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