Introduce PlayerAdapter contract; decision logic shared in Rust backend
Establish a decoupled player boundary so UI and backend interact with video through one contract, with the HTML5 (Linux/interim-Android) and native (ExoPlayer) providers as interchangeable primitive-executor adapters. - PlayerAdapter interface + AdapterHost callback bag (adapters/types.ts): the adapter owns only decision-free element PRIMITIVES (seekElement, reloadSource, play/pause, setVolume, selectSubtitle); it never branches on strategy. - Seek/audio-track DECISIONS stay in Rust (player_seek_video / _switch_audio_track return a strategy); the facade dispatches the chosen primitive to the active adapter. Both providers share the one decision path — logic lives once, in Rust. - Facade holds the active adapter; a new ControlCommand PlayerStatusEvent lets backend control (lockscreen/remote/sleep) drive the webview <video> element. - Html5PlayerAdapter resolves the LIVE element via the bridge (fixes play/pause silently no-opping when the element was re-bound). - Do not emit a "stopped" player state on natural end-of-video: it flipped the player/mode to idle mid-handoff and suppressed next-episode auto-advance under a sleep timer. Jellyfin progress reporting is preserved; the backend's on_video_playback_ended owns the transition. - VideoPlayer net -300 lines (strategy/HLS-reload logic relocated to the adapter). - Adds 20 adapter unit tests; existing suites stay green (vitest 457, cargo 416). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -451,7 +451,10 @@
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savedProgress = null;
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const id = itemId;
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if (id) {
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loadAndPlay(id, 0);
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// forceRestart bypasses the resume-progress check; without it, passing a
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// start position of 0 is treated as "no position" (`!startPosition`), which
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// re-runs the resume check and re-shows this very dialog in a loop.
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loadAndPlay(id, 0, true);
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}
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}
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@@ -537,7 +540,12 @@
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if (id) {
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reportPlaybackStopped(id, positionSeconds);
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}
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html5Adapter.reportState("stopped", id ?? null);
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// Intentionally do NOT emit a "stopped" player state here. This runs on both
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// natural end-of-video (an autoplay handoff the backend's on_video_playback_ended
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// owns) and on player close/unmount (where player_stop already drives the
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// backend state). Emitting StateChanged{stopped} on natural end flips the
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// player/mode to idle mid-handoff and suppresses next-episode auto-advance —
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// the "sleep timer pauses at the end of an episode instead of continuing" bug.
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}
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async function handleVideoEnded() {
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