Stabilisation quick fixes: orderly close, visible version and update band, chat pop-ups on, Windows shaders and hwdec, render logs
ci / core (push) Successful in 27s
ci / server (push) Successful in 1m4s
ci / updater-windows (push) Successful in 5m50s

- Close: hide the window, dispose every player, thumbnail job and the
  sound engine, leave, then close normally; Linux runner _exit (the
  NVIDIA EGL exit handler crashed 10/10 closes, 0/41 now); Windows tears
  down inside the message loop, then TerminateProcess; watchdogs.
- Version under the Settings tab; an update band instead of a dot,
  never over a video; checks at start and every 4 hours.
- Chat pop-ups default to All again.
- Shader read-back compared as a list (old mpv joins with ','), so
  Windows stops turning shaders off; Windows hwdec auto-copy.
- Render diagnostics (`mpv: render` lines); RAM-only demuxer cache pin
  silences the file-cache warning; a volume readout test.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
foxyzandClaude Opus 5.5 committed 2026-10-15 18:01:44 +03:00
1 parent e537f9d5f8
commit ea607c1a52
29 files changed
+873 -168

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@@ -33,15 +33,36 @@ const _timeout = Duration(seconds: 20);
int _running = 0;
final _waiting = <Completer<void>>[];
final _inFlight = <String, Future<Thumbnail?>>{};
final _players = <Player>{};
bool _closed = false;
/// App close: no new thumbnails, running ones stop at their next check
/// and dispose their player. Players still up after [deadline] are
/// disposed here, so no mpv outlives the engine.
Future<void> cancelAllThumbnails({
Duration deadline = const Duration(milliseconds: 800),
}) async {
_closed = true;
try {
await Future.wait(_inFlight.values.toList()).timeout(deadline);
} catch (_) {}
for (final p in _players.toList()) {
_players.remove(p);
try {
await p.dispose().timeout(deadline);
} catch (_) {}
}
}
/// The cached or freshly made thumbnail of the video at [path], or null
/// when it can't be made (not a video, unreadable, timed out, cancelled).
/// Never throws. [cancelled] is checked while queued and before the
/// expensive steps: a scrolled-away tile returns null without decoding.
Future<Thumbnail?> thumbnailFor(String path, {bool Function()? cancelled}) {
if (_closed) return Future.value(null);
final existing = _inFlight[path];
if (existing != null) return existing;
final f = _thumbnailFor(path, cancelled ?? () => false).catchError((
final f = _thumbnailFor(path, () => _closed || (cancelled?.call() ?? false)).catchError((
Object e,
StackTrace st,
) {
@@ -136,6 +157,7 @@ Future<Thumbnail?> _generate(
bufferSize: 4 << 20,
),
);
_players.add(player);
try {
final mpv = player.platform as NativePlayer;
for (final (k, v) in [
@@ -176,6 +198,7 @@ Future<Thumbnail?> _generate(
}
return null;
} finally {
await player.dispose();
// [cancelAllThumbnails] may have taken it already.
if (_players.remove(player)) await player.dispose();
}
}