forked from Foxyz/sync_replay_project
Restructure step 1: lasting identity, presence and protocol 16
Server and core: version ranges on both sides with a coded refusal; a client id maps to the same member and token for the server's life; a drop is `gone` for a 10-minute grace keeping ready, presence, queue items, relay and avatar; `bye` leaves at once; ordered takeover (seq, replaced/stale); presence joining/in/away/gone with one PresencePolicy; joiners never pause playback and hold a held gate at most ~15 s; state.hold; feed ids, seq and replay; the relay lives through its source's grace and continues on re-dial; queue `by` lasting, auto items and cancel; MediaRef carried; client ids never logged. App: persisted client id and seq; Connection with unstable/lost/ replaced states, backoff with jitter, no lost/back pair per flap; a drop keeps the session (state, player, media, relay source); presence in the strip and members card; sit out = away intent; feed matched by id; auto sit-out (idle when not playing, minimised for a while; never when alone) replaces auto-unready; bye on close and Leave, not on update restart; relay source re-dials through its grace. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -130,22 +130,19 @@ void main() {
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name: 'a',
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ready: true,
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inSet: true,
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buffered: 9,
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stale: false);
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buffered: 9);
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const catchingUp = MemberView(
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id: 'm2',
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name: 'b',
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ready: false,
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inSet: false,
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buffered: 0,
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stale: false);
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buffered: 0);
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const unreadyInSet = MemberView(
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id: 'm3',
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name: 'c',
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ready: false,
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inSet: true,
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buffered: 9,
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stale: false);
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buffered: 9);
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test('only in-set ready members may follow transport to playing', () {
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final state = _stateWithMembers([ready, catchingUp, unreadyInSet]);
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