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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> |
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| .. | ||
| command-queue.js | ||
| permissions.js | ||
| socket-rooms.js | ||
| tenancy.js | ||