot !== lastQueue) {
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instanceStorage.set(QUEUE_KEY, queueSnapshot);
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lastQueue = queueSnapshot;
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}
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const playerSnapshot = JSON.stringify(pickPlayer(state.player));
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if (playerSnapshot !== lastPlayer) {
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instanceStorage.set(PLAYER_KEY, playerSnapshot);
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lastPlayer = playerSnapshot;
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}
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};
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return store.subscribe(() => {
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if (timer) return;
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timer = setTimeout(flush, 1000);
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});
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}
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