Short-lived per-device queue covers the TV-flap window (issue #3):
when a device is mid-reconnect, prior code emitted to an empty room
and the event vanished. Now playlist-updates and commands targeting
an offline device are queued and flushed in order on the next
device:register for that device_id.
server/lib/command-queue.js (new):
- pendingPlaylistUpdate: per-device marker (rebuild via builder on
flush -> always fresh DB state, no stale snapshots)
- pendingCommands: per-device Map<type, payload> with last-of-type
dedup (most recent screen_off wins)
- TTL via COMMAND_QUEUE_TTL_MS env (default 30000)
- Active sweep every 30s prunes expired entries
Memory bounds: ~6 entries per device worst case (1 playlist marker
+ 5 command types), unref'd sweep timer.
Wired emit sites (8 total; the four direct socket.emit calls in
deviceSocket register handlers are intentionally NOT queued because
the socket is alive by definition at those points):
- server/routes/video-walls.js (pushWallPayloadToDevice)
- server/routes/device-groups.js (pushPlaylistToDevice)
- server/routes/content.js (content-delete fan-out)
- server/routes/playlists.js (pushToDevices + assign)
- server/services/scheduler.js (scheduled rotations)
- server/ws/deviceSocket.js x2 (wall leader reclaim/reassign)
server/ws/deviceSocket.js register paths now call flushQueue after
heartbeat.registerConnection + socket.join. Existing
socket.emit('device:playlist-update', ...) lines kept - they send
the initial state on register; the flush replays any queued events.
Player's handlePlaylistUpdate fingerprint check dedupes the
overlap.
Refs #3
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>