fix(android): don't drop Sonos (or blast local audio) when the phone's own network is down
android / Build + lint + test (push) Successful in 3m43s
android / Build + lint + test (push) Successful in 3m43s
Observed on device: casting to Sonos on battery + screen locked, a transient ~67s reachability gap (NetworkStatus -> ServerDown while WiFi itself stayed associated) starved the 1 Hz poll past DROP_THRESHOLD. The poll loop then dropped the route and fell back to the local player, which honored the play-intent -- so the phone suddenly started playing the song out loud locally while the Sonos was still happily streaming it. A poll failure during a phone-side network outage means "we can't see the renderer right now," not "the renderer died": a UPnP renderer streams autonomously and keeps playing, and the local player we'd fall back to can't reach the server either. Dropping is strictly worse than waiting. Gate the drop on NetworkStatusController: only drop when the phone's network is Healthy (renderer genuinely unreachable on an otherwise-fine link). While Unstable/ServerDown/Offline, hold the route, keep polling, and clear the failure streak so recovery re-evaluates from scratch rather than re-dropping on the first post-recovery hiccup. The poll reconciles to the renderer's real (advanced) position once the network returns. Complements the CastNetworkLock fix: the lock reduces how often these gaps happen; this stops a gap that does happen from punishing the user. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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+35
-3
@@ -10,6 +10,8 @@ import androidx.lifecycle.ProcessLifecycleOwner
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import androidx.media3.common.ForwardingPlayer
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import androidx.media3.common.MediaItem
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import androidx.media3.common.Player
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import com.fabledsword.minstrel.connectivity.NetworkStatusController
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import com.fabledsword.minstrel.connectivity.ServerHealth
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import com.fabledsword.minstrel.player.output.ActiveUpnp
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import com.fabledsword.minstrel.player.output.ActiveUpnpHolder
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import com.fabledsword.minstrel.player.output.upnp.SoapFaultException
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@@ -64,6 +66,7 @@ class MinstrelForwardingPlayer(
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private val holder: ActiveUpnpHolder,
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private val remoteState: RemotePlayerState,
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private val castNetworkLock: CastNetworkLock,
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private val networkStatus: NetworkStatusController,
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private val onDrop: (routeName: String) -> Unit,
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) : ForwardingPlayer(delegate) {
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@@ -460,14 +463,19 @@ class MinstrelForwardingPlayer(
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@OptIn(ExperimentalCoroutinesApi::class) // onTimeout / select.onReceive
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private suspend fun pollLoop(active: ActiveUpnp) {
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var networkDropSuppressed = false
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while (scope.isActive && holder.active.value?.routeId == active.routeId) {
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val outcome = runCatching { pollOnce(active) }
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if (outcome.isSuccess) {
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remoteState.recordPollSuccess()
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networkDropSuppressed = false
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} else if (remoteState.recordPollFailure()) {
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Timber.w("UPnP drop threshold tripped for %s", active.routeName)
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handler.post { onDrop(active.routeName) }
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return
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if (networkStatus.state.value == ServerHealth.Healthy) {
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Timber.w("UPnP drop threshold tripped for %s", active.routeName)
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handler.post { onDrop(active.routeName) }
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return
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}
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networkDropSuppressed = suppressDropForNetwork(active, networkDropSuppressed)
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}
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// Race the normal cadence against any external wake (activity
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// resume). Whichever wins continues to the next pollOnce.
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@@ -478,6 +486,30 @@ class MinstrelForwardingPlayer(
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}
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}
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/**
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* The poll-failure threshold tripped, but the phone's *own* network is down
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* (state is not [ServerHealth.Healthy]) -- so this is "we can't see the
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* renderer right now," not "the renderer died." A UPnP renderer streams
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* autonomously and is almost certainly still playing; meanwhile a local
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* fallback couldn't reach the server either, so dropping would only blast
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* local audio out of a pocketed phone while the speaker keeps going. Hold
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* the route and keep polling -- a successful poll once the network returns
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* reconciles to the renderer's real state. Clear the failure streak so
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* recovery re-evaluates the renderer from scratch instead of re-dropping on
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* the first post-recovery hiccup. Returns the (latched) suppression flag so
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* the rationale logs once per outage, not every tick.
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*/
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private fun suppressDropForNetwork(active: ActiveUpnp, alreadySuppressed: Boolean): Boolean {
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if (!alreadySuppressed) {
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Timber.w(
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"UPnP drop suppressed for %s -- phone network %s, holding route",
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active.routeName, networkStatus.state.value,
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)
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}
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remoteState.recordPollSuccess() // clear streak; not a renderer failure
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return true
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}
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/**
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* One poll tick: read position + transport state from Sonos, apply to
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* [remoteState], and forward-sync the local cursor to Sonos's Track
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@@ -82,6 +82,7 @@ class PlayerFactory @Inject constructor(
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holder = activeUpnpHolder,
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remoteState = remoteState,
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castNetworkLock = CastNetworkLock(context),
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networkStatus = serverHealth,
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onDrop = { name -> emitDrop(name) },
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)
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}
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