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| author | Christophe Besson <cbesson@gmail.com> | 2026-08-26 11:44:23 +0200 |
|---|---|---|
| committer | Christophe Besson <cbesson@gmail.com> | 2026-08-26 11:44:23 +0200 |
| commit | 6e0d2b9a477f1e9f1dec646c0de15440106ed7ed (patch) | |
| tree | d00229bcee942a80f0eb587fbc2b2405a36ab5d7 | |
| parent | ab96d5821fe9cda4f31b3389e1c6fb3e6010682d (diff) | |
| download | meshbay-6e0d2b9a477f1e9f1dec646c0de15440106ed7ed.tar.gz | |
fix(music): don't throw "Transport not connected" while a reconnect is landing
Found live: >5min screen lock while music played, then "Transport not
connected" at the 2nd track's end (~8min in) despite the auto-reconnect
from the previous commit. Root cause: fetchTrackBlob's own
`!transport.connected` pre-flight check ran and threw before the
already-in-progress reconnect got the few seconds it needed — it never
reached _sendAndWait, which is the only place the previous fix taught the
transport to wait.
Adds transport.waitForReconnect(), factored out of _sendAndWait's existing
gate, and calls it from fetchTrackBlob before giving up. No-op when nothing
is being reconnected, so the ordinary path is unchanged.
| -rw-r--r-- | packages/meshbay-hub/src/meshbay_hub/static/music-player.js | 9 | ||||
| -rw-r--r-- | packages/meshbay-hub/src/meshbay_hub/static/transport.js | 43 |
2 files changed, 38 insertions, 14 deletions
diff --git a/packages/meshbay-hub/src/meshbay_hub/static/music-player.js b/packages/meshbay-hub/src/meshbay_hub/static/music-player.js index 7a3978c..73cae27 100644 --- a/packages/meshbay-hub/src/meshbay_hub/static/music-player.js +++ b/packages/meshbay-hub/src/meshbay_hub/static/music-player.js @@ -218,7 +218,14 @@ function MusicPlayerBar({ transportRef, gekRef, queue, onClose }) { const cached = blobCacheRef.current.get(entry.id); if (cached) return cached.url; const transport = transportRef.current; - if (!transport || !transport.connected) throw new Error(t('music.err_transport')); + if (!transport) throw new Error(t('music.err_transport')); + // A track ending (or "next") right after a screen-lock reconnect started + // is exactly when this used to throw: `connected` was still false because + // the reconnect it only had to wait a few seconds for hadn't landed yet. + // waitForReconnect is a no-op when nothing is in flight, so this costs + // nothing on the ordinary path. + if (!transport.connected) await transport.waitForReconnect(); + if (!transport.connected) throw new Error(t('music.err_transport')); let downloadId = entry.id; let downloadSize = entry.size; diff --git a/packages/meshbay-hub/src/meshbay_hub/static/transport.js b/packages/meshbay-hub/src/meshbay_hub/static/transport.js index 56ec2c7..4eb7ac2 100644 --- a/packages/meshbay-hub/src/meshbay_hub/static/transport.js +++ b/packages/meshbay-hub/src/meshbay_hub/static/transport.js @@ -1727,6 +1727,30 @@ class MeshBayTransport { get gekRaw() { return this._gekRaw; } + /** + * Give an automatic reconnect already in progress (see _reconnectLoop) a + * bounded chance to land before giving up. + * + * _sendAndWait does this internally for every request that goes through + * it, so most callers never need this directly. It exists for the ones + * that check `transport.connected` themselves before doing anything else — + * music-player.js's fetchTrackBlob is the one this was written for: found + * live throwing "Transport not connected" on the track *after* a + * screen-lock reconnect had already been under way for a while, because + * that check ran, saw `connected` still false, and threw before the + * reconnect it only had to wait a few seconds for got the chance to finish. + * A no-op — returns immediately — when nothing is being reconnected, + * including once one has already succeeded, so it is safe to call + * unconditionally ahead of such a check. + */ + async waitForReconnect(timeoutMs = 6000) { + if (!this._reconnectPromise) return; + await Promise.race([ + this._reconnectPromise.catch(() => {}), + new Promise((r) => setTimeout(r, timeoutMs)), + ]); + } + close() { // Must be set before pc.close() below: that close() itself can drive the // pc to "closed" synchronously, and the connectionstatechange handler @@ -1745,19 +1769,12 @@ class MeshBayTransport { async _sendAndWait(obj, timeoutMs = 30000) { // A reconnect already in flight (see _reconnectLoop) means the channel - // this would send on is the one just declared dead. Waiting here, bounded - // rather than open-ended — the loop can be backing off for up to 30s - // between attempts, and a caller (in particular file-utils.js's - // pipelinedDownload, which retries a lost chunk itself) should get its - // own timeout rather than sit through someone else's backoff — gives a - // fresh handshake a real chance to land before this request is even - // attempted, instead of guaranteeing it dies with the old one. - if (this._reconnectPromise && !this._inReconnectAttempt) { - await Promise.race([ - this._reconnectPromise.catch(() => {}), - new Promise((r) => setTimeout(r, 6000)), - ]); - } + // this would send on is the one just declared dead. `_inReconnectAttempt` + // excludes the handshake connect() itself makes while reconnecting — that + // call runs *inside* this same _reconnectPromise, which cannot resolve + // until it returns, so waiting on it here would just be waiting on + // itself for the full 6s, on every step of the handshake, every time. + if (!this._inReconnectAttempt) await this.waitForReconnect(6000); return new Promise((resolve, reject) => { const id = this._seqId++; const timeout = setTimeout(() => { |