feat(anime): queue episodes to play next across anime

- Episode rows gain Play/Queue actions (and matching context-menu items); queued rows show their place in line, with a queue count and Clear queue in the episode header
- Queue lives in the main process (`anime-browser-queue.ts`) so it survives the browser window closing and advances on mpv's end-file even when nobody is watching; streams resolve at play time so a signed URL cannot expire while queued
- Holds mpv's keep-open off while the queue waits and restores it once empty; queueing with nothing playing just plays immediately
- Adds anime-browser-queue and episode-queue unit tests, IPC channels/contracts, and doc updates
This commit is contained in:
2026-08-15 21:44:51 -07:00
parent 51fc9034f7
commit 3ca7dcd664
19 changed files with 838 additions and 7 deletions
+142
View File
@@ -0,0 +1,142 @@
import { capture } from './browse-state';
import { describe, el } from './dom';
import { describeQueuePosition, queueKey, queuePositions } from './episode-queue';
import type { SelectedAnime } from './episode-list';
import type {
AnimeBrowserAPI,
AnimeBrowserEpisode,
AnimeBrowserQueueEntry,
AnimeBrowserQueueState,
} from '../types/anime-browser';
interface EpisodeQueueControlsOptions {
api: AnimeBrowserAPI;
setStatus: (message: string, tone?: 'info' | 'ok' | 'error') => void;
/** The anime the open detail page belongs to, or null once it is closed. */
selectedAnime: () => SelectedAnime | null;
/** Play now, with the cue states and status line the episode list owns. */
playEpisode: (episode: AnimeBrowserEpisode) => Promise<void>;
/** Repaint the rows; their badges and buttons read from this queue. */
onChange: () => void;
/** The queue started this episode by itself, so nothing else is playing now. */
onAdvance: (entry: AnimeBrowserQueueEntry) => void;
}
/**
* The play queue as this window sees it.
*
* The queue itself lives in the main process — it has to, since it advances
* when an episode ends whether or not this window is open. Everything here is a
* view of what it pushes back, plus the two calls that change it.
*/
export function createEpisodeQueueControls(options: EpisodeQueueControlsOptions) {
const { api, setStatus, selectedAnime, playEpisode, onChange, onAdvance } = options;
const queuedLabel = el<HTMLSpanElement>('episodes-queued');
const clearButton = el<HTMLButtonElement>('episodes-queue-clear');
let queue: AnimeBrowserQueueState = {
entries: [],
lastError: null,
advances: 0,
lastStarted: null,
};
let positions = new Map<string, number>();
function positionOf(episode: AnimeBrowserEpisode): number | undefined {
const anime = selectedAnime();
return anime ? positions.get(queueKey(anime.sourceId, episode.url)) : undefined;
}
function isQueued(episode: AnimeBrowserEpisode): boolean {
return positionOf(episode) !== undefined;
}
/** The queue as the main process now holds it, from a call or from a push. */
function setState(next: AnimeBrowserQueueState): void {
const previousError = queue.lastError;
const advanced = next.advances > queue.advances;
queue = next;
positions = queuePositions(next.entries);
paintHeader();
onChange();
// The episode this window had marked playing has ended, whether or not the
// one that replaced it is in the list on screen.
if (advanced && next.lastStarted) onAdvance(next.lastStarted);
// An advance that failed happened with nobody watching this window, so it
// is reported once rather than on every repaint after it.
if (next.lastError && next.lastError !== previousError) {
setStatus(`Queue stopped — ${next.lastError}`, 'error');
}
}
/**
* The queue spans every anime, so it is counted whole even when none of its
* episodes are in the list on screen.
*/
function paintHeader(): void {
const queued = queue.entries.length;
queuedLabel.textContent = queued > 0 ? `Queue · ${queued}` : '';
queuedLabel.classList.toggle('hidden', queued === 0);
clearButton.classList.toggle('hidden', queued === 0);
}
/** Queue the episode, or take it back out when it is already in line. */
async function toggle(episode: AnimeBrowserEpisode): Promise<void> {
const anime = selectedAnime();
if (!anime) return;
const queued = isQueued(episode);
// Queueing behind nothing would wait for an end that never comes, so with
// an idle player the second option collapses into the first.
if (!queued) {
const playing = await capture(() => api.isPlaying());
if (playing.ok && !playing.value) {
setStatus('Nothing was playing, so this starts now.');
await playEpisode(episode);
return;
}
}
const attempt = await capture(() =>
queued
? api.dequeueEpisode(anime.sourceId, episode.url)
: api.queueEpisode({
sourceId: anime.sourceId,
animeUrl: anime.url,
animeTitle: anime.title,
episodeUrl: episode.url,
episodeName: episode.name,
episodeNumber: episode.number,
}),
);
if (!attempt.ok) {
setStatus(describe(attempt.error), 'error');
return;
}
// Applied from what the call returned rather than waited for on the push
// channel, so the row settles on the click that changed it.
setState(attempt.value);
const position = positionOf(episode);
setStatus(
position === undefined
? `${episode.name} left the queue.`
: `${episode.name} is ${describeQueuePosition(position)}.`,
'ok',
);
}
async function clear(): Promise<void> {
const attempt = await capture(() => api.clearQueue());
if (!attempt.ok) {
setStatus(describe(attempt.error), 'error');
return;
}
setState(attempt.value);
setStatus('Queue cleared.', 'ok');
}
clearButton.addEventListener('click', () => void clear());
return { positionOf, isQueued, setState, toggle };
}