Pressing Enter over the player put the whole app into keyboard mode and
dropped focus onto Play/Pause, even with Video Player Navigation off. Two
independent paths did it. InputModeTracker promoted on any key satisfying
isNavigationKey, a set that unioned activation, dismissal and the menu key
with the arrows and consulted no setting at all; separately the surface's
Select handler always asked the chrome for focus. Escape had the same effect,
which on desktop reads as the mouse cursor vanishing mid-playback.
Both now ask one predicate. eventRequestsFocusNavigation decides whether the
app switches to keyboard mode and whether a key may hand focus to the chrome,
so the two cannot disagree and focus can never land on a control while focus
chrome is still suppressed. Activation and dismissal act on what already has
focus, so they answer no; Tab, the menu key, a remote's OK or BACK, and an
arrow that will really traverse answer yes. The one input the predicate cannot
read off the event, whether the focused feature owns arrow keys, rides on the
node as DirectionalShortcutFocusNode instead of on a subtree, so every sheet,
prompt and OSD button stays an ordinary traversal target with nothing to
re-enable.
playerDirectionalNavigationEnabled and videoPlayerNavigationPreference replace
five hand-copied pref-or-isTV expressions and a screen-level cache that
disagreed with the live getter after a toggle. Services whose input is
synthesized past HardwareKeyboard announce themselves through
InputModeTracker.reportNonPointerInput rather than two static callbacks and
three copies of a highlight-strategy write. That registration is now
identity-guarded: the bootstrap-to-app tree swap disposed the outgoing tracker
after the incoming one initialised and cleared both callbacks, so gamepad and
companion remote input had stopped switching to keyboard mode entirely.
Falling out of the same rule: a companion heartbeat no longer flips an idle
desktop host into keyboard mode, analog-stick drift promotes only past the
deadzone that actually navigates, Enter keeps toggling playback once the
chrome is up, Tab both reaches and traverses the OSD, and the player surface
claims the remote from mount rather than only when the chrome starts hidden,
so the first key on a desktop route is a playback shortcut instead of the
screen node's chrome-raising self-heal.
isNavigationKey becomes isReservedControlKey, since its real meaning is a
shell key rather than a text character and the old name is what invited the
conflation. The unreachable PlayerChromeFocusTarget.timeline goes with it.
A coalesced key-repeat skip pins its target so a slow backend cannot make
the next press rebase off a position the seek has not reached yet. Nothing
retired that pin when something else moved the playhead, so for the ten
seconds it survived, a skip taken after a timeline tap, a chapter jump, an
OS media control or a peer sync resumed from the superseded target and threw
the user back across their own jump.
Publish every playhead movement on the player and retire the pin whenever
the announced destination is not the accumulator's own commit. Overlapping
seeks and backend-chosen relocations arbitrate by which operation the
backend accepted, so a request that was merely asked for cannot speak for
where the playhead ended up.
close#1819
Introduces shared seams for paginated views, D-pad reorder, media control
routing, async singletons and the device method channel, then points the
open-coded copies at them.
Also removes unused models and duplicated provider/server plumbing, folds
the twice-implemented artifact store in the server, and factors the
repeated Flutter toolchain prologue in CI into a composite action.
The preview cleared unconditionally 2s after a committed seek; on a device
still buffering, the live position hasn't caught up yet, so the next key
press re-based off the stale position and re-targeted the same spot -
discarding the seek exactly on the slow hardware the coalescing targets.
Re-arm the clear until the live position is near the target, with a 10s
ceiling backstop (same settle pattern as LiveSeekAccumulator).
350ms sits below the typical KeyDown-to-first-repeat gap (~400-500ms on
Android/TV), so every hold committed an intermediate seek before repeats
even began. 800ms matches Jellyfin ATV (media3's DefaultTimeBar uses 1s);
key release still flushes synchronously, so taps are unaffected.
A held fast-forward fired a real seek on every key-repeat for direct/
progressive streams, flooding the source with overlapping range requests and
wedging low-power devices (e.g. Fire TV Stick) in BUFFERING until the player
was restarted. Route direct play through the same preview/debounce path the
transcode case already uses: move only the timeline preview while the key is
held and commit a single seek on release or pause.
close#1424
- BACK key dismisses layers (content strip → controls → exit) with
early BackKeyCoordinator marking to prevent PopScope race condition
- Hide volume control and PiP button on TV
- Fix focus chain with mounted-node-aware navigation for live/non-live
- Fix focus reclaim on controls hide (hasPrimaryFocus vs hasFocus)
to prevent screen-level self-heal from stealing timeline focus
- LEFT/RIGHT shows controls with timeline focused for seeking
Close#701
Catch COMMAND_FAILED/NOT_INITIALIZED in PlayerNative.seek() and
PlayerAndroid.seek() directly, preventing unhandled PlatformException
crashes on macOS app resume. Remove the ~200-line
_PendingSeekCoordinator system and revert all callsites to direct
player.seek(clampSeekPosition(...)). Keep seekable property/stream
and media controls gating. Add ExoPlayer seekable emission.