feat(calls): debounce join/leave cues for a flapping participant (#145)

Verified first on the local calls stack: a participant who left and rejoined
~3 s later played "leave" then "join" every time. Cues now go through
createCallSoundDebouncer (per USER, not per device):

- a leave cue waits 5 s; if the same user is back before it fires, the leave is
  cancelled and no join cue is played either;
- a join cue is suppressed for a user who left < 60 s ago;
- same-kind cues within 250 ms collapse, so a batch of leaves still sounds once;
- a second device of someone already present is not a new arrival, and a
  device switch is quiet.

Only the sound is debounced; membership UI is unchanged. Sound style, volume
and PTT interplay untouched (the style is read at play time). Timers are
injected — unit-tested with a manual clock. Re-ran the flap scenario headless:
join → flap → (silence) → real leave → one "leave" 5 s later → rejoin within
60 s → silence.

Also enables msc4133 (custom profile fields → in-call avatar decorations) on
the dev Synapse.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PPmy3tPq869XDW4njjVaKA
This commit is contained in:
2026-09-19 00:15:34 -04:00
co-authored by Claude Opus 5
parent 30fd22a5c5
commit 4e455ae42e
4 changed files with 273 additions and 8 deletions
+1
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@@ -62,6 +62,7 @@ experimental_features:
msc4140_enabled: true msc4140_enabled: true
msc4143_enabled: true msc4143_enabled: true
msc3266_enabled: true msc3266_enabled: true
msc4133_enabled: true
matrix_rtc: matrix_rtc:
transports: transports:
- type: livekit - type: livekit
+44 -8
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@@ -7,12 +7,18 @@ import { useMatrixClient } from './useMatrixClient';
import { useCallMembersChange, useCallSession } from './useCall'; import { useCallMembersChange, useCallSession } from './useCall';
import { useCallJoined } from './useCallEmbed'; import { useCallJoined } from './useCallEmbed';
import { playCallJoinSound, playCallLeaveSound } from '../utils/callSounds'; import { playCallJoinSound, playCallLeaveSound } from '../utils/callSounds';
import { createCallSoundDebouncer } from '../utils/callSoundDebounce';
const membershipKey = (m: CallMembership): string => `${m.sender}|${m.deviceId}`; const membershipKey = (m: CallMembership): string => `${m.sender}|${m.deviceId}`;
const userOfKey = (key: string): string => key.slice(0, key.indexOf('|'));
/** /**
* Plays a local sound effect when another participant joins or leaves * Plays a local sound effect when another participant joins or leaves
* the call you are in. Style (or off) is configured in Settings → Calls. * the call you are in. Style (or off) is configured in Settings → Calls.
*
* [Gitea #145] Cues go through `createCallSoundDebouncer` so a participant
* whose connection flaps (leave + rejoin within seconds) is not announced
* twice; membership UI is unaffected.
*/ */
export function useCallJoinLeaveSounds(embed: CallEmbed): void { export function useCallJoinLeaveSounds(embed: CallEmbed): void {
const mx = useMatrixClient(); const mx = useMatrixClient();
@@ -21,6 +27,27 @@ export function useCallJoinLeaveSounds(embed: CallEmbed): void {
const session = useCallSession(embed.room); const session = useCallSession(embed.room);
const prevKeysRef = useRef<Set<string> | null>(null); const prevKeysRef = useRef<Set<string> | null>(null);
const styleRef = useRef(style);
styleRef.current = style;
// One debouncer per joined call, so pending leave cues die with the call.
const debouncerRef = useRef<ReturnType<typeof createCallSoundDebouncer> | null>(null);
useEffect(() => {
if (!joined) return undefined;
const debouncer = createCallSoundDebouncer({
play: (kind) => {
const current = styleRef.current;
if (current === 'off') return;
if (kind === 'join') playCallJoinSound(current);
else playCallLeaveSound(current);
},
});
debouncerRef.current = debouncer;
return () => {
debouncer.dispose();
if (debouncerRef.current === debouncer) debouncerRef.current = null;
};
}, [joined]);
// Snapshot current members when the session (re)starts so we never play // Snapshot current members when the session (re)starts so we never play
// sounds for participants who were already present. // sounds for participants who were already present.
@@ -36,20 +63,29 @@ export function useCallJoinLeaveSounds(embed: CallEmbed): void {
const prev = prevKeysRef.current ?? next; const prev = prevKeysRef.current ?? next;
prevKeysRef.current = next; prevKeysRef.current = next;
if (!joined || style === 'off') return; const debouncer = debouncerRef.current;
if (!joined || style === 'off' || !debouncer) return;
const myPrefix = `${mx.getSafeUserId()}|`; const myPrefix = `${mx.getSafeUserId()}|`;
let someoneJoined = false; // Per USER: a device switch (leave on A, join on B) is a flap too.
let someoneLeft = false; const joinedUsers = new Set<string>();
const leftUsers = new Set<string>();
next.forEach((key) => { next.forEach((key) => {
if (!prev.has(key) && !key.startsWith(myPrefix)) someoneJoined = true; if (!prev.has(key) && !key.startsWith(myPrefix)) joinedUsers.add(userOfKey(key));
}); });
prev.forEach((key) => { prev.forEach((key) => {
if (!next.has(key) && !key.startsWith(myPrefix)) someoneLeft = true; if (!next.has(key) && !key.startsWith(myPrefix)) leftUsers.add(userOfKey(key));
});
// A user still present on another device neither joined nor left, and
// a second device of someone already here is not a new arrival.
const stillPresent = new Set(Array.from(next, userOfKey));
const wasPresent = new Set(Array.from(prev, userOfKey));
leftUsers.forEach((u) => {
if (!stillPresent.has(u)) debouncer.left(u);
});
joinedUsers.forEach((u) => {
if (!wasPresent.has(u)) debouncer.joined(u);
}); });
if (someoneJoined) playCallJoinSound(style);
if (someoneLeft) playCallLeaveSound(style);
}, },
[joined, style, mx], [joined, style, mx],
), ),
+128
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@@ -0,0 +1,128 @@
import { test } from 'node:test';
import assert from 'node:assert/strict';
import { createCallSoundDebouncer } from './callSoundDebounce';
// Manual clock: `advance(ms)` moves time and fires due timers in order.
const fakeTimers = () => {
let now = 0;
let seq = 0;
const timers = new Map<number, { at: number; fn: () => void }>();
const advance = (ms: number) => {
const target = now + ms;
for (;;) {
const due = [...timers.entries()]
.filter(([, t]) => t.at <= target)
.sort((a, b) => a[1].at - b[1].at)[0];
if (!due) break;
timers.delete(due[0]);
now = due[1].at;
due[1].fn();
}
now = target;
};
return {
advance,
timers: {
now: () => now,
setTimeout: (fn: () => void, ms: number) => {
seq += 1;
timers.set(seq, { at: now + ms, fn });
return seq;
},
clearTimeout: (h: unknown) => {
timers.delete(h as number);
},
},
};
};
const setup = () => {
const clock = fakeTimers();
const played: string[] = [];
const d = createCallSoundDebouncer({
play: (k) => played.push(k),
timers: clock.timers,
leaveGraceMs: 5000,
joinSuppressMs: 60000,
});
return { clock, played, d };
};
test('a plain join plays immediately; a plain leave plays after the grace period', () => {
const { clock, played, d } = setup();
d.joined('@bob');
assert.deepEqual(played, ['join']);
d.left('@bob');
assert.deepEqual(played, ['join']);
clock.advance(4999);
assert.deepEqual(played, ['join']);
clock.advance(1);
assert.deepEqual(played, ['join', 'leave']);
});
test('leave + rejoin within the grace period plays nothing at all', () => {
const { clock, played, d } = setup();
d.joined('@bob');
clock.advance(120000);
d.left('@bob');
clock.advance(3000);
d.joined('@bob');
clock.advance(10000);
assert.deepEqual(played, ['join']);
});
test('a rejoin within 60 s of a real leave is silent; after 60 s it chimes again', () => {
const { clock, played, d } = setup();
d.joined('@bob');
clock.advance(120000);
d.left('@bob');
clock.advance(5000); // leave cue fires
assert.deepEqual(played, ['join', 'leave']);
clock.advance(30000);
d.joined('@bob');
assert.deepEqual(played, ['join', 'leave']);
d.left('@bob');
clock.advance(5000);
clock.advance(60000);
d.joined('@bob');
assert.deepEqual(played, ['join', 'leave', 'leave', 'join']);
});
test('flap then a later rejoin: the cancelled leave still counts as "left recently"', () => {
const { clock, played, d } = setup();
d.joined('@bob');
clock.advance(120000);
d.left('@bob');
clock.advance(2000);
d.joined('@bob'); // flap: cancelled
clock.advance(1000);
d.left('@bob');
clock.advance(5000); // real leave now → cue
d.joined('@bob'); // 8 s after first leave → still suppressed
assert.deepEqual(played, ['join', 'leave']);
});
test('several people leaving together sound once; different users are independent', () => {
const { clock, played, d } = setup();
d.joined('@a');
clock.advance(1000);
d.joined('@b');
clock.advance(120000);
d.left('@a');
d.left('@b');
clock.advance(5000);
assert.deepEqual(played, ['join', 'join', 'leave']);
// @a's recent leave must not silence a first-time joiner @c
d.joined('@c');
assert.deepEqual(played, ['join', 'join', 'leave', 'join']);
});
test('dispose cancels pending leave cues', () => {
const { clock, played, d } = setup();
d.joined('@bob');
clock.advance(120000);
d.left('@bob');
d.dispose();
clock.advance(10000);
assert.deepEqual(played, ['join']);
});
+100
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@@ -0,0 +1,100 @@
/**
* [Gitea #145] Debounce join/leave cues for a flapping participant.
*
* A participant whose connection drops and comes back within seconds used to
* play the leave cue AND the join cue every time (verified on the local calls
* stack: leave+join within ~3 s → "leave", "join"). Rules, applied per USER
* (not per device, so a device switch is also quiet):
*
* - a leave cue is delayed by `leaveGraceMs`; if the same user is back before
* it fires, the leave is cancelled and no join cue is played either;
* - a join cue is suppressed for a user who left less than `joinSuppressMs`
* ago (their reconnect is not news);
* - cues of the same kind fired within `coalesceMs` collapse into one, so a
* batch of leaves still sounds once, as before.
*
* Only the SOUND is debounced — membership UI stays live. Timers are injected
* so the rules are unit-testable without real time.
*/
export type CallCueKind = 'join' | 'leave';
type Timers = {
now: () => number;
setTimeout: (fn: () => void, ms: number) => unknown;
clearTimeout: (handle: unknown) => void;
};
export type CallSoundDebouncerOptions = {
play: (kind: CallCueKind) => void;
leaveGraceMs?: number;
joinSuppressMs?: number;
coalesceMs?: number;
timers?: Timers;
};
export type CallSoundDebouncer = {
joined: (userId: string) => void;
left: (userId: string) => void;
/** Cancel pending leave cues (call on unmount / when leaving the call). */
dispose: () => void;
};
export const DEFAULT_LEAVE_GRACE_MS = 5_000;
export const DEFAULT_JOIN_SUPPRESS_MS = 60_000;
const DEFAULT_COALESCE_MS = 250;
const realTimers: Timers = {
now: () => Date.now(),
setTimeout: (fn, ms) => setTimeout(fn, ms),
clearTimeout: (handle) => clearTimeout(handle as ReturnType<typeof setTimeout>),
};
export const createCallSoundDebouncer = ({
play,
leaveGraceMs = DEFAULT_LEAVE_GRACE_MS,
joinSuppressMs = DEFAULT_JOIN_SUPPRESS_MS,
coalesceMs = DEFAULT_COALESCE_MS,
timers = realTimers,
}: CallSoundDebouncerOptions): CallSoundDebouncer => {
const pendingLeave = new Map<string, { handle: unknown; leftAt: number }>();
const lastLeft = new Map<string, number>();
const lastCue: Record<CallCueKind, number> = { join: -Infinity, leave: -Infinity };
const cue = (kind: CallCueKind) => {
const now = timers.now();
if (now - lastCue[kind] < coalesceMs) return;
lastCue[kind] = now;
play(kind);
};
return {
joined: (userId) => {
const pending = pendingLeave.get(userId);
if (pending) {
// Flap: back before the leave cue fired — nobody needs to hear either.
timers.clearTimeout(pending.handle);
pendingLeave.delete(userId);
lastLeft.set(userId, pending.leftAt);
return;
}
const leftAt = lastLeft.get(userId);
if (leftAt !== undefined && timers.now() - leftAt < joinSuppressMs) return;
cue('join');
},
left: (userId) => {
if (pendingLeave.has(userId)) return;
const leftAt = timers.now();
const handle = timers.setTimeout(() => {
pendingLeave.delete(userId);
lastLeft.set(userId, leftAt);
cue('leave');
}, leaveGraceMs);
pendingLeave.set(userId, { handle, leftAt });
},
dispose: () => {
pendingLeave.forEach(({ handle }) => timers.clearTimeout(handle));
pendingLeave.clear();
},
};
};