fix(sync): let a phone pause the desktop, and let a Vibe follow the audio
Six bugs in the single transport and in how a browser registers as a device, then the feature the fourth one was hiding. A watching device keeps its own audio paused, so every control that read `isPlaying` from the store drew a Play button while the desktop played — and sent `play` when it was pressed. The transport now carries one `playing` value: the remote state while presses are being forwarded, the local one otherwise. Two tabs of one browser shared a stored device id, which made them one device that ran every command twice and played two copies of the audio. A device id is now held by whichever stream has it open: registration refuses to hand back a busy id, and each tab keeps its own in `sessionStorage`. A device that was only showing what another one plays still pointed an audio element at the stream, downloading tracks it would never play. It now loads nothing while the audio is elsewhere, and reloads the moment it comes back. Commands were accepted for an owner with no stream to receive them on, so a killed tab answered a press with a success it never got. Ownership outlives a closed stream deliberately; delivery does not. The event stream never called `reply.hijack()`, leaving Fastify waiting on a handler that resolves with nothing. And the Vibe: `setQueue` is an ownership handoff, so a snapshot from another device dropped the advance handler that asks the server for the next track. A session moved to a phone became a fixed list of the hundred tracks that happened to be synced. Vibe control now follows the audio — the snapshot carries the session id, the device losing the audio stops driving, and the one gaining it resumes the durable session and takes over replanning. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -41,6 +41,12 @@ interface PlaybackState {
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vibeAdvanceHandler: ((reason: VibeAdvanceReason) => void) | null;
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/** Vibe must opt in explicitly; ordinary browsing always owns itself. */
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queueOwner: PlaybackOwner;
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/**
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* True while another device holds the audio and this one is only showing what
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* it plays. The engine loads no stream in that state, so a phone watching the
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* desktop stops pulling megabytes of audio it will never play.
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*/
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audioElsewhere: boolean;
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setQueue: (queue: Track[]) => void;
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/** Vibe-only queue replacement. Do not use for library browsing. */
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@@ -60,6 +66,7 @@ interface PlaybackState {
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setPrefetchNext: (prefetchNext: boolean) => void;
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setCrossfadeMs: (crossfadeMs: number) => void;
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setCurrentTrack: (track: Track | null) => void;
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setAudioElsewhere: (audioElsewhere: boolean) => void;
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toggleShuffle: () => void;
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cycleRepeat: () => void;
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}
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@@ -106,6 +113,7 @@ export const usePlaybackStore = create<PlaybackState>((set, get) => ({
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shufflePlayed: new Set<string>(),
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vibeAdvanceHandler: null,
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queueOwner: 'ordinary',
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audioElsewhere: false,
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setQueue: (queue) =>
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set((state) => ({
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@@ -273,6 +281,8 @@ export const usePlaybackStore = create<PlaybackState>((set, get) => ({
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currentIndex: currentTrack ? state.queue.findIndex((t) => t.id === currentTrack.id) : -1,
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})),
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setAudioElsewhere: (audioElsewhere) => set({ audioElsewhere }),
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toggleShuffle: () => set((state) => ({ shuffle: !state.shuffle })),
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cycleRepeat: () =>
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set((state) => {
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