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Two features requested together: a semi-transparent overlay showing who's
in the party, and a way for a non-host to ask the host to pause.
- server/src/socketHandler.js: new "requestPause" event (anyone, throttled
5s per member server-side via member.lastPauseRequestUtc - the real
guard, independent of whatever the client does) broadcasts
"pauseRequested" {userId, userName} to the whole party room, not just the
host, so everyone sees why playback is about to pause.
- client/js/party.js: connectParty() grows an onPauseRequested callback and
the returned connection a requestPause() method, same shape as the
existing next()/sendPlaystate().
- client/js/views/player.js: renderMembers() now also rebuilds a
#presenceOverlay of one circle per member (initials from userName,
colorForName() picks a deterministic background from a small palette by
hashing the name - same person, same color, no server-side assignment
needed). "Which circle is mine" compares userName against the auth
singleton embyApi.js already populates, matching how the rest of the
client avoids keying UI logic on userId directly. Your own circle, only
when you're not host, is clickable and calls requestPause() (client-side
cooldown too, purely to avoid a click that would visibly do nothing - the
server-side one is what actually matters). Receiving pauseRequested shows
a short auto-clearing banner and pulses the matching circle for everyone,
including the requester and the host.
- client/css/app.css: .presenceOverlay/.avatar (bottom-left, opacity .75 is
the "semi transparence" itself) and the clickable/sent/pulse states,
.pauseRequestBanner.
Verified with mocked members/pauseRequested Socket.IO events against the
real running local server (see session history): initials/colors render
correctly, the host's own circle never gets the clickable affordance,
rapid repeat clicks collapse to exactly one requestPause emission (three
synchronous clicks -> one new emitted event), a pauseRequested event
banners and pulses the right circle. Re-checked the pre-existing host path
(becomeHost, settings menu, next-episode button) still works unchanged -
this pass only touched renderMembers() and init()'s connectParty() call.
docs/architecture.md has the full writeup. Also fixed two roadmap
checkboxes in README.md that should have been checked off by the previous
commit (live lobby/host handoff/no join codes) but were missed.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
487 lines
28 KiB
Markdown
487 lines
28 KiB
Markdown
# Architecture
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## Goals
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- Watch the same title, in sync, with other users of the same Emby server.
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- Use Emby as the media source (catalog + streaming) without requiring
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changes to Emby itself or its official clients.
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- Access gated to people with an Emby account on this server — no anonymous
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use, no separate identity system.
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## Non-goals
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- Chat/reactions — deliberately out of scope.
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- OIDC/SSO — an OIDC provider (LemonLDAP::NG) is available in principle, but
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the explicit choice was Emby-only auth: simpler, no extra infra dependency,
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and everyone already has an Emby account.
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- Full library navigation (Shows → Seasons → Episodes) in v1 — search-based
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catalog only, to keep the first version achievable. Revisit if browsing
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turns out to matter more than searching in practice.
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## Why this replaced an Emby plugin
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The first attempt (still in [`src/WatchParty/`](../src/WatchParty/), kept for
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reference) was a real Emby Server plugin: sync via `ISessionManager`'s
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existing remote-control commands, a settings page via `IHasWebPages`, and —
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after a fair amount of reverse-engineering — a real user-facing page
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integrated into Emby's own web client menu (`PluginPageInfo.EnableInUserMenu`,
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undocumented but confirmed working; required a `data-controller` AMD module
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to satisfy Emby's modern `ViewManager`, found by reading the target server's
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actual `viewmanager.js`).
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That plugin builds and installs correctly. What it hit a hard wall on: **a
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button inside the video player itself**, or on an item's detail page. An
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Emby developer confirmed on their own forum that plugins have no API for
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this ("It's currently not possible for a plugin to do this"), and nothing
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found in research since suggests that's changed. The only way to get a
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button into Emby's own player would be patching Emby's shipped web client
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files directly inside the Docker container — outside the plugin entirely,
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guaranteed to break on every Emby image update, and requiring manual
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reapplication each time. That trade-off wasn't worth it.
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Building a standalone app sidesteps the question entirely: it's our own
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player, so there's no "how do I add a button to someone else's UI" problem
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in the first place, and sync can be tighter than nudging Emby's
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remote-control commands ever allowed (see below).
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Full trace of the plugin investigation (real errors, real fixes, sources
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consulted) is in the git history of this file and of `src/WatchParty/` —
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worth reading if a future Emby SDK update ever makes in-player integration
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possible and this gets revisited.
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## Components
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```
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server/ Node.js + Express + Socket.IO. Owns party/room state and the
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realtime sync channel. Never touches a media byte - see "Media
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never flows through our backend" below.
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client/ Static frontend, plain JS + ES modules, no build step (same bias
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as the earlier plugin's control panel). Talks to two different
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things and must not confuse them:
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- Emby directly (embyApi.js): catalog, images, streaming.
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- Our own backend (party.js): create/join/leave a party, and
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the Socket.IO connection for realtime sync.
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```
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### Auth and Emby access: the server proxies everything
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Revised after the first version: the browser used to call Emby directly
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(catalog, images, streaming) and only used `server/` for party coordination.
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That hit real CORS problems in practice (Emby/its reverse proxy don't
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answer cross-origin preflights the way that needed), and separately wasn't
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the wanted shape anyway — the browser holding a real Emby access token at
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all was more exposure than necessary. Current design:
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- The browser sends a username/password **once**, to
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`POST /api/auth/login` on **our own backend** — never to Emby directly.
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- Our backend (`server/src/embyAuth.js`) calls Emby's
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`POST /Users/AuthenticateByName` itself, using `EMBY_SERVER_URL` from its
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own environment (not something the user ever types — see `.env.example`).
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On success it mints its own opaque session id, stores
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`{embyToken, userId, userName}` server-side (in-memory, like party state),
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and hands the browser only that session id, as an `httpOnly` cookie
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(`wp_session`). The browser never sees or holds Emby's real access token.
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- Every other request — catalog search, item details, images, HLS
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streaming, party actions — goes to **our own origin only**
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(`/api/...`), authenticated by that same cookie. `server/src/embyProxy.js`
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is what actually forwards these to Emby server-side and streams the
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response back, attaching the session's real Emby token itself.
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- The `/api/catalog/stream/:itemId/master.m3u8` and `.../raw` routes proxy
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HLS specifically: the master playlist is fetched from Emby server-side,
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and every URI line in it is rewritten to point back through `.../raw`
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(whether Emby wrote it as relative or absolute) — otherwise hls.js would
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follow the playlist's own URLs straight to Emby the moment it tried to
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fetch a segment, defeating the whole point. See `rewritePlaylist` in
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`embyProxy.js`.
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- Images (`<img src>`) and video (`hls.js`/`<video>`) still can't carry a
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bearer header, but that's fine now: they're same-origin requests to our
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own `/api/...` paths, so the session cookie rides along automatically —
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no token in any URL anywhere, unlike the first version's `?api_key=...`.
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This also means the client no longer needs to ask for a server URL at all —
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one less field, one less way to get it wrong. `EMBY_SERVER_URL` lives only
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in the backend's environment.
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### Control model: host drives, everyone else follows
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Now that we own the player, the classic watch-party model (Teleparty,
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Amazon Watch Party, ...) fits better than the old plugin's "everyone keeps
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their own controls, shared reference position" — that design was specifically
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a concession to nudging *pre-existing, independently-running* Emby app
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sessions we didn't control. Here, there's only one player implementation,
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so:
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- The party creator is the host. Their player has normal controls.
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- Everyone else's `<video>` has controls hidden; a small notice says the
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host is in charge.
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- Host → server → everyone else, over Socket.IO
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(`server/src/socketHandler.js`):
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- Event-driven: every `play`/`pause`/`seeked` on the host's video sends
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`{type:"playstate", isPaused, positionTicks}` immediately.
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- Heartbeat: also sent every 3s regardless, so latecomers/drift get
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corrected even without a discrete host action.
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- Followers apply pause/unpause immediately, and only seek if drift
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exceeds 1.5s (`DRIFT_TOLERANCE_SECONDS` in `client/js/views/player.js`)
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— avoids fighting small timing noise with constant re-seeks.
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- If the host leaves, the server promotes another member (same
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fallback logic the old plugin used for its "reference" member).
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### Party lifecycle
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In-memory only on the backend (`server/src/partyManager.js`) — a restart
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clears every party, which is fine: a party is meant to last one watch
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session, not persist for weeks. `removeIdleParties` sweeps anything with no
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activity for 4 hours.
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## Realtime transport: Socket.IO, and two real memory leaks
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The realtime layer was originally a raw WebSocket (the `ws` package). Two
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things prompted a rework — a requirement (use Socket.IO instead) and a
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specific worry (memory leaks) — and auditing for the second turned up two
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real, concrete leaks, independent of which transport library is used:
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1. **Server-side: dead connections never got cleaned up.** A raw `ws`
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server has no idea a client is gone unless it receives a proper close
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frame. A laptop put to sleep, a network drop, a killed tab that never
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gets to send one — none of those fire `ws`'s `'close'` event, so the
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`PartyMember`'s socket reference (and everything it closes over) would
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sit in memory forever, and the party would never get cleaned up by
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anything (`removeIdleParties` only looks at `lastActivityUtc`, which a
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phantom connection doesn't affect). `ws`'s own docs recommend a manual
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ping/pong heartbeat to detect this - Socket.IO has one built in
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(`pingInterval`/`pingTimeout`), which is a real, not just cosmetic,
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reason to prefer it here, not only the requested API ergonomics.
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2. **Client-side: leaving the player any way other than its own "Quitter"
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button leaked everything.** `router.js` only ever did
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`currentRoot.innerHTML = ''` between routes — that destroys DOM nodes,
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but nothing told the outgoing view's *JavaScript* to stop. Clicking a
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sidebar link or the browser's back button while watching left the
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player's 3-second heartbeat `setInterval`, its realtime connection, and
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its `hls.js` instance all running against a detached `<video>` element
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indefinitely - for as long as the tab stayed open. Fixed by having
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`route()` handlers optionally return a cleanup function; `router.js`
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calls whatever the previous view returned right before rendering the
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next one, regardless of how navigation happened. `player.js` returns one
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that clears the heartbeat, destroys `hls`, disconnects the socket, and
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removes the one `document`-level click listener it adds (named, not
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inline-anonymous, specifically so it's removable at all - an anonymous
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listener added fresh on every visit would itself have been a slow leak
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even with everything else fixed).
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Both are now covered by the same class of test: drive the router through
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several "join a party, then navigate away without clicking Quitter" cycles
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and check nothing accumulates. Verified directly (see session history) by
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instrumenting `document.addEventListener`/`removeEventListener` and
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`setInterval`/`clearInterval` around three such cycles against a really-running
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local server (Socket.IO connection included, not mocked) - adds and removes
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matched exactly (3/3 listeners, 2/2 intervals across two cycles), nothing
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left pending. The server-side heartbeat fix is Socket.IO's own
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well-established mechanism, not custom code, so it wasn't separately
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instrumented the same way.
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`server/src/socketHandler.js` mirrors the old `wsHandler.js` protocol
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closely (see its own top comment for the exact event list) - the one naming
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difference is the error event, sent as `"errorMessage"` rather than
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`"error"`, since Socket.IO reserves the latter for its own internal error
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handling.
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## Live lobby, host handoff, no join codes
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Three related changes, all in service of "the home page should reflect
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reality without a refresh":
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- **The home page's party list is a live subscription, not a fetch.**
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`client/js/party.js`'s `connectLobby` joins a `"lobby"` Socket.IO room
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(`subscribeLobby` → `server/src/socketHandler.js`) and gets a fresh
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snapshot on subscribe, then again every time `broadcastLobby(io)` runs -
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which is now wired into every place party membership changes: creating a
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party, joining one (both in `index.js`'s REST handlers), and leaving
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(`applyLeave`, used by both the socket `leave`/`disconnect` handlers and
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the REST leave endpoint, so this - and the host-handoff notification below
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- only has to be right in one place). `home.js` returns this subscription
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as part of its router cleanup function, same as the player does for its
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own socket - an open lobby subscription left running after navigating away
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would have been exactly the same class of leak just fixed above.
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- **Host and elapsed time are shown per party**, per the request. Host name
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and member count come from the same snapshot. Elapsed time doesn't: it
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ticks client-side from a `createdUtc` timestamp the server includes once
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(`home.js`'s `setInterval` re-renders every `.elapsed` label every
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second) - pushing a recomputed duration from the server every second for
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every viewer would be pure waste when the client can derive it from one
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number. Verified live (see session history): faking a `parties` push with
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a `createdUtc` two minutes in the past and waiting rendered "2:06", not a
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static value.
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- **No join codes.** `PartyManager` no longer generates or tracks one - see
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its class comment. The home page's live list is now the only way to find
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a party; a code that has to be copied and typed out of band doesn't add
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anything on top of a list that's already always current. `POST
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/api/parties/:partyId/join` replaces the old `:joinCode` route.
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- **Host handoff is live, not just correct in the data model.**
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`PartyManager.leave` already promoted another member to host when the
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host left and destroyed the party once empty - that part predates this
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change. What was missing: a player already open as a follower had no way
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to find out it became host mid-session. `applyLeave` now emits a personal
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`"hostChanged"` (to that one socket, not the room) when this happens;
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`player.js`'s `becomeHost()` - the same function `init()` calls when you
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already are the host - unlocks the controls live, no reload needed.
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`becomeHost` is written to tolerate being called more than once safely:
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`addEventListener` with the same function reference is a no-op if already
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attached, and the heartbeat `setInterval` is explicitly guarded
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(`if (!heartbeat)`) since `setInterval` has no such built-in idempotence -
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calling it twice would leak the first interval's id, the exact class of
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bug the rest of this pass was about fixing, not reintroducing.
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One incidental bug found and fixed while touching this code: the home
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page's "Rejoindre" button on a live party card used to `navigate()` straight
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to the player **without ever calling the join endpoint first** - it worked
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well enough to load the video and read basic party info (`GET
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/api/parties/:id` never checked membership), but the realtime `"join"`
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would be rejected server-side ("Tu n'es pas membre de cette party.") since
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`socketHandler.js`'s join handler does check membership - meaning sync
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silently never worked for anyone who joined this way. Fixed by awaiting
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`joinParty()` before navigating, same as the library grid's tiles already
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did correctly.
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## Player: no page scroll
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`.playerWrap` was `width:100%; height:100vh` sitting inside `.mainContent`,
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which has its own padding - the two stacked (100vh *plus* padding) made the
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whole shell taller than the viewport, so the page grew a scrollbar even
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though the video itself was already full-height. Changed to
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`position:fixed; inset:0` so it's sized against the real viewport
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regardless of any ancestor's padding, and (like most players' theater mode)
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covers the sidebar while watching - confirmed via computed style
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(`position: fixed`, all four insets `0px`) rather than just asserted.
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## Presence overlay and "request pause"
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Requested as a pair: a semi-transparent overlay showing who's in the party,
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and a way for a non-host to ask the host to pause without a chat feature
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(deliberately out of scope — see Non-goals).
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- **Presence**: `client/js/views/player.js`'s `renderMembers()` — already
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responsible for the text member list in the top bar — now also rebuilds
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`#presenceOverlay`, one circle per member, positioned bottom-left so it
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never fights the top action bar (which already wraps on narrow screens) or
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the centered `.followerNotice` pill. Each circle shows the first two
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characters of `userName`, uppercased (`initialsFor`), on a background color
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picked deterministically from a small fixed palette by hashing the name
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(`colorForName`) — same person, same color, every render, with no need for
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the server to assign or track one. `opacity: .75` on `.avatar` is the
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"semi transparence" itself, applied to the whole circle (initials included)
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rather than just its background, since a chat-bubble-style translucent chip
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reads clearly enough at that opacity and avoids converting the hash color
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to an rgba string just to keep text fully opaque.
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- **Which circle is "yours"** is decided client-side by comparing
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`member.userName === auth.userName` (the same `auth` singleton
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`embyApi.js` already populates at login/session-restore) rather than
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by `userId` — consistent with the rest of the client already treating
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`userId` as a server/protocol-internal detail (see `hostChanged`'s empty
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payload) and not something to key UI logic on directly.
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- **Request pause**: your own circle — only when you're *not* the host, the
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host already has direct controls — gets `.avatarClickable` and a click
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handler that calls the party connection's `requestPause()`
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(`client/js/party.js` → `"requestPause"` socket event). The server
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(`server/src/socketHandler.js`) broadcasts `"pauseRequested"
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{userId, userName}` to **everyone** in the party, not just the host, so
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the whole group sees why playback is about to pause, and throttles it
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server-side per member (5s, `member.lastPauseRequestUtc`) independently of
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the client's own identical cooldown (`PAUSE_REQUEST_COOLDOWN_MS` in
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`player.js`) — the server-side one is the real guard (anyone poking the
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socket directly bypasses a client-only check); the client one just avoids
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a pointless click doing nothing.
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- Receiving `"pauseRequested"` shows a short banner
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(`#pauseRequestBanner`, "`<name>` demande une pause", auto-clearing after
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4s) and pulses the matching person's circle (`.avatarPulse`, a 1s
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box-shadow keyframe run twice, matched by the event's `userId` against
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each circle's `data-user-id`) for every member, including the requester
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and the host — deliberately not host-only, so a request landing while the
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host isn't looking at the tab is still visible to everyone else, and the
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requester gets confirmation their click registered beyond the local
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`.avatarSent` feedback ring.
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- Nothing about this feature actually pauses anything automatically — "request"
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is literal, the host still has to act on it. Adding an actual forced-pause
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would be a real design decision (can any member override the host's
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playback state? that cuts against "host drives, everyone follows") and
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wasn't asked for.
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Verified end to end with mocked `members`/`pauseRequested` Socket.IO events
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against the real running local server (see session history): initials/colors
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render correctly for a two-member party, the host's circle never gets
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`.avatarClickable` (neither when viewed by themselves nor by others), rapid
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repeat clicks on your own circle within the cooldown collapse to exactly one
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`requestPause` emission (confirmed by issuing three synchronous clicks in one
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script and checking the emitted-event count increased by exactly one — an
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earlier two-separate-clicks check had looked like a cooldown failure at
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first, but that was real wall-clock time between two separate tool calls
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exceeding the 5s window, not a code bug), and a `pauseRequested` event
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correctly banners and pulses the matching circle. The host-only controls
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(`becomeHost`, settings menu, next-episode button) were re-checked after this
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change and still work — this pass only added to `renderMembers()` and the
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`connectParty(...)` callback list in `init()`, it didn't touch either of
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those paths.
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## Assumptions to verify
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**Confirmed against the real server** (not a guess — actually exercised,
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see session history): `POST /Users/AuthenticateByName` really is reachable
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from Node's server-side `fetch` with no CORS issue at all (server-to-server
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has no CORS concept), returns a real 401 for bad credentials, and the whole
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login round-trip (browser → our backend → real Emby → real rejection → our
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error message) renders correctly end to end. The `--theme-primary-color-*`
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etc. custom properties `client/css/app.css` is built from were read directly
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off this exact server's live dark theme, not guessed.
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**Not yet exercised against the real server** — a successful login hasn't
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happened yet (no real credentials used in testing), so nothing past that
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point is confirmed:
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- **`/Users/{userId}` for token validation** was dropped — the proxy
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redesign no longer needs it at all (sessions are validated once at login
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and cached server-side, not re-checked against Emby per-request).
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- **Streaming**: the first version hand-built
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`/Videos/{id}/master.m3u8?VideoCodec=h264&AudioCodec=aac` directly, and it
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broke in the field: Emby's server threw `ArgumentNullException: Value
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cannot be null. (Parameter 'key')` — almost certainly an internal
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dictionary keyed by something that URL never supplied (`MediaSourceId`,
|
|
`PlaySessionId`, `DeviceId` are the usual suspects). Fixed by calling
|
|
`GET /Items/{id}/PlaybackInfo?UserId=...` first and using the
|
|
`MediaSource`'s own `TranscodingUrl` — the same thing real Emby clients do
|
|
— falling back to a hand-built URL (now at least carrying
|
|
`MediaSourceId`/`PlaySessionId`/`UserId` from that response) only if no
|
|
`TranscodingUrl` comes back. Not yet confirmed against a real response:
|
|
whether `TranscodingUrl` is reliably present, and whether it's always HLS
|
|
(a direct-play-eligible source might not transcode at all, which `hls.js`
|
|
on the client wouldn't handle - see Known limitations).
|
|
- **HLS playlist rewriting** (`rewritePlaylist` in `embyProxy.js`) — the
|
|
logic is straightforward (rewrite every non-`#` line) but has only been
|
|
reasoned about, never run against a playlist Emby actually generated. If
|
|
video loads the manifest but segments 404 or hang, start here.
|
|
- **Response field names** (`AccessToken`, `User.Id`, `User.Name`,
|
|
`ServerId`, `Items[].Id/Name/Overview/ProductionYear/Type`,
|
|
`/Users/{id}/Views` returning library folders the same shape as regular
|
|
items) — long-standing Emby/Jellyfin convention, not independently
|
|
re-confirmed for this Emby version.
|
|
- **`X-Emby-Authorization` header format** — same caveat as above.
|
|
- **The Emby web client deep-link shape**
|
|
(`/web/index.html#!/item?id=X&serverId=Y`) used for "Voir sur Emby" —
|
|
matches the long-standing convention, not confirmed against this exact
|
|
build's routing.
|
|
|
|
## UI: Emby-like shell, per-type browsing, episode queue
|
|
|
|
Reworked to look and navigate more like Emby itself, and to treat each
|
|
collection type (movies / TV / music) as its own experience rather than one
|
|
generic grid:
|
|
|
|
- **`client/js/shell.js`** renders the persistent chrome once per login: a
|
|
sidebar (collections from `GET /api/catalog/libraries`, one icon per
|
|
`collectionType`) + a `#mainContent` element the router (`router.js`)
|
|
swaps on every navigation. `router.js` was made idempotent
|
|
(`start(root)` can be called again safely) specifically so login → shell
|
|
boot can happen more than once in a page's lifetime without piling up
|
|
duplicate `hashchange` listeners — the same class of bug the earlier Emby
|
|
plugin work ran into with its page lifecycle, worth remembering.
|
|
- **`views/home.js`** (route `/home`): a horizontal carousel of every active
|
|
party server-wide (`GET /api/parties`, deliberately not filtered to "your"
|
|
parties — the point is letting people discover and join one without a
|
|
code passed out of band) plus a join-by-code fallback, then one more
|
|
carousel per library of its recently-added items
|
|
(`GET /api/catalog/libraries/:id/recent`, Emby's own
|
|
`/Users/{id}/Items/Latest`) — skipping music (see below).
|
|
- **`views/library.js`** (route `/library/:id`): dispatches purely on the
|
|
library's `collectionType`. `movies`/`tvshows`/anything else gets a tile
|
|
grid (`GET /api/catalog/libraries/:id/items`, `Recursive=false` — Movies
|
|
as movies, TV as Series tiles); `music` gets an honest "not built yet"
|
|
message instead of a half-working page (see Non-goals).
|
|
- **Tiles** (`client/js/tiles.js`, shared by the home carousels and the
|
|
library grid so they can't drift apart): poster + name, hover-revealed
|
|
overlay with "Lancer une watch party" (only for directly-playable types —
|
|
a Series tile gets "Voir les épisodes" instead, linking to `/series/:id`)
|
|
and "Voir sur Emby" (opens Emby's own web client via a `embyUrl` the
|
|
backend builds from `EMBY_SERVER_URL` + the session's `serverId`).
|
|
`:hover`/`:focus-within` reveal it on mouse/keyboard; `@media (hover: none)`
|
|
keeps it always visible on touch devices, which have no hover state at all.
|
|
- **`views/series.js`** (route `/series/:id`): season tabs
|
|
(`GET /api/catalog/series/:id/seasons`, Emby's `/Shows/{id}/Seasons`) and
|
|
an episode list per season (`GET /api/catalog/series/:id/episodes`, Emby's
|
|
`/Shows/{id}/Episodes?SeasonId=...`), each episode startable as its own
|
|
party.
|
|
|
|
### Episode queue / "next episode"
|
|
|
|
Starting a party from an episode (`POST /api/parties`) now has the backend
|
|
fetch the rest of that series (`/Shows/{seriesId}/Episodes`, no season
|
|
filter) and store everything from the clicked episode onward as the party's
|
|
`queue` (`server/src/partyManager.js`). The host gets an "Épisode suivant"
|
|
button once `hasNext` is true; clicking it (or the video's `ended` event
|
|
firing) sends a `"next"` Socket.IO event
|
|
(`server/src/socketHandler.js`), host-only, which advances `queueIndex`,
|
|
resets every member's known position, and broadcasts `{type:"itemChanged",
|
|
itemId, itemName, ...}` — every client (including the host) reloads the
|
|
player against the new `itemId` on that message. A movie or a
|
|
standalone-started episode just gets a one-item queue, so this is a strict
|
|
superset of the old single-item behavior, not a separate code path.
|
|
|
|
### Player: language, subtitles, quality
|
|
|
|
`GET /api/catalog/item/:id/playback-options` reads `PlaybackInfo`'s
|
|
`MediaSources[0].MediaStreams` and returns the Audio/Subtitle entries as
|
|
`{index, label}` pairs for two `<select>`s in the player's host-only
|
|
controls. Picking a value reloads the stream
|
|
(`/api/catalog/stream/:id/master.m3u8?AudioStreamIndex=&SubtitleStreamIndex=&MaxStreamingBitrate=`)
|
|
at the same position (`hls.js` destroyed and rebuilt, `currentTime`/paused
|
|
state preserved across the reload) rather than restarting from zero.
|
|
"Quality" is a fixed set of `MaxStreamingBitrate` presets (Auto/1080p/720p/
|
|
480p) forwarded to `PlaybackInfo` — the same simplification Emby's/
|
|
Jellyfin's own web clients use; it's a transcode ceiling, not true
|
|
client-side adaptive bitrate switching. Subtitles picked this way get
|
|
burned into the transcoded video (Emby's doing, via `SubtitleStreamIndex`)
|
|
rather than rendered as a toggleable `<track>` — simpler to implement
|
|
correctly than sidecar WebVTT, at the cost of a re-transcode to turn them
|
|
on/off.
|
|
|
|
### Confirmed vs. not, for all of the above
|
|
|
|
Driving an actual browser against this (see session history) confirms the
|
|
**rendering and interaction logic**: sidebar highlighting, home carousels
|
|
(parties + one row per non-music library), library grid dispatch, and the
|
|
series page's season-tab switching + episode list all render and navigate
|
|
correctly. That test mocked every `/api/...` response (canned JSON), since
|
|
exercising it for real needs a logged-in session — so what's **not**
|
|
confirmed yet is the shape of the real Emby responses this now depends on:
|
|
`Views` items actually carrying a `CollectionType` field the way assumed,
|
|
`/Shows/{id}/Seasons` and `/Shows/{id}/Episodes`, `Items/Latest`'s
|
|
plain-array response shape (handled defensively — see `index.js` — but not
|
|
seen for real), and `PlaybackInfo`'s `MediaStreams` shape for the track
|
|
pickers. The queue/"next episode" WebSocket flow and the player's
|
|
track/quality reload are new protocol surface with **no test coverage at
|
|
all yet** (no way to exercise real HLS playback without a live session) —
|
|
the first things to check once a real party actually plays something.
|
|
|
|
## Non-goals (updated)
|
|
|
|
**Music** was requested (dedicated audio player, artist/album browsing, a
|
|
shared/collaborative playlist party members can add to together) but is
|
|
deliberately not in this pass: it's a genuinely different subsystem — a
|
|
different player paradigm, full library-depth browsing down to the track,
|
|
and real-time collaborative queue state that doesn't fit the existing
|
|
"host drives, everyone follows" model at all (multiple people adding to one
|
|
shared list is a different kind of shared state than one host's playback
|
|
position). The sidebar and library routing already treat `music` as a first
|
|
-class `collectionType` specifically so slotting in a real implementation
|
|
later doesn't need another structural pass — see `library.js`'s early
|
|
return. Right now it just shows an honest placeholder.
|
|
|
|
## Known limitations
|
|
|
|
- Playback always goes through `hls.js` against whatever Emby's
|
|
`PlaybackInfo` suggests. If that ever comes back as a direct-play source
|
|
with no `TranscodingUrl` (no transcoding needed/possible), the client has
|
|
no fallback path yet - it'll try to hand hls.js something that isn't HLS.
|
|
- One item per party; no shared queue.
|
|
- A party member needs a browser tab open and connected for sync to apply —
|
|
there's no "catch up automatically when you come back" beyond whatever
|
|
the next heartbeat corrects.
|
|
- No persistence: server restart or long idle time ends every party.
|